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	<title>Aurora Information Uplink - User contributions [en]</title>
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	<updated>2026-07-21T21:50:04Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=40832</id>
		<title>User:NewOriginalSchwann/Sandbox3</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=40832"/>
		<updated>2026-07-21T02:57:43Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Caria&lt;br /&gt;
|System = Paegilini&lt;br /&gt;
|Image = PUTCARIAHERE&lt;br /&gt;
|Sector = [[The Orion Spur#Sparring Sea|Sparring Sea]]&lt;br /&gt;
|Capital = Yaskarit&lt;br /&gt;
|Government = Imperial Viceroyalty&lt;br /&gt;
|Legislature = Adirim&lt;br /&gt;
|Species = Humans&lt;br /&gt;
|Languages = Vulgar Morozi, High Morozi&lt;br /&gt;
|Demonyms = Carian&lt;br /&gt;
|Nation = [[Empire of Dominia]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
In the far-flung Paegilini System lies a strange, tidally-locked world of the Empire of Dominia: the &#039;&#039;&#039;Imperial Viceroyalty of Caria&#039;&#039;&#039;&#039;. Controlled by the Empire since 2424 and often referred to with the derisive nickname of the “Witch World,” it is a world shrouded in darkness and rumors. The planet serves as the Empire’s gate to the Eastern Military Frontier and its hand is soft here, allowing for the local oligarchy to thrive — though some conservatives have called for it to be reigned in. Its inhabitants are known as Carians and are often regarded with suspicion abroad due to their planet’s mysterious nature. They adhere to an acceptable deviation of Tribunalism known as Carian Tribunalism and are renowned for their abilities as seers and diviners within the broader umbrella of [[Moroz Holy Tribunal|Moroz Holy Tribunalism]].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===Prehistory (Circa 2190 - 2375===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“By the Aderlai’s mercy alone were we able to survive and endure,”&amp;lt;/i&amp;gt;  - Excerpt from pre-Imperial Carian writing on the Prehistoric era.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The pre-Imperial history of Caria is poorly documented. Attempts by [[Empire of Dominia|Imperial]] and – more recently – [[Sol Alliance|Solarian]] researchers to uncover its past have been frustrated by a lack of available records about the planet written before Elyra’s secession in 2302. It was most likely colonized at roughly the same time as [[Novi Jadran]] and [[Sun Reach]], in the late 22nd century, and intended to be a habitation or scientific center in the [[Sol Alliance History#Historical Solarian Sectors and Regions|Baltian and Arcadian Frontier Sectors]] due to its strange environment and ideal position between Sun Reach and inhabitable worlds further into the frontier. A [[Sol Alliance#Department of Colonization|Solarian Department of Colonization]] report from 2205 notes it as a research-focused colony and transit hub, but does not contain any further information. The lack of formal information from this era has led to Imperial scholars referring to it as “Prehistoric Caria” and have settled on referring to the planet as a Solarian scientific colony, based on what information is known about it from historical records and Carian genetic code showing signs of past genetic tampering associated with [[Sol Alliance History#The 23rd Century|Hegemonic-era]] Solarian experiments to produce more adaptable colonists.&lt;br /&gt;
&lt;br /&gt;
Carian academics have similarly fractured records which are often mixed with legends, half-truths, and oral histories. Officially they do not deviate from their Imperial counterparts in calling the planet a Solarian research colony. In their mythology Carians state they were brought to the planet by the Alliance, which abandoned them when its planetary rotation locked into place, and were saved by the geothermal vents modern Carian cities are now built around. According to modern dating by the Imperial Jadranic Academy of Sciences, Caria’s vents are thousands of years old and have been held by more conservative Tribunalist scholars as an example of the Goddess planning out the history of the Spur far in advance. Prior to the Imperial era, these mythologies substituted the Goddess for the Great Mother – or Aderlai – a local deity associated with Caria who possesses superficial resemblances to the Goddess.&lt;br /&gt;
&lt;br /&gt;
The poor amount of information on prehistoric Caria has led to numerous theories about the Witch World’s true origins. Some in the Holy Tribunal claim the colonists, like Morozians, were brought to the world to serve a special purpose, as She has ordained, and their unique nature is a sign of Her blessing. Others claim malevolent witch-spirits moved the planet known for its connection to sorcery from the depths of the Lemurian Sea – or beyond the Spur – to the modern Empire through vile witchwork for purposes unknown – but undoubtedly nefarious. Yet others claim the Carians are the end result of Solarian hegemonic-era experiments with the nature of humanity, and go beyond the limits of conventional human beings. The inoperative and broken remnants of warp gates in its system attest to the possibility of form of Solarian warp drive experimentation during their era of control, but the secrets of Caria’s past may never be truly known.&lt;br /&gt;
&lt;br /&gt;
===The Pirate Lords===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The only loyalties they have is their own, and their coins,”&amp;lt;/i&amp;gt; - Ernst Zhang, High Captain of the Pirate Lords, on Carians, prior to his execution (2424).&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Well-recorded and attested Carian history starts in 2375, with the planet’s subjugation by the Pirate Lords of [[Sun Reach]]. The Lords used the world, which had by then developed its own local oligarchical government, in much the same way the Empire would: as a transit world between Sun Reach and their domains beyond Caria. This, and the soft hand of the Lords, caused the planet to benefit more from their control than perhaps anywhere else due to trade profits. By the late 24th century, the families that ruled Caria on behalf of Sun Reach were wealthier, more influential, and more independent than their overlord would have liked them to be. Rumors in the Adirim, Caria’s government, began to circulate that the Pirate Lords were planning to punish their most successful underlings and take over their trade empire themselves.&lt;br /&gt;
&lt;br /&gt;
But any censure of Caria’s oligarchical families would never come thanks to its growing conflict with Novi Jadran: an insignificant, frozen world home to a surprising amount of industry which had – out of frustration with constant raids on their world by Sun Reach – sworn loyalty to Moroz, a distant, nearly as frigid world of little importance to the Adirim or Carians more broadly. The Pirate Lords’ decisive and rapid defeat in Sun Reach in 2422 shocked the planet and threw it into a temporary panic as patrician families sold off what assets they could and prepared for an inevitable Dominian assault on their world. The local military – a shadow of what the Pirate Lords had, let alone the Empire’s military – rapidly dissolved in fear of what was to come.&lt;br /&gt;
&lt;br /&gt;
When Imperial forces entered into the Paegilini system on 7 July, 2424, they were greeted by a planet on the verge of surrender. A look at the forces arrayed against Caria by the Empire led its leader, Grand Estate-Holder Bomilcar Magonbaal, to surrender immediately to the Imperial Fleet, which landed in the planetary capital and raised the Emperor’s standard in an official ceremony. The only shots fired in the Dominian invasion of the planet were in a ceremonial salute, and by a startled Dominian Imperial Fleet armsman at a migrating animal.&lt;br /&gt;
&lt;br /&gt;
===Imperial Era===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Never forget the mercy Emperor Godwin showed you,”&amp;lt;/i&amp;gt; - High Lord General Dorothea-Frieda Strelitz to Grand Estate-Holder Kusarit Maharbal, 2458.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As when it was controlled by the Pirate Lords, Caria and its government have thrived under Dominian rule. The mostly peaceful nature of its transfer to Morozian rule led to little damage to the Carians, with most disruptions coming from a shift between the native religion of the planet, known as Carianism to Dominians and the &#039;Hatim Aderlai-Zlim&#039; (lit. “Blood Path of the Great Mother”) to the pre-Imperial population, to Carian Tribunalism. Strategically, the planet’s role as a gate between Sun Reach and the broader region has not shifted, with House Caladius vessels replacing those of the Pirate Lords and colonial bureaucrats having replaced tribute collectors.&lt;br /&gt;
&lt;br /&gt;
Beneficially, Caria never faced the infrastructure and urban decay of Sun Reach, nor the privations of Novi Jadran, enabling it to bargain from a stronger position when it submitted to the Empire. While they lost their native faith to Tribunalism, canny maneuvering – which some claim involved sorcery – saw the Adirim and the Grand Estate-Holder remain in charge under the nominal oversight of a colonial Governor-Viceroy. The massive investment projects which changed life patterns on Sun Reach and Novi Jadran did not occur on Caria, and the planet has retained a level of autonomy alongside its prosperity. This has led to its non-trade economy being less integrated with the Dominian colonial economy, aside from the entry of Dominian textile products into a market once dominated by more expensive local Carian output.&lt;br /&gt;
&lt;br /&gt;
But despite its relative wealth from trade and freedom, not all is well upon the Witch World. Rumors of its sorcerous connections and the odd appearance of Carians cause them to often be discriminated against abroad in the Empire, with Imperial citizens blaming them for inexplicable phenomena when they are near and accusing them of trafficking with dark forces. In the Sparring Sea, where their trade networks are, tensions between the Republic of Elyra and Empire are higher than ever, and any war between the two will place them uncomfortably close to the frontlines and destroy many of their trade ventures. On Moroz, conservative nobles and clergy call for their autonomy to be restrained and their divination practices to be curtailed. And in Yaskarit, its capital, the Adirim is divided and volatile, with patrician families willing to use any dirty trick they can muster to win influence and power – even at the cost of the broader planet.&lt;br /&gt;
&lt;br /&gt;
==The Paegilini System==&lt;br /&gt;
&lt;br /&gt;
More here tomorrow.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Lore]]&lt;br /&gt;
[[Category: Planets_and_Systems]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=40831</id>
		<title>User:NewOriginalSchwann/Sandbox3</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=40831"/>
		<updated>2026-07-21T02:54:59Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Caria&lt;br /&gt;
|System = Paegilini&lt;br /&gt;
|Image = PUTCARIAHERE&lt;br /&gt;
|Sector = [[The Orion Spur#Sparring Sea|Sparring Sea]]&lt;br /&gt;
|Capital = Yaskarit&lt;br /&gt;
|Government = Imperial Viceroyalty&lt;br /&gt;
|Legislature = Adirim&lt;br /&gt;
|Species = Humans&lt;br /&gt;
|Languages = Vulgar Morozi, High Morozi&lt;br /&gt;
|Demonyms = Carian&lt;br /&gt;
|Nation = [[Empire of Dominia]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
In the far-flung Paegilini System lies a strange, tidally-locked world of the Empire of Dominia: the &#039;&#039;&#039;Imperial Viceroyalty of Caria&#039;&#039;&#039;&#039;. Controlled by the Empire since 2424 and often referred to with the derisive nickname of the “Witch World,” it is a world shrouded in darkness and rumors. The planet serves as the Empire’s gate to the Eastern Military Frontier and its hand is soft here, allowing for the local oligarchy to thrive — though some conservatives have called for it to be reigned in. Its inhabitants are known as Carians and are often regarded with suspicion abroad due to their planet’s mysterious nature. They adhere to an acceptable deviation of Tribunalism known as Carian Tribunalism and are renowned for their abilities as seers and diviners within the broader umbrella of [[Moroz Holy Tribunal|Moroz Holy Tribunalism]].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===Prehistory (Circa 2190 - 2375===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“By the Aderlai’s mercy alone were we able to survive and endure,”&amp;lt;/i&amp;gt;  - Excerpt from pre-Imperial Carian writing on the Prehistoric era.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The pre-Imperial history of Caria is poorly documented. Attempts by Imperial and – more recently – Solarian researchers to uncover its past have been frustrated by a lack of available records about the planet written before Elyra’s secession in 2302. It was most likely colonized at roughly the same time as Novi Jadran and Sun Reach, in the late 22nd century, and intended to be a habitation or scientific center in the Baltian and Arcadian Frontier Sectors due to its strange environment and ideal position between Sun Reach and inhabitable worlds further into the frontier. A Solarian Department of Colonization report from 2205 notes it as a research-focused colony and transit hub, but does not contain any further information. The lack of formal information from this era has led to Imperial scholars referring to it as “Prehistoric Caria” and have settled on referring to the planet as a Solarian scientific colony, based on what information is known about it from historical records and Carian genetic code showing signs of past genetic tampering associated with Hegemonic-era Solarian experiments to produce more adaptable colonists.&lt;br /&gt;
&lt;br /&gt;
Carian academics have similarly fractured records which are often mixed with legends, half-truths, and oral histories. Officially they do not deviate from their Imperial counterparts in calling the planet a Solarian research colony. In their mythology Carians state they were brought to the planet by the Alliance, which abandoned them when its planetary rotation locked into place, and were saved by the geothermal vents modern Carian cities are now built around. According to modern dating by the Imperial Jadranic Academy of Sciences, Caria’s vents are thousands of years old and have been held by more conservative Tribunalist scholars as an example of the Goddess planning out the history of the Spur far in advance. Prior to the Imperial era, these mythologies substituted the Goddess for the Great Mother – or Aderlai – a local deity associated with Caria who possesses superficial resemblances to the Goddess.&lt;br /&gt;
&lt;br /&gt;
The poor amount of information on prehistoric Caria has led to numerous theories about the Witch World’s true origins. Some in the Holy Tribunal claim the colonists, like Morozians, were brought to the world to serve a special purpose, as She has ordained, and their unique nature is a sign of Her blessing. Others claim malevolent witch-spirits moved the planet known for its connection to sorcery from the depths of the Lemurian Sea – or beyond the Spur – to the modern Empire through vile witchwork for purposes unknown – but undoubtedly nefarious. Yet others claim the Carians are the end result of Solarian hegemonic-era experiments with the nature of humanity, and go beyond the limits of conventional human beings. The inoperative and broken remnants of warp gates in its system attest to the possibility of form of Solarian warp drive experimentation during their era of control, but the secrets of Caria’s past may never be truly known.&lt;br /&gt;
&lt;br /&gt;
===The Pirate Lords===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The only loyalties they have is their own, and their coins,”&amp;lt;/i&amp;gt; - Ernst Zhang, High Captain of the Pirate Lords, on Carians, prior to his execution (2424).&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Well-recorded and attested Carian history starts in 2375, with the planet’s subjugation by the Pirate Lords of [[Sun Reach]]. The Lords used the world, which had by then developed its own local oligarchical government, in much the same way the Empire would: as a transit world between Sun Reach and their domains beyond Caria. This, and the soft hand of the Lords, caused the planet to benefit more from their control than perhaps anywhere else due to trade profits. By the late 24th century, the families that ruled Caria on behalf of Sun Reach were wealthier, more influential, and more independent than their overlord would have liked them to be. Rumors in the Adirim, Caria’s government, began to circulate that the Pirate Lords were planning to punish their most successful underlings and take over their trade empire themselves.&lt;br /&gt;
&lt;br /&gt;
But any censure of Caria’s oligarchical families would never come thanks to its growing conflict with Novi Jadran: an insignificant, frozen world home to a surprising amount of industry which had – out of frustration with constant raids on their world by Sun Reach – sworn loyalty to Moroz, a distant, nearly as frigid world of little importance to the Adirim or Carians more broadly. The Pirate Lords’ decisive and rapid defeat in Sun Reach in 2422 shocked the planet and threw it into a temporary panic as patrician families sold off what assets they could and prepared for an inevitable Dominian assault on their world. The local military – a shadow of what the Pirate Lords had, let alone the Empire’s military – rapidly dissolved in fear of what was to come.&lt;br /&gt;
&lt;br /&gt;
When Imperial forces entered into the Paegilini system on 7 July, 2424, they were greeted by a planet on the verge of surrender. A look at the forces arrayed against Caria by the Empire led its leader, Grand Estate-Holder Bomilcar Magonbaal, to surrender immediately to the Imperial Fleet, which landed in the planetary capital and raised the Emperor’s standard in an official ceremony. The only shots fired in the Dominian invasion of the planet were in a ceremonial salute, and by a startled Dominian Imperial Fleet armsman at a migrating animal.&lt;br /&gt;
&lt;br /&gt;
===Imperial Era===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Never forget the mercy Emperor Godwin showed you,”&amp;lt;/i&amp;gt; - High Lord General Dorothea-Frieda Strelitz to Grand Estate-Holder Kusarit Maharbal, 2458.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As when it was controlled by the Pirate Lords, Caria and its government have thrived under Dominian rule. The mostly peaceful nature of its transfer to Morozian rule led to little damage to the Carians, with most disruptions coming from a shift between the native religion of the planet, known as Carianism to Dominians and the &#039;Hatim Aderlai-Zlim&#039; (lit. “Blood Path of the Great Mother”) to the pre-Imperial population, to Carian Tribunalism. Strategically, the planet’s role as a gate between Sun Reach and the broader region has not shifted, with House Caladius vessels replacing those of the Pirate Lords and colonial bureaucrats having replaced tribute collectors.&lt;br /&gt;
&lt;br /&gt;
Beneficially, Caria never faced the infrastructure and urban decay of Sun Reach, nor the privations of Novi Jadran, enabling it to bargain from a stronger position when it submitted to the Empire. While they lost their native faith to Tribunalism, canny maneuvering – which some claim involved sorcery – saw the Adirim and the Grand Estate-Holder remain in charge under the nominal oversight of a colonial Governor-Viceroy. The massive investment projects which changed life patterns on Sun Reach and Novi Jadran did not occur on Caria, and the planet has retained a level of autonomy alongside its prosperity. This has led to its non-trade economy being less integrated with the Dominian colonial economy, aside from the entry of Dominian textile products into a market once dominated by more expensive local Carian output.&lt;br /&gt;
&lt;br /&gt;
But despite its relative wealth from trade and freedom, not all is well upon the Witch World. Rumors of its sorcerous connections and the odd appearance of Carians cause them to often be discriminated against abroad in the Empire, with Imperial citizens blaming them for inexplicable phenomena when they are near and accusing them of trafficking with dark forces. In the Sparring Sea, where their trade networks are, tensions between the Republic of Elyra and Empire are higher than ever, and any war between the two will place them uncomfortably close to the frontlines and destroy many of their trade ventures. On Moroz, conservative nobles and clergy call for their autonomy to be restrained and their divination practices to be curtailed. And in Yaskarit, its capital, the Adirim is divided and volatile, with patrician families willing to use any dirty trick they can muster to win influence and power – even at the cost of the broader planet.&lt;br /&gt;
&lt;br /&gt;
==The Paegilini System==&lt;br /&gt;
&lt;br /&gt;
More here tomorrow.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Lore]]&lt;br /&gt;
[[Category: Planets_and_Systems]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Novi_Jadran&amp;diff=40829</id>
		<title>Novi Jadran</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Novi_Jadran&amp;diff=40829"/>
		<updated>2026-07-21T02:44:36Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Novi Jadran&lt;br /&gt;
|System = Alatyr&lt;br /&gt;
|Image = Imperial_Frontier.png&lt;br /&gt;
|Sector = [[The Orion Spur#Sparring Sea|Sparring Sea]]&lt;br /&gt;
|Capital = Nova Rijeka&lt;br /&gt;
|Species = Humans&lt;br /&gt;
|Languages = Vulgar Morozi, High Morozi&lt;br /&gt;
|Demonyms = Jadraner&lt;br /&gt;
|Nation = [[Empire of Dominia]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
Located within the Alatyr System, the &#039;&#039;&#039;Imperial Mandate of Novi Jadran&#039;&#039;&#039; stands as a testament to the colonial legacy of the modern [[Empire of Dominia]]. A cold, icy, and predominantly rural world which was originally colonized by the Solarian Alliance during its golden age, Novi Jadran is one of the Empire’s oldest non-Morozian colonies and straddles the border between the Imperial Core and Imperial Frontier. Famed for its loyalty to the Empire, Novi Jadran is known as the “Model Colony” and provides many of the Imperial Army’s troops. It is dominated by a powerful local nobility, many of whom neglect their charges — the villages and rural citizenry under their control — in exchange for personal enrichment. In recent years, as the current Emperor has grown more ill, many of its citizens have begun to call for the Empire to reign these nobles in and establish an administration which holds the good of the Mandate above their own interests. Only time will tell if Crown Princess Priscilla Keeser will honor these demands when she ascends to the throne, or squash the dissent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Due to Novi Jadran’s abandonment by the Solarian Alliance and its lack of immigration before this, citizens of the Imperial Mandate have names and appearances consistent with the original settlers’ origins in the countries surrounding the Adriatic Sea. This is enforceable by server moderators and admins.&#039;&#039;&#039;&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===The Solarian Republic of Novi Jadran (2184 - 2302)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“It’s a harsh planet, yes, but rich in mineral resources. I don’t doubt it’ll be productive, Prime Minister,”&amp;lt;/i&amp;gt; - Martin Clemson (2119 - 2230), [[Sol Alliance#Departments|Solarian Secretary of Colonization]], 2178.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite the loss of a colonial expedition in the Baltian Frontier Sector — now the Sparring Sea — in the early 22nd century, the Solarian Alliance was interested in continued exploration, colonization, and exploitation of the southern Orion Spur throughout the 22nd century, ultimately dispatching many colonial expeditions to a region outside of the control of any major interstellar power. One of these was the Adriatic Expedition — a colonial venture founded by multiple nations on the Adriatic Sea for the purpose of establishing a colony in the broader Alliance. In the late 22nd century the Adriatic Expedition was officially launched with the Alliance’s support in the hope that the sole inhabitable world in the Alatyr System — Novi Jadran — would become a jumping-off point for further exploration of the region, and an industrial base to support the nearby colony of Sun Reach — then in the planning stage.&lt;br /&gt;
&lt;br /&gt;
The first colonists of Novi Jadran arrived in 2184, discovering a planet which was — ironically — not dissimilar to the nearby Moroz. These early colonists, who were mostly from Yugoslavia and the Veneto region of Italy, were more prepared for the environment they faced than the settlers of Moroz and quickly set about establishing the planetary capital: Nova Rijeka. Expansion on the planet was far slower than the Alliance had originally planned due to a combination of the harsh environment and Novi Jadran’s distance from the Solarian Core. The planet’s second major city, Belluno, was founded in 2215, but a railroad — the main form of inter-city transportation in the harsh tundra environment of the planet — from it to Nova Rijeka took until 2219 to be fully operational. A third major settlement, Durres, was established in 2237 and connected to the growing rail infrastructure by 2239.&lt;br /&gt;
&lt;br /&gt;
Despite being envisioned as an industrial colony much of the planet’s industry was concentrated in its four major cities, and settlements outside of these were not nearly as developed. Much of the planet’s infrastructure was dependent on advanced equipment its industrial base did not have the capacity to manufacture, and the entire world relied on high-end imports from the broader Alliance to remain functional. In the countryside Solarian bureaucrats began to gain more and more power through their ability to issue advanced technological equipment to less developed communities, and this power only increased over time. At the start of the Second Great Depression Novi Jadran was regarded as an underperforming Solarian world highly dependent on the broader Alliance for economic support, and was viewed by many colonial administrators as less successful than the nearby Solarian colony of Sun Reach.&lt;br /&gt;
&lt;br /&gt;
As the Interstellar War raged, Novi Jadran’s economic support fell to the wayside as the Alliance shifted resources from the frontier regions to the War itself. Economic support ground to a halt and complex infrastructure began to break down, first in more remote regions and eventually in major cities. Bureaucrats and other important officials began to hoard functional technology, some to sell it and others to see if it could somehow be produced locally. By 2302 the Solarian Republic of Novi Jadran was dominated by these officials and their families, particularly in the countryside, and remained an underdeveloped and underperforming planet. When the Elyran Revolution occurred, the planet was simply written off by the Alliance and abandoned to its fate without any effort to evacuate it.&lt;br /&gt;
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===Independent Novi Jadran (2302 - 2389)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The true end of the Solarian hegemonic era came not with the Treaty of Xansan, but with the Elyran Revolution and the collapse of the Southern Frontier. The abandonment of dozens of colonies to their fates is a stain upon our nation which haunts us to this day,”&amp;lt;/i&amp;gt; - Excerpt from Ingrid von Varnhagen und Langenburg’s doctoral thesis, The Collapse of Hegemony and Rise of Elyra and Dominia.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Known by modern Jadraners as the “&#039;&#039;&#039;Decades of Deprivation&#039;&#039;&#039;,” the near-century Novi Jadran spent between Solarian and Dominian rule is regarded by most contemporary residents of the planet as a time of darkness and suffering, where advanced equipment failed and less effective solutions were developed to replace them and prevent worse failures. While the planet’s four major cities maintained some of their equipment, smaller settlements often had all of their infrastructure fail over the decades. Some of these villages and small towns were reduced to pre-space era standards of living, and the relative prosperity of the Solarian hegemonic era became a distant memory for the planet. Fusion reactors were replaced by coal plants and rail lines became the primary source of transportation and commerce for much of the world. Those who had control over the limited advanced equipment in rural areas of the planet quickly established themselves as the rulers of their areas and would, by 2389, become the noble families which now rule over much of the planet. In the urban areas where advanced technology was more easily available, patrician families with control over significant amounts of this equipment began to emerge. While no noble or patrician families ever declared outright war on one another, competition for limited technological resources led to shadow conflicts between them and rivalries which — in some cases — have lasted into the 25th century.&lt;br /&gt;
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As the 24th century began to draw to a close, Novi Jadran continued to limp along. In 2380 a new threat emerged from the nearby world of Sun Reach: raids on Jadranic vessels — limited in number as they were — and some of its settlements by the Pirate Lords of Sun Reach for the purpose of gathering loot. Most engagements were won by the Reachers, who had an orbital industrial base to support their pirate fleet — even if their planet’s surface population was even more neglected than Novi Jadran’s — and the experience needed to outmaneuver their Jadranic counterparts. Eventually, this escalated into extortion and tithes paid by the Jadranic nobility to Sun Reach’s piratical rulers, and this would continue until 2389. A catastrophic crop failure left Novi Jadran unable to pay its tithe and the Pirate Lords threatened a punitive invasion which would have assuredly resulted in mass starvation for the planet’s population.&lt;br /&gt;
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To save their world, the Jadranic nobility and its wealthy urban patricians looked to a nearby rising power to aid them: the young Empire of Dominia, then in the early period of its expansion. The Empire and Novi Jadran had been in contact with one another prior to this point and [[Moroz Holy Tribunal|Tribunalism]] had started to establish itself as a major planetary faith by the late 2300s, with many Jadraners finding common ground in the Morozian’s struggle to overcome the challenges of their cold world. Desperate to save their lives and fortunes, the nobles and patricians of the planet allowed themselves to be willingly annexed by the young Empire on 18 June, 2389. The era of Novi Jadran’s independence — the Decades of Deprivation — had ended, and the era of the Imperial Mandate of Novi Jadran had begun.&lt;br /&gt;
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===The Imperial Mandate of Novi Jadran (2389 - Present)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Jadraners have, time and time again, proved their loyalty to the Empire for little in return. They are a truly remarkable people, and a fine population to pull colonial bureaucrats from in the near future as their society embraces our values,”&amp;lt;/i&amp;gt; - Gerhard-Manfred Strelitz, then-High Lord General of His Majesty&#039;s Imperial Army, in a missive to then-Emperor Godwin Keeser (2405).&amp;lt;/center&amp;gt;&lt;br /&gt;
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For many rural Jadraners, life barely changed during the first years of the Imperial Mandate. In the cities, changes were more immediately apparent. Morozian engineers, nobles, clergy, and specialists of all kinds began to appear in Jadranic urban centers. Technology which dated back to the Solarian era began to come back online, or be recreated, as Houses Zhao and Caladius poured Imperial Pounds into Jadranic cities in an effort to create prosperous urban industrial centers — though often these facilities were far, far less safe than their Morozian counterparts. Jadraners were after all, regardless of their loyalty, not Morozian. In the countryside these changes were less apparent as many noble families — now officially part of the Dominian system of peerage — opted to enrich themselves at the expense of their populations. Those who did hope to acquire these rebuilt wonders or the goods of the broader Empire would first have to prove themselves loyal to their local noble, rather than to the broader Empire. This is viewed by some as the origin of the Jadranic veneration of Imperial nobility.&lt;br /&gt;
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After slightly over a decade of Imperial rule, Novi Jadran appeared to be on the mend. Industry — even if it was less safe than Moroz’s — was on the rise in its urban centers, and its cities had become more wealthy — and another, the coastal settlement of Nuova Vicenza, was founded in cooperation between House Zhao, House Caladius, and local patricians. Outside of the cities, however, many rural communities were deprived of access to this development by powerful noble families who wished to keep it for themselves and the communities loyal to them, favoring the wealth of themselves over the whole world. These rural populations were loyal, but had little concept of the broader Empire they were now a part of. To change this, many [[Dominian Imperial Military#The Imperial Army|Imperial Army]] recruiters visited these communities as part of recruitment drives and propaganda efforts. Many rural families were larger than their urban counterparts, and House Strelitz-aligned recruiting groups promised material and fiscal benefits far beyond what these rural Jadraners would receive from a decade of work on a farm. Dozens of regiments were raised from Novi Jadran and many were stationed on the planet itself, with Moroz — and Fisanduh — viewed as too secure to justify sending large numbers Ma’zal troops there.&lt;br /&gt;
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In 2402 the Empire’s illusion of Morozian security was shattered by the unprecedented Navy Day Uprising of the [[Fisanduh|Fisanduh Freedom Front]]. With only limited forces present on [[Moroz]] and almost all of them engaged in fighting against the 3F, Imperial Army High Command made the decision to call upon its Jadranic troops to push the insurgents back and reclaim strategically vital areas of Fisansuh. Jadraners did much of the fighting and dying on the Imperial side during the Uprising and, through their dogged fighting, both defeated the insurgents in the open field and pushed them out of important positions throughout Fisanduh. Novi Jadran, through its actions, had cemented itself as the model colony willing to defend Moroz from its greatest threat in decades. Jadraners themselves had been cemented through spilled blood as the elite of the Ma’zals, and the commoner Jadraner as nearly equal to their Morozian counterparts.&lt;br /&gt;
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In the following decades Novi Jadran has continued to serve as the model colony, frequently entertaining noble guests and colonial bureaucrats from across the Empire. It remains an important world for the Imperial Army, with many of its enlisted personnel and some of its officers coming from it, but much of its rural population remains neglected and impoverished compared to the broader Empire and the Mandate’s urban centers. As the Mandate approaches eighty years of Dominian rule, and the prospect of new absolute leadership appears to be more likely with each passing year, many in the Mandate have continued their calls for a new administration which will benefit the entire world rather than simply the nobles and their loyalists. Despite its status as the model colony, Novi Jadran may be the first challenge a successor to Emperor Keeser faces — it is a planet simply too important to lose, but what awaits the person who challenges noble authority?&lt;br /&gt;
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==Environment==&lt;br /&gt;
[[File:Novi Jadran Map.png|thumb|A map of the Imperial Mandate showing its major cities and the Imperial Jadranic Railway System, which links them together. Unlabeled dots represent outlying rural communities disconnected from the broader rail network.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“If the Goddess wanted you to wake up after sunrise, she’d have made you a Primary girlie! Keep your whining mouth shut and help me untie the boat — fish wait for no vessel,”&amp;lt;/i&amp;gt; - A Jadranic fisherman to his daughter in mid-summer. Recorded by the Imperial News Network in 2455.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Novi Jadran is a tundra world similar to Moroz in terms of its climate. Summers, and the growing season, are short and relatively warm while winters are long and harsh. The planet’s spring and early summer is a time of flooding in many rural areas as snowmelt and spring rains combine to create muddy, treacherous conditions which render travel on the unpaved roads which are common throughout rural areas difficult and potentially hazardous. This condition is repeated in the early autumn, which is a season of intense rains as the growing season draws to a close. During winter most regions of the planet have several months of consecutive below freezing average temperatures, and much of Novi Jadran’s surface outside of its equatorial region is covered in permafrost. During the peak of winter, some blizzards can last for over a week and deposit meters of snow on the ground.&lt;br /&gt;
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The planet&#039;s surface is mostly water, with a large ocean, known as Pontean Ocean, surrounding its only continent: Patria, which is covered in multiple lakes and crisscrossed by several major rivers. One of these, the Iri River, is home to the four major cities of Novi Jadran and stretches from the equatorial west to the equatorial east of Patria. The Iri River is deep and wide, supporting much of the piscine diet which dominates the planet and serving as an important economic vein for the planet. In recent years it has become increasingly polluted by industrial runoff, fueling more dissent against Governor-Marchioness Anastazija Glavan due to her refusal to halt industrial development or confront the great houses for their impact on Jadranic fishing. Smaller rivers, such as the Iri’s tributaries, suffer from pollution to a lesser extent. The majority of Patria is dominated by thick forests and tundras, with every region of the supercontinent seeing snow during the winter.&lt;br /&gt;
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The Pontean Ocean, which covers the majority of Novi Jadran’s surface, is a freshwater ocean home to large icebergs which threaten shipping and have kept explorations — and exploitations — of it limited. Coastal Jadranic communities acquire much of their food from its icy waters and the ocean produces devastating storms during winter which can wreck even steel-hulled vessels — often designed to endure conditions of the wide Iri River, inland lakes, or the coastal ocean — if they are caught far from land. On the coast, Pontean “Sea-Storms” are frequent events during winter which can leave communities trapped in meters of snow and wash away poorly-prepared residences and piers, taking them out into its waters — never to be seen again. Oceanographers hired by House Caladius and brought to the Empire from planets as distant as Silversun and Europa claim the Pontean Ocean’s deeper regions are home to extensive natural gas reserves, but exploitation of these deposits has been limited due to the ocean’s harsh conditions and the unwillingness of many Jadranic sailors to venture beyond the sight of land.&lt;br /&gt;
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Despite the Iri River’s pollution the region surrounding it is home to the planet’s largest cities and most of its population as the area’s geography allows for easier development: winters are less harsh and springs less muddy. This region is home to the &#039;&#039;&#039;Imperial Jadranic Railway System&#039;&#039;&#039; (IJRS, AKA the Imperial Jadranic Railroad), the Empire’s first major project in the Mandate, which connects the planet’s major cities and some outlying regions. The Imperial Jadranic Railroad is less advanced than its counterpart on Moroz and has struggled to reach rural areas due to the planet’s harsh environment and the demands of rural nobles. Since the early 2460s it has begun to suffer from congestion issues in the Iri River zone, with many commuters experiencing semi-frequent delays and commercial traffic congestion frequently appearing on routes to productive mining operations in the countryside. Despite delays, rail lines remain the main way for Jadraners — rural and urban — to travel and ship goods from city to city. &lt;br /&gt;
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===The Jadranic Poles===&lt;br /&gt;
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As one ventures further north — or south — from the equator by sea, one will gradually see the appearance of sea ice — large, floating islands of ice also known as icebergs. This heralds the appearance of the Jadranic polar regions: uninhabited and mostly unexplored masses of land and ice that cover the top  and bottom of Novi Jadran. Uninhabited aside from limited wildlife and nearly untouched by humanity aside from the occasional explorer, fisher, shipwreck, or overflight, no human being has ever touched the Jadranic poles — the furthest north and most southerly areas of the planet. This goal, which has taunted generations of scientists, may soon be reached — if the will is there.&lt;br /&gt;
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The northern ice sea is generally regarded as the less hospitable of the two, being further away from Patria and less travelled, with the northern coastline of the continent having few settlements on it. Any expedition northwards would be mostly on its own, with few chances of outside assistance if it ran into trouble. Worsening matters is its climate, with more sea-storms occurring in this region than anywhere else in the world. Much of its interior has yet to be mapped even by satellite due to the thickness and constant nature of its storms, but its interior is estimated to be a mostly barren, rocky landscape crisscrossed by mountain ranges with few non-subterranean species due to its constant storms. More creative — or perhaps outlandish— theories hold the inside of its storm contains an unknown race of mankind, or an alien civilization, which controls the storm. Some even claim the Goddess makes her home in the material world inside its eye, and Giovanna observes the world from Her right hand inside it. Outside the interior much of the northern ice sea is a mass of ever-shifting sea ice broken up by occasional small islands, most uninhabited aside from rare weather stations or fishing camps.&lt;br /&gt;
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The southern ice sea is comparatively more habitable, being closer to Patria — separated only by the Pontean Straight to the east — and less prone to sea-storms. There is also more human habitation along the southern coast of Patria, particularly in the Straight, with many fishing settlements launching their vessels into these southern waters. An expedition lost here could, if they were lucky, run into fishing trawlers or cargo vessels if stranded as Jadranic sailors make trips to the southern ice sea to hunt the native ice-shufflers for their hide and blubber. The interior of the southern ice sea is more well-mapped and is, based on satellite scans, a frozen desert with prominent mountain ranges — perhaps the largest on Novi Jadran — and little in the way of plant or animal life once one ventures far enough inland. The southern pole has yet to be reached here due to the intense cold and biting winds that whip down from the mountains, with recent expeditions by the Imperial Jadranic Academy of Sciences having made it within a hundred kilometers of the pole. Unlike in the north, it is a question of when the southern pole will be conquered rather than if.&lt;br /&gt;
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====Polar Flora and Fauna====&lt;br /&gt;
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In the far north and far south of the Imperial Mandate the harsh environment has led to a different style of flora and fauna. Equally hardy and often migratory, these fauna and flora are some of the only living things a polar explorer may see in the region aside from their own party. &lt;br /&gt;
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&#039;&#039;&#039;Ice-shufflers&#039;&#039;&#039; are a seal-like species found in Novi Jadran’s southern waters, ranging from the coast of Patria to the southern ice sea. Carnivorous, they often prey on smaller animals but leave humans alone unless they are near starvation or threatening their young. They are large animals with a layer of thick, rubbery skin designed to insulate them from the cold. This makes them valuable to hunt, with Jadranic fishers having long harvested them for their meat, hide, and blubber. A large enough ice-shuffler can sustain a family off of its meat and fat for months, and its hides can be used in waterproof materials such as tarps and clothes. Social animals, they typically live in “villages” populated by multiple family units. These creatures can be seen on Moroz in zoos, where their cries and howls often draw curious viewers.&lt;br /&gt;
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The &#039;&#039;&#039;polar dwarf shrub&#039;&#039;&#039; is a flowering plant found on the southern coastline of Patria along the Pontean Straight. It is a small, durable flowering plant which quickly blossoms during the first weeks after winter. The polar dwarf shrub is only 10-20 centimeters tall at its maximum height and can easily be mistaken for a flower by most observers. Its flowers are typically white, though red flowers have been observed in some areas, with the leaves of the plant being an evergreen. The plant has a high amount of resin, and can be used to start fires even when wet. If ground, it produces a pleasant aroma now commonly used in perfumes, air fresheners, and colognes.&lt;br /&gt;
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===Flora and Fauna===&lt;br /&gt;
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The long winters, seasonal snowmelt flooding, and — recently — pollution brought by industry have ensured only hardy species can thrive on Novi Jadran. Animals are often small and mammal-like, favoring thick coats to stay warm and often burrowing into the ground to survive blizzard conditions. Flora must be able to survive winters and, in many areas, flooding from the melting snow that may drown fields or uproot plants.&lt;br /&gt;
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&#039;&#039;&#039;Ducal pines&#039;&#039;&#039; are one of the planet’s most common species of trees, growing throughout the Iri River basin, and are common sights in the planet’s major cities and in many villages. Resembling Earther conifers and having m wide, deep roots, they are well-adapted to the routine flooding and freezing cycle of the planet. Ducal pines produce a sweet but viscous sap known informally as “Duke’s vitae” and can be harvested by a trained arborist, with many rural estates having dedicated tree farms for harvesting this sap. They derive their name from a prominent family of Novi Jadran: the Glavans, who have long held the title of Duke.&lt;br /&gt;
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&#039;&#039;&#039;Jadranic tundra crops&#039;&#039;&#039; are a category of cereals crops — rye, wheat, barley, etc. — genetically modified by the Alliance’s Department of Colonization decades before the arrival of Morozians and the integration of Novi Jadran into the Empire of Dominia. Similar to their Earthen counterpart, these crops are designed to survive in the colder environment of Novi Jadran, and form the basis of many rural Jadraners’ diets even today. Villages are often surrounded by fields of these crops, some harvested by hand and others by dated but functional machinery. Imperial agronomists have further developed some varieties of Jadranic tundra crops for use on the planet, but most of these remain in the fields of noble estates rather than common rural farmers. Some fields are property of the Imperial state, with their crops being grown, harvested, and placed into military rations consumed throughout the Empire.&lt;br /&gt;
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&#039;&#039;&#039;Divlji pas&#039;&#039;&#039; are a close relative of Earthen dogs which have evolved on Novi Jadran after being introduced by early colonists. They tend to be smaller than other canines, with a thin build and fairly thick fur coats. Divlji as are scavengers and typically live in small packs of four to six dogs. Commonly seen on the margins of human settlements, such as remote villages in the tundra and the towns dotting the Iri River, they are rarely a threat to humans unless threatened or starving. Still, divlji pas are regarded by many rural Jadraners as pests due to their alleged targeting of livestock and many urban Jadraners view them as filthy, disease-ridden animals. Stories of packs attacking travelers during the depths of winter, when food becomes scarce, are not uncommon in rural areas, though many tales are known to contain exaggerations and the amount of attacks has decreased with the growth of rail transportation between settlements. Still, many parents tell young Jadraners vicious packs of hungry divlji pas will drag them away if they misbehave. They are sometimes used as military symbols by Jadranic units. &lt;br /&gt;
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&#039;&#039;&#039;Krznena krava&#039;&#039;&#039; (also known as “&#039;&#039;&#039;K-Ks&#039;&#039;&#039;”), are a native animal of Novi Jadran used by Jadraners as livestock. These docil, six-legged herbivores are prized for the fur, meat, and fat by farmers, and a properly slaughtered specimen can provide enough food to sustain a household for several months. Some of the wealthiest non-noble rural Jadraners have sizable herds of these animals, which require little food compared to a cow or yak, but the rural nobility consistently maintains the largest herds. K-Ks are called “fatties” by many Jadraners due to their round shape, which comes from their thick coats, and the way they struggle to right themselves if tipped over. Their meat is canned and exported to the broader Spur, where it has found a niche audience as a luxury good. During spring months, when snowmelt often turns unpaved roads into muddy quagmires, K-Ks sometimes substitute wheeled vehicles as the primary method of rural transportation. Children’s media often uses K-Ks as a mascot due to their docile nature and furry appearance.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“When commanding troops of the Imperial Mandate one must recall a main value of its people: loyalty. Much like a dog, a Jadraner will obey their masters — we Morozians — without question if they are shown respect and given sensible orders, particularly by fellow Jadraners under your command. Treat them well and you will have a loyal unit ready to die for the Empire. Mistreat them, and you will find they hold more influence over our House than the typical Ma’zal,”&amp;lt;/i&amp;gt; - Excerpt from A Guide to Jadranic Command for Strelitz Officers (3rd Edition).&amp;lt;/center&amp;gt;&lt;br /&gt;
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Jadranic culture has been heavily influenced by Imperial rule of the planet, particularly in its urban areas, but differences are present between the culture of urban Jadraners and their rural counterparts. Historical cleavages in development, with the four major cities of Novi Jadran receiving far more investment than the countryside, have exacerbated these differences and created two cultural subgroups with similar, though slightly different, cultural beliefs and views of the broader Empire and Novi Jadran’s role in it. There are even physical differences between the two groups, with rural Jadraners typically being shorter and thinner than their urban counterparts due to their weaker diets and higher levels of malnutrition. Amongst both groups, however, loyalty to the Empire and their local nobility is viewed as socially desirable, though for divergent reasons.&lt;br /&gt;
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In both Jadranic populations the ideal of &#039;&#039;&#039;loyalty&#039;&#039;&#039; is a key element of society believed to be rooted in the struggle to survive and establish themselves on the planet’s harsh, unforgiving surface where failed or faltering harvests could be lethal for entire communities. In the pre-Imperial and post-Solarian Decades of Deprivation loyalty became more prized as survival became harder. Rural communities pledged themselves to regional leaders who would later go on to become the Jadranic noble families in the anticipation these nobles would assist them when they went hungry, while urban Jadraners placed their faith in patrician families who advocated for their interests to local nobles. In the Imperial era this dedication to loyalty had been used, and exploited, by the Imperial government to endear itself to the Jadranic population. In rural and urban environments it takes on the role of a benevolent savior and overlord, and rewards the loyal Jadranic population — particularly its nobles and urban communities — with rewards unlike any given to other Ma’zal communities.&lt;br /&gt;
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===Rural Jadraners===&lt;br /&gt;
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The majority of Novi Jadran’s population lives in small, rural communities which are often underdeveloped due to corruption and graft from their noble overlords. Rural Jadraners are, on average, shorter and thinner than their urban counterparts due to poorer diets and a greater level of early childhood malnutrition. Rural communities are often impoverished and lack modern technology, with many villages having poor or nonexistent infrastructure such as electrical grids and modern roads. The Jadranic office of the Department of Colonial Affairs turns a blind eye to corruption of local nobles in exchange for their patronage and the lavish hospitality they provide visiting Primaries, including the [[Empire of Dominia#Imperial_Cabinet|Chief Commissioner for Colonial Affairs]]. These visits, and their associated celebrations, are major events for the rural Jadraner’s of a noble’s domain, and those who are able to make an offering to catch a visiting Primary’s eye will do so. Catching the attention of a Primary is a quick way to receive boons ranging from small gifts to the taking-on of the Jadraner’s family as wards to enrolling the Jadraner’s family in advanced schooling such as the Royal Engineering Institute or Valentina Caladius School for Gifted Ma’zals. Those who do not acquire this patronage may simply try again next time, never try again, or try their luck in the industrial, urban centers of the planet.&lt;br /&gt;
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Rural Jadranic life can be quite harsh, particularly during the long winter months of the planet. Fishing is a vital skill for many communities as crops are often impractical to grow without greenhouses, and rural communities along the Iri River and equatorial Pontean Ocean  have historically been the most prosperous of the planet’s non-urban settlements. With the growing industrialization of Novi Jadran since 2389 and the increasing level of pollution in the Iri River, many of these once-prosperous riverine communities have emptied out as fishing has become non-viable due to the hazardous nature of the Iri’s waters. Coastal communities have fared better, and many send much of their catch to urban markets where they make large profits, and are home to some of the most developed infrastructure outside of the urban settlements. Life in these settlements, however, is harsh: the Pontean ocean is wracked by violent storms throughout the winter and fishing on the open Ocean  requires long, demanding hours on all days of the week. Not every boat which goes out will make it back, particularly during the winter. Coastal rural communities are regarded as more superstitious and Goddess-fearing than their inland counterparts, and many feature shrines to the Goddess where She is clad in the traditional yellow rain slicker and hat of Jadranic fishers.&lt;br /&gt;
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In every rural community there is a cadre of individuals who have been deemed loyal by the region’s noble overlord. Typically, these notables serve as the leaders of a community and receive advanced equipment and training in exchange for continued loyalty to the noble family which rules over them. They often distribute this equipment to individuals loyal to them, thus ensuring a system of patronage which allows them to maintain their power over a community. While they are not nobles, these notables have a degree of political influence which allows them to ask favors of their overlords and are often the people who determine where the extensive rail lines of Novi Jadran will expand to next.&lt;br /&gt;
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====Rural Jadraners and the Imperial Army====&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Generally enlisted personnel, rural Jadraners will be the bulk of your command. Do not be fooled by their slighter frames and smaller builds compared to Morozians: they are as reliable and loyal as any Secondary,”&amp;lt;/i&amp;gt;  - Excerpt from A Guide to Jadranic Command for Strelitz Officers (3rd Edition).&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:House_Strelitz.png|thumb|right|The dark red standard of House Strelitz, the great house which dominates the Imperial Army.]]&lt;br /&gt;
With limited economic opportunities, harsh living conditions, and the Jadranic tradition of loyalty, the rural areas of Novi Jadran are a frequent target for Imperial Army recruitment drives. These recruiters, who are often Morozians or urban Jadraners who have expressed a high level of patriotism for the Empire, arrive by train at the end of the summer harvest — when many families wonder if they’ll have enough food to last through the winter — and present the benefits of enlistment: higher wages compared to farm or fishery work, training in valuable skills, a chance to lift the entire family’s Mo’ri’zal, and other benefits. Many recruiters will offer cash bounties for enlistment, or provide advanced equipment such as an electrical grid to villages able to consistently provide recruits. Parents eager to see their sons and daughters succeed in life, or worried they will not last through the winter, or simply motivated by greed, push their children to volunteer and serve both Goddess and Jadran in the Imperial military. Most willingly enlist, while some are forced or coerced by their parents or guardians.&lt;br /&gt;
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Rural Jadraners who enlist into the Imperial Army — or more rarely the Imperial Fleet, which does much of its recruitment in urban areas — must often be sent through an adjustment period at their billet as many experience profound culture shock upon arriving in the major cities of the planet. They have exchanged a life of manual labor for one of military training, and traded the muddy, unpaved streets of their rural villages for the paved roads of the four major cities and the insulated, heated barracks of the many Imperial Army bases on the planet. Over a period of weeks they are molded into “modern” Integrated Ma’zals suitable for Army service and able to interact with even Morozian officers. These Jadranic soldiers often send much of their salary back to their villages, but rarely move back into them for extended periods after their service ends. Life in the Imperial Army is often difficult, and one can always die in service, but many rural Jadraners view it as the best way to achieve a better life. However, rural Jadraners form a smaller portion of the Imperial Army’s officer corps when compared to their urban, or Morozian, counterparts. Primarily they serve as enlisted troops, sometimes rising to junior officer ranks. There has never been a rural-originating Jadranic general officer.&lt;br /&gt;
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In the villages where troops are recruited from, the departure of their sons and daughters to the Imperial Army is viewed with a mixture of pride, sorrow, jealousy, and worry. Those who remain view the departing as representing their village, and their parents are regarded as good people and model Imperial citizens for committing their children to the military — sacrificing a spare hand on the farm in the process. Some who remain, such as the siblings of recruits, view them with a degree of envy and jealousy as the recruits are free from the burdens of rural manual labor, the cold winters of the Jadranic countryside, and the simple boredom of rural life. Many who feel this way are destined to become Army recruits themselves, particularly once the soldier begins sending money back to their village. Due to the expense associated with portraits and the rarity of professional photographers in the countryside, rural households will often have a sketch of their relative in uniform in their house rather than a painting or professional portrait. Due to the poor conditions of rural infrastructure the parents of soldiers often have difficulty communicating with their children, with their telephones — which not all villages possess — or computers being unable to reach beyond Novi Jadran, and instead having to rely upon the Imperial Dominian Mail Service to communicate via letters. Sometimes, of course, despite the prayers of their family and a village’s clergy, the letters stop coming.&lt;br /&gt;
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To receive official confirmation of an immediate relative’s death in the line of duty a resident of the Jadranic countryside must undertake the Journey of Sorrow, the colloquial name for the trip one must take from their village to one of the four major cities to confirm the death with the Imperial Army’s records department. The journey starts when one is advised, generally by letter, of a relative’s death and summoned to the nearest major city to receive the body, official death certificate, and associated [[Empire of Dominia#The_Mo’ri’zal|Mo’ri’zal]] adjustments that come from a death in service of the Imperial military. For a rural Jadraner this is an expensive, time-consuming process which will take them away from their village and job for weeks on end, if not months, as they journey to the city and acquire their relative’s body, then travel back to make funeral arrangements. Often only two to three members of a family will go, and their missing spots in the family’s jobs will be covered by younger relatives or trusted neighbors. The sight of weeping peasants with black armbands — commonly worn by Tribunalists in mourning — is common enough in major urban centers to be a point of discussion in urban Jadranic circles.&lt;br /&gt;
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====Rural to Urban Migration====&lt;br /&gt;
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Rural Jadraners do, like many people across the Orion Spur, move to urban centers in search of greater employment opportunities for their families. On Novi Jadran itself these migrants are often found in the poorer sections of urban areas and in lower-paying industrial or service sector jobs — such as armaments workers or household servant work — as they lack the technical skills and generational wealth of the urbanite counterparts. Over time these rural Jadraners typically adapt to their environment and many do establish themselves in more profitable, and prestigious, careers such as white collar work and blue collar management, but this often takes years if not entire generations. As they speak a slightly different dialect of Vulgar Morozi when compared to their urban counterparts, many will attempt to suppress their accent in an effort to appear more urbanized, and thus more skilled and desirable for promotions. As migrants often live in urban communities with other rural Jadraners referred to as “&#039;&#039;Vilagjet&#039;&#039;” — a combination of the Jadranic words for “village” and “neighborhood” — by urban Jadraners, immersion into urban culture can be difficult for new arrivals.&lt;br /&gt;
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===Urban Jadraners===&lt;br /&gt;
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A minority of Novi Jadran’s population lives in its four major cities — Nova Rijeka, Belluno, and Durres — and their outlying neighborhoods where the majority of Imperial development has been concentrated. Urbanite Jadraners are the wealthiest non-Morozian group in the Empire of Dominia and are generally taller and often bulkier than their rural counterparts due to a better diet. This wealth, which has been quickly amassed since 2389, has transformed many urban Jadranic families from impoverished working-class families into middle or upper middle class bureaucrats and Integrated Ma’zals with money to spend on luxury goods, education, and the latest Morozian cultural imports. Cities which once were covered in decaying, half-abandoned Solarian-era industrial parks have been transformed into lavish industrial centers of the Empire where imported Morozian luxury cars carrying visiting Morozian tourists travel next to the ubiquitous urban rail lines of the four cities.&lt;br /&gt;
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But beneath the surface of newfound wealth and prosperity lies an inconvenient truth: the money which has created the urban Jadranic renaissance comes from the colonial empire of Moroz. Despite being Ma’zals — though valuable, trusted Ma’zals — the urban Jadraners have readily, even gleefully, embraced their role in the colonial system as its bureaucrats, mid-ranking military officers, and technical professionals. While there is no widespread effort to move away from this system which has brought them such wealth, some younger urbanites have begun to question the Department of Colonial Affairs’ role in continuous rural poverty. Many of these young Jadranic urbanites have taken to joining counterculture movements which call for a new approach to government in the style of famed pro-Imperial reformist Edvard Posavec — a close ally of Crown Princess Priscilla, the heir apparent, who has called for an adjustment of the system of rural governance. Some go even beyond this, calling for the rural nobles to be entirely disenfranchised and removed from power — but this is a radical opinion rarely heard in the coffee shops which dissident youths and intellectuals favor.&lt;br /&gt;
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Urban Jadranic life is less impacted by the changing seasons as the typical urban resident works in either an industrial area, white-collar office, or service industry and acquired their foot from a local store rather than catching it or growing it themselves. Novi Jadran’s four major cities are known throughout the Empire as productive industrial centers which produce many of the perishable foodstuffs and equipment consumed throughout the Imperial Frontier, and Imperial Army equipment commonly bears the Jadranic industrial seal of quality somewhere in its steel. Jadranic heavy industry, however, is poorly regulated compared to elsewhere in the Spur: workers are expected to put in long hours at their jobs with few breaks, factories are far more dirty than elsewhere in the Spur (though Svarog, in the Federal Technocracy of Galatea, still outpaces the planet), and industrial accidents and deaths are frightening common. Attempts to regulate Jadranic factories have been prevented by the government, fueling further anti-Glavan and pro-Posavec dissent.&lt;br /&gt;
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When urban Jadraners join the military, which they often do, they typically serve as officers or specialized personnel such as engineers and medical professionals due to their higher levels of education than rural Jadraners. Urban Jadraners serve in all three branches of the Imperial military and have risen highest in the Imperial Army, where several have become members of Imperial Army High Command (HCAI), the central decision-making body overseen by the High Lord General. In the more Morozian-centered Fleet and Flying Corps, Jadraners have found less success. Jadraners in the Fleet often do not rise beyond junior flag officer ranks and few Flying Corps fighter pilots are Secondaries, let alone Jadraners. Having at least one child in the Imperial military — generally the Army — is seen as a desirable trait for urban families, with many viewing it as their way of showing continued loyalty to the Empire. Photos or paintings of current or historical relatives in uniform feature prominently in many urban residences, and these officers are easily able to remain in touch with their families due to the greater level of technology in cities.&lt;br /&gt;
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====Urban Counterculture====&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“That we even have these ‘movements’ is an insult to everything our government stands for, and a slap to the face of our Empire!”&amp;lt;/i&amp;gt; - [[Council of Imperial Governors#Imperial Mandate of Novi Jadran|Governor-Marchioness Anastazija Glavan]] in a meeting with the constabulary in Nova Rijeka, 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The counterculture, or dissident, movement of Novi Jadran’s four major cities is concentrated amongst the young and educated urban population of the cities, and has its origins in the classrooms of the Royal Engineering Institute of Nova Rijeka. There, in the early 2300s, the educated Jadranic classes began to emerge and were tasked with improving their Mandate for the broader Empire’s glory and continued prosperity. But as Novi Jadran has changed, so too has its counterculture movements, which have become three distinct groups: the established, urban Jadranists, the youth-centered Mjenjači, and the more radical Posavacists.&lt;br /&gt;
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&#039;&#039;&#039;Jadranists (Jadranism)&#039;&#039;&#039;&lt;br /&gt;
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The central pillar of the Jadranist movement is the neglect of the countryside by the nobles who are, according to the Mandate’s government and the broader Empire, meant to develop it and bring prosperity to all of Novi Jadran. But they have not, and many rural nobles have opted to enrich themselves with funds meant for rural development. Furthermore, they have interfered and meddled with efforts by urban professionals to create projects in the countryside such as railroads, mines, and electrical grids, forcing development to cater to their systems of patronage rather than the empirical studies of the Royal Institute. Frustrated and unable to formally act against the rural nobles due to their status as “just”  commoner Ma’zals, these professionals began to debate what could be done about the sorry state of rural life on Novi Jadran in classrooms, middle-class living rooms, coffee shops, and other places the Jadranic intelligentsia frequented. By the 2410s this movement, still concentrated in the university-educated classes of urban Novi Jadran, was known as Jadranism.&lt;br /&gt;
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Jadranists advocate for a lessening of rural noble privileges and more oversight of rural development, with many calling for the Empire to replace the current governor and begin anti-corruption investigations into the colonial administration of the planet. They hold a patronizing attitude towards rural Jadraners and view themselves — the educated, urban elite — as more able to make decisions than their uneducated, rural counterparts. This stance — and the poor working conditions of many rural industrial facilities — has won them few friends amongst rural community leaders, but their connections to urban patricians have ensured their continued relevance. The Jadranist faction is closely aligned to Edvard Posavac’s movement, but is viewed poorly by youth dissident groups. It is a common joke amongst the Mjenjači the quickest way to ensure change is to have a Jadranist speak to a rural noble — they’ll quickly die from boredom.&lt;br /&gt;
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&#039;&#039;&#039;Mjenjači&#039;&#039;&#039;&lt;br /&gt;
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Literally translating from Jadranic Morozi as “Gearboxes,” the Mjenjači (also rendered Mjenjachi) are a counterculture — arguably, a dissident — group primarily made up of the descendants of rural Jadranic immigrants to urban centers during the early Imperial period. A cross-class movement which includes everyone from the children of factory workers to those of white collar professionals, many Mjenjači are university or primary school students and their political influence is the smallest of the three major counterculture groups. The Mjenjači first emerged in the 2430s and their name is a reference to the common employment of first-generation rural immigrants: factory work.&lt;br /&gt;
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Unlike the Jadranists and Posavacists, which are political in nature, the Mjenjači are a cultural movement which has grown out of the experience of rural life and urban migration, and the resulting discontent with the colonial administration. Mjenjači clubs are frequent sights in university districts and in Vilagjet communities, and their fashion trends — which favor dark, earthen tones reminiscent of the clothes worn by poor urban Jadraners but influenced by Jintarian “punk” trends — have become popular amongst young urbanites in the 2460s. While their political pull is limited, the Mjenjači broadly support more autonomy for rural communities and more resources for their development. As a youth movement, they are often found on campuses and many recent graduates still subscribe to some of its cultural practices, such as its mode of dress.&lt;br /&gt;
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While it lacks true political influence the Mjenjači movement is viewed with suspicion by the Royal Jadranic Constabulary for its skepticism of the government and distaste for military service, which many Mjenjači view as exploiting the rural population. It is not uncommon for constables to break up Mjenjači gatherings at the orders of bureaucrats and local notables, and the movement has a reputation for petty hooliganism throughout much of urban Novi Jadran as a result — a reputation the Mjenjači view as undeserved.&lt;br /&gt;
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&#039;&#039;&#039;Posavacists&#039;&#039;&#039;&lt;br /&gt;
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Formed by Imperial diplomat [[Council of Imperial Governors#Imperial Mandate of Novi Jadran|Edvard Posavec]] in the latter years of the 2440s, the Posavacists are a young and shockingly influential counterculture movement which calls for the establishment of an oversight system for the rural nobility to prevent their excesses. Some radicals, whom the movement seems to publicize more than their mainstream peers, call for a total replacement of the traditional nobles with, “more qualified Morozians,” instead. Like Posavec himself much of his movement is made up of educated urban commoners, particularly those in the Imperial bureaucracy, and it has limited support outside of this group — though its deep pockets allow for many to be hired on as demonstrators.&lt;br /&gt;
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The Posavecists are viewed as a dangerous group by the current Governor due to their deep connections in the bureaucracy and Posavec’s most important ally: the crown princess, [[Keeser Royal Family#Crown Princess Priscilla Keeser|Priscilla Keeser]] herself. Her influence shield the movement from much of the harassment others face and she is rumored to be a major funder of its goals due to the long-rumored distaste Priscilla and Governor-Marchioness Glavan hold for one another. As long as her influence holds, they will remain untouched — and perhaps even be swept into power after Empress Priscillla is crowned.&lt;br /&gt;
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==Government==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The existence of Novi Jadran — a colonized society used to colonize others — is proof of the Empire’s depravity, and how far they have strayed from the Goddess’ light,”&amp;lt;/i&amp;gt; - Anonymous Xanan of Fisanduhian descent interviewed by the Xanu News Network’s Liao Qi in early 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Imperial Mandate of Novi Jadran is a subject of the Empire of Dominia which is ruled by Governor-Marchioness Anastazija Glavan, a Jadranic noblewoman from Nova Rijeka and retired Imperial Army officer who has held the position since 2455 and is widely unpopular amongst the common Jadranic population for her unwillingness — or perhaps her inability — to contest the opinions of nobles and fight for the rights many Jadraners believe they have earned by their blood spilled in the Empire’s service. Compounding her issues, Glavan must answer to the whims of Novi Jadran’s nobility. Though not Morozian Primaries, these nobles dominate much of the Jadranic countryside and hold significant political influence in its cities and government. Without their cooperation, life in the planet’s urban centers would grind to a halt as food and raw materials stopped arriving at the necessary rates.&lt;br /&gt;
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The colonial bureaucracy of Novi Jadran is de jure entirely under the control of the Department of Colonial Affairs, as it is an Imperial Mandate of the broader Empire. De facto, the Department has a hands-off approach where Novi Jadran is left to manage its own internal affairs due to its proven loyalty, and Morozian Primary bureaucrats — with their Secondary colleagues — are treated lavishly on the planet when they arrive. The Imperial Mandate’s bureaucracy is itself divided between the rural and urban zones, with the rural areas dominated by the Jadranic nobility and the urban areas dominated by the more meritocratic bureaucracy of the urban patrician classes, who must ensure profits continue to flow into their urban holdings. In the countryside, graft and corruption by rural nobles — with Morozian Primaries of the Department of Colonial Affairs often receiving kickbacks — ensures the administration is inefficient and benefits nobles first, with commoners second.&lt;br /&gt;
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[[Dominian Security and Law||Non-Tribunalist criminal enforcement]] on Novi Jadran is handled by the local branch of His Imperial Majesty’s Constabulary Service: the Imperial Jadranic Colonial Constabulary (IJCC), which is further divided into rural and urban sections. The IJCC has a reputation for excellence in the broader Empire and across Novi Jadran, with low rates of corruption and high rates of solving cases — particularly in urban areas. Urban constables are common sights in most city districts, with their peaked caps and uniform intentionally designed to evoke the appearance of an Imperial Army officer. Rural constables are less frequent, with many villages only having a single constable for their region. Despite their low numbers, rural constables have a reputation for doggedly tracking fugitives for dozens — sometimes — hundreds of kilometers, often with the assistance of Imperial Lyodii seconded to the IJCC from the Lyodic Rifles, until they bring their suspect to justice.&lt;br /&gt;
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===Major Rural Noble Families===&lt;br /&gt;
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While not Morozian Primaries, the rural nobility of Novi Jadran are still viewed as the social elite of the planet and are de facto equal to their Morozian counterparts, though de jure they are subordinated to Moroz’s will. Noble houses on the model colony are much smaller than their Morozian great house counterparts, often only a few dozen relatives and their retainers, and hold sway over the vast majority of the planet’s countryside. Many rural Jadraners are more loyal to their local noble family than the central government of the planet, which these nobles use as leverage against the cities and their patricians.&lt;br /&gt;
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&#039;&#039;&#039;Duke Dragan Glavan&#039;&#039;&#039;, father to the current Governor-Marchioness, is a towering figure in the political environment of the Imperial Mandate due to the Glavan family’s dominance of the fertile countryside near Lake Glavan and Nova Rijeka, which remains outside of the Duke’s control — much to his continued frustration. Duke Glavan is a military-minded man who ensures the rural population under his control provides more recruits to the Imperial Army than any other noble-controlled region, and he is famous for his valor during the Dominian conquest of Sun Reach — where he served as an officer. Dragan typically invites members of House Strelitz to his domain and organizes elaborate hunting parties and celebrations for him, maintaining large, private hunting forests where trespassing commoners are given the choice of execution or service in the Imperial Army if caught. A harsh, militant individual, Dragan is disliked by many in Nova Rijeka for his domineering attitude towards the city and constant meddling with its railroad networks. He is a frequent object of satire in the Novi Rijeka Gazette, the Mandate’s most widely-read newspaper.  The Duke has attempted many times to shut the Gazette down, only to be frustrated by the mysterious — and unknown — Morozian noble who bankrolls it. Rumor has it the crown princess herself is the Gazette’s patron, and it is funded to frustrate the Galvans.&lt;br /&gt;
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&#039;&#039;&#039;Duchess Filomena di Falerio&#039;&#039;&#039;, second of her name, controls large, mostly barren swathes of land in northern Patria near the Godwin Sea, having inherited it from her father upon his passing in 2431. Over the intervening thirty years Filomena, an engineer by training, has opened up the di Falerio holdings to investment by the great houses, megacorporations, and urban Jadranic businesses after a village discovered large mineral veins in the foothills where they tended their groves. The rural villagers were shortly forced off their land by Eridani mercenaries hired by Filomena and mineral rights were sold off to the highest bidders, even if they were offworld, with the expectation the family would receive a cut of the profits. Filomena frequently invites engineers from House Zhao to her domain, and frequently entertains Admiral-Governor Lanying Zhao of Zhurong. The wealthiest of all rural nobles, Filomena is regarded as by far the most cruel. Her gaunt, commanding visage is frequently seen in anti-noble literature distributed by the Posavecists’ radical faction, and some whisper that she is only kept in power through her use of mercenaries, the amount of kickbacks she provides to the government, and the sheer volume of raw materials she provides to the urban factories of the planet. Even if the methods to gather them are cruel, some say, does it truly matter when we do not see them?&lt;br /&gt;
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&#039;&#039;&#039;Duke Ludovico di Brignole&#039;&#039;&#039; controls a stretch of fertile coastal land south of Durres along the Pontean coast. Not as wealthy as the di Falerios nor as militant as House Glavan Ludovico is, in many ways, the archetypal rural noble. His holdings are poor, yes, but they are local and faithful to the Empire and the Goddess alike. Money which should go to them instead goes to excessive celebrations for Morozian Primaries which benefit House di Brignole, yes, but he provides the rural citizenry with enough to make a living — even if barely any villages have electricity and some must walk for days to reach the nearest rail line. The Duke himself is a pious, somewhat dull man who seeks the patronage of any Morozian who visits his holdings. The territory he controls is regarded by many Jadraners as a breadbasket for its bountiful fishing grounds, and more temperate weather due to the Pontean Ocean ’s currents. The warm temperatures have, in recent decades, made the coastal villages popular vacation spots for urban Jadraners — a process which has, ironically, seen these villages quickly transformed into wonders of rural infrastructure. Many Jadraners — both rural residents of the duchy and urban visitors — have noted the only reason for this modernization was the promise of Imperial Pounds, shedding much light on Ludovico’s true character.&lt;br /&gt;
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===Education===&lt;br /&gt;
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Over its decades of integration with the Empire, the Mandate has seen significant resources invested into its education sector. However, while some of this is directed to rural schools, most of the money is directed to the urban centers — either by the budget or by corruption in the local bureaucracy that favors the patrician families of the cities. This investment has ensured a wealthy urban Jadraner is, though they remain a Ma’zal, typically able to enter the same professionals as a Secondary: mid-level bureaucratic positions, serving as [[Dominian Imperial Military|military officers]], working as doctors and engineers, and more. Prior to entering [[Human Educational Institutions#Empire of Dominia|university]] Urban Jadraners will have gone through standard education under Morozian curriculum and are often passingly fluent in High Morozi, allowing them to work more easily in the broader Empire. Culturally, their [[Moroz|Morozian-based]] curriculum means an urbanite Jadraner is extremely similar in their beliefs and outlooks to their Morozian peers.&lt;br /&gt;
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In the countryside the educational system is less well-funded and lacks opportunities beyond primary education, and this is often the best-case scenario. A rural village may have a small school or no school at all, requiring students to seek passage to another community for their standard education. This education is often rudimentary and basic, focused topics such as literacy, arithmetic, and Imperial history in an effort to make them loyal and useful citizens of the Empire. Attempts to reform or better fund rural Jadranic education have been frustrated by a lack of funding and endemic corruption in the countryside, causing much of the funding marked for their services to be funneled into noble estates or the cities. While frowned upon in the rest of the Empire, physical punishment for misbehaving or inattentive students is common in these rural schools, and a slap across the face for inattentiveness is not an uncommon experience for pupils. Rural pupils generally lag behind their urban counterparts, and many who go on to join the Imperial military receive further practical education in it — further encouraging military enlistment for these young Jadraners.&lt;br /&gt;
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The stark difference in urban-rural education has served to reinforce the divide between urban and rural Jadraners throughout the Imperial era (2389 - Present). Urban Jadraners are often — even in the working class — well-read and well-educated, and have further assimilated Morozian culture into their lives. Thanks to his educational system, a factory worker in Durres who has completed primary school often has more in common with a Morozian light-years away than he does with a rural Jadraner living an hour’s rail travel outside of the urbanized Iri River region. A rural Jadraner, meanwhile, may struggle to read even Vulgar Morozi until she receives further education — often provided by the military — and often has a poor understanding of Morozian culture beyond the Holy Tribunal. This difference is a major factor behind the sense of superiority many urban Jadraners — cultured, educated, and practically Morozian in their own eyes — feel over rural Jadraners — piggish, uneducated, and clinging to primitive savagery in the same urbanite eyes.&lt;br /&gt;
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Below the university level private and boarding schools are not uncommon, particularly for noble and patrician families. Some children of elite Jadraners are sent abroad and educated in private schools on Moroz, in the hope they will become more Morozian and thus bring more prestige to the family. For the blue-collar urbanite or impoverished rural families this is far beyond their means, and they must instead rely on whatever public schools are available. Jadranic parents in the colonial bureaucracy or the military may instead opt to send their children to boarding schools, state-run institutions catering to the planet’s middle class which are designed to help raise the next generation of Imperial bureaucrats and military officers.&lt;br /&gt;
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These boarding schools are often run or affiliated with the Empire’s great houses, particularly [[Empire of Dominia Great Houses#House Caladius|House Caladius]], and often select poor rural Jadraners who would otherwise have no true access to high-quality education. The selection process for these students is mostly closed to public scrutiny, though rumors suggest the great house selected the relatives of deceased military personnel or those who show exceptional faith in the [[Moroz Holy Tribunal|Holy Tribunal]]. Sarcastically known as “evolved” rural Jadraners by their urban counterparts, these rural scions of House Caladius are usually trained to become civil servants — the glue that holds the burgeoning [[Empire of Dominia#Population and Planets|Dominian colonial empire]] together. Many urban students — who often train to join the Imperial civil service — have a strong dislike of the Caladius boarding school students, which they view as competition in an already limited job market. For this reason, many boarding school scions go on to serve in enterprises already dominated by their patron great house — effectively providing the Caladius with a group of professionals loyal to them first, and all other groups second.&lt;br /&gt;
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In the cities young Jadraners — and some Imperials from abroad — have access to a robust university education system funded by the Empire and House Keeser. These institutions have produced some of the planet’s best and brightest, including Doctor Rahela Lemnaru — one of the first sociologists to research the Imperial Frontier in depth — and Edvard Posavec — a renowned political reformist. Recent graduates of institutions such as the Royal Engineering Institute of Nova Rijeka or the Imperial Jadranic Academy of Sciences have found themselves most likely to work for a house corporation or the government.&lt;br /&gt;
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==Economics==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“From Moroz to Sun Reach we provide what you need, when you need it, however you need it,”&amp;lt;/i&amp;gt; - Motto of Jadranic firm Belluno Interstellar Logistics (BLI).&amp;lt;/center&amp;gt;&lt;br /&gt;
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Novi Jadran’s urban settlements, despite the poverty of much of its countryside, are productive industrial areas which provide much of the weaponry and equipment used by the Imperial military — though Zhurong still outpaces it — and produce consumer goods used throughout the Empire such as foodstuffs, with Jadranic canneries producing much of the food commonly available on the Imperial Frontier. While many of these factories are owned by the great houses, particularly Zhao and Caladius, a slim majority are owned by native Jadranic firms run by urban patricians. Safety standards in Jadranic factories are lower than in the Imperial Core and injuries occur at a higher rate as a result. Jadranic workers — and some factory owners — have protested for higher standards, but the government — at the behest of the great houses — has always denied these motions. In recent years, with Emperor Boleslaw growing older, this has become a greater and greater point of discontent with Governor-Marchioness Glavan’s regime, and many factory workers eagerly await the day she is sacked by the crown princess. In contrast to the factories, Jadranic clockmakers are widely seen as some of the best in the Spur and have retained their traditional style of production in small workshops. With their craft dating back to the pre-Imperial era, some clockmaking workshops have centuries of experience and their products are highly valued throughout the Spur — some have been purchased by customers as far away as Earth.&lt;br /&gt;
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The four cities of Novi Jadran are connected by large, well-developed freight and commercial rail networks which many urban Jadraners view as the pride of the Imperial Mandate. Jadraners are some of the most adept rail engineers in the modern Orion Spur, and the planet is now crisscrossed by thousands of kilometers of rail lines which move everything from food to tourists to the raw materials which its factories will turn into the lifeblood of the Imperial Frontier. Due to the harsh winters Jadranic trains are often larger than their foreign counterparts and feature large snowplows to toss aside even post-blizzard snowfalls. Visiting Morozian Primaries often travel across the planet by rail in luxury cars, favoring it over often poorly-maintained rural roads.&lt;br /&gt;
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The rural Jadranic economy is smaller and less profitable than its urban counterpart due to neglect and the simple fact that foodstuffs are much cheaper when compared to the finished goods produced in urban environments. Primarily revolving around fishing and farming, the rural economy demands long hours for little pay and few opportunities. Some instead work in mining industries under the employ of rural nobles, Morozians, or urban Jadraners. Here the pay is much higher, but harsh working conditions and poor safety standards take a physical toll on the workers. Many Jadranic miners will ultimately suffer from chronic health conditions or be left unable to work due to workplace injuries, leaving their surviving family members to pick up their medical expenses and provide for the family itself. With such prospects it is easy to see why many rural Jadraners instead migrate to the cities or choose a life of military service.&lt;br /&gt;
&lt;br /&gt;
==Major Cities==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Second only to Moroz,”&amp;lt;/i&amp;gt; - Unofficial motto of the Imperial Mandate.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even decades after its entry into the Empire of Dominia, Novi Jadran remains a primarily rural world with few major settlements beyond its four major cities: Nova Rijeka, Durres, Belluno, and Nuova Vicenza. The four major cities of Novi Jadran are dominated by different political forces and their residents have lives totally unlike their rural counterparts, both of which are discussed in the culture section above.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nova Rijeka&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The first settlement on Novi Jadran, Nova Rijeka is the largest and most important city in the Imperial Mandate. It is the center of the Empire’s administration on the planet and an important center for the colonial administration of the wider Imperial Frontier. Located on the western shores of the Glavan Sea, one of Patria’s largest bodies of water, the capital city of the Imperial Mandate is a testament to the prosperity Dominian colonialism has brought the model colony. Following a major fire in the late 2380s the historical center of the city was rebuilt in a modernist, Morozian style favoring wide boulevards and frequent green spaces to attract tourists and please its residents. As one leaves the government center and moves into the middle and working-class neighborhoods the level of opulence decreases, but the city remains pleasant to inhabit. Its municipal tram system is held by Rijekans as the most efficient in the entire Empire, and they are known to frequently brag about this even when abroad.&lt;br /&gt;
&lt;br /&gt;
Due to its position on the Glavan Sea, Nova Rijeka has a significant maritime industry centered around shipping and fishing. The coastal regions of the city, where these industries are found, are home to the majority of the capital’s rural immigrant population. As the Iri River has grown more polluted from industrial runoff from its factory districts, Rijekan trawlers have begun to fish further away from the city — bringing them into conflict with coastal villages and Duke Glavan. The city, always influential, seems set to win any political conflict. Originally settled by Croatian colonists, Nova Rijeka has since heavily diversified and is home to the majority of the planet’s “off-world” Dominian population – immigrants such as Morozian Secondaries, Imperial Frontiersmen, and Lyodii who have come to the planet to make a living in its growing industries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durres&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
On the shores of western Patria near the mouth of the Iri river lies the industrial city of Durres. The beating heart of Novi Jadran’s industry, it is an incredibly dirty city where factories belch acrid smoke in its industrial districts and the Iri River is so filled with pollutants almost no fish can be found within it. Runoff from its industrial districts has turned areas of the Pontean Ocean  around an unusual copper-brown tone, and the city is covered in industrial smog on days when winds from the ocean  do not blow it inland. If Nova Rijeka is a testament to the wealth Dominia has brought the Imperial Mandate, Durres is a monument to how the Empire has changed its client state: initially a middling industrial town in the 2380s, it has become – alongside Jinxiang on Moroz and Hongse Chengbao on Zhurong – one of the most productive cities in the Empire. Products made here are used across the Empire and its Imperial Frontier, furthering the conquest of the free frontier worlds surrounding it.&lt;br /&gt;
&lt;br /&gt;
Durres is home to the largest population of rural immigrants – and their descendants – on Novi Jadran and is the birthplace of the Mjenjači movement. The poor living conditions in the city and in the surrounding countryside have freed Durres from the attention of the rural nobility, who want nothing to do with the ash-covered and polluted areas tainted by industrial runoff which surround much of the city, particularly the former mining areas on the Iri’s southern bank. This, ironically, has made Durres the de facto largest city on Novi Jadran by land mass – though much of it is technically still owned by rural nobles, prospectors and surveyors from Durres operate freely within these polluted lands, searching for the materials which allow the city to continue producing its industrial wealth.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Belluno&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Nestled between the administrative center of Nova Rijeka and the industrial hub of Durres, Belluno serves as the main transit hub of Novi Jadran for on-world and offworld travel. A moderately important rail hub before the founding of the Imperial Mandate, the city has grown massively over the past decades and is now home to the largest single rail hub – the Belluno Central Rail Yard – in the Empire outside of Moroz. Outside of the city, shuttles and freighters from across the Empire and beyond land in massive dockyards designed by House Zhao engineers and built by Jadranic hands. Less modernized than Nova Rijeka but cleaner than Durres, Belluno serves as the best example of pre-Imperial Jadranic architecture on the planet and is home to many buildings dating back to the Solarian colonial era.&lt;br /&gt;
&lt;br /&gt;
Residents of Belluno are often stereotyped on Novi Jadran as numbers-focused technocrats due to the city’s massive transit industry. Outside of the Empire it is known as the birthplace of the witchfinder stories genre, with famed author Andrija Jurina living in an apartment in downtown Belluno she has refused to move out of despite her newfound wealth. Belluno was originally settled by Italian colonists primarily from Veneto and has retained cultural and culinary influence from this era – many Dominian tour books advise that while Nova Rijeka may be the most important city in the Imperial Mandate, Belluno is the one with the best food and wine.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nuova Vicenza&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Located on the eastern coast of Patria, near the Godwin Sea, is the only major city established after the Imperial Mandate was founded. Nuova Vicenza prior to the Empire’s arrival was a series of small, mostly unincorporated fishing villages nestled along the coast which made their livings from the fresh catch of the Pontean Ocean. House Zhao prospectors found massive fuel deposits off of the coast near these villages and quickly convinced the local noble — an impoverished man who has since faded into history — to sell them the land, which they then sold off to patrician families from the planet’s three cities. An oil boom followed and the city was transformed into a major urban center by the end of the 2300s, though one much more hastily constructed than the other three cities.&lt;br /&gt;
&lt;br /&gt;
Decades later the city remains a major center of fuel production for Novi Jadran, and its fuel tankers are a frequent sight on the Iri River and the rail lines of the planet. The city itself has seen oil production fall since the 2440s as older wells closer to the shore have dried up and drilling further into the ocean has proven to be difficult and unprofitable. This has caused the city’s population to decrease over the past quarter-century and many of its patricians worry its relevance will fade away as fusion power — already widely used in the Imperial Core — spreads to the Imperial Mandate, eliminating the need for the natural gas and coal that fuel much of the planet’s industrial production and power its cities.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Lore]]&lt;br /&gt;
[[Category: Planets_and_Systems]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Caria&amp;diff=40828</id>
		<title>Caria</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Caria&amp;diff=40828"/>
		<updated>2026-07-21T02:43:14Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: Created page with &amp;quot;More here soon!&amp;quot;&lt;/p&gt;
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&lt;div&gt;More here soon!&lt;/div&gt;</summary>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=40827</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=40827"/>
		<updated>2026-07-21T02:42:55Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: Updates for the main page.&lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
 {{Infobox Nations&lt;br /&gt;
 |Nation = Empire of Dominia&lt;br /&gt;
 |Shortname = Dominia&lt;br /&gt;
 |Flag = Dominian Flag Horizontal.png&lt;br /&gt;
 |Galatic Position = Position Dominia.png&lt;br /&gt;
 |Capital City = Nova Luxembourg&lt;br /&gt;
 |Capital Planet = [[Moroz]]&lt;br /&gt;
 |Language = Vulgar Morozi (Sol Common)&amp;lt;br&amp;gt;High Morozi (Tradeband)&lt;br /&gt;
 |Species = Human (Majority)&amp;lt;br&amp;gt;[[Unathi in Dominia|Unathi]] (Minority)&lt;br /&gt;
 |Religion = [[Moroz Holy Tribunal]]&lt;br /&gt;
 |Demonym = Dominian&lt;br /&gt;
 |Government = Unitary Absolute Monarchy&lt;br /&gt;
 |Head of State = Emperor Boleslaw Keeser I&lt;br /&gt;
 |Legislature = Consultative Assembly&lt;br /&gt;
 |Upper House = Imperial Cabinet&lt;br /&gt;
 |Lower House = Imperial Council of Electors&lt;br /&gt;
 |Established = 29th July 2385&lt;br /&gt;
 }}&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. “In the Goddess’ 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;
{{TOC Hidden}}&lt;br /&gt;
==Population and Planets==&lt;br /&gt;
&lt;br /&gt;
Based on the 2459 Imperial Census, the total population of the Empire is roughly fifteen billion, though this number has grown in the intervening years. Citizens from the Imperial Core tend to be extremely devout in their belief in the Tribunal due to their proximity to the heart of the Tribunal&#039;s power. As one travels outwards from the Imperial Core loyalty to both Emperor and Goddess slowly fades, and the presence of the Imperial Army increases in response.&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;
&lt;br /&gt;
====[[Moroz]]====&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;
====Zhurong====&lt;br /&gt;
Colonized in 2367 by the combined efforts of the Imperial Alliance and Holy Kingdom of Domelkos, the Imperial Mandate of Zhurong is the Empire’s oldest continuous colony. Zhurong is home to plentiful mineral deposits which form the backbone of the local economy, and have ensured the planet is the beating industrial heart of the Empire and its Fleet. Its capital Hongse Chengbao, literally translated as Red Castle, is in one of the few stable regions of the planet and takes its name from the large Imperial Fleet Arsenal which was established there in the early 2370s. Much of the planet’s surface outside of the stable regions is constantly shifting and exposing new mineral deposits which the Empire readily exploits by using large mobile mining walkers designed to withstand the frequent earthquakes and volcanic activity Zhurong is known for. The planet is known to be far hotter than Moroz and local fashion discards the long sleeves and heavy coats of Moroz for short sleeves and lighter fabrics.&lt;br /&gt;
&lt;br /&gt;
In both the present day and historically Zhurong has served as a critical industrial hub for the Empire which produces many of its weapons of war, ranging from humble infantry rifles to the venerable Moroz-class dreadnoughts of the Imperial Fleet. Most in House Zhao, which has long dominated Zhurong, believe the War of Moroz was won in Zhurong’s factories and orbital shipyards. The ever-increasing demands of the Empire’s colonial conquests has resulted in the Admiral-Governors of Zhurong creating the Red Castle System: a decree which divides the planet into a series of counties which are ruled by minor nobles or qualified Secondaries affiliated with House Zhao. Appointed by the Admiral-Governor, these Counts and Countesses are responsible for ensuring the quotas set for Zhurong by the Imperial Council are met. If they are not met, the rulers can simply be removed. Despite the risk of removal some families have had a great deal of success as Counts minted by the Red Castle, and have made themselves and their holdings immensely wealthy in the process.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most successful of the Red Castle Counts is the Kaneko family, a group of minor nobles who are responsible for large-scale steel production in Kaneko County. Unfailing in their loyalty to House Zhao and the broader Empire, House Kaneko is known for its fair and relatively meritocratic policies towards its subordinates, including its Ma’zal workers, and has never once failed to meet its assigned quotas. Their family crest — a yastr holding a forging hammer in its claws — is stamped on every piece of steel they forge and is a common sight throughout the Imperial military. House Kaneko’s motto — Zhurong Steel — has become a slang term in many corners of the Empire for a high-quality product which will not fail. The family has consistently refused offers to integrate it into House Zhao, citing their role as servants of House Zhao above all things. More cynical souls have pointed to House Kaneko’s independence allowing for it to more easily interact with foreign companies, such as Zavodskoi Interstellar.&lt;br /&gt;
&lt;br /&gt;
Those beneath these Counts and Countesses are primarily Ma’zals and less wealthy Secondaries, though some minor nobles can be found in administrative positions across the planet. The factories and mineral fields of Zhurong are a common destination for Ma’zals looking to quickly work off their Mo’ri’zal, and those of their family, despite the hazards associated with working in the mineral fields. Earthquakes and volcanic activity are two major hazards which face the mining walkers of Zhurong, and injuries can be quite common among the planet’s miners despite safety standards and protective equipment demanded by the Admiral-Governor for all miners. In the factories in orbital works of Zhurong life is significantly safer but pay is lower. Zavodskoi Interstellar, a recent partner of the Empire, has begun to invest large amounts of funds into the planet’s industrial infrastructure, and Zhurong’s fortunes seem to have improved greatly through cooperation with Zavodskoi. Some in the broader Spur have whispered of Zavodskoi’s intent to turn Zhurong into their version of [[New Hai Phong]] — an industrial planet which they can cite as a major accomplishment and source of income.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Zhurong Imperial Shipbuilding====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Let me phrase this in a way even you can understand, Grand Consul. A sculptor cannot function without her materials, yes? The resources you will be diverting into this pet project of yours are my materials, and my sculpture is our Empire!”&amp;lt;/i&amp;gt; — Grand Admiral Huiling Zhao during discussions preceding the creation of ZIS.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhurong Imperial Shipbuilding&#039;&#039;&#039; is a Zavodskoi Interstellar affiliated company subordinate to the larger Zhao-run Zhurong Imperial Naval Arsenal (ZINA) which is located on the Empire of Dominia’s industrialized core world of Zhurong. The ZIS is focused around, as the name implies, the construction of ships but has a focus on civilian hulls rather than military ones. Founded in 2462 after the construction of multiple shipyards in orbit of the industrial planet [[Empire_of_Dominia#Zhurong | Zhurong]] by House Zhao and funded by House Caladius, ZIS is  a successful attempt by the Empire to force Hephaestus Industries out of a market, in this case the need for civilian and industrial vessels within the Empire of Dominia, and replace it with a native Dominian company. &lt;br /&gt;
&lt;br /&gt;
Contemporary Operations and Influence: Currently, the ZIS profits along the Great Houses of the Empire, using the raw resources of newly conquered frontier worlds to build the vessels which transport those resources from the frontier worlds. By cooperating with both  House Zhao and Caladius and focusing their efforts on civilian vessels rather than military ones, ZIS has come to hold a near monopoly over the construction of those vessels within the Empire, and limitations on other megacorporations places by the Chief Commissioner of Economic Development ensure their position remains secure. Outside the empire they currently compete with Hegeranzi Starworks, a Hephaestus subsidiary for markets not only in the Badlands but across the Spur. Currently, the Starworks has a leading edge due to the help of Hephaestus Industries and ZIS’ focus on serving the Dominian market first. However, ZIS is increasingly finding an edge in more specialized vessels and equipment compared to the mass production design of the Starworks. ZIS works closely with Zavodskoi Industries, who buys their ships for sale outside of the Empire. Zavodskoi also provides many skilled engineers for the ZIS through a work contract program. Most ZIS employees not affiliated with Zavodskoi are Ma’zals from the Imperial Frontier seeking better work and higher wages to pay off their Mo’ri’zal. These Ma’zals are typically supervised by Secondaries, who make up the vast number of white-collar jobs found in both ZIS and its parent company, ZINA.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Lord Master of the Shipyard (CEO): Lanying Zhao&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though criticized by many in House Caladius for being clear evidence of Imperial Fleet meddling in the affairs of civilian shipbuilding, the Admiral-Governor of Zhurong has doggedly maintained her position as Lord Master of the Shipyard through her own influence, vast talents, and the patronage of the Grand Admiral. Lanying’s tenure as ZIS’ first, and so far only, leader has been relatively unpopular with House Caladius due to her repeated choices to direct ZIS resources into ZINA, which she also controls, despite protests by many merchants. Conversely, these choices have made her quite popular with her own house. Rumors have recently spoken of the Admiral-Governor, a woman bored half to death by her duties, resigning her position as soon as a successor emerges. Only time will tell if these are true.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of Production: Xiu Zhao&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The mind behind many ships used by civilian and military actors across the Empire, Xiu Zhao is often regarded as one of the house’s greatest contemporary engineers. Serving as Master of Production is something of a retirement for the old engineer as he is now responsible more for production schedules than military vessels. Some say it is more a punishment than retirement for his promotion and production of the somewhat inefficient Empire-class cruiser, but House Zhao has been quick to deny these rumors. Regardless of why he is there Xiu has proven to be an effective technical mind, though he often finds himself in conflict with Lanying over how best to allocate resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commissioner of Finance: Annette Caladius&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The comptroller of ZIS’ budget, Annette Caladius — otherwise known as the Countess of Saint’s Landing on Alterim Obrirava — is a woman often frustrated by her associates on the executive committee. Much of her time is spent thwarting Zhao plots to funnel more money away from ZIS and its merchant ship production. The time which is not spent doing this is often instead spent managing the affairs of her distant, though religiously important, holding or meeting with the myriad House Caladius-affiliated merchants. Countess Caladius is almost always surrounded by a throng of Secondary and Ma’zal clerks, secretaries, and functionaries who work tirelessly to ensure the will of House Caladius is carried out at ZIS. While the Countess has won great approval in her position she has long yearned for more, and some believe she is merely using ZIS as a springboard to launch herself into the position of Grand Consul — House Caladius’ elected leader.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Supervisor of the Shipyard: Henryk Gottfried&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Imperial Knight with a long history of service in the Imperial Fleet, Sir Gottfried is the only Secondary on ZIS’ executive committee. A former Fleet logistics officer assigned to the elite First Battlefleet, his organizational skills — and family connections to House Zhao — made him an ideal candidate for the position of Chief Supervisor of the Shipyard, and he is now responsible for much of the day-to-day running of ZIS. A Fleet man to the core, Gottfried is not unwilling to shift ZIS resources to Fleet projects if the Governor-Admiral or Grand Admiral deem it needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the shipyards of the Zhao-dominated Zhurong Imperial Naval Arsenal almost entirely focused on the construction of military vessels and their accessories, the Empire, and House Caladius, found itself struggling to transport resources from their expanding frontier colonies to the Imperial Core for use in heavy industries or other economic activities. The Empire, ever wary of outside influence, curtailed the expansion of [[Hephaestus Industries]], who had been attempting to enter the market with their ships produced by [[Unathi_Guilds#Hegeranzi Starworks | Hegeranzi Starworks]], one of their subsidiaries. House Zhao was instructed by the Emperor and Chief Commissioner of Economic Development Izla Caladius to create an imperial company to supply ships for the empire&#039;s industry, being the great house most familiar with shipbuilding. As the Zhaos were more obsessed with their military shipyards however, they came to an agreement to work closely with Zavodskoi Interstellar, a well respected company in the empire, to accomplish their orders with minimal effort. Were it not for Zavodskoi, the ZIS would be an often ignored and poorly supplied organization. &lt;br /&gt;
&lt;br /&gt;
Many in House Zhao, including — according to the Fleet’s rumor mill — the Grand Admiral herself, resent ZIS for taking up valuable manpower, resources, and time which could have instead been diverted to the Imperial Fleet’s arsenal, and perhaps allowed for the construction of a third of the feared Moroz-class dreadnoughts. But the House and the Imperial Fleet are not blind to the reality of the situation: while the existence of ZIS may result in a small decrease in materials sent toward what truly matters, more ships for the ever-complaining House Caladius will allow the Fleet to divert its cargo transports toward more important tasks. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Alterim Obrirava====&lt;br /&gt;
&lt;br /&gt;
A lush and Earthlike planet in a system rich in Helium-3, the Imperial Mandate of Alterim Obrirava is a wealthy core world of the Empire of Dominia and a key hub of its fuel industry. Colonized alongside Alterim Balteulis in 2379 during the tail end of the War of Moroz, Obrirava is dominated by Houses Caladius and Zhao. The two great houses do not typically agree on the matter of selling the planet’s bountiful Helium-3 abroad: the Caladius advocate for it, the Zhao advocate against it, and the governor rounds himself caught in the crosshairs of the great houses. Despite Zhao-dictates restrictions on selling its most valuable resource abroad, the planet’s capital, Ilstel, is home to a thriving foreign merchant community sponsored by House Caladius. The planet’s environment is pleasant and many of its residents are immigrants from Moroz who have migrated from the frozen capital of the Empire for greener climates. Clothing on Alterim Obrirava is lighter and more colorful than its counterparts on Moroz.&lt;br /&gt;
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The pleasant and green environment shows signs of having been terraformed at some point by an unknown, likely now extinct, galactic power. Some have theorized the terraforming may date to the Glorsh era but the Empire has consistently refused foreign researchers access to the planet for the purpose of studying its biosphere. House Caladius and much of the broader Empire have claimed the idyllic environment of Alterim Obrirava are a clear indication of the Goddess blessing the Empire with boons. House Volvalaad has long allegedly researched the biosphere alongside the other great houses but has yet to release any information beyond the Empire’s scientific community. More Goddess-touched — the rare women gifted with the ability to “hear” the Goddess — have originated from Alterim Obrirava than any other planet in the Empire.&lt;br /&gt;
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The tourism industry is one of the largest employers of Obrirava’s residents aside from the Helium-3 industry, which employs more Obriravans than any other single industry. Most tourists are other Dominians, and they tend to be either Primaries or wealthy Secondaries. The Secondaries and Ma’zals which make up the service sector of the planet hold themselves to the highest standards to ensure they satisfy the wants and demands of these rich Dominians, and often find themselves employed by [[Idris Incorporated]] when they go abroad. Those who do not work in the service sector are often Ma’zals who are employed in the planet’s orbital Helium-3 mining and refining industry. While not as hazardous as Zhurong by any stretch of the imagination the asteroid fields which the system’s Helium-3 is harvested from are located far in space and demand painstaking EVA work to harvest. Zavodskoi Interstellar is a recent entrant to the Helium-3 mining industry in the system and has established several joint ventures with the engineers of House Zhao.&lt;br /&gt;
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====Alterim Balteulis====&lt;br /&gt;
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The dry and hot Tribunalist Mandate of Alterim Balteulis was originally colonized in 2379 by devout members of House Caladius who felt called to spread the Moroz Holy Tribunal beyond Moroz itself. They established the planetary capital of Casotania and quickly set to work constructing shrines and churches to honor the Goddess’ conquest of this uninhabited world. Alterim Balteulis is home to vast, dry savannahs and hot deserts which encourage the planet’s dominant form of extreme weather: sandstorms. While they can be devastating to unprepared crops and settlers the residents of Alterim Balteulis have overcome these obstacles through faith and clever engineering techniques such as shielded farms and protected railroads.&lt;br /&gt;
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The primary draw of Alterim Balteulis is its immense number of Tribunalist churches, including the massive Grand Cathedral of the Holy Tribunal – an extravagantly expensive structure commissioned by House Caladius to demonstrate their unwavering commitment to the Goddess and built in an area painstakingly terraformed with assistance from House Volvalaad to resemble an idyllic settlement outside Domelkos on Moroz. While some more liberal Tribunalists have balked at this expense the religious grandiosity of the planet has attracted many migrants and pilgrims from across the Empire, some of which opt to settle upon the planet’s dusty surface.&lt;br /&gt;
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Due to its climate Alterim Balteulis is home to a large amount of the Empire’s [[Unathi]] population, but they remain a small minority on the planet.&lt;br /&gt;
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====[[Novi Jadran]]====&lt;br /&gt;
[[Image:Imperial_Frontier.png|thumb|The flag of the Empire&#039;s frontier regions. Its colors symbolically represent Houses Caladius, Zhao, and Strelitz in addition to the Empire itself.]]&lt;br /&gt;
A tundra planet initially colonized by inhabitants of the Adriatic coasts with a population of roughly 100 million people, located near the edge of the Empire&#039;s westernmost frontier. Predominantly cold and icy with short summers, this climate has kept the economy primarily rural and much of the planet underdeveloped, with most living in small cities dotted around the coast and major waterways. A few major population centers exist, such as the capital of Nova Rijeka, that have a semblance of a modern service-based or industrial economy, though these are typically based around processing the foodstuffs the planet is well-known for. Noble authority on the edge of the Empire in Novi Jadran is quite strong, with many people viewing themselves as loyal to their local nobles first and the greater Empire second.&lt;br /&gt;
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Novi Jadran has been under firmly the Empire&#039;s control since its peaceful annexation in 2389, and has proved itself to be a loyal colony despite not contributing much to the Imperial treasury. Many in the Empire view it as the “model colony” of the Dominian frontier and it is visited by many functionaries on tours due to this status, with the Chief Commissioner for Colonial Affairs visiting the planet twice a year. These visits are major events for the planet’s inhabitants and bring with their best offerings for the visiting Primaries in hopes of attracting attention, and the benefits from having a Primary’s eye upon you. These gifts are usually finely crafted feasts and food, though it is not uncommon for horses and other animals to be presented.&lt;br /&gt;
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Planetary cuisine holds true to its Adriatic roots, with many Croatian and Italian elements still present. Fish-based diets are ubiquitous among the rural people as the vast oceans make for perfect fishing conditions and much of the ground is too cold to properly till. The raising of livestock is common towards the equator of the planet, but is not as prevalent as fishing.&lt;br /&gt;
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Despite its status as the “model colony” the planet is not without its problems. Many local nobles are negligent regarding the needs of the rural population and often refuse to carry out mandated infrastructure or electrical reforms. Many of the rural inhabitants in far-flung regions still have either no electricity, or very little. The petty nobility that oversees the various settlements and cities often protests this mismanagement, but the dukes keep them in check through vast and indulgent parties and balls. Calls for a new administration have been spreading around the planet for some months, but only time can tell if the nobility will be reigned in by the Empire or not.&lt;br /&gt;
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====[[Sun Reach]]====&lt;br /&gt;
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Fully conquered by the Imperial Dominian Army in 2422, the Imperial Viceroyalty of Sun Reach is the least populous of the Empire’s major worlds and derives its name from the planet’s largest settlement — a small town which has been transformed into a metropolis over the last forty years due to House Caladius’ investments into its infrastructure and the system’s incredible amounts of Helium-3, the lifeblood of the Imperial Fleet. Sun Reach is a world commonly known through the Empire for the hot, wet climate which supports large fields of algae farmed by those citizens of the planet not employed by the Helium-3 industry. Much of the planet’s surface is dominated by mangroves and swamps which make building infrastructure difficult, and what infrastructure is built through these regions must be painstakingly maintained lest it falls into disrepair and ruin. A resident of Sun Reach is generally referred to as either a Sun Reacher or, more informally, a Reacher.&lt;br /&gt;
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Prior to its annexation by the Empire — described in official Viceroyalty histories as a triumphant rescue from the banditry and anarchy which had ruled the planet, and by dissidents as a brutal occupation which has continued for four decades — Sun Reach was one of dozens of post-Solarian Hegemonic Era colonies, worlds colonized during the pre-Interstellar War era during the Alliance’s golden age and abandoned in the Alliance’s [[Sol Alliance History#2302: Elyra’s Secession and the Collapse of the Southern Solarian Frontier|retreat from the Southern Solarian Frontier after 2302]]. Utilized by the [[Solarian Armed Forces#Solarian Navy|Solarian Navy]], much like the later Imperial Fleet, it was abandoned with valuable assets such as its Helium-3 industry and limited shipbuilding facilities intact. In the intervening years Sun Reach’s colonial government — left behind during the retreat — turned itself from a Solarian government into a bandit state which relied upon its Helium-3 resources and shipbuilding to dominate its poorer and weaker neighbors, and had successfully a small piratical empire of its own by the late 24th century. These Pirate Lords, descended from the original colonial administration, enriched themselves but not the planet’s people, causing resentment to build in a poor, mostly rural population kept in check through fear and intimidation.&lt;br /&gt;
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But by the dawn of the 25th century, the beginning of the end for the Pirate Lords was in sight. The rise of the nearby and much more powerful Empire of Dominia had created an opponent they could not hope to best, and the former tributary states of the [[Human Piracy|pirate empire]] beseeched [[Moroz]] for protection — as did a small group of [[Moroz Holy Tribunal|Tribunalist]] faithful on the planet. A minor skirmish between Pirate Lord-aligned vessels and the [[Dominian Imperial Military#Notable Fleet Forces and Equipment|Imperial Fleet’s 1st Battlefleet]] in 2422 was utilized by the Empire to launch a formal invasion of the planet within the same year, and the Pirate Lords rapidly found themselves defeated, tried, and mostly executed by the triumphant Empire — though some escaped to the [[Republic of Elyra]] or [[Coalition of Colonies]]. Some of the population, ecstatic to be free of the Pirate Lords, accepted the Empire with open arms, while others saw it as trading of one despot for the other.&lt;br /&gt;
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In the forty years since its conquest the Viceroyalty has done much to both endear itself to and aggravate the Empire. While much of the population — particularly those in the Imperial capital of Sun Reach and the fertile “Algae Belt” around the planet’s equator — are steadfast in their loyalty to the Empire, the swamps and mangroves which define much of the planet&#039;s surface have proven themselves to be a persistent source of trouble for the Empire. Dissident Sun Reachers, or [[Dominian Imperial Military#The Imperial Army|Imperial Army]] deserters, will often flee into these areas and from there, launch guerilla attacks against Imperial forces and loyalists. A longstanding campaign by forces of the Imperial Army, [[Dominian Imperial Military#Notable Imperial Army Units|local militias]], and [[Dominian Imperial Military#The Imperial Flying Corps|Imperial Flying Corps]] has suppressed these guerrillas, but has not entirely eliminated what the Viceroyalty described as, “rural banditry,” on the planet. Problems with development due to the planet’s environment still remain and many Sun Reachers live as sustenance algae farmers, with only a career in the He-3 industry that dominates its industrial centers or a life in the Imperial Military as exits. Perhaps in honor of their piratical heritage, many Sun Reachers join the [[Dominian Imperial Military#His Imperial Majesty’s Fleet|Imperial Fleet]] or, failing that, the [[Human Piracy#Empire of Dominia-Affiliated Privateers|Goddess’ Flotilla]].&lt;br /&gt;
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====The Eastern Military Frontier====&lt;br /&gt;
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Beyond Sun Reach and to the Empire’s west lies a region known as the &#039;&#039;&#039;Eastern Military Frontier Area&#039;&#039;&#039;, or &#039;&#039;&#039;EMFA&#039;&#039;&#039;, which covers the recent conquests made under the watchful eye of Emperor Boleslaw Keeser, first of his name. Intended to act as a shield — if not a sword — against aggression by other powers such as Elyra, the EMFA is home to a large Imperial military presence, ranging from the mighty warships of the Fleet to the humble infantrymen of the Army and the noble pilots of the Flying Corps.&lt;br /&gt;
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As a military frontier it has an unusual governmental structure where authority is shared jointly between the local Governor-Viceroy, Gauthier Caladius, and the regional naval commander, Vice Grand Admiral Xuiling Zhao — twin sister of Grand Admiral Huiling Zhao and commander of the venerable HIMFS &#039;&#039;Emperor Godwin&#039;&#039;, one of only two Moroz-class dreadnoughts in the Spur. Below them are an eclectic collection of local notables, military officers, and colonial bureaucrats who keep the military frontier running in its day-to-day operations, whether those are extracting resources from its planets, building new military bases, or repressing civil dissent.&lt;br /&gt;
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=====Caria=====&lt;br /&gt;
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A former tributary state of the Pirate Lords integrated peacefully into the Empire in 2424, the &#039;&#039;&#039;Imperial Viceroyalty of Caria&#039;&#039;&#039; is a tidally-locked planet referred to by many Dominians as the “Witch-World” due to its inhabited side being constantly shrouded in semi-twilight. It is located in the Paegilini System, and its residents are known as Carians. The planet is only kept from absolute darkness by its highly reflective and orbitally-locked moon, Caria Minoris, which the planet’s native religion — referred to as Carianism by Imperial scholars — claimed to be the home of their ancestor-god, the Great Mother. Caria’s surface is cold and its population centers are concentrated around geothermal vents Carians previously claim were opened by the Great Mother with a mighty sword, and now hold the Goddess opened for them. The planet’s capital is Yaskarit, the oldest and grandest of the vent-cities and the center of the Empire’s civil and religious authority on the planet. In orbit dwell a series of long-abandoned structures resembling Solarian hegemonic-era warp gates, though long dead and mostly broken — or dismantled by the Empire. Carians claim their world was a site of Solarian experiments in advanced warp technology. Reasonably prosperous by the standards of the Empire’s hinterlands, Caria is permitted a hands-off approach to governance by the Empire so long as it maintains its faith to the Goddess and Emperor alike, and continues to provide a middle-man for the Imperial Core&#039;s trade.&lt;br /&gt;
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Carians are regarded as an unusual, even accursed, people due to the darkness of their native world and its insular nature — the soft hand of the colonial bureaucracy over it has contributed to these rumors, with some claiming Carians used sorcery to ensure their independence. Rumors claim they can see in absolute darkness and actively practice sorcery such as blood magic and [[Moroz Holy Tribunal#Witchfinding and Witchwork|witch spirit]]-calling out of the view of the Goddess and Empire alike. The unusual appearance of Carians contributes further to these rumors: they are often pale-skinned and of dark hair, with unusually bright eye colors — some even being purple. Officially referred to as a local genetic variation by the Empire, some Dominians whisper their unusual appearances are the result of long-forgotten — or still-classified — experiments by the [[Sol Alliance|Alliance]], a curse by the [[Moroz Holy Tribunal#The Goddess|Goddess Herself]] for a past sin, or that they are not of this [[Orion Spur|Spur]], but instead brought to it by some warp experiment carried out by the Alliance. Carians who go abroad in the Empire tend to face [[Dominian Society and Class Structure#Ma&#039;zals|significant discrimination]] from others, with many choosing not to go abroad at all. Further compounding rumors surrounding them is that their planet produces a larger population of Goddess-touched than its size would otherwise imply.&lt;br /&gt;
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Carianism — the native faith of the planet — is officially dead in the Empire, having been replaced by Holy Tribunalism spread throughout the planet by the Empire. It called for worship of an entity known as the Great Mother and heavily relied upon astrological divination to interpret the god’s will. Tribunalism’s spread was aided by Carianism’s belief in a female creator deity and a willingness for missionaries to overlook a degree of syncretism if it benefited the Goddess and Empire: Carians were taught their Great Mother was simply a misinterpretation of the Goddess, and that She had been their true savior. Many believed — or chose to believe — this, and Tribunalism entrenched itself. However, like Reacher Tribunalism, Carian Tribunalism has a degree of local variation: it still heavily relies upon astrology and divination — many Tribunalist churches here have a locally-recruited astrologer or other form of diviner on their staff. For accurate divination a Carian diviner must supply a small amount of their blood, typically done by pricking their finger with a small, silvered knife known as a divining blade or tuning blade. Katarinians claim the Tribunal could — if they had the resources and will — stamp out the borderline-heresy and witchwork divination of the Carians. But resources are limited and the loose hand of the Empire ensures the Witch-World is cooperative. Thus the state apparatus which would be used here to pacify a rebellious world can be used elsewhere, such as on Xiang-Xia.&lt;br /&gt;
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Caria’s local government is unique by Dominian standards: due to reasons unknown to those outside of the [[Empire of Dominia#Imperial Cabinet|Imperial Cabinet]] and [[Keeser Royal Family|royal family]] it has been allowed to retain a modicum of self-governance, though now answering to the Tribunal, Emperor, and colonial administration alike — though this self-governance is said to only last as long as it remains both productive and loyal. Carians elect a local planetary leader from their patrician families known as the Grand Estate-Holder, who answers directly to the regional viceroy. The current Grand Estate Holder is Kusarit Maharbal, leader of an ancient merchant family in Yaeksyna with close ties to House Caladius. She answers to Governor-Viceroy Gauthier Caladius, himself a veteran bureaucrat of the colonial administration. The Empire maintains a small garrison here and mostly relies upon local collaboration, freeing up its forces, particularly the army, for more important theaters elsewhere.&lt;br /&gt;
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=====Xiang-Xia=====&lt;br /&gt;
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Another Pirate Lord tributary state conquered by the Empire, the &#039;&#039;&#039;Imperial Viceroyalty of Xiang-Xia&#039;&#039;&#039; is a hot, desert-covered world in the Yi System where what few people inhabit it crowd into a series of oasis-based bunker cities designed to survive the planet’s massive sandstorms. Few try their luck in the countryside, where water is scarce and massive sandstorms can last for weeks on end. However, Xiang-Xia’s countryside is incredibly mineral-rich – there are plentiful deposits of valuable minerals buried beneath the planet’s sandy terrain. These mineral deposits have made the planet into a strategically important one for the Empire and much of its native population now works to extract its mineral wealth. Little of this wealth returns, with the profits — and materials — going to the Imperial Core, and the planet is one of the poorest in the Empire. Residents of the planet — Xians — often joke, out of the hearing of colonial officials, their world is most known for its three nos: no water, no money, and no future.&lt;br /&gt;
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Xiang-Xia did not join the Empire peacefully. In 2423 the remains of the Lords concentrated their forces here and opted to make a last stand against the Empire, which invaded the planet later that year. It was subjugated by 2424, with the last of its oasis-cities surrendering to the [[Dominian Imperial Military#The Imperial Army|Imperial Army]] in March. A desire to make money back on what had been a large investment — the campaign against Sun Reach — led to the imposition of a harsh military-run colonial regime through the 2420s focused on crushing any remaining dissent and turning the colony into a productive one at minimal cost to the bureaucracy. The military government based itself in what it renamed Godwin’s Oasis, a well-developed oasis-settlement that became the planet’s capital as colonial operations expanded. Imperial prospectors found vast mineral deposits under the dunes, and heavy-duty mining equipment was brought in from Zhurong to exploit them. All the while, the Imperial Army’s local administration paid only lip service to the idea of developing the world for Xians.&lt;br /&gt;
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Life for Xians is a difficult, unpleasant one split between months underground sheltering from massive sandstorms and backbreaking work in the mineral fields that employ most of the world’s population. Above them are the colonial bureaucrats — [[Novi Jadran|Jadraner]] and [[Moroz|Morozian]] — the [[Moroz Holy Tribunal|Tribunal]], the [[Dominian Imperial Military|military]], and the entire Empire. Below them is nothing but the wealth of their world, which is shipped abroad to factories as far afield as Moroz once extracted. Little wealth returns to them, and they are often depicted in the broader Empire as destitute even by the standards of the Imperial Frontier. Poverty has ensured the typical Xian has close relationships with their fellows in a kind of informal economy, with particularly successful families sharing their wealth — mostly food — during a productive year in the expectation they will be aided in turn if their fortunes sour. Family units are tightly-knit due to the struggle to make ends meet, and it is common for several generations to live in the same house or apartment. Some families will pool their resources to send one member abroad in the Empire, to the mineral fields of Zhurong or the factories of Novi Jadran, in the expectation they will send back some of their wages, as salaries are generally higher off-world. The military is, as always in Dominia, an option for its poorest, and many of the boots on the ground in [[Fisanduh]] or on [[Sun Reach]] originate from Xiang-Xia. Some rare few instead find employment with [[Zavodskoi Interstellar]], which offers wages unfathomable to most on the planet — more than enough to live comfortably and send a stipend back to one&#039;s relatives.&lt;br /&gt;
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Xiang-Xia’s government, centered around the capital of Godwin’s Oasis, is divided between a military and civilian government, with the civilian government handling much of the mineral resources and the military government handling the population. The military government lies under the authority of &#039;&#039;&#039;Colonel-General Klaus-Peter Holzknecht&#039;&#039;&#039;, one of the Army’s highest-ranked [[Dominian Society and Class Structure#Commoners|Morozian Secondaries]] and a seasoned veteran of the invasions of Sun Reach and Xia-Xiang. Known as “Our Nasty Yastr” by his troops due to both his keen strategic mind and short temper with fellow officers, Holzknecht is an able — if often distant — administrator who shows no particular sympathy for Xians, viewing them as barely removed from uncivilized frontiersmen. His opposite is &#039;&#039;&#039;Colonial Director Prachi Gadhavi&#039;&#039;&#039;, a [[Dominian Society and Class Structure#Petty Nobility|minor noblewoman]] from Alterim Obrirava and close affiliate of House Zhao. Prachi is a technocrat who likewise cares little for the inhabitants of the planet, and only seeks to ensure minerals continue flowing from its ports. She is not hesitant to call on constables and the Imperial Army to enforce quotas, and has a reputation for harshness. &#039;&#039;&#039;This combination of an impassively cruel government and extraction-based economy is common across the Imperial Frontier&#039;&#039;&#039; and is a major reason for the continued wealth in the Imperial Core. &#039;&#039;&#039;Without the extraction-based system of the colonial regions, the core worlds would not be nearly as wealthy.&#039;&#039;&#039;&lt;br /&gt;
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The grip of Imperial control is tightest on Xiang-Xia. While the troops and [[Dominian Security and Law#His Imperial Majesty&#039;s Constable Service|constables]] stationed on it could have be moved elsewhere, the Empire has deemed the resources here too valuable to lose. With only so many ground troops available, most are concentrated in its oasis-cities to defend Imperial interests and keep the population from revolting. This concentration has led to a looser grip on the other worlds of the military frontier the Empire has deemed acceptable, but one that has caused whispers of concern: if the mighty Imperial Army cannot commit enough troops to secure every world here, how far can colonial expansion go? And if it stops, what will become of the Imperial Core’s wealth and prosperity?&lt;br /&gt;
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=====Chaldea=====&lt;br /&gt;
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Located in the Youdu System, the &#039;&#039;&#039;Imperial Viceroyalty of Chaldea&#039;&#039;&#039; is a pan-thalassic world covered in shallow seas and mineral-rich seafloors. With no true land to build on, the cities of Chaldea are built on sea mounds — points where the seafloor reaches nearly to the surface where it is easier to sink the reinforcements needed to construct the planet’s sea-cities. Chaldea submitted to the [[Dominian Imperial Military#The Imperial Fleet|Imperial Fleet]] in 2435 following a brief parley between the planet’s leading citizens and the staff officers of the 2nd Battlefleet, where Fleet Admiral Wei Zhao remarked he could simply obliterate the planet’s cities as, with only water below them, there was no room to build any bunkers. Chaldea surrendered the next day. The planet’s surface is covered entirely by water and is known for its frequent inclement weather, which can cause typhoon-like conditions Chaldeans refer to as “sea-storms” or “great sea-storms” depending upon their severity. The sea-cities of Chaldea are designed to withstand these sea-storms, but are rotting after centuries cut off from the broader Spur and neglect by the Empire in favor of the Youdu System’s orbital and spaceborne installations and defenses.&lt;br /&gt;
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Chaldeans, like Xians, are one of the Empire’s poorest groups, though they are poor out of neglect while Xians are poor due to exploitation. Their sea-cities — once magnificent works of the Alliance’s golden age — have sat for centuries without off-world support and many systems are barely functional or jerry-rigged, with locally-produced components having substituted the original parts long ago. The hands-off policy of the Empire has led many to desperation, turning to piracy on the planet’s seas in hopes of eking out some kind of living. Equally desperate sea-cities are rumored to unofficially sponsor privateering to secure the supplies they need to survive and weather the sea-storms of the planet, as the act of dredging materials from the seafloor and turning them into usable parts is an arduous one. For some, it is much easier to steal them. The Empire has yet to intervene against this, perhaps viewing it as beneath its notice, or believing this organized chaos may prevent any possible dissident movement. Seeing no better option on their home, many Chaldeans opt to migrate abroad in the Empire and the world has seen a steady population decline since its annexation. While some expatriates join the military first, many instead go to work in the mines and factories of the Imperial Core, or in the Empire’s growing service industry, where many serve as hired help for wealthy Secondary or Jadraner families.&lt;br /&gt;
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In contrast to the decay and poverty of Chaldea proper, the Youdu System is a beacon of activity — though primarily military activity. While its two moons are too small for true large-scale military development, the extensive orbital works found in it have led to the military designating the system as Fortress Wei. The forces here are subordinated to the nearly Shandi Fleet Command Center in the Caer Sidi System and Fortress Wei itself serves a dual role as a backstop to prevent enemy forces from overrunning the Empire if Caer Sidi’s Western Bastion fell unexpectedly, and to serve as a strategic reserve for it. Most facilities here are dedicated to repair and resupply efforts, with badly damaged vessels serving in the Imperial Frontier often being sent here to make them usable again. These installations are concentrated around the planet itself, with concentric defensive rings throughout the system. Fortress Wei’s defenses were heavily influenced by [[San Colette|Nueva Patria’s]], with Colettish engineering experts having been brought in by the Empire to help with their design and construction.&lt;br /&gt;
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The Empire’s hold on the planet itself is tenuous at best outside of its capital, Forsegard, with no Imperial Army units stationed on the world and its small rural constable service only truly effective in the capital and its surrounding waters. Officially the reasoning behind this is that resources are better spent elsewhere, with little attention being paid to the native population aside from protecting missionary stations and Imperial businesses. Unofficially, the lack of any real effort to pacify Chaldea is a sign &#039;&#039;&#039;the Empire has stretched its colonial possessions far enough that it cannot secure all of them&#039;&#039;&#039;, leading to it prioritizing some over others. Every [[Dominian Imperial Military#The Imperial Army|Imperial Army]] trooper who could theoretically be committed to Chaldea is needed elsewhere, be that on Xiang-Xia, in [[Fisanduh]], or elsewhere. If there is a true problem in Forsegard, such as a riot against the colonial government or [[Moroz Holy Tribunal#Divergent Tribunalist Interpretations|apostasy]], the Fleet can bomb it into submission or deploy armsmen to contain it.&lt;br /&gt;
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=====Hyrcania=====&lt;br /&gt;
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The Imperial Viceroyalty of Hyrcania is the most eastern Dominian world, having only submitted to Imperial authority in 2438 following the arrival of an Imperial Fleet force in its system. It is located in the Caer Sidi System. The planetary surface is covered in continent-wide forests of supermassive trees which can stretch nearly a kilometer into the air at times. Below these trees is a biological system which — for reasons unknown — favors large, territorial, and predatory monsters. The presence of these monsters has led to very few permanent human settlements existing on land, with Hyrcians instead living in semi-nomadic boat cities that float up and down the coasts of its freshwater oceans as the seasons change to avoid the seasonal activity of predatory animals. Settlements on land are often seasonal foraging communities of these boat cities and typically feature defensive fortifications to prevent them from being overcome by wildlife. The Empire has done very little to interfere with this cycle of life, viewing the residents of the planet as beneath notice so long as they do not actively plot against the Empire and follow the Goddess. Instead its interest lies mostly in orbit, as Hyrcania’s position has made it an excellent point of defense for the wider Empire against the broader Southern Spur.&lt;br /&gt;
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Hycians — the residents of the planet — are stereotyped as uneducated and provincial in the broader Empire, and are often accused of “Hyrcian&#039;s faith” — a belief they, isolated from the broader Empire and Tribunal in their forests and boat cities, have no knowledge of the Goddess beyond Her name and to praise Her when nobles are present. Many Hyrcian claim the [[Moroz Holy Tribunal#The Goddess|Goddess]] sends those deemed having evil souls to a [[Visegrad|dark reflection]] of Hyrcania’s forests, where they are hunted by its [[IPC|monsters]] until they repent. Local clergy have deemed this an acceptable deviation from conventional ideology, though some conservatives argue it could be stamped out if the colonial bureaucracy paid more attention to the planet. Hyrcians have a maritime culture and have been deemed “Sea-Scarabs” by some scholars, with them having maintained their oceangoing ships — dating to the colonial era — for generations, just as the Scarabs have their spacecraft. Most generally have some form of mechanical knowledge as a result, and live under the rulership of major-captains who are generally first elected by the ship, then approved by the colonial bureaucracy before being appointed.&lt;br /&gt;
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On Hyrcania’s moon, known as Shangdi by the [[Dominian Imperial Military#The Imperial Fleet|Imperial Fleet]], and throughout Caer Sidi is a significant [[Dominian Imperial Military#The Imperial Fleet|Imperial Fleet]] presence known informally as the Western Bastion. Here once will find dozens of naval operations stations, supply and fuel depots, refitting docks and repair stations, and — on Shangdi — command and control centers buried deep under its surface, which is home to numerous concealed anti-orbital weapon systems. The nerve center of Caer Sidi, is the &#039;&#039;&#039;Shangdi Fleet Command Center&#039;&#039;&#039;, or SFCC. The SFCC coordinates Imperial Fleet and privateer operations throughout much of the Sparring Sea and Badlands, and is where Vice Grand Admiral Xuiling Zhao is based, with the Emperor Godwin often seen in orbit above the moon. Dozens of Fleet vessels come and go from Caer Sidi every day, and resupply convoys from Zhurong are a near daily occurrence for the Western Bastion. In recent years long-range [[Solarian Armed Forces#Solarian Navy|Solarian Navy]] vessels have become an uncommon sight in the system, though to no known end. The extensive orbital works of Caer Sidi have attracted a significant [[Offworlder Humans|offworlder human]] population from throughout the Empire and beyond, with some technical experts from as far afield as [[Sol#Titan|Titan]] in the [[Sol|Sol System]] having been paid to work here.&lt;br /&gt;
&lt;br /&gt;
The Empire’s hand is loosest on Hyrcania, with only a token bureaucracy present on the ground, itself subordinated to the SFCC, and no permanently stationed Imperial Army units. Any problems that do emerge Planetside are expected to be handled by the SFCC without outside assistance from the broader government. For many Hyrcians it is as if their planet is still not part of the Empire, aside from the presence of small Tribunalist churches and temples in many boat cities — though they often lack the means to enforce anything beyond token faith. The first Imperial bureaucrat many residents of the planet will see is a processing officer if they choose to seek employment in the wider Empire.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
The Dominian economic system is based around the extraction of goods from its frontier to enrich the Imperial Core and fuel the Empire’s war machine. It is dominated by the Empire’s four human great houses, who are powerful enough to absorb or subvert potential competitors, and primarily concerns itself with defense-related production. The main currency of the Empire is the Imperial Pound (Ф), which is backed by precious metals owned by the Imperial Central Bank in Nova Luxembourg, Moroz. However, currencies such as the Solarian Standard Credit or Biesel Standard Credit are commonly used by merchants throughout the Empire. The Empire’s largest employer is its industrial sector, followed by the service sector and the agricultural sector. The Imperial government is the Empire’s single largest employer as it de jure controls many defense-related industries, though in reality these industries are often run by Houses Zhao and Strelitz.&lt;br /&gt;
&lt;br /&gt;
One of the most profitable industrial sectors in the Empire, particularly in the wake of the phoron crisis, is its Helium-3 (He-3) refining industry. This industry is the lifeblood of the Imperial Fleet, the Empire’s main method of colonial conquest and control, as the Fleet’s ships almost exclusively burn Helium-3 in their engines. Most of the Empire’s conquests are done in an effort to find more Helium-3 to fuel its continued expansion, and it often aims to establish control over formerly Solarian He-3 facilities in the Sparring Sea which have sat mostly unused since the Elyran Revolution forced a general retreat by the Alliance from the region. These facilities are often located in orbit above abandoned colonies, such as Sun Reach, which are integrated into the Empire, regardless of their willingness to join it.&lt;br /&gt;
&lt;br /&gt;
Houses Zhao and Caladius have, particularly since 2462, been at odds over what to do with the Empire’s Helium-3 as it is now one of the Spur’s major producers of the fuel. House Caladius seeks to sell it for a profit while prices are high while House Zhao seeks to preserve the Empire’s strategic reserves for what they view as an inevitable conflict with their nearby rival: the Republic of Elyra. Even the Emperor has been unable to make the two houses see eye-to-eye on the issue and the leaders of the two houses are known to become involved in heated discussions on the issue during meetings of the Imperial Council of Electors, and the Imperial Cabinet itself often becomes involved in similarly heated discussions over the issue. Izla Caladius, the current Chief Commissioner of Economic Development, and her close aide, Josephine Caladius, have long avoided the topic and instead busies herself with the development of sustainable industries which will allow the Empire to grow and endure a potential conflict with Elyra.&lt;br /&gt;
&lt;br /&gt;
More liberal elements of the Empire, such as the outward-looking House Volvalaad, have expressed concerns regarding the Empire’s extraction-based economy. They have noted the Empire will, inevitably, run out of easy conquests and instead be faced with the prospect of war against a regional power such as Elyra or the Hegemony, and be forced to endure a prolonged conflict where it will not have easy access to resources to extract and thus sustain its military-centric economy. This stance is not popular amongst the Empire’s nobility outside of House Volvalaad and certain elements of House Caladius, but rumors in the capital of Nova Luxembourg suggest the crown Princess has taken an interest in this particular mode of economic thought.&lt;br /&gt;
&lt;br /&gt;
===Economic Sectors===&lt;br /&gt;
&lt;br /&gt;
====Industrial====&lt;br /&gt;
&lt;br /&gt;
The industrial sector of the Imperial economy is its largest and is constantly growing, particularly following recent investments by Zavodskoi Interstellar into it. Most known abroad for shipbuilding and weapons manufacturing, the most profitable subsector of the industrial economy is its Helium-3 mining and refining sector. Though the heavy industry of the Empire is most often associated with Zhurong’s  mines and industries, including orbital shipyards, the industrial sector can be found throughout the Empire and is particularly concentrated in its frontier — where most of its Helium-3 production outside of Alterim Obrirava can be found. The Helium-3 industry of the Empire is dirty and hazardous but is an attractive line of work for many Ma’zals and impoverished Secondaries who cannot afford to pay their Mo’ri’zal — the Empire’s form of taxation. Most of the raw materials used by the industrial sector come from the Imperial Frontier and the Empire’s conquests there.&lt;br /&gt;
&lt;br /&gt;
Workers of the Empire’s heavy industries are almost always Ma’zals from the Imperial Frontier drawn by its high wages and unwilling, or unable, to join the Imperial military. Work is hazardous and hours are long, with few protections for the rights of workers and institutional favoritism towards workers from older colonies of the Empire. How the workers of a given factory or facility are treated is often entirely up to the discretion of the facility manager — themselves often a Morozian or a trusted Ma’zal who has risen to the rank of Honourary Morozian, most typically a Jadraner. While these supervisors can be reported to local Imperial authorities for misconduct, investigations can take months and supervisors are rarely severely punished. Workers do have a quicker recourse: accusing their superiors of sabotaging the military’s supply chains. Those accused of this are swiftly investigated and, if found guilty, dismissed from their positions. Those found not guilty are often given military police officers to investigate the initial reporter, who is often sent to prison for the very crime they accused their superior of.&lt;br /&gt;
&lt;br /&gt;
====Service====&lt;br /&gt;
&lt;br /&gt;
Slightly smaller than the industrial sector, the service sector of the Empire’s economy is growing alongside its larger counterpart. The prominence and size of the Empire’s service sector is rooted in the stark class divisions of its society, with its nobles and wealthy commoners having a large need for luxuries and consumer goods. This sector is dominated by House Caladius, which controls much of the consumer aspect, and House Volvalaad, which controls the medical and welfare aspect. It is not associated with any single planet and can be found across the Empire, though its consumer aspect is more commonly found in the Imperial Core due to its greater wealth and larger population of Morozians. Idris Incorporated, in cooperation with House Caladius, often hires gifted individuals from this sector to work abroad and bring a touch of exotic Dominian culture to the broader Spur.&lt;br /&gt;
&lt;br /&gt;
Those who work in the service sector are often more trusted Ma’zals, wealthier Secondaries, and sometimes minor nobles. Ma’zals are often employed in lower-end jobs as servants of noble families or as hospitality workers, but many can be found in the medical profession working alongside Morozians. The Secondaries and nobles found in this sector are generally employed in the medical field, either by House Volvalaad or by the Tribunal’s medical facilities. Treatment is generally better than in the industrial sector and work is often easier, if at times less profitable. For Ma’zal servants their pay and treatment depends greatly upon the family — or business — which employs them.&lt;br /&gt;
&lt;br /&gt;
====Agrarian====&lt;br /&gt;
&lt;br /&gt;
The smallest and least profitable of the Empire’s three sectors, the agrarian sector is most commonly associated with the remote regions of the Imperial Frontier such as Sun Reach. Many Imperial farms are owned and operated by Ma’zals themselves, but House Caladius currently stands as the largest agrarian landholder in the Imperial Core. Those in this sector are often less wealthy than their counterparts and can work more than their counterparts due to the time commitment farming necessitates. As the frontier farms of the Empire are given wider access to mechanized equipment many of its former workers have since moved to cities to make their fortunes in the factories and refineries of the Empire or have instead joined the Imperial military.&lt;br /&gt;
&lt;br /&gt;
Those who still work in the agrarian frontier are in one of the only industries where Ma’zals are influential — though they are often indebted to agronomists and geneticists of House Volvalaad, which dominates the Empire’s genetically-modified crop industry. Life on a farm of the Imperial Frontier is often romanticized as idyllic or bucolic by many Morozians and more integrated Ma’zals, but the work is often physically taxing and provides little in the way of upwards mobility for those living in the countryside.&lt;br /&gt;
&lt;br /&gt;
===Great House Corporations===&lt;br /&gt;
&lt;br /&gt;
Essentially state corporations under the management of the great houses, these corporations are major forces in the modern Imperial economy. Each of these corporations is aligned to a singular great house and has a web of subordinate companies across the Empire in both the Core and Frontier. Most have, in recent years, begun to work with Zavodskoi Interstellar but are not dominated by it — at least, not yet. Due to their close relationship with the great houses, and thus the Imperial throne, they are able to exert influence over Zavodskoi within the Empire and their relationship is much more equal than pre-Collapse Solarian-Zavodskoi Interstellar relations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Morozian Imperial Armaments Conglomerate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Affiliated with House Strelitz, Morozian Imperial Armaments Conglomerate (MIAC) is the main supplier of equipment to the Imperial Army, Dominian law enforcement, and the civilian firearms market in the Empire. It produces everything from main battle tanks to concealable handguns and has, since 2462, produced equipment for Zavodskoi Interstellar on license. Most of its staff are Morozian Secondaries or Jadranic Ma’zals and few Primaries can be found within its ranks, as House Strelitz nobles and affiliate noble houses view military service as the righteous, honorary pursuit — to instead pursue factory management work is debasing oneself, and a duty better for commoners.&lt;br /&gt;
&lt;br /&gt;
MIAC is found throughout the Empire but its two largest subsidiaries are Jinxiang Imperial Armaments (JXIAM), located in Jinxiang, Moroz, and the Royal Jadranic Armaments Works (RJAW) in Durres, Novi Jadran. JXIAM is the oldest continuously operating military contractor in the Empire and dates to the War of Moroz, where it supplied the weapons which unified Moroz. In the modern era it is the Imperial Army’s vehicle manufacturer and produces everything from logistics trucks to the feared JA-57/2 breakthrough tank. RJAW is a younger corporation which was initially a civilian firearms manufacturer on Novi Jadran. Bought out by MIAC in 2405 it has since become a major small arms manufacturer for the Imperial Army, Imperial law enforcement, and the civilian market. Zavodskoi has a contract with RJAW to expand its operations and its engineers, often wearing gas masks to protect against Durres’ air pollution, can be seen throughout its facilities.&lt;br /&gt;
&lt;br /&gt;
MIAC employees who go abroad typically find employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Juro Genetics &amp;amp; Biotechnological Innovation&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Affiliated with House Volvalaad, Juro Genetics &amp;amp; Biotechnological Innovation (JGBI) is a conglomerate of medical and pharmaceutical companies which dominate the Empire’s healthcare industry. One of the first corporations in the Empire to open itself up to the broader Spur, JGBI has long worked with the NanoTrasen Corporation to acquire phoron for medical equipment and research purposes. In recent years this relationship has waned with the advent of the phoron crisis and the entry of Zavodskoi into the Empire. Most JGBI are Volvalaad Primaries or Secondaries and it employs few Ma’zals, with most serving in low-level roles such as custodial or security personnel.&lt;br /&gt;
&lt;br /&gt;
JBGI’s most well-known subsidiaries are the Nova Luxembourg Genetics Institute (NLGI) and the Domelkan Agrarian Research Corporation (DARC). NLGI, the most well-known subsidiary, is responsible for the development and distribution of geneboosting technology throughout the Empire. Headquartered in the Imperial capital, it is one of the wealthiest companies in the modern Empire as a result of its exclusively noble clientele. DARC is a less prestigious, but arguably more important, company due to its focus upon agrarian research, particularly in regards to growing crops in cold climates. It is through their work that Novi Jadran and Moroz are more productive than before, though its spread to the Imperial Mandate has been very slow due to interference by colonial bureaucrats and simple distance. Moroz is, after all, far more profitable&lt;br /&gt;
&lt;br /&gt;
JGBI employees, when they go abroad, typically find employment with the [[Nanotrasen|NanoTrasen Corporation]]. More rarely, due to its pro-augmentation stance, they find employment with Zeng-Hu Pharmaceuticals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Royal Morozian Investment Group&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Affiliated with House Caladius, the Royal Morozian Investment Group (RMIG) is an investment firm used by House Caladius’ merchant faction to further the great house’s mercantile goals. RMIG is the wealthiest great house affiliated corporation in the modern Empire and controls significant amounts of its real estate market and investment capital. It provides much of the capital used by Dominian corporations to expand their operations and has recently begun to loan Imperial Pounds to Zavodskoi Interstellar. Like House Caladius itself, RMIG has a greater number of Secondaries and Ma’zals than any other corporation, and its executive board has several non-nobles on it. &lt;br /&gt;
&lt;br /&gt;
RMIG does not have major subsidiaries and instead operates several different branches which are responsible for various areas of the Orion Spur and the Empire. The Core Sector — based on Moroz — manages investments in the Imperial Core, whereas the Outer Sector — based on Novi Jadran — manages investments in the Imperial Frontier. Smaller branches manage investments in other human nations aside from the Republic of Elyra, the regional rival of the Empire.&lt;br /&gt;
&lt;br /&gt;
RMIG employees, when they go abroad, typically find employment with [[Idris Incorporated]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Imperial Engineering &amp;amp; Shipbuilding Conglomerate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Affiliated with House Zhao, the Imperial Engineering and Shipbuilding Conglomerate (IESC) is the largest single producer of spacefaring vessels in the Empire and dominates its construction industry. If a notable government building must be constructed, an IESC subsidiary is the most likely candidate to do so. Unlike other conglomerates, which are headquartered on Moroz, IESC’s headquarters is in the capital of Zhurong, Hongse Chengbao, where House Zhao’s power is at its apex. It has recently become a major cooperator with Zavodskoi Interstellar, particularly its Ingkom subsidiary. IESC staff are cross-class, with its engineers coming from House Zhao’s noble ranks, Novi Jadran’s academies, and more rarely Sun Reach’s Zhao-run schools. Despite the stratified nature of the Imperial Fleet, its primary client, the IESC is fairly meritocratic.&lt;br /&gt;
&lt;br /&gt;
The most famous IESC subsidiaries are the Zhurong Imperial Naval Arsenal (ZINA) and Zhurong Imperial Aeronautics (ZIA). ZINA is the larger corporation and is the main producer of the Imperial Fleet’s vessels, with its naval yards in Zhurong’s orbit supplying nearly every ship used by the Fleet and its engineers attempting to constantly innovate upon its designs. ZINA does some work with Zavodskoi Interstellar and has essentially given its civilian subsidiary, Zhurong Imperial Shipbuilding, to the megacorporation as few in ZINA care to produce civilian vessels. ZIA is a smaller firm that specializes in producing aircraft and is the main supplier of the Imperial Flying Corps. It has, in recent years, attempted to diversify into the civilian aviation market to some degree of success, with many Morozian Primaries swearing by its airliners.&lt;br /&gt;
&lt;br /&gt;
IESC employees, when they go abroad, almost always find employment with  [[Zavodskoi Interstellar]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;
The Dominian Unathi are a special case. When they arrived in Dominia, it was clear that they did not have the means to pay the Mo’ri’zal, especially not the older one, who would most likely never live long enough to get to pay for it. Instead, these first-generation Unathi took the [[Unathi_in_Dominia#The_Kazhkz-Han’san_Oath|Kazhkz-Han’san Oath]], to pay the debt they owed to the Empire with their actions and conduct instead of money. While the newer generations of Moroz-born Unathi often take the oath as well, these sinta do have to pay the Mo’ri’zal, generally managing to pay for it by the time they reach adulthood, much like other secondaries.&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 and exiles 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;
[[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 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;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Angelika-Lina Strelitz, Colonel-in-Chief of His Majesty&#039;s Special Operations Group&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The typical soldier of the Imperial Army is a well-trained, well-equipped, and well-motivated individual that is able to take and hold ground from the Empire’s typical opponents with ease. But there are some things that even these individuals cannot do, and this is when His Majesty’s Special Operations Group is deployed. The position of its leader — the Colonel-in-Chief — is considered to be an extremely prestigious duty that has been held by a member of House Strelitz since the Group’s creation following the War of Moroz.&lt;br /&gt;
&lt;br /&gt;
The present Colonel-in-Chief is herself a veteran of the Group, as every member before her has been. Recently ennobled into House Strelitz shortly before her ascension, the twenty-five-year veteran of the Imperial Army prides herself on being above politics. Prior to her promotion the Colonel-in-Chief served with distinction in the non-geneboosted section of the Group — an unusual unit for the Moroz-born nobles that often serve with the Group. While her service would cost Angelika-Lina her left eye (lost to shrapnel while in Inner Fisanduh), it would give her the network — and the prestige — required for a promotion to Colonel-in-Chief in 2461.&lt;br /&gt;
&lt;br /&gt;
As Colonel-in-Chief, Angelika-Lina has desperately attempted to stay uninvolved in politics while attempting to mold the Group into a perfect special operations force. While she has managed to consistently increase its budget — and, as a result, its successes — the Colonel finds herself pulled further and further into the realm of noble politicking, and often privately wishes to be back on the field. When the Emperor goes to join the Goddess, many believe that the Colonel-in-Chief, with her multitude of connections to Ma’zals she has served with and obsessiveness towards the Group, will have no choice but to formally align herself with the Crown Princess or be sacked. And to her, the thought of another in charge of the Group — her  Group — is not something she can bear. Her desire to stay away from House politics may also be the reason why, despite tensions between the Strelitz and the Unathi of Dominia, and limitations imposed on said Unathi in the army by her House, the Group still accepts the occasional sinta soldiers within its ranks.&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;Izla Caladius, Chief Commissioner of Economic Development&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
All states — including empires — are built upon their economies first and foremost. Without a strong economic base to support its wars of conquest the Empire of Dominia would doubtlessly buckle under its own weight and begin to shrink before collapsing, defeated by internal forces rather than external opposition. A position that can only truly be filled by a person addicted to their work, the CCED manages economics through the Empire: everything from taxes to tithes to trade passes across their desk, and is stamped by their hand. The position is regarded as so vital that it has been held by the Caladius since inception and has remained with one family of the house for its entire history, slowly passing from relative to relative through Imperial history.&lt;br /&gt;
&lt;br /&gt;
Born in 2420 to the Montague family of House Caladius, Izla Caladius bears a resemblance to her distant predecessor: Maria Caladius, CCED from 2398 until her unexpected death in an aircraft crash in 2421. Her immediate precursor, Victoria Caladius, perished under similar circumstances in 2445, thrusting the young Izla into the position of chief commissioner alongside her aide, Josephine Caladius — herself quite similar-looking to her relative, Victoria — at the age of twenty-five as a freshly-minted doctor of economic studies. Izla scarcely has a life outside of work and is viewed as something of a reclusive night owl by the rest of the court, with very few daytime appearances ever recorded — a habit which seems to define many CCEDs, which often work atypical hours long into the night.&lt;br /&gt;
&lt;br /&gt;
In her nearly twenty years as CCED Izla has led the Empire through booms and busts, but has committed it to a steady course intended to ensure the Empire can retain much of its economic and military output even in a disaster scenario where it is embargoed by the entire Spur. Despite this policy she has not shied away from broader trade relations with the rest of the Spur, and is often credited for enticing Zavodskoi to permanently relocate its headquarters to Moroz. Notably, she was a major factor behind the Empire’s decision to stick with Helium-3 refining rather than investing into phoron. With the crisis deepening this policy, criticized in the short term for being unprofitable, is paying dividend hand over fist.&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;Eliza Volvalaad, Chief Commissioner of His Majesty&#039;s Imperial Military&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
While the various cabinet members may hold near absolute power over their respective military branches, it is the Chief Commissioner that directs much of the military’s  efforts from behind the scenes. The chief commissioner is, on paper, intended to exist as the primary director of military research and development. In reality the position — which has been occupied by a Volvalaad since its creation — is used by House Volvalaad to exert influence over Houses Strelitz and Zhao. The research of the Volvalaads is used and valued by all branches of the Imperial Military, but often comes with a price attached, and the cost is typically repaid by carrying out the Volvalaad’s goals abroad.&lt;br /&gt;
&lt;br /&gt;
Born in 2398 to a family long deeply involved in House Volvalaad, Dr. Eliza Volvalaad, PhD. is regarded as one of the Empire’s foremost researchers in the field of laser-based weaponry — much of the military’s laser weaponry currently in use can be traced to her and her Volvalaad-staffed laboratory in Jinxiang on Moroz. Decades of work and research, along with her connections to Houses Zhao and Strelitz, made her an ideal candidate for the position of chief commissioner, which she was appointed to in 2454 in the hope that she would be able to balance the influence of her own house, the Zhaos, and the Strelitz while ensuring the military retained its technological advantage over its neighbors.&lt;br /&gt;
&lt;br /&gt;
In the ten years she has spent as chief commissioner, Dr. Volvalaad has effectively balanced the demands of the Volvalaads alongside the desires of Houses Zhao and Strelitz while ensuring the Imperial Military retained its edge over the frontier systems it must conquer for resources and prestige alike. But despite her best efforts the chief commissioner has not been able to keep pace with the Serene Republic of Elyra’s phoron-backed development sector, and some believe Doctor Volvalaad - now rapidly approaching seventy years of age — will soon retire, leaving the critically important position vacant.&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;Antonio Caladius, Chief Commissioner of Imperial Sovereignty&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Diplomacy — even for the Empire, which has long had sour relations with its neighbors — is key to any modern state. But despite the importance of diplomacy, the role of the Chief Commissioner of Imperial Sovereignty is somewhat limited due to the Empire’s poor reputation abroad, aside from the Republic of Biesel and Nralakk Federation. Much of the CCIS’ duties instead relate to maintaining good relations with Zavodskoi Interstellar, which has quickly become one of the Empire’s major employers.&lt;br /&gt;
&lt;br /&gt;
Though a member of House Caladius, Antonio has had close relations with House Volvalaad since his birth in 2412, and often collaborates with Grand Duchess-Electress Landi Volvalaad to push for the demands of both houses abroad. A lifelong liberal Dominian and advocate for a greater Dominian market abroad, Antonio’s ascension to the position of chief commissioner in 2455 was seen by many as a concession by the Emperor to Houses Volvalaad and Caladius.&lt;br /&gt;
&lt;br /&gt;
But despite his high-minded goals of a more liberal, more politically involved Empire, Antonio&#039;s time as chief commissioner has been fraught with disappointment. He has been stymied by the more politically powerful Huiling Zhao and Dorothea-Frieda Strelitz, who favor strength over diplomacy when it applies to the Empire’s frontier, and his efforts to have the Coalition’s embargo formally lifted ended in failure in 2462. Many talk of replacing the often-unsuccessful diplomat, and Antonio worries the Emperor — who now rarely calls upon him — has begun to listen to these detractors.&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;Alessandro Amadei, Chief Commissioner for Colonial Affairs&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In a society such as the Empire of Dominia where expansion — for resources, primarily — is a key pillar of its continued ability to survive and thrive, the duty of managing its colonies is one of the most critical in it. Every colonial official found in the Imperial Frontier,from the viceroys in charge of entire planets to lowly Ma’zal bureaucrats, is the responsibility of the Chief Commissioner for Colonial Affairs, the master of the Dominian colonial empire. To be entrusted with such a critical position is to be one of the closest individuals in the Empire to the Emperor, and the current Chief Commissioner has long been a close friend of the royal family.&lt;br /&gt;
&lt;br /&gt;
Born into a family of Morozian bureaucrats in 2426, the young Count Amadei spent much of his youth cavorting with his fellow nobles, including the royal family, and building connections with other Morozian nobles. Wanderlust pulled the young Count into the Imperial Flying Corps where he proved himself an effective — if egotistical — pilot and won multiple accolades for himself, returning to Moroz a decorated veteran. His decorations and connections, particularly to the royal family , led to his ascension to the position of Chief Commissioner for Colonial Affairs in 2456.&lt;br /&gt;
&lt;br /&gt;
Count Amadei, the current Chief Commissioner, is a man of both charisma and controversy: an exceptionally talented administrator, longtime friend of the Emperor, and veteran of the Imperial Flying Corps, Amadei has long been an advocate for both his old Corps and the burgeoning colonial domain that the Empire finds itself ruling. But some in the high society of the Empire gripe at his posting and view him as a mere unaffiliated noble granted privileges solely due to his friendship with the Emperor, and believe they should be represented in the position instead. The Count has long had a poor relationship with House Caladius as a result, and is often known to become involved in spats with Antonio Caladius over the diplomatic repercussions of the Empire’s colonial endeavors. In almost every fight they have, the Emperor sides with Amadei – not Caladius. But as the Emperor ages the Count grows nervous, wondering what will happen to him when he is finally shorn of his greatest protector.&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;Kasz Han’san, Chief Minister of Unathi Affairs&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Considering the notable Unathi population now in Dominia, and most importantly the fact that the large majority of said population are secondaries, the Emperor needed something, or someone, to keep them loyal and in check the moment the Han’san and Kazhkz clans landed. This is certainly not an easy task when speaking of an alien race. From cultural differences to distinct biological characteristics such as diets or sleep cycles, the Empire needed someone who truly understood the Unathi to both represent them efficiently in the Cabinet, and who could then properly communicate to the Sinta of the Empire to coordinate them to the best of their ability and use within the bureaucracy.&lt;br /&gt;
&lt;br /&gt;
Lord Marshal Kasz Han’san, Contact War veteran, once a General under Seryo Kazhkz back on Moghes, and leader of the Han’san clan was chosen for such a role. If the Unathi of the Han’san earned the reputation of being fantastic soldiers, their ability to make charismatic, and at times, cunning leaders is also true, and the old Lord Marshal proves to be both. Though perhaps cautious due to his extensive history of war, he provides some insight on both his people and his political history in maneuvering among a cabinet. In particular, he is often close with Amadei due to the latter&#039;s charisma and knowledge and the former&#039;s interest in the Empire&#039;s political sphere. This spawned from the Unathi&#039;s employment in the outer reaches of the nation&#039;s colonies as shock troopers and enforcement, and as such, Kasz has remained informative and helpful in coordinating with the Chief Commissioner. However, this sometimes puts Kasz at odds with Antonio at times due to his relationship with Amalei, and House Kazhkz&#039;s burgeoning friendship with House Caladius is in an awkward position in the cabinet&#039;s circle as a result. These friendships are something that Kazhkz does his best to maintain in order to stand a chance against all three of the Strelitz within the Cabinet, with which relationships have been tense at best, especially with Dorothea-Frieda.&lt;br /&gt;
&lt;br /&gt;
Despite clan Han&#039;san&#039;s current weakened state after its humiliating defeat against the Fisanduhan Freedom Front, Kasz Han&#039;san remained in the cabinet, most preferring him over the alternative, the much more politically inadequate Salak Kazhkz. The Lord Marshall also managed to prove to be right pick over time for such a role, managing to convince Dominian Unathi to convert to the Tribunal.&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;Huiling Zhao, Grand Admiral of His Imperial Majesty’s Fleet&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
One of the most powerful cabinet positions, the role of Grand Admiral has been filled by a member of House Zhao since its creation. The Grand Admiral holds almost unquestioned authority over His Imperial Majesty’s Fleet — with only the Emperor able to overrule them — and is often regarded as the third most powerful figure in the Empire after the Emperor himself and the Immaculate Hand due to this authority. If the Fleet is both the sword and shield of the modern Empire, the Grand Admiral is the individual who wields both.&lt;br /&gt;
&lt;br /&gt;
Born in 2416, no individual represents House Zhao more than Huiling Zhao. The leader of House Zhao in all but name thanks to her position, Huiling has given her life in service to His Imperial Majesty’s Fleet and now serves as its Grand Admiral following her appointment in 2450. Huiling is a figure beloved in the Empire and often despised abroad, but revels in the infamy her reputation brings.&lt;br /&gt;
&lt;br /&gt;
In her 14 years as Grand Admiral Huiling has seen several systems subjugated by the Fleet and added into the Empire, and has zealously guarded the Empire’s reserves of Helium-3 despite House Caladius’ demands to release parts of the reserve in order to make a larger profit. She has also cultivated a close relationship with the royal family — particularly Lei Keeser — in order to better push a naval agenda. Huiling is confident that, no matter what the Goddess may have in store for her, she will be able to hold onto her position and the power that comes with it.&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;Annaliese Strelitz, Chief Commissioner for Imperial Aviation&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Despite being the youngest of the Imperial Army’s branches, the Imperial Flying Corps have no lack of influence and sponsors due to its status as a club for Morozian nobility. But there is no greater sponsor of the Corps than its commissioner, Annaliese Strelitz. While her aunt — and often rival — Dorothea-Frieda must go through the trouble of managing an entire Army, Annaliese spends the majority of her time cavorting with Morozian nobility and ensuring the Corps maintains their patronage. Much of this fundraising work is done in conjunction with her two allies: Izla Caladius and Alessandro Amadei, who ensure the Corps never lacks for funding — even if the Navy and Army are hardly fans of it at times.&lt;br /&gt;
&lt;br /&gt;
Born in 2423 to a wealthy family long affiliated with House Strelitz, Annaliese was always destined for a life in service to the Empire’s military. But the young Strelitz showed little interest in fighting on the ground and often avoided her cadet courses to pursue flight lessons. Eventually her family conceded and allowed Annaliese to pursue flight full-time, and enrolled her in a cadet course for the Imperial Flying Corps. The young flight officer has used her connections throughout the intervening years to pull the right strings at the right time, eventually ensuring her ascension to the position of Chief Commissioner in 2462.&lt;br /&gt;
&lt;br /&gt;
In her short tenure Annaliese has proven herself to be an exceptional connection-maker for the Corps and an incredible annoyance for Duchess Zhao and Grand Duchess-Electress Strelitz. Annalise spends much of her time boasting of the Corps’ achievements and presenting it as the peak of martial nobility in the Empire. She has effectively drawn sponsors and funding away from the Fleet and Army through this, which gives her military counterparts no end of headaches. Annalise’s attitude — which is infamously narcissistic — has made these headaches far worse.&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;Dorothea-Frieda Strelitz, High Lord General of His Majesty&#039;s Imperial Army&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The most senior leader of the Imperial Army, the High Lord General’s position has been exclusively held by a member of House Strelitz since its inception. The High Lord General’s authority over the Imperial Army is absolute, with only the Emperor able to overturn their decisions. However, the Army’s inability to travel from system to system itself limits this authority and for es a degree of cooperation with the Fleet — something some Strelitz grind their teeth over.&lt;br /&gt;
&lt;br /&gt;
Born into a family with a long history of martial Service in House Strelitz in 2418, Dorothea-Frieda has spent her life in the Imperial Army. While health concerns prevented her from being geneboosted, her strategic brilliance and sufficient grasp of politics has allowed her to become both High Lord General in 2445 and leader of House Strelitz at the same time — a significant achievement that makes her the only cabinet member currently also in command of one of the five great houses. This status makes Dorothea-Frieda a woman of many responsibilities, and she is almost never seen without a throng of aides surrounding her in order to allow her to better respond to any problems that may arise.&lt;br /&gt;
&lt;br /&gt;
In her nearly twenty years of service as High Lord General Dorothea-Frieda has seen multiple worlds and systems conquered — or at least occupied — by the Empire, with Sun Reach standing as the Army’s most notable recent conquest. She has doggedly tried to stay above politics and has, for the most part, succeeded in this effort. Yet in private corners some whisper that the High Lord General grinds her teeth over the crown princess’ apparent liberalism when it comes to the use of force abroad, and fears the inevitable transfer of power could see the Army lose its importance as the primary instrument of the Empire’s will abroad. But only time will tell if these rumors are true. For now, a very real issue for her might be the tensions with the Chief Minister of Unathi Affairs, Kasz Han’san, who she sees as meddling in affairs that aren’t his own when he tries to better positions for the Unathi of the Imperial army who often find themselves under the authority of an unsympathetic House Strelitz.&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;Ngo Juric, High Seneschal of His Majesty&#039;s Justice&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Regarded by many as the most trusted member of the cabinet by the Emperor, the High Seneschal is the primary legal authority of the Empire as it applies to secular law in the Empire’s borders. For better or worse, the High Seneschal must defer to the word of his religious counterparts on matters of the Edicts in the majority of conditions with the exception of violations of the Fourth Edict, where the judiciary takes priority. Navigating this legal environment while advising the Emperor demands an individual who is both unerring in their faith to the throne and able to negotiate with many, many parties.&lt;br /&gt;
&lt;br /&gt;
Fortunately for the Keesers, Ngo Juric, born in 2395 in Nova Luxembourg not far from the palace, is precisely that individual. A friend of the dearly departed Emperor Godwin Keeser and a close associate of the current royal family, Juric has served as the legal councilor for the Keesers for nearly forty years, and has served as Seneschal for almost thirty. A kind and gregarious man, Juric has a reputation for being liked by all he speaks to — including the infamously stone-hearted Inquisitrix of the Holy Tribunal — and is well regarded by all five of the great houses.&lt;br /&gt;
&lt;br /&gt;
But despite his friendly reputation, the High Seneschal is anything but a pushover. His thirty years of service have seen the absolute rule of the royal family set even further into stone, and his legal expertise has led to the Empire ensuring its dealings with Zavodskoi Interstellar are favorable to both parties rather than tipped in the megacorporation’s favor. But Juric is an old man — older than his dear friend, Emperor Boleslaw Keeser, by almost a decade — and many believe the High Seneschal will soon retire, living out the rest of his days content that he served faithfully and firmly – content in the knowledge he left the Empire in a better place than it was thirty years ago.&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;Alojzia Molnarova, Director of His Majesty&#039;s Imperial Intelligence Directorate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Power is all too often a fickle, fleeting thing that tempts many and is granted to very few. While House Keeser commands the respect of many in the Empire, from Primary to Ma’zal, there are always those that will seek to rise above their station through ungentlemanly means and subterfuge. The Imperial Intelligence Directorate has long served as a bulwark against such ungoddessly individuals, and its Director is often regarded as one of the most important individuals in the Imperial Cabinet as a result. Since the ascension of Emperor Boleslaw Keeser I in 2437, the position of Director has been held by Baronet Alojzia Molnarova, the only commoner to hold a position in the Imperial Cabinet and a close personal friend of the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Born in 2408 to a family of commoners awarded a Baronet during the War of Moroz, little is known of Alojzia’s personal life beyond her current duties. Few photographs exist of the camera-shy Director, and rumors regarding her past — and that of the Molnarov family — abound. Some rumors go as far as to suggest that the Molnarovs are of Fisanduhian descent, or that Alojzia is not a member of the Moroz Holy Tribunal herself. Such rumors have never been formally acknowledged by the Director or her Directorate, but many that promote them publicly are shortly thereafter revealed to be shell infilitators hellbent on destroying the Empire and all that it stands for. They are, of course, promptly executed after their discovery.&lt;br /&gt;
&lt;br /&gt;
As Director, Molnarova has seen that the Directorate has been constantly improved and modernized in order to keep pace with the growing regional threats the Empire faces — Elyra and the Coalition — while ensuring that it is never vulnerable to internal enemies. No price is too great to pay in order to ensure the Empire’s stability, and the Directorate has been accused by many that flee the Empire of employing draconian methods — often alongside the Imperial Army — to crush dissent in the Imperial Frontier. But these rumors are difficult to substantiate, as the Directorate — and its enigmatic Director — are consistently tight-lipped. When her close friend and Emperor dies, none are sure what will become of Director Molnarova. None aside from the Director herself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPENLY ACTIVE IMPERIAL INTELLIGENCE DIRECTORATE AGENTS MAY NOT BE PLAYED IN-GAME. UNDERCOVER IMPERIAL INTELLIGENCE DIRECTORATE AGENTS MAY ONLY BE PLAYED AS CONSULARS.&#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;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Theodora Gottlieb, High Inquisitrix of the Holy Tribunal&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
While the High Seneschal and Director concern themselves with the laws and behaviors of humanity, the Holy Tribunal concerns itself with those that break higher, greater principles: the Edicts laid out by the Goddess to Her faithful to follow and obey. The ultimate adjudicator of Her Edicts is none other than the Tribunal’s High Inquisitrix: a woman born with the rare gift to hear and interpret Her words who had been forged into a leader through the crucible of the Holy Tribunal. The High Inquisitrix possesses unquestioned authority over matters of religious law — only the Immaculate Hand, the leader of the Holy Tribunal, or the Emperor himself may overturn one of her decisions.&lt;br /&gt;
&lt;br /&gt;
Born in 2431 to a noble family of little renown outside of Nova Luxembourg, Theodora’s path to High Inquisitrix was not clear to her or her family until she revealed herself able to commune with the Goddess and interpret Her words shortly before her eighth birthday. The following twelve years were spent training in the Holy Tribunal in order to ascend to the position of Inquisitrix — one of the Tribunal’s religious officials responsible for carrying out the Goddess’ will by returning edict breakers from abroad — at the age of twenty. As an inquisitrix Gottlieb was responsible for many things, though her primary duty quickly became apparent: tracking down edict breakers and ensuring they were returned to the Empire alive, to face Her justice. Following a decade of service she was recommended for the position of High Inquisitrix, which she accepted in 2461.&lt;br /&gt;
&lt;br /&gt;
In her three years as High Inqusitrix, Gottlieb has spent much of her time interpreting Her words for the Emperor in addition to her typical duties as High Inquisitrix. High-profile trials and public events — often alongside the Immaculate Hand, her immediate supervisor and one of two individuals Gottlieb must answer to alongside the Emperor — are commonplace, and something the High Inquisitrix excels at. But a part of Gottlieb wishes to return to what she was trained to do: tracking down edict breakers and bringing them to face the Goddess’ justice, no matter where they attempt to hide themselves. But for now her duty is clear: to remain in her lofty position as long as She wills it, and to carry out Her work with all the High Inquisitrix does.&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;Agnes Caladius, Immaculate Hand of Our Lady the Goddess&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Empire’s state is not complete without the Holy Tribunal, which interprets Her will and applies it to the imperfect world of humanity. In the Tribunal there is no authority holier — or higher — than that of its leader, the Immaculate Hand of Our Lady the Goddess. Elected for life by a convocation of priests and priestesses, the Immaculate Hand is regarded as the highest authority on religious matters in the Empire due to their mastery of scripture. Though primarily intended as a religious advisor on the council, the Immaculate Hand’s religious authority arguably makes her the second most powerful person in the Empire after the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Born in 2386 to a family long involved in House Caladius, Agnes’ path to the position of Immaculate Hand was anything but clear due to her inability to receive the gift of communion from birth. Though no fault of her own, her lack of this gift prevented the young theologian from joining the ranks of the Inquisitrix as she originally desired, and Agnes instead committed herself to the study of the Goddess and Her words. The young woman proved herself to be a dedicated — if conservative — theologian and a gifted orator, and quickly rose through the ranks of the Tribunal. In 2432, following the death of her predecessor, Agnes was elected Immaculate Hand, the supreme religious authority of the Holy Tribunal.&lt;br /&gt;
&lt;br /&gt;
In her three decades as Immaculate Hand, Agnes has charted a steady course through a quickly-changing Spur. Her reign has seen the addition of the Tenth Edict, codifying the Tribunal’s opinion on augmentations, and generally good relations between the Emperor and both major schools of Tribunalist thought. Additionally she has formally consecrated the largest Tribunalist cathedral abroad, which is located in Mendell City and serves many Dominians employed by Zavodskoi and has worked with the High Inquisitrix to ensure no edict breaker escapes Her justice. But despite her successes the Immaculate Hand grows older each day, and is known to have a poor relationship with the crown princess. What the future holds for her, only the Goddess knows.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;
&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;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===The Peerage, Noble Orders, and Titles===&lt;br /&gt;
The Imperial nobility is defined and sorted in prominence by their peerages alongside a complex mixture of noble orders and titles, many of which can trace their origins back to the era before the modern Empire. The Empire’s nobility is well-respected in its core worlds and is regarded as the peak of polite Dominian society. Below is a list of some common titles found in the Empire of Dominia, ordered from highest to lowest in the Empire’s peerage. This should be used as a general guide for the Empire’s nobility.&lt;br /&gt;
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Land-owning nobility going abroad to seek employment or for extended amounts of time is a &#039;&#039;&#039;major social faux-pas&#039;&#039;&#039; that will inevitably see their land redistributed to another member of their family, their title stripped and their status as a member of the nobility placed in question. For this reason, &#039;&#039;&#039;it is impossible to play land-owning nobles on the Horizon, with the only exception being the Consular position.&#039;&#039;&#039;&lt;br /&gt;
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&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;
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&#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;
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&#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/Dame/Chevalier: A title granted to members of a sanctioned Imperial Order of the Empire such as the Order of the Golden Albatross or The Order of the Broken Mountains. Bequeathed to Primaries, Secondaries, and sufficiently Morozian Ma’zals such as the nobles of Novi Jadran. Holders of the title are not considered nobility through knighthood alone but hold rights and privileges that place them above an untitled Secondary. Whilst regular knights are free to go aboard, those who have achieved significant rank within an Order are expected to remain within the Empire and leaving would see their knighthood stripped from them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
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===Initial Colonization===&lt;br /&gt;
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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;
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===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 became a stalemate when the mountain range was reached by Coalition forces. The Fisanduhian Army had fortified the passes through the mountains and was not willing to give territory. The full might of the Confederated State&#039;s industrial economy was used to defend its harsh mountainous environments while the Coalition turned its biological prowess towards breaking the stalemate. The foundation of the modern geneboosted Primaries originated from this effort to produce more effective soldiers.&lt;br /&gt;
While the Coalition tried their best to break through, they could not. There were breaks in the warring, but they were only temporary ceasefires - simply interludes in what the Coalition viewed as a holy war and the Confederated States viewed as a war for its existence.  But in 2384, after decades of war, the balance of power shifted dramatically.&lt;br /&gt;
&lt;br /&gt;
===2356 - Contact with the Wider Spur===&lt;br /&gt;
&lt;br /&gt;
During the initial months of the War of Moroz, in the hectic mass of radio communications between the two sides, a long-range radio station in Jinxiang picked up an unusual signal in an odd dialect of what they assumed was Vulgae Morozi. None in the station could tell what the communications were, and a House Strelitz codebreaker was summoned in an effort to break what the station assumed was a Fisanduhian cypher. The codebreaker, while unable to decipher the language, summoned a linguist who deciphered the communication and discovered the truth of the message.&lt;br /&gt;
&lt;br /&gt;
The message was a communication from the Solarian Alliance to a survey ship involved in the Warp Gate Project, and had been sent at least a year prior. The message itself was an order to inquire as to the status of Sun Reach, a planet then unknown on Moroz. While not directed at the Morozians, this was the first time they had discovered other humans remained in the Spur. A message was sent in response and the Alliance acknowledged it, and confirmed they did not intend to interfere in Morozian affairs. It was a tremendous day, and 18 December remains widely celebrated throughout the Empire as the day the broader Spur was recontacted.&lt;br /&gt;
&lt;br /&gt;
===2384-86 - The Collapse of Fisanduh===&lt;br /&gt;
&lt;br /&gt;
In late 2384 the Imperial Alliance and the Holy Kingdom 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. An infantry captain from the Imperial Alliance, Wilhelm Strelitz, was chosen for his exceptional faith in the Morozian Holy Tribunal and leadership abilities. As Captain Strelitz 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 were not prepared for an orbital assault by the commando units on all their major cities, including their capital of Neubach, with their lines collapsing as Imperial Army troops surged across the borders. By early 2384 the government of Fisanduh had collapsed, but never signed surrender terms to the war, instead opting to enact &amp;quot;Plan SCRAM&amp;quot; and start 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; By 2386 the entire region was declared secure.&lt;br /&gt;
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;
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===2385 - The Early Empire===&lt;br /&gt;
&lt;br /&gt;
The first true Emperor of Dominia, Godwin Keeser reigned from 2385 until his death from old age in 2437. During his rule the newly-formed Empire of Dominia would go from a minor power to a regional force on the level of the nearby Republic of Elyra. Domestically, Emperor Godwin was faced with repeated issues in Fisanduh as the Empire attempted to bring it under control while expanding abroad. Ultimately the 2402-03 Navy Day Uprising, which saw the Empire lose control over Inner Fisanduh, would prove to be the greatest failure of his reign.&lt;br /&gt;
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Under Godwin’s reign the Empire flourished and its modern institutions began to take shape. He formalized the Imperial military’s structure, much of its colonial bureaucracy, its use of privateers, and the primacy of Morozians over the Empire. Emperor Godwin, while never managing to establish formal relations, did establish ties to the Southern Reaches of the Solarian Alliance and the then-Solarian system of Tau Ceti. When he passed from the material world into Her loving embrace in 2437, he left behind a nation which — while unable to directly challenge the Coalition of Colonies — was a regional power capable of elbowing its way into the broader Spur. His eldest son, Boleslaw Keeser, was left to rule over a significantly more stable and powerful state than the Imperial Alliance his father had inherited.&lt;br /&gt;
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===22 July 2437 - Emperor Boleslaw’s Coronation===&lt;br /&gt;
[[File:emp_dominia.png|thumb|Imperial portrait of Emperor Boleslaw Keeser (artwork created by Sleepywolf)]]&lt;br /&gt;
As Emperor Godwin departed into the loving arms of the Goddess on 18 July, 2437, plans had already been made to crown his eldest son as the new Emperor of Dominia. The new Emperor’s coronation in Nova Luxembourg was the first such ceremony viewed by the wider Spur, and was attended by representatives from various Solarian systems, some Coalition member states, Elyran diplomats, and others. Following three days of national mourning the Immaculate Hand placed the Imperial crown upon Boleslaw Keeser’s head, and the second ruler of the vastly expanded Empire was born, with its domain now stretching from Nova Luxembourg to Sun Reach.&lt;br /&gt;
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===2437 - The Modern Empire===&lt;br /&gt;
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Under Emperor Boleslaw’s reign the Empire has continued to prosper, though many view the current Emperor as not having surpassed his father. His reign has seen the addition of a new — yet controversial — great house in 2440 with the arrival of House Kazkhz, further improvements to Morozian infrastructure, and more cooperation with the broader Spur. Notably, NanoTrasen established formal business relations with the Empire in 2452 while Zavodskoi Interstellar did so in 2441. The Empire was one of the first stellar nations to recognize the newly-independent Republic of Biesel and has had a cooperative relationship with it ever since.&lt;br /&gt;
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Boleslaw’s reign has seen more conflict with the broader Spur than his father’s, particularly with the nearby Republic of Elyra, and has brought the Empire into worse relations with the Coalition of Colonies through expansions of its privateering and aggressive use of the Imperial Fleet against unaligned frontier worlds near the Empire to annex them. Military expansions throughout his reign have seen the Empire’s continued expansion toward the territories formerly controlled by the Alliance, where it repurposes Solarian hegemonic era structures for its own resource extraction needs. Some in the Empire call this an unsustainable expansion which will inevitably draw it into conflict with the wider Spur, but none can deny the resources brought by its expansion aid its continued growth. Internally, Inner Fisanduh remains an issue and many of the great houses are rumored to look poorly upon House Kazkhz for their recent arrival and Emperor Boleslaw’s favor of them.&lt;br /&gt;
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In the 2460s, with the shadow of the phoron crisis beginning to fade, Emperor Boleslaw continues to reign, but he is increasingly elderly and infirm. As more and more of his duties are taken over by the heir apparent, Crown Princess Priscilla, the Empire looks towards the future with trepidation. Priscilla, when she ascends, is anticipated to be more liberal than her father, and none can anticipate what this outlook will bring to the issues currently facing it.&lt;br /&gt;
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==Dominian Society==&lt;br /&gt;
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===Primaries===&lt;br /&gt;
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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;
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Land-owning Primaries going abroad to seek employment or for extended amounts of time is a &#039;&#039;&#039;major social faux-pas&#039;&#039;&#039; that will inevitably see their land redistributed to another member of their family, their title stripped and their status as a member of the nobility placed in question. For this reason, &#039;&#039;&#039;it is impossible to play land-owning nobles on the Horizon, with the only exception being the Consular position.&#039;&#039;&#039;&lt;br /&gt;
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&#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;
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&#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;
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===Secondaries===&lt;br /&gt;
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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 as a whole tend to be smaller than Primaries (though there are exceptions) and represent a more diverse social class than the Primaries do, but are a part of the same Morozian ethnic and cultural group. 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;
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The Empire’s Unathi population are considered Secondaries. Though individually their means and life conditions are generally slightly inferior to their Human counterpart, they make up for it by relying on each other as a clan, with funds kept in reserve by the clan to assist with various needs and issues.&lt;br /&gt;
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&#039;&#039;&#039;Average Male Height:&#039;&#039;&#039; 5&#039;6&amp;quot; - 5&#039;9&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;Average Female Height:&#039;&#039;&#039; 5&#039;1&amp;quot; - 5&#039;4&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;Average Unathi Male Height:&#039;&#039;&#039;  6&#039;0&amp;quot; - 7&#039;0&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;Average Unathi Female Height:&#039;&#039;&#039; 5&#039;9&amp;quot; - 6&#039;8”&lt;br /&gt;
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===Ma&#039;zals===&lt;br /&gt;
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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. Ma&#039;zals form the backbone of the [[Dominian Imperial Military]] and can rise to great heights in the Imperial Army, though the majority never rise beyond the most junior officer ranks.&lt;br /&gt;
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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;
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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;
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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;
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===Geneboosting===&lt;br /&gt;
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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 slightly taller than average, with humans becoming as tall as 6&#039;8&amp;quot; (2.03m) 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;
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===Dominian Heads of Staff===&lt;br /&gt;
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As a result of the Empire&#039;s fanatical outlook on certain issues such as synthetic life and edict breakers, Dominian heads of staff are fairly rare aboard Stellar Corporate Conglomerate facilities such as the SCCV Horizon. Those that do pass through the requirements needed to become a head of staff are typically considered to be liberals (or, rarely, 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 aboard such a cosmopolitan vessel.&lt;br /&gt;
&lt;br /&gt;
Dominians that are elevated to a leadership position within the Conglomerate are regarded to be the best and brightest of the Empire by the cartel and are highly-regarded by the for their professionalism and honor despite some difficulties in working with IPCs and other forms of synthetic life. Please note that playing a Dominian head of staff is not an excuse to make a player&#039;s round miserable just because they&#039;re a synthetic.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
&lt;br /&gt;
The Empire is a multilingual society divided between High Morozi, a Tradeband dialect, and Vulgar Morozi, a Sol Common dialect, along with various Unathi dialects, such as Sinta’Azaziba, and Freespeak. Which of these languages one speaks are generally determined by one’s class and planet of birth. Among the Primary aristocracy and natives of the Imperial Core High Morozi is often the first, and primary, language, with Tau Ceti Basic and Vulgar Morozi fluency viewed as the sign of a good upbringing and education. Primaries who do not speak Vulgar Morozi are extremely uncommon, and those who do not speak the language are generally looked upon poorly by their peers. Many Secondaries speak Vulgar Morozi as their first language, though this varies from family to family.&lt;br /&gt;
&lt;br /&gt;
As one travels further from the Imperial Core, High Morozi begins to rapidly disappear as a first language and is replaced with its Vuglar counterpart, or with Freespeak. Often pejoratively known as “Gutter,” or “Rebel-Speak,” by Dominians the language is associated with the uncivilized frontier. Speaking Freespeak, even if one has knowledge of the language, is considered to be a major faux pas.&lt;br /&gt;
&lt;br /&gt;
==Synth Relations==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHARACTERS ABOARD THE HORIZON HOLDING DOMINIAN CITIZENSHIP WHO ARE DISCOVERED BY THE DOMINIAN GOVERNMENT TO BE INVOLVED IN ANY KIND OF INTIMATE RELATIONSHIP WITH AN IPC MAY BE EXTRADITED TO DOMINIA TO FACE PUNISHMENT FOR BREAKING THE FIFTH EDICT AND FOR DEGRADING THE IMAGE OF THE EMPIRE ABROAD. EXTRADITED CHARACTERS WILL NO LONGER BE PLAYABLE ABOARD THE HORIZON AND MAY BE SUBJECT TO THE PUNISHMENTS OF LIFE IMPRISONMENT, PERMANENT EXILE, OR DEATH.&#039;&#039;&#039;&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. To Dominians, higher level Synthetic life like self-aware AI and IPCs are ontologically evil. 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;
==Dominian Extradition==&lt;br /&gt;
While the Empire&#039;s subjects may live and work outside of its borders, they are still expected to uphold the Empire&#039;s reputation abroad. This includes acting in a way that would not embarrass or otherwise be an affront to Dominia or its interests. Should a Dominian citizen abroad be caught perpetrating either of these acts, they may be investigated by His Majesty&#039;s Imperial Diplomatic Service and extradited by local authorities back to Dominia in order to receive the proper punishment from a Dominian court. For purposes of Dominian characters living and working aboard the SCCV Horizon, the information relevant to this procedure is detailed below.&lt;br /&gt;
&lt;br /&gt;
The Empire of Dominia has an extradition treaty with the Republic of Biesel. It can exercise this treaty to hold investigations pertaining to the conduct of Dominian subjects inhabiting Biesellite space and extradite them back to Imperial space if a breach of an Imperial Edict or other behavior which may besmirch the Empire&#039;s reputation abroad is found. Extraditions and investigations may only be conducted at the request of a consular or if a Dominian character&#039;s conduct is so egregious as to warrant notice by His Majesty&#039;s Imperial Diplomatic Service without the aid of a consular. Dominian Consulars found to be abusing this power or otherwise using this power dishonestly will be considered as breakers the Sixth Edict and will be summarily ejected from His Majesty&#039;s Diplomatic Service and extradited back to the Empire themselves to face punishment. The expediency of an investigation or extradition decision is balanced by a number of factors including an accused person&#039;s class, the severity of the alleged crime, and the amount of evidence weighing against them or in their favor. For example, the most scrutiny and expediency would be paid to Primaries and those accused of flagrantly breaking Tribunalist edicts or plotting against the empire. The processing of extradition requests typically takes a few days, but exceptions can be made if the crime or embarrassment to the Empire&#039;s pride would warrant that the process be expedited. If an investigation or extradition has been requested concurrently with a request for asylum or refugee status with another faction in the setting, the request for asylum &#039;&#039;&#039;DOES NOT&#039;&#039;&#039; nullify any investigation or extradition request unless asylum is granted. Whichever completes first, the asylum-seeking process or the extradition process, is what holds. Extraditions from the SCCV horizon are conducted by Biesellite or SCC authorities in cooperation with His Majesty&#039;s Imperial Diplomatic service. Judgements on extradition and investigations are made by the Human Lore Team and cannot be appealed. &#039;&#039;&#039;Through playing a Dominian character, players implicitly consent to be bound by the decisions made by the Human Lore Team in the event their character is investigated or extradited.&#039;&#039;&#039;&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
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[[Category:Factions]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=40088</id>
		<title>User:NewOriginalSchwann/Sandbox3</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=40088"/>
		<updated>2026-07-02T02:31:40Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: Replaced content with &amp;quot;Wow Strom epic PLEASE WORK FOR ME WIKI.&amp;quot;&lt;/p&gt;
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&lt;div&gt;[[File:Strom.png|thumb|Wow Strom epic PLEASE WORK FOR ME WIKI.]]&lt;/div&gt;</summary>
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	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Suez&amp;diff=39696</id>
		<title>New Suez</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Suez&amp;diff=39696"/>
		<updated>2026-06-21T20:18:08Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: why did this planet have unathi bibblebabble as its primary language&lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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{{Infobox Planet&lt;br /&gt;
|Name = New Suez&lt;br /&gt;
|System = Tabiti&lt;br /&gt;
|Image = New Suez 4.png&lt;br /&gt;
|Sector = [[The Orion Spur#Badlands|Badlands]]&lt;br /&gt;
|Capital = Qamar Azraq&lt;br /&gt;
|Species = Humans, [[IPC|IPCs]], [[Unathi]]&lt;br /&gt;
|Languages = Elyran Standard&lt;br /&gt;
|Demonyms = New Suezi&lt;br /&gt;
|Nation = [[Republic of Elyra]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
In the orbit of the Elyran capital of [[Persepolis]] is the planet’s only moon, New Suez, or the &#039;&#039;&#039;New Suez Free Trade Zone&#039;&#039;&#039;. 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 Tabiti 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]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
New Suez, named Tabiti 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 Tabiti 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
Many businesses and facilities on New Suez are operated entirely by foreign megacorporations, something entirely unseen anywhere else in the republic. [[Zeng-Hu Pharmaceuticals|Zeng-Hu]] hospitals, [[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;
&lt;br /&gt;
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, smokable products, weaponry, and, most importantly, foreign goods imported from [[Tau Ceti]], the [[Coalition of Colonies]], or even the [[Sol Alliance]]. These can range from luxury goods from the finest craftsmen and artisans on [[Venus]] or [[Luna]], to top of the line [[Himeo|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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
==Culture and Demographics==&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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
===Non-Citizen Persons===&lt;br /&gt;
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;
&lt;br /&gt;
==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. &lt;br /&gt;
&lt;br /&gt;
&#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 Xanan, 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;
&lt;br /&gt;
&#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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[[Category:Planets_and_Systems]]&lt;br /&gt;
[[Category:Humanity]]&lt;br /&gt;
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		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sol_Alliance&amp;diff=39695</id>
		<title>Sol Alliance</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sol_Alliance&amp;diff=39695"/>
		<updated>2026-06-21T20:16:49Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* IPCs in the Solarian Alliance */&lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
 {{Infobox Nations&lt;br /&gt;
 |Nation = Alliance of Sovereign&amp;lt;br&amp;gt;Solarian Nations&lt;br /&gt;
 |Shortname = Sol Alliance&lt;br /&gt;
 |Flag = Sol Alliance Flag.png&lt;br /&gt;
 |Galatic Position = Position Sol.png&lt;br /&gt;
 |Capital City =Unity Station&lt;br /&gt;
 |Capital Planet = [[Earth]]&lt;br /&gt;
 |Language = Sol Common&lt;br /&gt;
 |Species = Human (Majority)&amp;lt;br&amp;gt;[[IPC]] (Minority)&amp;lt;br&amp;gt;[[Skrell]] (Minority)&lt;br /&gt;
 |Religion = None&lt;br /&gt;
 |Demonym = Solarian&lt;br /&gt;
 |Government = Federal Republic&lt;br /&gt;
 |Head of State = Prime Minister Hendrik Strom&lt;br /&gt;
 |Legislature = Congress&lt;br /&gt;
 |Upper House = Solarian Senate&lt;br /&gt;
 |Established = 15th June 2132&lt;br /&gt;
 }}&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, or simply 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 Solarian Alliance: the bustling Unity Station in orbit over Earth. The Alliance is divided into two administrative sections known as the Inner and Middle Rings.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Demographics==&lt;br /&gt;
The Solarian Alliance is either the most populated or second most populated nation in known space, though due to the lack of accurate census-taking in the Coalition of Colonies, this is hard to fully determine. As of its retreat from the Middle and Outer Rings, the 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 human-majority sovereign state in the Spur, with innumerable ethnicities, religions, cultures, and languages found within its borders. Governed from the massive 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, these colonies lie within five light years of [[Sol]]. These planets are the oldest settlements outside of the Solar System, and typically have the highest quality of life. It is the most populous of the three rings. Solarians from these systems are broadly 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, these 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. Some simply fell into a vacuum of no control known as the Wildlands, where they remained until the end of the Solarian Civil War in July 2465. 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. 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;
* [[San Colette]]&lt;br /&gt;
* [[Visegrad]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates#New Peoria|New Peoria]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates#Lycoris|Lycoris]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates#Lkokgun|Lhokgon]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates#Novo Igman|Novo Igman]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates##Sankt Frederick|Sankt Frederick]]&lt;br /&gt;
&lt;br /&gt;
==Economics==&lt;br /&gt;
The &#039;&#039;&#039;Solarian Standard Credit&#039;&#039;&#039; (民/SSC) is essentially the Orion Spur&#039;s standard currency due to the prevalence of the [[Sol Alliance|Solarian Alliance]] prior to its collapse in 2462. Outside of the Alliance, use of the SSC is common throughout certain parts of the [[Coalition of Colonies]], the [[Empire of Dominia]], and the [[Corporate Reconstruction Zone]] of the [[Republic of Biesel]]. Within Sol&#039;s collapsed warlord states, it has lost much of its value due to the lack of central authority. The SSC is available in electronic, bankcard and traditional notes forms. Responsibility for the currency falls to the Solarian Central Bank, which is located on Unity Station in the Sol System. The Central Bank manages monetary policy and the supply of the Solarian Standard Credit for the Alliance and greater Spur, and this management of supply and interest rates ensures that the Solarian Credit is able to function as a fiat currency. The SSC is worth less than the Biesel Standard Credit.&lt;br /&gt;
&lt;br /&gt;
The economy of the 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 Solarian 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;
Having successfully endured the disastrous years of the Michael Frost administration (2461-62) and following civil war (2462-65), the Alliance has successfully reemerged as a democratic — if xenophobic and anti-corporate — nation which seeks to place itself at the forefront of humanity in the modern Spur, and stands to once again become a peer rival to the Coalition of Colonies and Republic of Biesel. With the dissolution of the emergency government after the 2466-67 federal elections, the Alliance is once again ruled by a Prime Minister, Hendrik Strom, and the Solarian Senate, currently ruled by a Solarian populist and conservative coalition government.&lt;br /&gt;
&lt;br /&gt;
===Government===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“These halls will endure long after you have departed,”&amp;lt;/i&amp;gt; - Message engraved above the main entry to the Solarian Senate.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Solarian government is a representative institution which has historically been dominated by the Sol System and Inner Ring, the Alliance’s most densely-populated region. The modern government traces its lineage to the founding documents of the Alliance in 2127, which form the basis for its modern structure and the &#039;&#039;&#039;Solarian Federal Constitution&#039;&#039;&#039;, which lays out the government’s structure and rights granted to Solarian citizens and legal alien residents, both permanent or temporary. De jure &#039;&#039;&#039;the Solarian Federal Constitution grants no rights to aliens aside from skrell&#039;&#039;&#039;, as it specifies humans in its entirety.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Solarian Senate&#039;&#039;&#039; is the main body of the Alliance’s legislative branch, and seats in it are determined by population — with the most recent census having been conducted in 2466, before the election. It is a single-chamber body where at least a 55% majority is needed to pass any legislation, and a 50% &amp;quot;majority&amp;quot; is the minimum required to form a government. Members of the Senate are known as &#039;&#039;&#039;senators&#039;&#039;&#039;, and serve for two years before being up for reelection. Senators can serve as many terms as they are elected, which has led to criticism within the Alliance of political entrenchment. The leader of the senate is known as the &#039;&#039;&#039;Senatorial President&#039;&#039;&#039;, with the leader of the opposition being the &#039;&#039;&#039;Shadow President&#039;&#039;&#039;. The densely-populated Inner Ring has long dominating the Senate. Known as “Sol’s Tyranny” by some reformist politicians before the Solarian Civil War, this state of domination is likely to persist in the postwar era as the Inner Ring now makes up more of the Alliance than ever before.&lt;br /&gt;
&lt;br /&gt;
At the head of the government is the &#039;&#039;&#039;Prime Minister&#039;&#039;&#039;, the head of government and state, who is elected by a pure majority vote of eligible Solarian citizens. They are the head of the Alliance’s executive branch and appoint the heads of its departments, though they must be confirmed by the Senate. The PM has broad executive powers and is considered to be the head of the Alliance’s military, though historically the Navy has often bent the PM to their will or made them into puppets. They have the power of veto and can reject legislation passed by the Senate if it is below an absolute majority of 75%. The PM serves a four year term and cannot be reelected — every Solarian Prime Minister gets one shot at leading the Alliance, and leaving a legacy behind. Most PMs have been from the Inner Ring, with few having originated from more distant worlds such as [[Visegrad]] and [[Mictlan]].&lt;br /&gt;
&lt;br /&gt;
====Political Parties====&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Solarian People’s Party (SPP)&#039;&#039;&#039; is the largest party in the Alliance after the 2466-67 elections. It ran on a Solarian populist platform and is a “big tent” coalition party with multiple ideologies under its umbrella, ranging from more left-leaning populists to nationalists who were opposed to ATLAS during its regime. Its leader is &#039;&#039;&#039;Hendrik Strom&#039;&#039;&#039;, current prime minister of the Alliance and a [[Venus#Jintarian Culture|Venusian Jintarian]], who represents its more center-left traditions, though with anti-corporatist and xenophobic leanings. Representing the right wing of the SPP is Senator &#039;&#039;&#039;Erkan Muhtar&#039;&#039;&#039;, a veteran politician from Luna and prior member of the SFP who holds national conservative views with a populist leaning. The SPP lacks a decisive majority and instead governs through a coalition with the more conservative Sol First Party. It is a recent party, having only been established in the 2450s after its core — including then-Senator Strom — broke with the SDPD, though it peeled some members of the SFP and independent politicians under its wing. The SPP has the largest share of the Senate, at 30%.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Sol First Party (SFP)&#039;&#039;&#039; is the junior party of the coalition government, having made modest gains in the recent elections. It is the continuation of a conservative Solarian tradition dating back centuries. Its leader is Toshiyuki Sumida, a senator from [[Luna]]. It serves as the Alliance-wide representative for conservative parties across the nation, such as the Colettish Republican Unity Party (PUR). Sol First is the oldest party in the Alliance, and the only still-active party to be established before the Interstellar War. The SFP is the third-largest party in the Senate, at 22%.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Solarian Socialist Unity Party (SSUP)&#039;&#039;&#039; is part of the opposition coalition, and performed unexpectedly poorly in the elections, lagging behind other parties despite its recent prominence. Its leader is Le Hanh Trang, a senator from [[New Hai Phong]] — the core of the party’s support. Regarded by some as a competitor to the SPDP and the CPASSN, the SSUP formed in the 2450s from defectors of both parties. The party dates back to shortly after the end of the Interstellar War, when the Alliance turned inwards and began to lick its wounds. The SSUP is the fourth-largest party, holding 15% of the Senate.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Solarian Popular Democratic Party (SPDP)&#039;&#039;&#039; is the current leader of the three opposition parties, having performed well in the recent elections and re-established itself after defections in the 2450s. Its leader is Anastasie Renaud, a senator from [[Callisto]]. The SPDP experienced setbacks as the Alliance shifted to the right in the 2450s, but retained a strong base in the Sol System — something which has benefited it with the Alliance’s shrinking in 2462. It serves as the Alliance-wide representative of many left-leaning parties, such as the Colettish Progressive Party (PPC). The SPDP is the second-largest party in the Senate, holding 28% of seats. It leads the opposition and is in a coalition with the SSUP and CPASSN.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Communist Party of the Alliance of Sovereign Solarian Nations (CPASSN)&#039;&#039;&#039;, also known as the Solarian Communist Party, is the smallest opposition party. Its leader is Kliment Pavlov, a senator from [[Pluto]]. Never expected to become a major party in the recent elections, the communists have done better than expected and have a niche in the opposition as a potential spoiler — if they abstain and the conservative-populist alliance votes no, they have just enough votes to sabotage opposition legislation they disapprove of. It is the smallest party, holding only 5% of seats.&lt;br /&gt;
&lt;br /&gt;
=====Defunct Political Parties=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All Together for Lasting Alliance Security&#039;&#039;&#039;, better known as &#039;&#039;&#039;ATLAS&#039;&#039;&#039;, is a disbanded fascist Solarian political party first established by [[Mars#Blue Arcologies|Martian “Blues”]] — those loyal to the Alliance — after the Interstellar War and Martian civil war. Initially a national conservative party formed to represent loyalist Martians after the New Dresden nuclear incident, ATLAS shifted further to the right following the [[Sol Alliance History#18 May, 2289: Naval Coup Attempt|attempted coup of the Solarian government]] by the [[Solarian Armed Forces#The Solarian Navy|Navy]] and became the de facto Navy-aligned party in the Senate. Known for its hardline policies on immigration and use of a paramilitary force — known as Artemis (stylized ARTEMIS) — to influence elections. ATLAS reached its zenith during the 2450s, when it used allies in the military, its paramilitaries, and corruption to rig elections and seize power across the Alliance. In 2460 Michael Frost — its most powerful figure — was elected PM in an election called a sham by many outside observers, and ATLAS began to carve up the Alliance into its own domains. The party would fall soon after, undone by the Solarian Civil War and a coup by anti-ATLAS elements, and was declared illegal and forcibly disbanded. Its symbol was a white Solarian sun on a black background, symbolizing its mourning of what the Alliance lost after the Interstellar War.&lt;br /&gt;
&lt;br /&gt;
===Member States===&lt;br /&gt;
&lt;br /&gt;
The building blocks of the Alliance’s federal system, Solarian member states are constituent members of the Alliance with a population considered significant enough to warrant their confirmation as a member by the Department of Interior. Member states have a degree of autonomy from the central government on Unity Station — with some, such as [[Pluto]] and the Eridani Federation, diverging significantly — but are expected to utilize the Solarian Credit, act in union with the Alliance, pay federal taxes, and cooperate with all federal agencies, among other conditions. Solarian member states, while sovereign, are significantly less independent than the members of the Coalition of Colonies. While generally planets or moons, some member states — such as Saturn’s moon, Titan — are space stations or other deep-space structures.&lt;br /&gt;
&lt;br /&gt;
===Solarian Civil Society===&lt;br /&gt;
The Alliance is home to a vibrant civil society – the largest in the Spur – which successfully endured the oppression of Michael Frost’s prime ministership (2460-61) and the following civil war (2462-65). While not part of the government, they often work to influence it and thus carry out the will of the people. It covers a broad spectrum of entities, from tiny human rights organizations to the Solarian Federation of Labour Unions – an organization intended to represent all unions in the Alliance, and one which has been historically able to swing elections with its endorsements.&lt;br /&gt;
&lt;br /&gt;
====The Solarian Alliance News Network====&lt;br /&gt;
&lt;br /&gt;
Commonly known as the &#039;&#039;&#039;SANN&#039;&#039;&#039;, or the Sol News Network, the SANN is the oldest continuous news network in the human Orion Spur. Established in 2127 to serve as a news source for the entire Alliance, it was initially headquartered in Harmony City, [[Luna]], due to the heavily damaged climate of [[Earth]] making the planet difficult to work on. It has since relocated to [[Callisto]]’s New Edinburgh District, where it broadcasts to this day. The SANN is the most widely watched news service in the Orion Spur, and broadcasts daily on a variety of platforms, being viewable almost everywhere in the Spur aside from [[Gadpathur]].&lt;br /&gt;
&lt;br /&gt;
The arguable face of the SANN is &#039;&#039;&#039;Harold MacMillan&#039;&#039;&#039;, host of its most popular news program: &#039;&#039;The State of Sol&#039;&#039;, a two-hour news broadcast every weekday which covers domestic and interstellar news. A native of Callisto and veteran newscaster, MacMillan is easily recognizable by his mustache, Callistean flag lapel pin, and the serious look he gives the camera before pointing at it. His expression — and point — have become the subject of artistic depictions throughout the Alliance, particularly on [[Konyang]], where the SANN’s advertisements often have him depicted in the style of Konyangimation (a general term for the stylized art featured in Konyanger media).&lt;br /&gt;
&lt;br /&gt;
The other arguable face of the SANN is its ace reporter, &#039;&#039;&#039;Cèline Eylenbosch&#039;&#039;&#039;. A [[Venus#Cytherean Culture|Venusian Cytherean and former idol]], she has reported on everything from the [[Amor Patriae Arc|Solarian Civil War]] to elections to the two invasions of Biesel — all seemingly without having [[Zeng-Hu Pharmaceuticals|aged a day]]. Eylenbosch is known for her blonde hair, use of “dear viewers” to describe her audience, and for wearing nothing but the latest fashion trends — and is rumored to receive a commission from [[Idris Incorporated]] for doing so. The ace reporter keeps much of her life private, but is known to respond to most of the fan mail she receives from her viewers.&lt;br /&gt;
&lt;br /&gt;
===Departments===&lt;br /&gt;
&lt;br /&gt;
The Alliance&#039;s primary method of internal governance and management, the Alliance&#039;s departments are massive, Spur-spanning entities which are often regarded as corrupt and inefficient due to their sheer sizes. Below are some of the major departments in the Alliance.&lt;br /&gt;
&lt;br /&gt;
====Department of the Interior====&lt;br /&gt;
&lt;br /&gt;
Perhaps the largest government entity in the entire Spur in terms of employees, the Department of the Interior (DoI) is responsible for ensuring the Alliance’s infrastructure is maintained. It is the single oldest Solarian department, as its establishment was a condition for the Alliance’s formation, which ensures it is as old as the Alliance is. The DoI’s duties have gradually become more and more complex over the centuries, (though colonization itself was handled by a separate department until fairly recently), which has led to its immense size and reputation for inefficiency and corruption, particularly in the Outer and Middle Rings after the Interstellar War. The War devastated the Alliance’s infrastructure and the DoI’s budget, which resulted in it neglecting much of the Alliance’s more remote infrastructure throughout the following centuries. Those who did wish for something to be done to their Outer or Middle Ring infrastructure often had to pay costly “consulting fees” to the DoI, which only led to further neglect and growing corruption.&lt;br /&gt;
&lt;br /&gt;
By the 25th century the DoI had effectively split into two major sections, the Outer and Core sections, in addition to subordinate departments such as the Department of Energy — responsible for fuel production and management — and the Department of Education — responsible for Solarian education outside of private schools. The Core Section served the Inner Ring, and some sections of the Middle Ring, continuing the DoI’s reputation for excellence in these regions while remaining untangled from the Navy and other elements. The Outer Section, due to lacking the wealth, influence, or manpower of its counterpart, had the Middle and Outer Ring regions it was responsible for fall into neglect and slowly become more and more corrupt. Navy actors in the Outer Section’s areas of responsibility often dominated and bent the Section to their will, further eroding its effectiveness while increasing corruption. [[Sol Alliance History# 2460-61: Michael Frost Ascends to Power|Frost’s administration]] fired many of the Outer Section’s more qualified personnel when they protested some of his decisions and instead replaced them with loyalist flunkies, which only exacerbated the Section’s corruption problems and contributed significantly to the territorial losses of late 2463.&lt;br /&gt;
&lt;br /&gt;
The Inner and Outer Section division is mostly irrelevant post-2462 as all of the Outer Section, aside from the area responsible for [[New Hai Phong]], was lost during the Collapse. The Inner Section has remained intact and has, perhaps due to its lesser corruption, mostly endured both the Collapse and the Frost administration’s rampant mismanagement relatively intact. The DoI is heavily involved in both [[Solarian Reconstruction Mandates]] and has promised to avoid the mistakes of its prior staff in these areas. However, only time will tell if the new regions under the DoI’s control will be more effective than their precursors.&lt;br /&gt;
&lt;br /&gt;
====Department of Justice====&lt;br /&gt;
&lt;br /&gt;
The Alliance’s Department of Justice is responsible for policing and court systems across the Alliance. It is younger than the Department of the Interior as it was formed in the late 2100s due to issues between the Soviet bloc and the Western bloc’s justice systems. The DoJ supervises [[Solarian Security and Law|Solarian multi-planetary policing agencies]] such as the Solarian Interstellar Security Agency (SISA), but has no authority over the Solarian Interstellar Intelligence Bureau (SIIB), which has little oversight. Its duties of police and court supervision have remained the same throughout the centuries and the DoJ has a reputation as a relatively non-corrupt Solarian department, but has often found itself brutalized by political figures seeking to undermine its authority and credibility.&lt;br /&gt;
&lt;br /&gt;
By the mid-2400s the Department of Justice had found itself tested by decades of ATLAS-aligned governments which had sought to erode its authority while corrupting the Department at all possible levels, but it remained mostly independent and uncorrupted until the election of Michael Frost in 2460-61, when ATLAS finally gained a supermajority in the Solarian government. Frost’s regime furloughed or sacked much of the DoJ and replaced those it fired with loyalists. The followers of Prime Minister Frost now found themselves effectively insulated from the threat of investigation and prosecution by authorities in the Alliance. Corruption began to grow unchecked and public trust in the government sharply dropped. Ironically, many corrupt officials put into place by ATLAS and Frost readily defected to Biesel during the Solarian Collapse of 2462 despite their professed loyalty to ATLAS and Sol. Some have speculated this is due to bribes, and these individuals being more loyal to Credits than country.&lt;br /&gt;
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Anti-Frost elements in the Department of Justice were a major force behind the coup which seized power following his death in 2462. The post-Frost Department has rapidly resumed its former prestige and role as an enforcer of justice, starting with a massive purge of its ranks to remove remaining loyalists to the now-banned ATLAS. Some of these individuals then joined the Solarian Restoration Front and now find themselves the target of the DoJ once again as the Alliance re-exerts its authority over the Northern Reaches and seeks to punish those involved in the Front’s criminal actions.&lt;br /&gt;
&lt;br /&gt;
The current head of the Department of Justice is &#039;&#039;&#039;Attorney General Henri Fontenot&#039;&#039;&#039;. Born on 24 May, 2413, in New Orleans, [[Earth]], Fontenot rose to prominence as a stringent and incorruptible prosecutor who fought against corruption in the Solarian government’s Outer Ring. Recalled to the Sol System by Frost’s government in the summer of 2462, presumably to be punished for his role in dismantling an ATLAS-led voting machine, Fontenot’s fortunes were rapidly reversed by the coup against Frost and he has since found himself the Alliance’s Attorney General. During his tenure as AG Fontenot has continued his crusade against corruption and now finds himself leading the Alliance’s tribunals of criminals in the Northern Reaches.&lt;br /&gt;
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====Department of State====&lt;br /&gt;
&lt;br /&gt;
The oldest continuous diplomatic service within human space, the Solarian Department of State is responsible for maintaining and promoting Solarian interests and relations abroad. It is also responsible for ensuring Solarian citizens can receive the services abroad they need: its offices, and their [[Solarian Armed Forces#The Solarian Army|Solarian Army]] guards, are common sights across the Orion Spur. Employees of the Solarian Department of State are members of the Solarian Foreign Service — a government organization with an infamously difficult entry exam which requires the applicant to be at least trilingual. The Department of State is known as the least corrupt Solarian department due to its high barrier of entry and often difficult postings which can be light-years away from the Alliance’s borders.&lt;br /&gt;
&lt;br /&gt;
The Department of State is the most recently created department and was only established in 2287 after the Treaty of Zurich ended the Interstellar War and Solarian hegemony over humanity. Looked down upon by Solarian hardliners who advocated for a policy of no diplomacy with the ex-Solarian [[Coalition of Colonies]], the Department proved its worth by stabilizing relations with the Coalition and ensuring the free passage into the Alliance for all Coalitioners who wished to become Solarians. It was instrumental in ensuring the [[Republic of Elyra|Elyran]] secession did not destabilize into another all-out war and did much to normalize Sol-Coalition relations during the 2300s. However, the Department was consistently defunded and neglected by Solarian governments after the Tau Ceti Accords, which it was scapegoated for. What Foreign Service staff refer to as the “decade of humiliation” only ended in December 2462 following the death of Frost and the anti-Frost coup.&lt;br /&gt;
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In the post-Frost era the Department finds itself scrambling to reassert Sol’s position in the broader Spur after a decade of diplomatic neglect and the devastating Solarian Civil War of 2462-65. Its officers are incredibly busy crisscrossing the Spur, from [[Assunzione]] to [[Moroz]] to [[Biesel]], to once again represent what seems to be an ascendant Alliance after two-hundred years of decay. Whether they can keep the Alliance’s foreign diplomacy remains to be seen, particularly with it now once again sharing a border with the Coalition.&lt;br /&gt;
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====Department of Commerce====&lt;br /&gt;
&lt;br /&gt;
An old department which dates to the foundation of the Alliance, the Department of Commerce is responsible for managing the Solarian Credit and the overall economic policies of the broader Alliance such as trade agreements, taxation, and other forms of monetary policy. One of the largest Departments by sheer number of staff, it was nearly destroyed by the Second Great Depression and the economic fallout of the Interstellar War. The secession of the Coalition arguably saved the Department as it significantly reduced its workload.&lt;br /&gt;
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However, the secession of the Coalition did not reduce the Department’s total staff as it was mostly based within the Solarian Core Worlds. In the chaotic political aftermath of the Interstellar War and the[[Sol Alliance History# 18 May, 2289: Naval Coup Attempt|Navy’s coup attempt]], the Alliance was unwilling to fight with its own department and conceded to it retaining its grossly overinflated staff. The Department quickly found itself filled with unqualified and unreliable individuals put into these positions through either bribery or nepotism, and remained inefficient as a result. Over time this inefficiency turned into corruption, such as paying benefits to avoid taxes and counterfeiting by some banks. By the time Frost seized power much of the Department was effectively rotten outside of the Solarian core, and many Department staff defected to the Republic of Biesel in exchange for retaining their positions and salaries.&lt;br /&gt;
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What remains of the Department after the [[Sol Alliance History#2462: The Solarian Civil War|Solarian Collapse]] is the best and brightest of its bloated staff: the Core Worlds Division. The Core Division is responsible for many of humanity’s oldest fiscal institutions and is notably less corrupt and more efficient than its counterparts due to managing space near Unity Station and the Sol System. With the collapse of Frost’s government and the subsequent anti-Frost coup by reformists it now finds itself the only division of the Department of Commerce, and has been given the monumental task of rebuilding it. To the frustration of some Department members the Solarian Corporate Authority (SCA) has been allowed to operate without any oversight from the Department of Commerce, with the Solarian government consistently stating the SCA is far too important to be restrained by checks and balances on its actions. For the moment, the SCA answers directly to the Prime Minister’s office and completely bypasses any other authorities.&lt;br /&gt;
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====Department of Defense====&lt;br /&gt;
&lt;br /&gt;
The Solarian Department of Defense (DoD) is an entity with a long history of success, failure, and cronyism. Headquartered in Harmony City, [[Luna]], the Department is responsible for ensuring the [[Solarian Armed Forces]] — perhaps the largest organized fighting force in the Orion Spur — remain ready for duty and easily able to defeat any who would contest them. The Department is subdivided into the Department of the Army, headquartered on [[Earth]], and the Department of the Navy, headquartered on Luna. The Department has long been another arena of the Solarian Army-Navy rivalry which has defined the SAF since the Interstellar War, and the Navy has historically been the more powerful subdepartment of the Department of Defense.&lt;br /&gt;
&lt;br /&gt;
Established on 17 July, 2143, shortly after the Alliance’s founding it has long been allowed to act with a degree of independence from the broader Alliance and, due to being headquartered on Luna, has always been dominated by Lunarians — residents of Luna, Earth’s only moon. Historically the Department has been a breeding ground for radical Solarian nationalists such as Michael Frost and [[Sol Alliance History#8 October 2278: The Bombing of Gadpathur|Terrence Hopper]], the latter of which established much of the ideological foundations later used by ATLAS to take over the Solarian government in the late 2450s. Prime Minister Michael Frost, an ideological follower of Hopper, further empowered the radical wing of the Department at the expense of its efficiency and credibility, ultimately turning much of it into an enforcement tool for ATLAS. It was only with Frost’s death and a Navy-led counter-coup that the Department began to right its course and reckon with its more radical elements.&lt;br /&gt;
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The contemporary Department, under Minister &#039;&#039;&#039;Lucien Courtois&#039;&#039;&#039;, a Lunan and reformist naval officer, has done much to improve its efficiency and destroy the remaining loyalists of Frost and ATLAS. Massive purges carried out of Navy and Department staff have allowed it to essentially “clean house” but have left some aspects of the Department shorthanded, particularly as it now moves to assist in the Solarian Reconstruction Mandates and re-exert Solarian influence on the galactic stage. The Department has much work to do, but many — particularly its Minister — are more than willing to do whatever it takes for the Alliance’s military to succeed.&lt;br /&gt;
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====Department of Colonization====&lt;br /&gt;
&lt;br /&gt;
A now-defunct department which has been integrated into the Department of the Interior, the Department of Colonization was — at its peak in 2259 — the most important part of the Solarian government as it managed colonies and colonization. Its influence stretched from Solarian Core to the [[Sol Alliance History#Historical Solarian Sectors and Regions|Solarian Frontier]], and it managed the welfare of thousands of worlds ranging in size from the populous [[Xanu Prime]] to refueling stations staffed by under a hundred Solarian citizens. Its personnel could be found nearly anywhere in the Spur, and were renowned for their dedication and efficiency.&lt;br /&gt;
&lt;br /&gt;
The decline of the once-mighty Department of Colonization began with the [[Sol Alliance History#18 June, 2260: The Second Great Depression Begins|Second Great Depression]] and was accelerated by the [[Sol Alliance History#25 March, 2278: Outbreak of the Interstellar War|Interstellar War]]. At the War’s end the Department was a shadow of its former self and unable to carry out any major colonial efforts or expeditions, such as the expedition which eventually would become the nomadic [[Scarabs|Scarab Fleet]]. Ultimately it was integrated into the Department of the Interior and faded into history as the Alliance became more corrupt and insular, forgetting its hegemonic era and eventually collapsing into civil war in 2462. The Department of Colonization is, for most, a distant memory and a reminder of better times for the Alliance.&lt;br /&gt;
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===The Solarian Foreign Service===&lt;br /&gt;
&lt;br /&gt;
An entity under the Department of State, the Foreign Service is the umbrella term for the diplomatic corps of the Alliance and dates back to the early years of it, where it initially served to negotiate relations between the various member states of the Alliance. Since the Interstellar War it has served as the external diplomatic arm of the Alliance, and its Foreign Service Officers (FSOs) can be found in every embassy and consulate run by the Alliance. All Solarian foreign service buildings are guarded by [[Solarian Armed Forces#The Solarian Army|Solarian Army]] personnel.&lt;br /&gt;
&lt;br /&gt;
The embassies of the Alliance are found in nearly every nation of the modern Orion Spur, aside from the [[Democratic People&#039;s Republic of Adhomai]] and the [[Republic of Biesel]] — both of which only have consulates due to the lack of formal ties between the nations. These embassies are typically located in the capital cities of capital planets — such as Nova Luxembourg, [[Moroz]] — with consulates on other planets and cities — such as [[Aemaq]]. A notable exception to this rule is the [[Coalition of Colonies]]. Here, due to its decentralized nature, the Alliance maintains embassies on major member states, and consulates on smaller ones — and in the non-capital cities of major member states. While most embassy staff are foresight service officers or their support employees, it is not uncommon for the Alliance to have military attachés and intelligence personnel from the [[Solarian Security and Law#The Solarian Interstellar Intelligence Bureau|Solarian Interstellar Intelligence Bureau]] at their embassies. The [[Solarian Security and Law|Solarian Interstellar Security Agency]] maintains small offices in every Solarian embassy for the purpose of cooperating with local authorities and ensuring the safety of Solarians abroad.&lt;br /&gt;
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Solarian foreign service officers are known throughout the Spur for their professionalism and resistance to corruption, with all prospective FSOs required to take a grueling multi-phase examination to enter the service. They are assigned their first posting at random and are required to have at least some knowledge of the [[Languages#Human languages|local language]], assuming it can be spoken by humans. If the local language cannot be easily spoken by a human, they are issued with a machine translation system and expected to have it on them (or easily accessible) at all times. The diplomatic service’s language training system is considered to be one of the best in the Spur, and has become the basis for many contemporary language training programs. FSOs serve under an ambassador, who is appointed by the Prime Minister and confirmed by the Senate.&lt;br /&gt;
&lt;br /&gt;
==[[Solarian Armed Forces|Sol Alliance Military]]==&lt;br /&gt;
[[File:Sol Navy.png|thumb|alt=Flag of the Navy of the Sol Alliance.|The ensign of the Solarian 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 Nralakk 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;
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While the 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;
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The Alliance sees the independence of [[Republic of Biesel|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 Solarian Alliance==&lt;br /&gt;
&lt;br /&gt;
The 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;
Though patently rejecting the idea of synthetic personhood, IPC treatment within the Alliance is characterized much more by bureaucratic apathy than by true malice. Positronics are considered exceptionally useful tools by most of the Alliance, and afforded a similar degree of respect as any particularly expensive electronic device. The treatment and restrictions placed upon an IPC vary based upon their owners, with a notable divide between corporate and government-owned IPCs versus privately-owned positronics. IPCs owned by large corporations and the Solarian state are held to much higher standards of control, with implanted directives, tracking beacons, and movement restrictions enforced to minimize the risk of an IPC acting outside of its orders, or, in the case of major corporations, to reduce liability in the event of unwanted behavior. By contrast, private citizens have much more flexibility in their treatment of IPCs, with many privately-owned domestic IPCs being given extensive freedom of movement and action by their owners. Such flexibility comes at a cost in security, with private owners lacking the extensive legal mechanisms to protect them in the event their IPC performs a criminal act. &lt;br /&gt;
&lt;br /&gt;
In both of the above cases, however, extreme measures such as the [[Burzsia|Burzsiean Method]] are considered wasteful and counterproductive by the Alliance, as repeated memory wipes and personality erasure has the side effect of removing much of the unique capabilities which make a positronic AI system attractive in the first place.&lt;br /&gt;
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All foreign-owned IPCs entering the Alliance must be accompanied by an organic handler for the duration of their stay, or be refused entry outright. Free IPCs are categorically banned from entry into Solarian space, except in cases where such an IPC is acting in an official capacity from a foreign government. Though these IPCs are granted freedom of movement due to their status, they will still face frequent spot checks, heightened security attention, and widespread suspicion from the Alliance populace. The sole exceptions to this rule are free synthetics employed by [[Eridani Federation]] [[Eridani Federation Military|PMCs]], who have their free movement within the Alliance guaranteed by the Byzantine arrangement of legal contracts binding Eridani to Sol, provided they are on official EPMC business and accompanied by a designated handler responsible for their actions. Free IPCs who violate Alliance law will face unceremonious deportation back to their home country, with their tag recorded to ensure they do not return.&lt;br /&gt;
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==IPC in the Solarian Military==&lt;br /&gt;
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&#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Technological progress has seen Humanity starting to employ all sorts of machines and especially robotics, especially since the creation of the Positronic brain. Self thinking synthetics have been recognised as offering unique solutions to complicated problems in a military setting, making them a powerful asset when coupled with the robustness of an artificial chassis. As such, the Alliance Army and Navy was bound to adopt them. Today, IPCs are utilised as specialised equipment in a variety of dangerous and demanding settings, mostly in a technical and auxiliary role rather than frontline combat. From spaceship maintenance to clearing minefields, synthetics are favoured in these circumstances due to being less important than the well-being of human service members. The majority of positronic frames in the military is dominated by Baselines and Industrials, though Mobility and Shell frames are also encountered as paramedics and clerks.&lt;br /&gt;
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&#039;&#039;&#039;Ranks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Positronics in both the Army and Navy are not considered equal to their human counterparts, and are officially classified as equipment, much like a weapons system belonging to the ship or military formation under which they are assigned. As such, they are enlisted under the rank of &#039;&#039;&#039;Synthetic Auxiliary&#039;&#039;&#039;, clearly distinguished from the rest by gray highlights attached to their uniform, a standardised designation across the Alliance&#039;s branches. These IPCs are tightly controlled by human operators, but in cases where contact is expected to be hampered or severed, a trusted synthetic may be put in command of a squad or detachment of synthetics. These are &amp;quot;promoted&amp;quot; to &#039;&#039;&#039;Synthetic Lead&#039;&#039;&#039;, receiving a gray chevron on their shoulder as a mark of seniority. Indeed, many years of service and experience are usually required for a positronic to achieve this position, in a conservative Solarian culture that both distrusts and undermines self-thinking IPCs.&lt;br /&gt;
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Solarian Military Synthetics use a standard format of a designation followed by a singular name for identification. Whilst the assigned names of IPC can be greatly varied their designation is chosen based on their branch of service. With the Navy using NU (Navy Unit), Army AU (Army Unit) and Marines MU (Marine Unit).&lt;br /&gt;
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&#039;&#039;&#039;Treatment&#039;&#039;&#039;&lt;br /&gt;
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Positronics serving within the Solarian Military experience harsh treatment in accordance with their designation as equipment rather than personnel. Accommodations are kept to a bare spartan minimum and luxuries are unheard of amongst IPC service members, with only the equipment required for their tasks being provided, while free time is minimized. This attitude also affects the standards positronics are held to in terms of presentation and behavior, being even more strict than those given to human personnel, with deviations from expected behavior being seen as a sign of potential disloyalty or future trouble. Social interactions between Human and IPC service members are discouraged and monitored. Human service members are instructed to view these synthetics as tools to be used, and considering them otherwise will likely result in disciplinary action.&lt;br /&gt;
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Punishments inflicted on Positronics range from slaps on the wrist to mind-wiping or forcible retirement, however more extreme disciplinary measures are considered very rare and often only used in cases of outright disloyalty. Despite the harsh line the Solarian Military takes towards their Synthetic service members, there is some good for those IPC who end up in this environment. The Solarian Military ensures that its Synthetics are well-maintained, powered and repaired as they would any other piece of equipment and abandonment of IPC personnel is only done when there is no other option available, and significant risk to human life would be present in attempting to recover them.&lt;br /&gt;
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&#039;&#039;&#039;In the Warlord States&#039;&#039;&#039;&lt;br /&gt;
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Since the breakup of large swaths of Alliance space from the main core, military synthetics were included as part of the naval formations that came to rule these areas. A general breakdown in communication, coupled with the lack of proper maintenance facilities and spare parts have made the upkeep of these Positronics a costly affair, while generally casting them fully to the mercy of local officers. Indeed, Solarian military IPCs in Warlord jurisdiction are met with different and unexpected fates. In what was the &#039;&#039;&#039;Southern Fleet Administration&#039;&#039;&#039;, IPC units were either quickly sold off for profit or worked to destruction, the disorganised and bandit-like vessels having few resources to put towards their proper maintenance. In the &#039;&#039;&#039;Southern Military District&#039;&#039;&#039; on the other hand, treatment of synthetics remains in line with proper Solarian guidelines, with machinist depots on Visegrad being utilized by the fleet.&lt;br /&gt;
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==Alliance Anthem==&lt;br /&gt;
&lt;br /&gt;
“Our United Alliance” - ASSN Anthem&lt;br /&gt;
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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;
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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;
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==[[Languages]]==&lt;br /&gt;
Sol Common is, unsurprisingly, the dominant language of the 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, Eridanian dregs, and the 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;
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==[[Sol Alliance History]]==&lt;br /&gt;
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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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		<title>Sol Alliance</title>
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 {{Infobox Nations&lt;br /&gt;
 |Nation = Alliance of Sovereign&amp;lt;br&amp;gt;Solarian Nations&lt;br /&gt;
 |Shortname = Sol Alliance&lt;br /&gt;
 |Flag = Sol Alliance Flag.png&lt;br /&gt;
 |Galatic Position = Position Sol.png&lt;br /&gt;
 |Capital City =Unity Station&lt;br /&gt;
 |Capital Planet = [[Earth]]&lt;br /&gt;
 |Language = Sol Common&lt;br /&gt;
 |Species = Human (Majority)&amp;lt;br&amp;gt;[[IPC]] (Minority)&amp;lt;br&amp;gt;[[Skrell]] (Minority)&lt;br /&gt;
 |Religion = None&lt;br /&gt;
 |Demonym = Solarian&lt;br /&gt;
 |Government = Federal Republic&lt;br /&gt;
 |Head of State = Prime Minister Hendrik Strom&lt;br /&gt;
 |Legislature = Congress&lt;br /&gt;
 |Upper House = Solarian Senate&lt;br /&gt;
 |Established = 15th June 2132&lt;br /&gt;
 }}&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, or simply 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 Solarian Alliance: the bustling Unity Station in orbit over Earth. The Alliance is divided into two administrative sections known as the Inner and Middle Rings.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Demographics==&lt;br /&gt;
The Solarian Alliance is either the most populated or second most populated nation in known space, though due to the lack of accurate census-taking in the Coalition of Colonies, this is hard to fully determine. As of its retreat from the Middle and Outer Rings, the 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 human-majority sovereign state in the Spur, with innumerable ethnicities, religions, cultures, and languages found within its borders. Governed from the massive 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, these colonies lie within five light years of [[Sol]]. These planets are the oldest settlements outside of the Solar System, and typically have the highest quality of life. It is the most populous of the three rings. Solarians from these systems are broadly 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, these 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. Some simply fell into a vacuum of no control known as the Wildlands, where they remained until the end of the Solarian Civil War in July 2465. 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. 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;
* [[San Colette]]&lt;br /&gt;
* [[Visegrad]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates#New Peoria|New Peoria]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates#Lycoris|Lycoris]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates#Lkokgun|Lhokgon]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates#Novo Igman|Novo Igman]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates##Sankt Frederick|Sankt Frederick]]&lt;br /&gt;
&lt;br /&gt;
==Economics==&lt;br /&gt;
The &#039;&#039;&#039;Solarian Standard Credit&#039;&#039;&#039; (民/SSC) is essentially the Orion Spur&#039;s standard currency due to the prevalence of the [[Sol Alliance|Solarian Alliance]] prior to its collapse in 2462. Outside of the Alliance, use of the SSC is common throughout certain parts of the [[Coalition of Colonies]], the [[Empire of Dominia]], and the [[Corporate Reconstruction Zone]] of the [[Republic of Biesel]]. Within Sol&#039;s collapsed warlord states, it has lost much of its value due to the lack of central authority. The SSC is available in electronic, bankcard and traditional notes forms. Responsibility for the currency falls to the Solarian Central Bank, which is located on Unity Station in the Sol System. The Central Bank manages monetary policy and the supply of the Solarian Standard Credit for the Alliance and greater Spur, and this management of supply and interest rates ensures that the Solarian Credit is able to function as a fiat currency. The SSC is worth less than the Biesel Standard Credit.&lt;br /&gt;
&lt;br /&gt;
The economy of the 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 Solarian 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;
Having successfully endured the disastrous years of the Michael Frost administration (2461-62) and following civil war (2462-65), the Alliance has successfully reemerged as a democratic — if xenophobic and anti-corporate — nation which seeks to place itself at the forefront of humanity in the modern Spur, and stands to once again become a peer rival to the Coalition of Colonies and Republic of Biesel. With the dissolution of the emergency government after the 2466-67 federal elections, the Alliance is once again ruled by a Prime Minister, Hendrik Strom, and the Solarian Senate, currently ruled by a Solarian populist and conservative coalition government.&lt;br /&gt;
&lt;br /&gt;
===Government===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“These halls will endure long after you have departed,”&amp;lt;/i&amp;gt; - Message engraved above the main entry to the Solarian Senate.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Solarian government is a representative institution which has historically been dominated by the Sol System and Inner Ring, the Alliance’s most densely-populated region. The modern government traces its lineage to the founding documents of the Alliance in 2127, which form the basis for its modern structure and the &#039;&#039;&#039;Solarian Federal Constitution&#039;&#039;&#039;, which lays out the government’s structure and rights granted to Solarian citizens and legal alien residents, both permanent or temporary. De jure &#039;&#039;&#039;the Solarian Federal Constitution grants no rights to aliens aside from skrell&#039;&#039;&#039;, as it specifies humans in its entirety.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Solarian Senate&#039;&#039;&#039; is the main body of the Alliance’s legislative branch, and seats in it are determined by population — with the most recent census having been conducted in 2466, before the election. It is a single-chamber body where at least a 55% majority is needed to pass any legislation, and a 50% &amp;quot;majority&amp;quot; is the minimum required to form a government. Members of the Senate are known as &#039;&#039;&#039;senators&#039;&#039;&#039;, and serve for two years before being up for reelection. Senators can serve as many terms as they are elected, which has led to criticism within the Alliance of political entrenchment. The leader of the senate is known as the &#039;&#039;&#039;Senatorial President&#039;&#039;&#039;, with the leader of the opposition being the &#039;&#039;&#039;Shadow President&#039;&#039;&#039;. The densely-populated Inner Ring has long dominating the Senate. Known as “Sol’s Tyranny” by some reformist politicians before the Solarian Civil War, this state of domination is likely to persist in the postwar era as the Inner Ring now makes up more of the Alliance than ever before.&lt;br /&gt;
&lt;br /&gt;
At the head of the government is the &#039;&#039;&#039;Prime Minister&#039;&#039;&#039;, the head of government and state, who is elected by a pure majority vote of eligible Solarian citizens. They are the head of the Alliance’s executive branch and appoint the heads of its departments, though they must be confirmed by the Senate. The PM has broad executive powers and is considered to be the head of the Alliance’s military, though historically the Navy has often bent the PM to their will or made them into puppets. They have the power of veto and can reject legislation passed by the Senate if it is below an absolute majority of 75%. The PM serves a four year term and cannot be reelected — every Solarian Prime Minister gets one shot at leading the Alliance, and leaving a legacy behind. Most PMs have been from the Inner Ring, with few having originated from more distant worlds such as [[Visegrad]] and [[Mictlan]].&lt;br /&gt;
&lt;br /&gt;
====Political Parties====&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Solarian People’s Party (SPP)&#039;&#039;&#039; is the largest party in the Alliance after the 2466-67 elections. It ran on a Solarian populist platform and is a “big tent” coalition party with multiple ideologies under its umbrella, ranging from more left-leaning populists to nationalists who were opposed to ATLAS during its regime. Its leader is &#039;&#039;&#039;Hendrik Strom&#039;&#039;&#039;, current prime minister of the Alliance and a [[Venus#Jintarian Culture|Venusian Jintarian]], who represents its more center-left traditions, though with anti-corporatist and xenophobic leanings. Representing the right wing of the SPP is Senator &#039;&#039;&#039;Erkan Muhtar&#039;&#039;&#039;, a veteran politician from Luna and prior member of the SFP who holds national conservative views with a populist leaning. The SPP lacks a decisive majority and instead governs through a coalition with the more conservative Sol First Party. It is a recent party, having only been established in the 2450s after its core — including then-Senator Strom — broke with the SDPD, though it peeled some members of the SFP and independent politicians under its wing. The SPP has the largest share of the Senate, at 30%.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Sol First Party (SFP)&#039;&#039;&#039; is the junior party of the coalition government, having made modest gains in the recent elections. It is the continuation of a conservative Solarian tradition dating back centuries. Its leader is Toshiyuki Sumida, a senator from [[Luna]]. It serves as the Alliance-wide representative for conservative parties across the nation, such as the Colettish Republican Unity Party (PUR). Sol First is the oldest party in the Alliance, and the only still-active party to be established before the Interstellar War. The SFP is the third-largest party in the Senate, at 22%.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Solarian Socialist Unity Party (SSUP)&#039;&#039;&#039; is part of the opposition coalition, and performed unexpectedly poorly in the elections, lagging behind other parties despite its recent prominence. Its leader is Le Hanh Trang, a senator from [[New Hai Phong]] — the core of the party’s support. Regarded by some as a competitor to the SPDP and the CPASSN, the SSUP formed in the 2450s from defectors of both parties. The party dates back to shortly after the end of the Interstellar War, when the Alliance turned inwards and began to lick its wounds. The SSUP is the fourth-largest party, holding 15% of the Senate.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Solarian Popular Democratic Party (SPDP)&#039;&#039;&#039; is the current leader of the three opposition parties, having performed well in the recent elections and re-established itself after defections in the 2450s. Its leader is Anastasie Renaud, a senator from [[Callisto]]. The SPDP experienced setbacks as the Alliance shifted to the right in the 2450s, but retained a strong base in the Sol System — something which has benefited it with the Alliance’s shrinking in 2462. It serves as the Alliance-wide representative of many left-leaning parties, such as the Colettish Progressive Party (PPC). The SPDP is the second-largest party in the Senate, holding 28% of seats. It leads the opposition and is in a coalition with the SSUP and CPASSN.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Communist Party of the Alliance of Sovereign Solarian Nations (CPASSN)&#039;&#039;&#039;, also known as the Solarian Communist Party, is the smallest opposition party. Its leader is Kliment Pavlov, a senator from [[Pluto]]. Never expected to become a major party in the recent elections, the communists have done better than expected and have a niche in the opposition as a potential spoiler — if they abstain and the conservative-populist alliance votes no, they have just enough votes to sabotage opposition legislation they disapprove of. It is the smallest party, holding only 5% of seats.&lt;br /&gt;
&lt;br /&gt;
=====Defunct Political Parties=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All Together for Lasting Alliance Security&#039;&#039;&#039;, better known as &#039;&#039;&#039;ATLAS&#039;&#039;&#039;, is a disbanded fascist Solarian political party first established by [[Mars#Blue Arcologies|Martian “Blues”]] — those loyal to the Alliance — after the Interstellar War and Martian civil war. Initially a national conservative party formed to represent loyalist Martians after the New Dresden nuclear incident, ATLAS shifted further to the right following the [[Sol Alliance History#18 May, 2289: Naval Coup Attempt|attempted coup of the Solarian government]] by the [[Solarian Armed Forces#The Solarian Navy|Navy]] and became the de facto Navy-aligned party in the Senate. Known for its hardline policies on immigration and use of a paramilitary force — known as Artemis (stylized ARTEMIS) — to influence elections. ATLAS reached its zenith during the 2450s, when it used allies in the military, its paramilitaries, and corruption to rig elections and seize power across the Alliance. In 2460 Michael Frost — its most powerful figure — was elected PM in an election called a sham by many outside observers, and ATLAS began to carve up the Alliance into its own domains. The party would fall soon after, undone by the Solarian Civil War and a coup by anti-ATLAS elements, and was declared illegal and forcibly disbanded. Its symbol was a white Solarian sun on a black background, symbolizing its mourning of what the Alliance lost after the Interstellar War.&lt;br /&gt;
&lt;br /&gt;
===Member States===&lt;br /&gt;
&lt;br /&gt;
The building blocks of the Alliance’s federal system, Solarian member states are constituent members of the Alliance with a population considered significant enough to warrant their confirmation as a member by the Department of Interior. Member states have a degree of autonomy from the central government on Unity Station — with some, such as [[Pluto]] and the Eridani Federation, diverging significantly — but are expected to utilize the Solarian Credit, act in union with the Alliance, pay federal taxes, and cooperate with all federal agencies, among other conditions. Solarian member states, while sovereign, are significantly less independent than the members of the Coalition of Colonies. While generally planets or moons, some member states — such as Saturn’s moon, Titan — are space stations or other deep-space structures.&lt;br /&gt;
&lt;br /&gt;
===Solarian Civil Society===&lt;br /&gt;
The Alliance is home to a vibrant civil society – the largest in the Spur – which successfully endured the oppression of Michael Frost’s prime ministership (2460-61) and the following civil war (2462-65). While not part of the government, they often work to influence it and thus carry out the will of the people. It covers a broad spectrum of entities, from tiny human rights organizations to the Solarian Federation of Labour Unions – an organization intended to represent all unions in the Alliance, and one which has been historically able to swing elections with its endorsements.&lt;br /&gt;
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====The Solarian Alliance News Network====&lt;br /&gt;
&lt;br /&gt;
Commonly known as the &#039;&#039;&#039;SANN&#039;&#039;&#039;, or the Sol News Network, the SANN is the oldest continuous news network in the human Orion Spur. Established in 2127 to serve as a news source for the entire Alliance, it was initially headquartered in Harmony City, [[Luna]], due to the heavily damaged climate of [[Earth]] making the planet difficult to work on. It has since relocated to [[Callisto]]’s New Edinburgh District, where it broadcasts to this day. The SANN is the most widely watched news service in the Orion Spur, and broadcasts daily on a variety of platforms, being viewable almost everywhere in the Spur aside from [[Gadpathur]].&lt;br /&gt;
&lt;br /&gt;
The arguable face of the SANN is &#039;&#039;&#039;Harold MacMillan&#039;&#039;&#039;, host of its most popular news program: &#039;&#039;The State of Sol&#039;&#039;, a two-hour news broadcast every weekday which covers domestic and interstellar news. A native of Callisto and veteran newscaster, MacMillan is easily recognizable by his mustache, Callistean flag lapel pin, and the serious look he gives the camera before pointing at it. His expression — and point — have become the subject of artistic depictions throughout the Alliance, particularly on [[Konyang]], where the SANN’s advertisements often have him depicted in the style of Konyangimation (a general term for the stylized art featured in Konyanger media).&lt;br /&gt;
&lt;br /&gt;
The other arguable face of the SANN is its ace reporter, &#039;&#039;&#039;Cèline Eylenbosch&#039;&#039;&#039;. A [[Venus#Cytherean Culture|Venusian Cytherean and former idol]], she has reported on everything from the [[Amor Patriae Arc|Solarian Civil War]] to elections to the two invasions of Biesel — all seemingly without having [[Zeng-Hu Pharmaceuticals|aged a day]]. Eylenbosch is known for her blonde hair, use of “dear viewers” to describe her audience, and for wearing nothing but the latest fashion trends — and is rumored to receive a commission from [[Idris Incorporated]] for doing so. The ace reporter keeps much of her life private, but is known to respond to most of the fan mail she receives from her viewers.&lt;br /&gt;
&lt;br /&gt;
===Departments===&lt;br /&gt;
&lt;br /&gt;
The Alliance&#039;s primary method of internal governance and management, the Alliance&#039;s departments are massive, Spur-spanning entities which are often regarded as corrupt and inefficient due to their sheer sizes. Below are some of the major departments in the Alliance.&lt;br /&gt;
&lt;br /&gt;
====Department of the Interior====&lt;br /&gt;
&lt;br /&gt;
Perhaps the largest government entity in the entire Spur in terms of employees, the Department of the Interior (DoI) is responsible for ensuring the Alliance’s infrastructure is maintained. It is the single oldest Solarian department, as its establishment was a condition for the Alliance’s formation, which ensures it is as old as the Alliance is. The DoI’s duties have gradually become more and more complex over the centuries, (though colonization itself was handled by a separate department until fairly recently), which has led to its immense size and reputation for inefficiency and corruption, particularly in the Outer and Middle Rings after the Interstellar War. The War devastated the Alliance’s infrastructure and the DoI’s budget, which resulted in it neglecting much of the Alliance’s more remote infrastructure throughout the following centuries. Those who did wish for something to be done to their Outer or Middle Ring infrastructure often had to pay costly “consulting fees” to the DoI, which only led to further neglect and growing corruption.&lt;br /&gt;
&lt;br /&gt;
By the 25th century the DoI had effectively split into two major sections, the Outer and Core sections, in addition to subordinate departments such as the Department of Energy — responsible for fuel production and management — and the Department of Education — responsible for Solarian education outside of private schools. The Core Section served the Inner Ring, and some sections of the Middle Ring, continuing the DoI’s reputation for excellence in these regions while remaining untangled from the Navy and other elements. The Outer Section, due to lacking the wealth, influence, or manpower of its counterpart, had the Middle and Outer Ring regions it was responsible for fall into neglect and slowly become more and more corrupt. Navy actors in the Outer Section’s areas of responsibility often dominated and bent the Section to their will, further eroding its effectiveness while increasing corruption. [[Sol Alliance History# 2460-61: Michael Frost Ascends to Power|Frost’s administration]] fired many of the Outer Section’s more qualified personnel when they protested some of his decisions and instead replaced them with loyalist flunkies, which only exacerbated the Section’s corruption problems and contributed significantly to the territorial losses of late 2463.&lt;br /&gt;
&lt;br /&gt;
The Inner and Outer Section division is mostly irrelevant post-2462 as all of the Outer Section, aside from the area responsible for [[New Hai Phong]], was lost during the Collapse. The Inner Section has remained intact and has, perhaps due to its lesser corruption, mostly endured both the Collapse and the Frost administration’s rampant mismanagement relatively intact. The DoI is heavily involved in both [[Solarian Reconstruction Mandates]] and has promised to avoid the mistakes of its prior staff in these areas. However, only time will tell if the new regions under the DoI’s control will be more effective than their precursors.&lt;br /&gt;
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====Department of Justice====&lt;br /&gt;
&lt;br /&gt;
The Alliance’s Department of Justice is responsible for policing and court systems across the Alliance. It is younger than the Department of the Interior as it was formed in the late 2100s due to issues between the Soviet bloc and the Western bloc’s justice systems. The DoJ supervises [[Solarian Security and Law|Solarian multi-planetary policing agencies]] such as the Solarian Interstellar Security Agency (SISA), but has no authority over the Solarian Interstellar Intelligence Bureau (SIIB), which has little oversight. Its duties of police and court supervision have remained the same throughout the centuries and the DoJ has a reputation as a relatively non-corrupt Solarian department, but has often found itself brutalized by political figures seeking to undermine its authority and credibility.&lt;br /&gt;
&lt;br /&gt;
By the mid-2400s the Department of Justice had found itself tested by decades of ATLAS-aligned governments which had sought to erode its authority while corrupting the Department at all possible levels, but it remained mostly independent and uncorrupted until the election of Michael Frost in 2460-61, when ATLAS finally gained a supermajority in the Solarian government. Frost’s regime furloughed or sacked much of the DoJ and replaced those it fired with loyalists. The followers of Prime Minister Frost now found themselves effectively insulated from the threat of investigation and prosecution by authorities in the Alliance. Corruption began to grow unchecked and public trust in the government sharply dropped. Ironically, many corrupt officials put into place by ATLAS and Frost readily defected to Biesel during the Solarian Collapse of 2462 despite their professed loyalty to ATLAS and Sol. Some have speculated this is due to bribes, and these individuals being more loyal to Credits than country.&lt;br /&gt;
&lt;br /&gt;
Anti-Frost elements in the Department of Justice were a major force behind the coup which seized power following his death in 2462. The post-Frost Department has rapidly resumed its former prestige and role as an enforcer of justice, starting with a massive purge of its ranks to remove remaining loyalists to the now-banned ATLAS. Some of these individuals then joined the Solarian Restoration Front and now find themselves the target of the DoJ once again as the Alliance re-exerts its authority over the Northern Reaches and seeks to punish those involved in the Front’s criminal actions.&lt;br /&gt;
&lt;br /&gt;
The current head of the Department of Justice is &#039;&#039;&#039;Attorney General Henri Fontenot&#039;&#039;&#039;. Born on 24 May, 2413, in New Orleans, [[Earth]], Fontenot rose to prominence as a stringent and incorruptible prosecutor who fought against corruption in the Solarian government’s Outer Ring. Recalled to the Sol System by Frost’s government in the summer of 2462, presumably to be punished for his role in dismantling an ATLAS-led voting machine, Fontenot’s fortunes were rapidly reversed by the coup against Frost and he has since found himself the Alliance’s Attorney General. During his tenure as AG Fontenot has continued his crusade against corruption and now finds himself leading the Alliance’s tribunals of criminals in the Northern Reaches.&lt;br /&gt;
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====Department of State====&lt;br /&gt;
&lt;br /&gt;
The oldest continuous diplomatic service within human space, the Solarian Department of State is responsible for maintaining and promoting Solarian interests and relations abroad. It is also responsible for ensuring Solarian citizens can receive the services abroad they need: its offices, and their [[Solarian Armed Forces#The Solarian Army|Solarian Army]] guards, are common sights across the Orion Spur. Employees of the Solarian Department of State are members of the Solarian Foreign Service — a government organization with an infamously difficult entry exam which requires the applicant to be at least trilingual. The Department of State is known as the least corrupt Solarian department due to its high barrier of entry and often difficult postings which can be light-years away from the Alliance’s borders.&lt;br /&gt;
&lt;br /&gt;
The Department of State is the most recently created department and was only established in 2287 after the Treaty of Zurich ended the Interstellar War and Solarian hegemony over humanity. Looked down upon by Solarian hardliners who advocated for a policy of no diplomacy with the ex-Solarian [[Coalition of Colonies]], the Department proved its worth by stabilizing relations with the Coalition and ensuring the free passage into the Alliance for all Coalitioners who wished to become Solarians. It was instrumental in ensuring the [[Republic of Elyra|Elyran]] secession did not destabilize into another all-out war and did much to normalize Sol-Coalition relations during the 2300s. However, the Department was consistently defunded and neglected by Solarian governments after the Tau Ceti Accords, which it was scapegoated for. What Foreign Service staff refer to as the “decade of humiliation” only ended in December 2462 following the death of Frost and the anti-Frost coup.&lt;br /&gt;
&lt;br /&gt;
In the post-Frost era the Department finds itself scrambling to reassert Sol’s position in the broader Spur after a decade of diplomatic neglect and the devastating Solarian Civil War of 2462-65. Its officers are incredibly busy crisscrossing the Spur, from [[Assunzione]] to [[Moroz]] to [[Biesel]], to once again represent what seems to be an ascendant Alliance after two-hundred years of decay. Whether they can keep the Alliance’s foreign diplomacy remains to be seen, particularly with it now once again sharing a border with the Coalition.&lt;br /&gt;
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====Department of Commerce====&lt;br /&gt;
&lt;br /&gt;
An old department which dates to the foundation of the Alliance, the Department of Commerce is responsible for managing the Solarian Credit and the overall economic policies of the broader Alliance such as trade agreements, taxation, and other forms of monetary policy. One of the largest Departments by sheer number of staff, it was nearly destroyed by the Second Great Depression and the economic fallout of the Interstellar War. The secession of the Coalition arguably saved the Department as it significantly reduced its workload.&lt;br /&gt;
&lt;br /&gt;
However, the secession of the Coalition did not reduce the Department’s total staff as it was mostly based within the Solarian Core Worlds. In the chaotic political aftermath of the Interstellar War and the[[Sol Alliance History# 18 May, 2289: Naval Coup Attempt|Navy’s coup attempt]], the Alliance was unwilling to fight with its own department and conceded to it retaining its grossly overinflated staff. The Department quickly found itself filled with unqualified and unreliable individuals put into these positions through either bribery or nepotism, and remained inefficient as a result. Over time this inefficiency turned into corruption, such as paying benefits to avoid taxes and counterfeiting by some banks. By the time Frost seized power much of the Department was effectively rotten outside of the Solarian core, and many Department staff defected to the Republic of Biesel in exchange for retaining their positions and salaries.&lt;br /&gt;
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What remains of the Department after the [[Sol Alliance History#2462: The Solarian Civil War|Solarian Collapse]] is the best and brightest of its bloated staff: the Core Worlds Division. The Core Division is responsible for many of humanity’s oldest fiscal institutions and is notably less corrupt and more efficient than its counterparts due to managing space near Unity Station and the Sol System. With the collapse of Frost’s government and the subsequent anti-Frost coup by reformists it now finds itself the only division of the Department of Commerce, and has been given the monumental task of rebuilding it. To the frustration of some Department members the Solarian Corporate Authority (SCA) has been allowed to operate without any oversight from the Department of Commerce, with the Solarian government consistently stating the SCA is far too important to be restrained by checks and balances on its actions. For the moment, the SCA answers directly to the Prime Minister’s office and completely bypasses any other authorities.&lt;br /&gt;
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====Department of Defense====&lt;br /&gt;
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The Solarian Department of Defense (DoD) is an entity with a long history of success, failure, and cronyism. Headquartered in Harmony City, [[Luna]], the Department is responsible for ensuring the [[Solarian Armed Forces]] — perhaps the largest organized fighting force in the Orion Spur — remain ready for duty and easily able to defeat any who would contest them. The Department is subdivided into the Department of the Army, headquartered on [[Earth]], and the Department of the Navy, headquartered on Luna. The Department has long been another arena of the Solarian Army-Navy rivalry which has defined the SAF since the Interstellar War, and the Navy has historically been the more powerful subdepartment of the Department of Defense.&lt;br /&gt;
&lt;br /&gt;
Established on 17 July, 2143, shortly after the Alliance’s founding it has long been allowed to act with a degree of independence from the broader Alliance and, due to being headquartered on Luna, has always been dominated by Lunarians — residents of Luna, Earth’s only moon. Historically the Department has been a breeding ground for radical Solarian nationalists such as Michael Frost and [[Sol Alliance History#8 October 2278: The Bombing of Gadpathur|Terrence Hopper]], the latter of which established much of the ideological foundations later used by ATLAS to take over the Solarian government in the late 2450s. Prime Minister Michael Frost, an ideological follower of Hopper, further empowered the radical wing of the Department at the expense of its efficiency and credibility, ultimately turning much of it into an enforcement tool for ATLAS. It was only with Frost’s death and a Navy-led counter-coup that the Department began to right its course and reckon with its more radical elements.&lt;br /&gt;
&lt;br /&gt;
The contemporary Department, under Minister &#039;&#039;&#039;Lucien Courtois&#039;&#039;&#039;, a Lunan and reformist naval officer, has done much to improve its efficiency and destroy the remaining loyalists of Frost and ATLAS. Massive purges carried out of Navy and Department staff have allowed it to essentially “clean house” but have left some aspects of the Department shorthanded, particularly as it now moves to assist in the Solarian Reconstruction Mandates and re-exert Solarian influence on the galactic stage. The Department has much work to do, but many — particularly its Minister — are more than willing to do whatever it takes for the Alliance’s military to succeed.&lt;br /&gt;
&lt;br /&gt;
====Department of Colonization====&lt;br /&gt;
&lt;br /&gt;
A now-defunct department which has been integrated into the Department of the Interior, the Department of Colonization was — at its peak in 2259 — the most important part of the Solarian government as it managed colonies and colonization. Its influence stretched from Solarian Core to the [[Sol Alliance History#Historical Solarian Sectors and Regions|Solarian Frontier]], and it managed the welfare of thousands of worlds ranging in size from the populous [[Xanu Prime]] to refueling stations staffed by under a hundred Solarian citizens. Its personnel could be found nearly anywhere in the Spur, and were renowned for their dedication and efficiency.&lt;br /&gt;
&lt;br /&gt;
The decline of the once-mighty Department of Colonization began with the [[Sol Alliance History#18 June, 2260: The Second Great Depression Begins|Second Great Depression]] and was accelerated by the [[Sol Alliance History#25 March, 2278: Outbreak of the Interstellar War|Interstellar War]]. At the War’s end the Department was a shadow of its former self and unable to carry out any major colonial efforts or expeditions, such as the expedition which eventually would become the nomadic [[Scarabs|Scarab Fleet]]. Ultimately it was integrated into the Department of the Interior and faded into history as the Alliance became more corrupt and insular, forgetting its hegemonic era and eventually collapsing into civil war in 2462. The Department of Colonization is, for most, a distant memory and a reminder of better times for the Alliance.&lt;br /&gt;
&lt;br /&gt;
===The Solarian Foreign Service===&lt;br /&gt;
&lt;br /&gt;
An entity under the Department of State, the Foreign Service is the umbrella term for the diplomatic corps of the Alliance and dates back to the early years of it, where it initially served to negotiate relations between the various member states of the Alliance. Since the Interstellar War it has served as the external diplomatic arm of the Alliance, and its Foreign Service Officers (FSOs) can be found in every embassy and consulate run by the Alliance. All Solarian foreign service buildings are guarded by [[Solarian Armed Forces#The Solarian Army|Solarian Army]] personnel.&lt;br /&gt;
&lt;br /&gt;
The embassies of the Alliance are found in nearly every nation of the modern Orion Spur, aside from the [[Democratic People&#039;s Republic of Adhomai]] and the [[Republic of Biesel]] — both of which only have consulates due to the lack of formal ties between the nations. These embassies are typically located in the capital cities of capital planets — such as Nova Luxembourg, [[Moroz]] — with consulates on other planets and cities — such as [[Aemaq]]. A notable exception to this rule is the [[Coalition of Colonies]]. Here, due to its decentralized nature, the Alliance maintains embassies on major member states, and consulates on smaller ones — and in the non-capital cities of major member states. While most embassy staff are foresight service officers or their support employees, it is not uncommon for the Alliance to have military attachés and intelligence personnel from the [[Solarian Security and Law#The Solarian Interstellar Intelligence Bureau|Solarian Interstellar Intelligence Bureau]] at their embassies. The [[Solarian Security and Law|Solarian Interstellar Security Agency]] maintains small offices in every Solarian embassy for the purpose of cooperating with local authorities and ensuring the safety of Solarians abroad.&lt;br /&gt;
&lt;br /&gt;
Solarian foreign service officers are known throughout the Spur for their professionalism and resistance to corruption, with all prospective FSOs required to take a grueling multi-phase examination to enter the service. They are assigned their first posting at random and are required to have at least some knowledge of the [[Languages#Human languages|local language]], assuming it can be spoken by humans. If the local language cannot be easily spoken by a human, they are issued with a machine translation system and expected to have it on them (or easily accessible) at all times. The diplomatic service’s language training system is considered to be one of the best in the Spur, and has become the basis for many contemporary language training programs. FSOs serve under an ambassador, who is appointed by the Prime Minister and confirmed by the Senate.&lt;br /&gt;
&lt;br /&gt;
==[[Solarian Armed Forces|Sol Alliance Military]]==&lt;br /&gt;
[[File:Sol Navy.png|thumb|alt=Flag of the Navy of the Sol Alliance.|The ensign of the Solarian 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 Nralakk 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 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 Alliance sees the independence of [[Republic of Biesel|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 Solarian Alliance==&lt;br /&gt;
&lt;br /&gt;
The 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 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;
==IPC in the Solarian Military==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Technological progress has seen Humanity starting to employ all sorts of machines and especially robotics, especially since the creation of the Positronic brain. Self thinking synthetics have been recognised as offering unique solutions to complicated problems in a military setting, making them a powerful asset when coupled with the robustness of an artificial chassis. As such, the Alliance Army and Navy was bound to adopt them. Today, IPCs are utilised as specialised equipment in a variety of dangerous and demanding settings, mostly in a technical and auxiliary role rather than frontline combat. From spaceship maintenance to clearing minefields, synthetics are favoured in these circumstances due to being less important than the well-being of human service members. The majority of positronic frames in the military is dominated by Baselines and Industrials, though Mobility and Shell frames are also encountered as paramedics and clerks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Positronics in both the Army and Navy are not considered equal to their human counterparts, and are officially classified as equipment, much like a weapons system belonging to the ship or military formation under which they are assigned. As such, they are enlisted under the rank of &#039;&#039;&#039;Synthetic Auxiliary&#039;&#039;&#039;, clearly distinguished from the rest by gray highlights attached to their uniform, a standardised designation across the Alliance&#039;s branches. These IPCs are tightly controlled by human operators, but in cases where contact is expected to be hampered or severed, a trusted synthetic may be put in command of a squad or detachment of synthetics. These are &amp;quot;promoted&amp;quot; to &#039;&#039;&#039;Synthetic Lead&#039;&#039;&#039;, receiving a gray chevron on their shoulder as a mark of seniority. Indeed, many years of service and experience are usually required for a positronic to achieve this position, in a conservative Solarian culture that both distrusts and undermines self-thinking IPCs.&lt;br /&gt;
&lt;br /&gt;
Solarian Military Synthetics use a standard format of a designation followed by a singular name for identification. Whilst the assigned names of IPC can be greatly varied their designation is chosen based on their branch of service. With the Navy using NU (Navy Unit), Army AU (Army Unit) and Marines MU (Marine Unit).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Positronics serving within the Solarian Military experience harsh treatment in accordance with their designation as equipment rather than personnel. Accommodations are kept to a bare spartan minimum and luxuries are unheard of amongst IPC service members, with only the equipment required for their tasks being provided, while free time is minimized. This attitude also affects the standards positronics are held to in terms of presentation and behavior, being even more strict than those given to human personnel, with deviations from expected behavior being seen as a sign of potential disloyalty or future trouble. Social interactions between Human and IPC service members are discouraged and monitored. Human service members are instructed to view these synthetics as tools to be used, and considering them otherwise will likely result in disciplinary action.&lt;br /&gt;
&lt;br /&gt;
Punishments inflicted on Positronics range from slaps on the wrist to mind-wiping or forcible retirement, however more extreme disciplinary measures are considered very rare and often only used in cases of outright disloyalty. Despite the harsh line the Solarian Military takes towards their Synthetic service members, there is some good for those IPC who end up in this environment. The Solarian Military ensures that its Synthetics are well-maintained, powered and repaired as they would any other piece of equipment and abandonment of IPC personnel is only done when there is no other option available, and significant risk to human life would be present in attempting to recover them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In the Warlord States&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Since the breakup of large swaths of Alliance space from the main core, military synthetics were included as part of the naval formations that came to rule these areas. A general breakdown in communication, coupled with the lack of proper maintenance facilities and spare parts have made the upkeep of these Positronics a costly affair, while generally casting them fully to the mercy of local officers. Indeed, Solarian military IPCs in Warlord jurisdiction are met with different and unexpected fates. In what was the &#039;&#039;&#039;Southern Fleet Administration&#039;&#039;&#039;, IPC units were either quickly sold off for profit or worked to destruction, the disorganised and bandit-like vessels having few resources to put towards their proper maintenance. In the &#039;&#039;&#039;Southern Military District&#039;&#039;&#039; on the other hand, treatment of synthetics remains in line with proper Solarian guidelines, with machinist depots on Visegrad being utilized by the fleet.&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, unsurprisingly, the dominant language of the 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, Eridanian dregs, and the 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;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=39692</id>
		<title>User:NewOriginalSchwann/Sandbox3</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=39692"/>
		<updated>2026-06-20T23:13:10Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IPCs in the Solarian Alliance==&lt;br /&gt;
&lt;br /&gt;
The 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;
Though patently rejecting the idea of synthetic personhood, IPC treatment within the Alliance is characterized much more by bureaucratic apathy than by true malice. Positronics are considered exceptionally useful tools by most of the Alliance, and afforded a similar degree of respect as any particularly expensive electronic device. The treatment and restrictions placed upon an IPC vary based upon their owners, with a notable divide between corporate and government-owned IPCs versus privately-owned positronics. IPCs owned by large corporations and the Solarian state are held to much higher standards of control, with implanted directives, tracking beacons, and movement restrictions enforced to minimize the risk of an IPC acting outside of its orders, or, in the case of major corporations, to reduce liability in the event of unwanted behavior. By contrast, private citizens have much more flexibility in their treatment of IPCs, with many privately-owned domestic IPCs being given extensive freedom of movement and action by their owners. Such flexibility comes at a cost in security, with private owners lacking the extensive legal mechanisms to protect them in the event their IPC performs a criminal act. &lt;br /&gt;
&lt;br /&gt;
In both of the above cases, however, extreme measures such as the [[Burzsia|Burzsiean Method]] are considered wasteful and counterproductive by the Alliance, as repeated memory wipes and personality erasure has the side effect of removing much of the unique capabilities which make a positronic AI system attractive in the first place.&lt;br /&gt;
&lt;br /&gt;
All foreign-owned IPCs entering the Alliance must be accompanied by an organic handler for the duration of their stay, or be refused entry outright. Free IPCs are categorically banned from entry into Solarian space, except in cases where such an IPC is acting in an official capacity from a foreign government. Though these IPCs are granted freedom of movement due to their status, they will still face frequent spot checks, heightened security attention, and widespread suspicion from the Alliance populace. The sole exceptions to this rule are free synthetics employed by [[Eridani Federation]] [[Eridani Federation Military|PMCs]], who have their free movement within the Alliance guaranteed by the Byzantine arrangement of legal contracts binding Eridani to Sol, provided they are on official EPMC business and accompanied by a designated handler responsible for their actions. Free IPCs who violate Alliance law will face unceremonious deportation back to their home country, with their tag recorded to ensure they do not return.&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sol_Alliance&amp;diff=39691</id>
		<title>Sol Alliance</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sol_Alliance&amp;diff=39691"/>
		<updated>2026-06-20T22:57:12Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* IPCs in the Solarian Alliance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
 {{Infobox Nations&lt;br /&gt;
 |Nation = Alliance of Sovereign&amp;lt;br&amp;gt;Solarian Nations&lt;br /&gt;
 |Shortname = Sol Alliance&lt;br /&gt;
 |Flag = Sol Alliance Flag.png&lt;br /&gt;
 |Galatic Position = Position Sol.png&lt;br /&gt;
 |Capital City =Unity Station&lt;br /&gt;
 |Capital Planet = [[Earth]]&lt;br /&gt;
 |Language = Sol Common&lt;br /&gt;
 |Species = Human (Majority)&amp;lt;br&amp;gt;[[IPC]] (Minority)&amp;lt;br&amp;gt;[[Skrell]] (Minority)&lt;br /&gt;
 |Religion = None&lt;br /&gt;
 |Demonym = Solarian&lt;br /&gt;
 |Government = Federal Republic&lt;br /&gt;
 |Head of State = Prime Minister Hendrik Strom&lt;br /&gt;
 |Legislature = Congress&lt;br /&gt;
 |Upper House = Solarian Senate&lt;br /&gt;
 |Established = 15th June 2132&lt;br /&gt;
 }}&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, or simply 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 Solarian Alliance: the bustling Unity Station in orbit over Earth. The Alliance is divided into two administrative sections known as the Inner and Middle Rings.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Demographics==&lt;br /&gt;
The Solarian Alliance is either the most populated or second most populated nation in known space, though due to the lack of accurate census-taking in the Coalition of Colonies, this is hard to fully determine. As of its retreat from the Middle and Outer Rings, the 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 human-majority sovereign state in the Spur, with innumerable ethnicities, religions, cultures, and languages found within its borders. Governed from the massive 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, these colonies lie within five light years of [[Sol]]. These planets are the oldest settlements outside of the Solar System, and typically have the highest quality of life. It is the most populous of the three rings. Solarians from these systems are broadly 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, these 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. Some simply fell into a vacuum of no control known as the Wildlands, where they remained until the end of the Solarian Civil War in July 2465. 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. 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;
* [[San Colette]]&lt;br /&gt;
* [[Visegrad]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates#New Peoria|New Peoria]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates#Lycoris|Lycoris]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates#Lkokgun|Lhokgon]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates#Novo Igman|Novo Igman]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates##Sankt Frederick|Sankt Frederick]]&lt;br /&gt;
&lt;br /&gt;
==Economics==&lt;br /&gt;
The &#039;&#039;&#039;Solarian Standard Credit&#039;&#039;&#039; (民/SSC) is essentially the Orion Spur&#039;s standard currency due to the prevalence of the [[Sol Alliance|Solarian Alliance]] prior to its collapse in 2462. Outside of the Alliance, use of the SSC is common throughout certain parts of the [[Coalition of Colonies]], the [[Empire of Dominia]], and the [[Corporate Reconstruction Zone]] of the [[Republic of Biesel]]. Within Sol&#039;s collapsed warlord states, it has lost much of its value due to the lack of central authority. The SSC is available in electronic, bankcard and traditional notes forms. Responsibility for the currency falls to the Solarian Central Bank, which is located on Unity Station in the Sol System. The Central Bank manages monetary policy and the supply of the Solarian Standard Credit for the Alliance and greater Spur, and this management of supply and interest rates ensures that the Solarian Credit is able to function as a fiat currency. The SSC is worth less than the Biesel Standard Credit.&lt;br /&gt;
&lt;br /&gt;
The economy of the 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;
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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;
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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 Solarian 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;
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==Politics==&lt;br /&gt;
Having successfully endured the disastrous years of the Michael Frost administration (2461-62) and following civil war (2462-65), the Alliance has successfully reemerged as a democratic — if xenophobic and anti-corporate — nation which seeks to place itself at the forefront of humanity in the modern Spur, and stands to once again become a peer rival to the Coalition of Colonies and Republic of Biesel. With the dissolution of the emergency government after the 2466-67 federal elections, the Alliance is once again ruled by a Prime Minister, Hendrik Strom, and the Solarian Senate, currently ruled by a Solarian populist and conservative coalition government.&lt;br /&gt;
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===Government===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“These halls will endure long after you have departed,”&amp;lt;/i&amp;gt; - Message engraved above the main entry to the Solarian Senate.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian government is a representative institution which has historically been dominated by the Sol System and Inner Ring, the Alliance’s most densely-populated region. The modern government traces its lineage to the founding documents of the Alliance in 2127, which form the basis for its modern structure and the &#039;&#039;&#039;Solarian Federal Constitution&#039;&#039;&#039;, which lays out the government’s structure and rights granted to Solarian citizens and legal alien residents, both permanent or temporary. De jure &#039;&#039;&#039;the Solarian Federal Constitution grants no rights to aliens aside from skrell&#039;&#039;&#039;, as it specifies humans in its entirety.&lt;br /&gt;
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The &#039;&#039;&#039;Solarian Senate&#039;&#039;&#039; is the main body of the Alliance’s legislative branch, and seats in it are determined by population — with the most recent census having been conducted in 2466, before the election. It is a single-chamber body where at least a 55% majority is needed to pass any legislation, and a 50% &amp;quot;majority&amp;quot; is the minimum required to form a government. Members of the Senate are known as &#039;&#039;&#039;senators&#039;&#039;&#039;, and serve for two years before being up for reelection. Senators can serve as many terms as they are elected, which has led to criticism within the Alliance of political entrenchment. The leader of the senate is known as the &#039;&#039;&#039;Senatorial President&#039;&#039;&#039;, with the leader of the opposition being the &#039;&#039;&#039;Shadow President&#039;&#039;&#039;. The densely-populated Inner Ring has long dominating the Senate. Known as “Sol’s Tyranny” by some reformist politicians before the Solarian Civil War, this state of domination is likely to persist in the postwar era as the Inner Ring now makes up more of the Alliance than ever before.&lt;br /&gt;
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At the head of the government is the &#039;&#039;&#039;Prime Minister&#039;&#039;&#039;, the head of government and state, who is elected by a pure majority vote of eligible Solarian citizens. They are the head of the Alliance’s executive branch and appoint the heads of its departments, though they must be confirmed by the Senate. The PM has broad executive powers and is considered to be the head of the Alliance’s military, though historically the Navy has often bent the PM to their will or made them into puppets. They have the power of veto and can reject legislation passed by the Senate if it is below an absolute majority of 75%. The PM serves a four year term and cannot be reelected — every Solarian Prime Minister gets one shot at leading the Alliance, and leaving a legacy behind. Most PMs have been from the Inner Ring, with few having originated from more distant worlds such as [[Visegrad]] and [[Mictlan]].&lt;br /&gt;
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====Political Parties====&lt;br /&gt;
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The &#039;&#039;&#039;Solarian People’s Party (SPP)&#039;&#039;&#039; is the largest party in the Alliance after the 2466-67 elections. It ran on a Solarian populist platform and is a “big tent” coalition party with multiple ideologies under its umbrella, ranging from more left-leaning populists to nationalists who were opposed to ATLAS during its regime. Its leader is &#039;&#039;&#039;Hendrik Strom&#039;&#039;&#039;, current prime minister of the Alliance and a [[Venus#Jintarian Culture|Venusian Jintarian]], who represents its more center-left traditions, though with anti-corporatist and xenophobic leanings. Representing the right wing of the SPP is Senator &#039;&#039;&#039;Erkan Muhtar&#039;&#039;&#039;, a veteran politician from Luna and prior member of the SFP who holds national conservative views with a populist leaning. The SPP lacks a decisive majority and instead governs through a coalition with the more conservative Sol First Party. It is a recent party, having only been established in the 2450s after its core — including then-Senator Strom — broke with the SDPD, though it peeled some members of the SFP and independent politicians under its wing. The SPP has the largest share of the Senate, at 30%.&lt;br /&gt;
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The &#039;&#039;&#039;Sol First Party (SFP)&#039;&#039;&#039; is the junior party of the coalition government, having made modest gains in the recent elections. It is the continuation of a conservative Solarian tradition dating back centuries. Its leader is Toshiyuki Sumida, a senator from [[Luna]]. It serves as the Alliance-wide representative for conservative parties across the nation, such as the Colettish Republican Unity Party (PUR). Sol First is the oldest party in the Alliance, and the only still-active party to be established before the Interstellar War. The SFP is the third-largest party in the Senate, at 22%.&lt;br /&gt;
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The &#039;&#039;&#039;Solarian Socialist Unity Party (SSUP)&#039;&#039;&#039; is part of the opposition coalition, and performed unexpectedly poorly in the elections, lagging behind other parties despite its recent prominence. Its leader is Le Hanh Trang, a senator from [[New Hai Phong]] — the core of the party’s support. Regarded by some as a competitor to the SPDP and the CPASSN, the SSUP formed in the 2450s from defectors of both parties. The party dates back to shortly after the end of the Interstellar War, when the Alliance turned inwards and began to lick its wounds. The SSUP is the fourth-largest party, holding 15% of the Senate.&lt;br /&gt;
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The &#039;&#039;&#039;Solarian Popular Democratic Party (SPDP)&#039;&#039;&#039; is the current leader of the three opposition parties, having performed well in the recent elections and re-established itself after defections in the 2450s. Its leader is Anastasie Renaud, a senator from [[Callisto]]. The SPDP experienced setbacks as the Alliance shifted to the right in the 2450s, but retained a strong base in the Sol System — something which has benefited it with the Alliance’s shrinking in 2462. It serves as the Alliance-wide representative of many left-leaning parties, such as the Colettish Progressive Party (PPC). The SPDP is the second-largest party in the Senate, holding 28% of seats. It leads the opposition and is in a coalition with the SSUP and CPASSN.&lt;br /&gt;
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The &#039;&#039;&#039;Communist Party of the Alliance of Sovereign Solarian Nations (CPASSN)&#039;&#039;&#039;, also known as the Solarian Communist Party, is the smallest opposition party. Its leader is Kliment Pavlov, a senator from [[Pluto]]. Never expected to become a major party in the recent elections, the communists have done better than expected and have a niche in the opposition as a potential spoiler — if they abstain and the conservative-populist alliance votes no, they have just enough votes to sabotage opposition legislation they disapprove of. It is the smallest party, holding only 5% of seats.&lt;br /&gt;
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=====Defunct Political Parties=====&lt;br /&gt;
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&#039;&#039;&#039;All Together for Lasting Alliance Security&#039;&#039;&#039;, better known as &#039;&#039;&#039;ATLAS&#039;&#039;&#039;, is a disbanded fascist Solarian political party first established by [[Mars#Blue Arcologies|Martian “Blues”]] — those loyal to the Alliance — after the Interstellar War and Martian civil war. Initially a national conservative party formed to represent loyalist Martians after the New Dresden nuclear incident, ATLAS shifted further to the right following the [[Sol Alliance History#18 May, 2289: Naval Coup Attempt|attempted coup of the Solarian government]] by the [[Solarian Armed Forces#The Solarian Navy|Navy]] and became the de facto Navy-aligned party in the Senate. Known for its hardline policies on immigration and use of a paramilitary force — known as Artemis (stylized ARTEMIS) — to influence elections. ATLAS reached its zenith during the 2450s, when it used allies in the military, its paramilitaries, and corruption to rig elections and seize power across the Alliance. In 2460 Michael Frost — its most powerful figure — was elected PM in an election called a sham by many outside observers, and ATLAS began to carve up the Alliance into its own domains. The party would fall soon after, undone by the Solarian Civil War and a coup by anti-ATLAS elements, and was declared illegal and forcibly disbanded. Its symbol was a white Solarian sun on a black background, symbolizing its mourning of what the Alliance lost after the Interstellar War.&lt;br /&gt;
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===Member States===&lt;br /&gt;
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The building blocks of the Alliance’s federal system, Solarian member states are constituent members of the Alliance with a population considered significant enough to warrant their confirmation as a member by the Department of Interior. Member states have a degree of autonomy from the central government on Unity Station — with some, such as [[Pluto]] and the Eridani Federation, diverging significantly — but are expected to utilize the Solarian Credit, act in union with the Alliance, pay federal taxes, and cooperate with all federal agencies, among other conditions. Solarian member states, while sovereign, are significantly less independent than the members of the Coalition of Colonies. While generally planets or moons, some member states — such as Saturn’s moon, Titan — are space stations or other deep-space structures.&lt;br /&gt;
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===Solarian Civil Society===&lt;br /&gt;
The Alliance is home to a vibrant civil society – the largest in the Spur – which successfully endured the oppression of Michael Frost’s prime ministership (2460-61) and the following civil war (2462-65). While not part of the government, they often work to influence it and thus carry out the will of the people. It covers a broad spectrum of entities, from tiny human rights organizations to the Solarian Federation of Labour Unions – an organization intended to represent all unions in the Alliance, and one which has been historically able to swing elections with its endorsements.&lt;br /&gt;
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====The Solarian Alliance News Network====&lt;br /&gt;
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Commonly known as the &#039;&#039;&#039;SANN&#039;&#039;&#039;, or the Sol News Network, the SANN is the oldest continuous news network in the human Orion Spur. Established in 2127 to serve as a news source for the entire Alliance, it was initially headquartered in Harmony City, [[Luna]], due to the heavily damaged climate of [[Earth]] making the planet difficult to work on. It has since relocated to [[Callisto]]’s New Edinburgh District, where it broadcasts to this day. The SANN is the most widely watched news service in the Orion Spur, and broadcasts daily on a variety of platforms, being viewable almost everywhere in the Spur aside from [[Gadpathur]].&lt;br /&gt;
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The arguable face of the SANN is &#039;&#039;&#039;Harold MacMillan&#039;&#039;&#039;, host of its most popular news program: &#039;&#039;The State of Sol&#039;&#039;, a two-hour news broadcast every weekday which covers domestic and interstellar news. A native of Callisto and veteran newscaster, MacMillan is easily recognizable by his mustache, Callistean flag lapel pin, and the serious look he gives the camera before pointing at it. His expression — and point — have become the subject of artistic depictions throughout the Alliance, particularly on [[Konyang]], where the SANN’s advertisements often have him depicted in the style of Konyangimation (a general term for the stylized art featured in Konyanger media).&lt;br /&gt;
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The other arguable face of the SANN is its ace reporter, &#039;&#039;&#039;Cèline Eylenbosch&#039;&#039;&#039;. A [[Venus#Cytherean Culture|Venusian Cytherean and former idol]], she has reported on everything from the [[Amor Patriae Arc|Solarian Civil War]] to elections to the two invasions of Biesel — all seemingly without having [[Zeng-Hu Pharmaceuticals|aged a day]]. Eylenbosch is known for her blonde hair, use of “dear viewers” to describe her audience, and for wearing nothing but the latest fashion trends — and is rumored to receive a commission from [[Idris Incorporated]] for doing so. The ace reporter keeps much of her life private, but is known to respond to most of the fan mail she receives from her viewers.&lt;br /&gt;
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===Departments===&lt;br /&gt;
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The Alliance&#039;s primary method of internal governance and management, the Alliance&#039;s departments are massive, Spur-spanning entities which are often regarded as corrupt and inefficient due to their sheer sizes. Below are some of the major departments in the Alliance.&lt;br /&gt;
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====Department of the Interior====&lt;br /&gt;
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Perhaps the largest government entity in the entire Spur in terms of employees, the Department of the Interior (DoI) is responsible for ensuring the Alliance’s infrastructure is maintained. It is the single oldest Solarian department, as its establishment was a condition for the Alliance’s formation, which ensures it is as old as the Alliance is. The DoI’s duties have gradually become more and more complex over the centuries, (though colonization itself was handled by a separate department until fairly recently), which has led to its immense size and reputation for inefficiency and corruption, particularly in the Outer and Middle Rings after the Interstellar War. The War devastated the Alliance’s infrastructure and the DoI’s budget, which resulted in it neglecting much of the Alliance’s more remote infrastructure throughout the following centuries. Those who did wish for something to be done to their Outer or Middle Ring infrastructure often had to pay costly “consulting fees” to the DoI, which only led to further neglect and growing corruption.&lt;br /&gt;
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By the 25th century the DoI had effectively split into two major sections, the Outer and Core sections, in addition to subordinate departments such as the Department of Energy — responsible for fuel production and management — and the Department of Education — responsible for Solarian education outside of private schools. The Core Section served the Inner Ring, and some sections of the Middle Ring, continuing the DoI’s reputation for excellence in these regions while remaining untangled from the Navy and other elements. The Outer Section, due to lacking the wealth, influence, or manpower of its counterpart, had the Middle and Outer Ring regions it was responsible for fall into neglect and slowly become more and more corrupt. Navy actors in the Outer Section’s areas of responsibility often dominated and bent the Section to their will, further eroding its effectiveness while increasing corruption. [[Sol Alliance History# 2460-61: Michael Frost Ascends to Power|Frost’s administration]] fired many of the Outer Section’s more qualified personnel when they protested some of his decisions and instead replaced them with loyalist flunkies, which only exacerbated the Section’s corruption problems and contributed significantly to the territorial losses of late 2463.&lt;br /&gt;
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The Inner and Outer Section division is mostly irrelevant post-2462 as all of the Outer Section, aside from the area responsible for [[New Hai Phong]], was lost during the Collapse. The Inner Section has remained intact and has, perhaps due to its lesser corruption, mostly endured both the Collapse and the Frost administration’s rampant mismanagement relatively intact. The DoI is heavily involved in both [[Solarian Reconstruction Mandates]] and has promised to avoid the mistakes of its prior staff in these areas. However, only time will tell if the new regions under the DoI’s control will be more effective than their precursors.&lt;br /&gt;
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====Department of Justice====&lt;br /&gt;
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The Alliance’s Department of Justice is responsible for policing and court systems across the Alliance. It is younger than the Department of the Interior as it was formed in the late 2100s due to issues between the Soviet bloc and the Western bloc’s justice systems. The DoJ supervises [[Solarian Security and Law|Solarian multi-planetary policing agencies]] such as the Solarian Interstellar Security Agency (SISA), but has no authority over the Solarian Interstellar Intelligence Bureau (SIIB), which has little oversight. Its duties of police and court supervision have remained the same throughout the centuries and the DoJ has a reputation as a relatively non-corrupt Solarian department, but has often found itself brutalized by political figures seeking to undermine its authority and credibility.&lt;br /&gt;
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By the mid-2400s the Department of Justice had found itself tested by decades of ATLAS-aligned governments which had sought to erode its authority while corrupting the Department at all possible levels, but it remained mostly independent and uncorrupted until the election of Michael Frost in 2460-61, when ATLAS finally gained a supermajority in the Solarian government. Frost’s regime furloughed or sacked much of the DoJ and replaced those it fired with loyalists. The followers of Prime Minister Frost now found themselves effectively insulated from the threat of investigation and prosecution by authorities in the Alliance. Corruption began to grow unchecked and public trust in the government sharply dropped. Ironically, many corrupt officials put into place by ATLAS and Frost readily defected to Biesel during the Solarian Collapse of 2462 despite their professed loyalty to ATLAS and Sol. Some have speculated this is due to bribes, and these individuals being more loyal to Credits than country.&lt;br /&gt;
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Anti-Frost elements in the Department of Justice were a major force behind the coup which seized power following his death in 2462. The post-Frost Department has rapidly resumed its former prestige and role as an enforcer of justice, starting with a massive purge of its ranks to remove remaining loyalists to the now-banned ATLAS. Some of these individuals then joined the Solarian Restoration Front and now find themselves the target of the DoJ once again as the Alliance re-exerts its authority over the Northern Reaches and seeks to punish those involved in the Front’s criminal actions.&lt;br /&gt;
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The current head of the Department of Justice is &#039;&#039;&#039;Attorney General Henri Fontenot&#039;&#039;&#039;. Born on 24 May, 2413, in New Orleans, [[Earth]], Fontenot rose to prominence as a stringent and incorruptible prosecutor who fought against corruption in the Solarian government’s Outer Ring. Recalled to the Sol System by Frost’s government in the summer of 2462, presumably to be punished for his role in dismantling an ATLAS-led voting machine, Fontenot’s fortunes were rapidly reversed by the coup against Frost and he has since found himself the Alliance’s Attorney General. During his tenure as AG Fontenot has continued his crusade against corruption and now finds himself leading the Alliance’s tribunals of criminals in the Northern Reaches.&lt;br /&gt;
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====Department of State====&lt;br /&gt;
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The oldest continuous diplomatic service within human space, the Solarian Department of State is responsible for maintaining and promoting Solarian interests and relations abroad. It is also responsible for ensuring Solarian citizens can receive the services abroad they need: its offices, and their [[Solarian Armed Forces#The Solarian Army|Solarian Army]] guards, are common sights across the Orion Spur. Employees of the Solarian Department of State are members of the Solarian Foreign Service — a government organization with an infamously difficult entry exam which requires the applicant to be at least trilingual. The Department of State is known as the least corrupt Solarian department due to its high barrier of entry and often difficult postings which can be light-years away from the Alliance’s borders.&lt;br /&gt;
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The Department of State is the most recently created department and was only established in 2287 after the Treaty of Zurich ended the Interstellar War and Solarian hegemony over humanity. Looked down upon by Solarian hardliners who advocated for a policy of no diplomacy with the ex-Solarian [[Coalition of Colonies]], the Department proved its worth by stabilizing relations with the Coalition and ensuring the free passage into the Alliance for all Coalitioners who wished to become Solarians. It was instrumental in ensuring the [[Republic of Elyra|Elyran]] secession did not destabilize into another all-out war and did much to normalize Sol-Coalition relations during the 2300s. However, the Department was consistently defunded and neglected by Solarian governments after the Tau Ceti Accords, which it was scapegoated for. What Foreign Service staff refer to as the “decade of humiliation” only ended in December 2462 following the death of Frost and the anti-Frost coup.&lt;br /&gt;
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In the post-Frost era the Department finds itself scrambling to reassert Sol’s position in the broader Spur after a decade of diplomatic neglect and the devastating Solarian Civil War of 2462-65. Its officers are incredibly busy crisscrossing the Spur, from [[Assunzione]] to [[Moroz]] to [[Biesel]], to once again represent what seems to be an ascendant Alliance after two-hundred years of decay. Whether they can keep the Alliance’s foreign diplomacy remains to be seen, particularly with it now once again sharing a border with the Coalition.&lt;br /&gt;
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====Department of Commerce====&lt;br /&gt;
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An old department which dates to the foundation of the Alliance, the Department of Commerce is responsible for managing the Solarian Credit and the overall economic policies of the broader Alliance such as trade agreements, taxation, and other forms of monetary policy. One of the largest Departments by sheer number of staff, it was nearly destroyed by the Second Great Depression and the economic fallout of the Interstellar War. The secession of the Coalition arguably saved the Department as it significantly reduced its workload.&lt;br /&gt;
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However, the secession of the Coalition did not reduce the Department’s total staff as it was mostly based within the Solarian Core Worlds. In the chaotic political aftermath of the Interstellar War and the[[Sol Alliance History# 18 May, 2289: Naval Coup Attempt|Navy’s coup attempt]], the Alliance was unwilling to fight with its own department and conceded to it retaining its grossly overinflated staff. The Department quickly found itself filled with unqualified and unreliable individuals put into these positions through either bribery or nepotism, and remained inefficient as a result. Over time this inefficiency turned into corruption, such as paying benefits to avoid taxes and counterfeiting by some banks. By the time Frost seized power much of the Department was effectively rotten outside of the Solarian core, and many Department staff defected to the Republic of Biesel in exchange for retaining their positions and salaries.&lt;br /&gt;
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What remains of the Department after the [[Sol Alliance History#2462: The Solarian Civil War|Solarian Collapse]] is the best and brightest of its bloated staff: the Core Worlds Division. The Core Division is responsible for many of humanity’s oldest fiscal institutions and is notably less corrupt and more efficient than its counterparts due to managing space near Unity Station and the Sol System. With the collapse of Frost’s government and the subsequent anti-Frost coup by reformists it now finds itself the only division of the Department of Commerce, and has been given the monumental task of rebuilding it. To the frustration of some Department members the Solarian Corporate Authority (SCA) has been allowed to operate without any oversight from the Department of Commerce, with the Solarian government consistently stating the SCA is far too important to be restrained by checks and balances on its actions. For the moment, the SCA answers directly to the Prime Minister’s office and completely bypasses any other authorities.&lt;br /&gt;
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====Department of Defense====&lt;br /&gt;
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The Solarian Department of Defense (DoD) is an entity with a long history of success, failure, and cronyism. Headquartered in Harmony City, [[Luna]], the Department is responsible for ensuring the [[Solarian Armed Forces]] — perhaps the largest organized fighting force in the Orion Spur — remain ready for duty and easily able to defeat any who would contest them. The Department is subdivided into the Department of the Army, headquartered on [[Earth]], and the Department of the Navy, headquartered on Luna. The Department has long been another arena of the Solarian Army-Navy rivalry which has defined the SAF since the Interstellar War, and the Navy has historically been the more powerful subdepartment of the Department of Defense.&lt;br /&gt;
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Established on 17 July, 2143, shortly after the Alliance’s founding it has long been allowed to act with a degree of independence from the broader Alliance and, due to being headquartered on Luna, has always been dominated by Lunarians — residents of Luna, Earth’s only moon. Historically the Department has been a breeding ground for radical Solarian nationalists such as Michael Frost and [[Sol Alliance History#8 October 2278: The Bombing of Gadpathur|Terrence Hopper]], the latter of which established much of the ideological foundations later used by ATLAS to take over the Solarian government in the late 2450s. Prime Minister Michael Frost, an ideological follower of Hopper, further empowered the radical wing of the Department at the expense of its efficiency and credibility, ultimately turning much of it into an enforcement tool for ATLAS. It was only with Frost’s death and a Navy-led counter-coup that the Department began to right its course and reckon with its more radical elements.&lt;br /&gt;
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The contemporary Department, under Minister &#039;&#039;&#039;Lucien Courtois&#039;&#039;&#039;, a Lunan and reformist naval officer, has done much to improve its efficiency and destroy the remaining loyalists of Frost and ATLAS. Massive purges carried out of Navy and Department staff have allowed it to essentially “clean house” but have left some aspects of the Department shorthanded, particularly as it now moves to assist in the Solarian Reconstruction Mandates and re-exert Solarian influence on the galactic stage. The Department has much work to do, but many — particularly its Minister — are more than willing to do whatever it takes for the Alliance’s military to succeed.&lt;br /&gt;
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====Department of Colonization====&lt;br /&gt;
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A now-defunct department which has been integrated into the Department of the Interior, the Department of Colonization was — at its peak in 2259 — the most important part of the Solarian government as it managed colonies and colonization. Its influence stretched from Solarian Core to the [[Sol Alliance History#Historical Solarian Sectors and Regions|Solarian Frontier]], and it managed the welfare of thousands of worlds ranging in size from the populous [[Xanu Prime]] to refueling stations staffed by under a hundred Solarian citizens. Its personnel could be found nearly anywhere in the Spur, and were renowned for their dedication and efficiency.&lt;br /&gt;
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The decline of the once-mighty Department of Colonization began with the [[Sol Alliance History#18 June, 2260: The Second Great Depression Begins|Second Great Depression]] and was accelerated by the [[Sol Alliance History#25 March, 2278: Outbreak of the Interstellar War|Interstellar War]]. At the War’s end the Department was a shadow of its former self and unable to carry out any major colonial efforts or expeditions, such as the expedition which eventually would become the nomadic [[Scarabs|Scarab Fleet]]. Ultimately it was integrated into the Department of the Interior and faded into history as the Alliance became more corrupt and insular, forgetting its hegemonic era and eventually collapsing into civil war in 2462. The Department of Colonization is, for most, a distant memory and a reminder of better times for the Alliance.&lt;br /&gt;
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===The Solarian Foreign Service===&lt;br /&gt;
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An entity under the Department of State, the Foreign Service is the umbrella term for the diplomatic corps of the Alliance and dates back to the early years of it, where it initially served to negotiate relations between the various member states of the Alliance. Since the Interstellar War it has served as the external diplomatic arm of the Alliance, and its Foreign Service Officers (FSOs) can be found in every embassy and consulate run by the Alliance. All Solarian foreign service buildings are guarded by [[Solarian Armed Forces#The Solarian Army|Solarian Army]] personnel.&lt;br /&gt;
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The embassies of the Alliance are found in nearly every nation of the modern Orion Spur, aside from the [[Democratic People&#039;s Republic of Adhomai]] and the [[Republic of Biesel]] — both of which only have consulates due to the lack of formal ties between the nations. These embassies are typically located in the capital cities of capital planets — such as Nova Luxembourg, [[Moroz]] — with consulates on other planets and cities — such as [[Aemaq]]. A notable exception to this rule is the [[Coalition of Colonies]]. Here, due to its decentralized nature, the Alliance maintains embassies on major member states, and consulates on smaller ones — and in the non-capital cities of major member states. While most embassy staff are foresight service officers or their support employees, it is not uncommon for the Alliance to have military attachés and intelligence personnel from the [[Solarian Security and Law#The Solarian Interstellar Intelligence Bureau|Solarian Interstellar Intelligence Bureau]] at their embassies. The [[Solarian Security and Law|Solarian Interstellar Security Agency]] maintains small offices in every Solarian embassy for the purpose of cooperating with local authorities and ensuring the safety of Solarians abroad.&lt;br /&gt;
&lt;br /&gt;
Solarian foreign service officers are known throughout the Spur for their professionalism and resistance to corruption, with all prospective FSOs required to take a grueling multi-phase examination to enter the service. They are assigned their first posting at random and are required to have at least some knowledge of the [[Languages#Human languages|local language]], assuming it can be spoken by humans. If the local language cannot be easily spoken by a human, they are issued with a machine translation system and expected to have it on them (or easily accessible) at all times. The diplomatic service’s language training system is considered to be one of the best in the Spur, and has become the basis for many contemporary language training programs. FSOs serve under an ambassador, who is appointed by the Prime Minister and confirmed by the Senate.&lt;br /&gt;
&lt;br /&gt;
==[[Solarian Armed Forces|Sol Alliance Military]]==&lt;br /&gt;
[[File:Sol Navy.png|thumb|alt=Flag of the Navy of the Sol Alliance.|The ensign of the Solarian 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 Nralakk 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 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 Alliance sees the independence of [[Republic of Biesel|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 Solarian Alliance==&lt;br /&gt;
&lt;br /&gt;
The 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;
Though patently rejecting the idea of synthetic personhood, IPC treatment within the Alliance is characterized much more by bureaucratic apathy than by true malice. Positronics are considered exceptionally useful tools by most of the Alliance, and afforded a similar degree of respect as any particularly expensive electronic device. The treatment and restrictions placed upon an IPC vary based upon their owners, with a notable divide between corporate and government-owned IPCs versus privately-owned positronics. IPCs owned by large corporations and the Solarian state are held to much higher standards of control, with implanted directives, tracking beacons, and movement restrictions enforced to minimize the risk of an IPC acting outside of its orders, or, in the case of major corporations, to reduce liability in the event of unwanted behavior. By contrast, private citizens have much more flexibility in their treatment of IPCs, with many privately-owned domestic IPCs being given extensive freedom of movement and action by their owners. Such flexibility comes at a cost in security, with private owners lacking the extensive legal mechanisms to protect them in the event their IPC performs a criminal act. &lt;br /&gt;
&lt;br /&gt;
In both of the above cases, however, extreme measures such as the [[Burzsia|Burzsiean Method]] are considered wasteful and counterproductive by the Alliance, as repeated memory wipes and personality erasure has the side effect of removing much of the unique capabilities which make a positronic AI system attractive in the first place.&lt;br /&gt;
&lt;br /&gt;
All foreign-owned IPCs entering the Alliance must be accompanied by an organic handler for the duration of their stay, or be refused entry outright. Free IPCs are categorically banned from entry into Solarian space, except in cases where such an IPC is acting in an official capacity from a foreign government. Though these IPCs are granted freedom of movement due to their status, they will still face frequent spot checks, heightened security attention, and widespread suspicion from the Alliance populace. The sole exceptions to this rule are free synthetics employed by [[Eridani Federation]] [[Eridani Federation Military|PMCs]], who have their free movement within the Alliance guaranteed by the Byzantine arrangement of legal contracts binding Eridani to Sol, provided they are on official EPMC business and accompanied by a designated handler responsible for their actions. Free IPCs who violate Alliance law will face unceremonious deportation back to their home country, with their tag recorded to ensure they do not return.&lt;br /&gt;
&lt;br /&gt;
==IPC in the Solarian Military==&lt;br /&gt;
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&#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Technological progress has seen Humanity starting to employ all sorts of machines and especially robotics, especially since the creation of the Positronic brain. Self thinking synthetics have been recognised as offering unique solutions to complicated problems in a military setting, making them a powerful asset when coupled with the robustness of an artificial chassis. As such, the Alliance Army and Navy was bound to adopt them. Today, IPCs are utilised as specialised equipment in a variety of dangerous and demanding settings, mostly in a technical and auxiliary role rather than frontline combat. From spaceship maintenance to clearing minefields, synthetics are favoured in these circumstances due to being less important than the well-being of human service members. The majority of positronic frames in the military is dominated by Baselines and Industrials, though Mobility and Shell frames are also encountered as paramedics and clerks.&lt;br /&gt;
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&#039;&#039;&#039;Ranks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Positronics in both the Army and Navy are not considered equal to their human counterparts, and are officially classified as equipment, much like a weapons system belonging to the ship or military formation under which they are assigned. As such, they are enlisted under the rank of &#039;&#039;&#039;Synthetic Auxiliary&#039;&#039;&#039;, clearly distinguished from the rest by gray highlights attached to their uniform, a standardised designation across the Alliance&#039;s branches. These IPCs are tightly controlled by human operators, but in cases where contact is expected to be hampered or severed, a trusted synthetic may be put in command of a squad or detachment of synthetics. These are &amp;quot;promoted&amp;quot; to &#039;&#039;&#039;Synthetic Lead&#039;&#039;&#039;, receiving a gray chevron on their shoulder as a mark of seniority. Indeed, many years of service and experience are usually required for a positronic to achieve this position, in a conservative Solarian culture that both distrusts and undermines self-thinking IPCs.&lt;br /&gt;
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Solarian Military Synthetics use a standard format of a designation followed by a singular name for identification. Whilst the assigned names of IPC can be greatly varied their designation is chosen based on their branch of service. With the Navy using NU (Navy Unit), Army AU (Army Unit) and Marines MU (Marine Unit).&lt;br /&gt;
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&#039;&#039;&#039;Treatment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Positronics serving within the Solarian Military experience harsh treatment in accordance with their designation as equipment rather than personnel. Accommodations are kept to a bare spartan minimum and luxuries are unheard of amongst IPC service members, with only the equipment required for their tasks being provided, while free time is minimized. This attitude also affects the standards positronics are held to in terms of presentation and behavior, being even more strict than those given to human personnel, with deviations from expected behavior being seen as a sign of potential disloyalty or future trouble. Social interactions between Human and IPC service members are discouraged and monitored. Human service members are instructed to view these synthetics as tools to be used, and considering them otherwise will likely result in disciplinary action.&lt;br /&gt;
&lt;br /&gt;
Punishments inflicted on Positronics range from slaps on the wrist to mind-wiping or forcible retirement, however more extreme disciplinary measures are considered very rare and often only used in cases of outright disloyalty. Despite the harsh line the Solarian Military takes towards their Synthetic service members, there is some good for those IPC who end up in this environment. The Solarian Military ensures that its Synthetics are well-maintained, powered and repaired as they would any other piece of equipment and abandonment of IPC personnel is only done when there is no other option available, and significant risk to human life would be present in attempting to recover them.&lt;br /&gt;
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&#039;&#039;&#039;In the Warlord States&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Since the breakup of large swaths of Alliance space from the main core, military synthetics were included as part of the naval formations that came to rule these areas. A general breakdown in communication, coupled with the lack of proper maintenance facilities and spare parts have made the upkeep of these Positronics a costly affair, while generally casting them fully to the mercy of local officers. Indeed, Solarian military IPCs in Warlord jurisdiction are met with different and unexpected fates. In what was the &#039;&#039;&#039;Southern Fleet Administration&#039;&#039;&#039;, IPC units were either quickly sold off for profit or worked to destruction, the disorganised and bandit-like vessels having few resources to put towards their proper maintenance. In the &#039;&#039;&#039;Southern Military District&#039;&#039;&#039; on the other hand, treatment of synthetics remains in line with proper Solarian guidelines, with machinist depots on Visegrad being utilized by the fleet.&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, unsurprisingly, the dominant language of the 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, Eridanian dregs, and the 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;
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==[[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>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Novi_Jadran&amp;diff=39603</id>
		<title>Novi Jadran</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Novi_Jadran&amp;diff=39603"/>
		<updated>2026-06-13T05:24:46Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: Reverted edit by NewOriginalSchwann (talk) to last revision by Triogenix&lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Novi Jadran&lt;br /&gt;
|System = Alatyr&lt;br /&gt;
|Image = Imperial_Frontier.png&lt;br /&gt;
|Sector = [[The Orion Spur#Sparring Sea|Sparring Sea]]&lt;br /&gt;
|Capital = Nova Rijeka&lt;br /&gt;
|Species = Humans&lt;br /&gt;
|Languages = Vulgar Morozi, High Morozi&lt;br /&gt;
|Demonyms = Jadraner&lt;br /&gt;
|Nation = [[Empire of Dominia]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
Located within the Alatyr System, the &#039;&#039;&#039;Imperial Mandate of Novi Jadran&#039;&#039;&#039; stands as a testament to the colonial legacy of the modern [[Empire of Dominia]]. A cold, icy, and predominantly rural world which was originally colonized by the Solarian Alliance during its golden age, Novi Jadran is one of the Empire’s oldest non-Morozian colonies and straddles the border between the Imperial Core and Imperial Frontier. Famed for its loyalty to the Empire, Novi Jadran is known as the “Model Colony” and provides many of the Imperial Army’s troops. It is dominated by a powerful local nobility, many of whom neglect their charges — the villages and rural citizenry under their control — in exchange for personal enrichment. In recent years, as the current Emperor has grown more ill, many of its citizens have begun to call for the Empire to reign these nobles in and establish an administration which holds the good of the Mandate above their own interests. Only time will tell if Crown Princess Priscilla Keeser will honor these demands when she ascends to the throne, or squash the dissent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Due to Novi Jadran’s abandonment by the Solarian Alliance and its lack of immigration before this, citizens of the Imperial Mandate have names and appearances consistent with the original settlers’ origins in the countries surrounding the Adriatic Sea. This is enforceable by server moderators and admins.&#039;&#039;&#039;&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===The Solarian Republic of Novi Jadran (2184 - 2302)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“It’s a harsh planet, yes, but rich in mineral resources. I don’t doubt it’ll be productive, Prime Minister,”&amp;lt;/i&amp;gt; - Martin Clemson (2119 - 2230), [[Sol Alliance#Departments|Solarian Secretary of Colonization]], 2178.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite the loss of a colonial expedition in the Baltian Frontier Sector — now the Sparring Sea — in the early 22nd century, the Solarian Alliance was interested in continued exploration, colonization, and exploitation of the southern Orion Spur throughout the 22nd century, ultimately dispatching many colonial expeditions to a region outside of the control of any major interstellar power. One of these was the Adriatic Expedition — a colonial venture founded by multiple nations on the Adriatic Sea for the purpose of establishing a colony in the broader Alliance. In the late 22nd century the Adriatic Expedition was officially launched with the Alliance’s support in the hope that the sole inhabitable world in the Alatyr System — Novi Jadran — would become a jumping-off point for further exploration of the region, and an industrial base to support the nearby colony of Sun Reach — then in the planning stage.&lt;br /&gt;
&lt;br /&gt;
The first colonists of Novi Jadran arrived in 2184, discovering a planet which was — ironically — not dissimilar to the nearby Moroz. These early colonists, who were mostly from Yugoslavia and the Veneto region of Italy, were more prepared for the environment they faced than the settlers of Moroz and quickly set about establishing the planetary capital: Nova Rijeka. Expansion on the planet was far slower than the Alliance had originally planned due to a combination of the harsh environment and Novi Jadran’s distance from the Solarian Core. The planet’s second major city, Belluno, was founded in 2215, but a railroad — the main form of inter-city transportation in the harsh tundra environment of the planet — from it to Nova Rijeka took until 2219 to be fully operational. A third major settlement, Durres, was established in 2237 and connected to the growing rail infrastructure by 2239.&lt;br /&gt;
&lt;br /&gt;
Despite being envisioned as an industrial colony much of the planet’s industry was concentrated in its four major cities, and settlements outside of these were not nearly as developed. Much of the planet’s infrastructure was dependent on advanced equipment its industrial base did not have the capacity to manufacture, and the entire world relied on high-end imports from the broader Alliance to remain functional. In the countryside Solarian bureaucrats began to gain more and more power through their ability to issue advanced technological equipment to less developed communities, and this power only increased over time. At the start of the Second Great Depression Novi Jadran was regarded as an underperforming Solarian world highly dependent on the broader Alliance for economic support, and was viewed by many colonial administrators as less successful than the nearby Solarian colony of Sun Reach.&lt;br /&gt;
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As the Interstellar War raged, Novi Jadran’s economic support fell to the wayside as the Alliance shifted resources from the frontier regions to the War itself. Economic support ground to a halt and complex infrastructure began to break down, first in more remote regions and eventually in major cities. Bureaucrats and other important officials began to hoard functional technology, some to sell it and others to see if it could somehow be produced locally. By 2302 the Solarian Republic of Novi Jadran was dominated by these officials and their families, particularly in the countryside, and remained an underdeveloped and underperforming planet. When the Elyran Revolution occurred, the planet was simply written off by the Alliance and abandoned to its fate without any effort to evacuate it.&lt;br /&gt;
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===Independent Novi Jadran (2302 - 2389)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The true end of the Solarian hegemonic era came not with the Treaty of Xansan, but with the Elyran Revolution and the collapse of the Southern Frontier. The abandonment of dozens of colonies to their fates is a stain upon our nation which haunts us to this day,”&amp;lt;/i&amp;gt; - Excerpt from Ingrid von Varnhagen und Langenburg’s doctoral thesis, The Collapse of Hegemony and Rise of Elyra and Dominia.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known by modern Jadraners as the “&#039;&#039;&#039;Decades of Deprivation&#039;&#039;&#039;,” the near-century Novi Jadran spent between Solarian and Dominian rule is regarded by most contemporary residents of the planet as a time of darkness and suffering, where advanced equipment failed and less effective solutions were developed to replace them and prevent worse failures. While the planet’s four major cities maintained some of their equipment, smaller settlements often had all of their infrastructure fail over the decades. Some of these villages and small towns were reduced to pre-space era standards of living, and the relative prosperity of the Solarian hegemonic era became a distant memory for the planet. Fusion reactors were replaced by coal plants and rail lines became the primary source of transportation and commerce for much of the world. Those who had control over the limited advanced equipment in rural areas of the planet quickly established themselves as the rulers of their areas and would, by 2389, become the noble families which now rule over much of the planet. In the urban areas where advanced technology was more easily available, patrician families with control over significant amounts of this equipment began to emerge. While no noble or patrician families ever declared outright war on one another, competition for limited technological resources led to shadow conflicts between them and rivalries which — in some cases — have lasted into the 25th century.&lt;br /&gt;
&lt;br /&gt;
As the 24th century began to draw to a close, Novi Jadran continued to limp along. In 2380 a new threat emerged from the nearby world of Sun Reach: raids on Jadranic vessels — limited in number as they were — and some of its settlements by the Pirate Lords of Sun Reach for the purpose of gathering loot. Most engagements were won by the Reachers, who had an orbital industrial base to support their pirate fleet — even if their planet’s surface population was even more neglected than Novi Jadran’s — and the experience needed to outmaneuver their Jadranic counterparts. Eventually, this escalated into extortion and tithes paid by the Jadranic nobility to Sun Reach’s piratical rulers, and this would continue until 2389. A catastrophic crop failure left Novi Jadran unable to pay its tithe and the Pirate Lords threatened a punitive invasion which would have assuredly resulted in mass starvation for the planet’s population.&lt;br /&gt;
&lt;br /&gt;
To save their world, the Jadranic nobility and its wealthy urban patricians looked to a nearby rising power to aid them: the young Empire of Dominia, then in the early period of its expansion. The Empire and Novi Jadran had been in contact with one another prior to this point and [[Moroz Holy Tribunal|Tribunalism]] had started to establish itself as a major planetary faith by the late 2300s, with many Jadraners finding common ground in the Morozian’s struggle to overcome the challenges of their cold world. Desperate to save their lives and fortunes, the nobles and patricians of the planet allowed themselves to be willingly annexed by the young Empire on 18 June, 2389. The era of Novi Jadran’s independence — the Decades of Deprivation — had ended, and the era of the Imperial Mandate of Novi Jadran had begun.&lt;br /&gt;
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===The Imperial Mandate of Novi Jadran (2389 - Present)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Jadraners have, time and time again, proved their loyalty to the Empire for little in return. They are a truly remarkable people, and a fine population to pull colonial bureaucrats from in the near future as their society embraces our values,”&amp;lt;/i&amp;gt; - Gerhard-Manfred Strelitz, then-High Lord General of His Majesty&#039;s Imperial Army, in a missive to then-Emperor Godwin Keeser (2405).&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For many rural Jadraners, life barely changed during the first years of the Imperial Mandate. In the cities, changes were more immediately apparent. Morozian engineers, nobles, clergy, and specialists of all kinds began to appear in Jadranic urban centers. Technology which dated back to the Solarian era began to come back online, or be recreated, as Houses Zhao and Caladius poured Imperial Pounds into Jadranic cities in an effort to create prosperous urban industrial centers — though often these facilities were far, far less safe than their Morozian counterparts. Jadraners were after all, regardless of their loyalty, not Morozian. In the countryside these changes were less apparent as many noble families — now officially part of the Dominian system of peerage — opted to enrich themselves at the expense of their populations. Those who did hope to acquire these rebuilt wonders or the goods of the broader Empire would first have to prove themselves loyal to their local noble, rather than to the broader Empire. This is viewed by some as the origin of the Jadranic veneration of Imperial nobility.&lt;br /&gt;
&lt;br /&gt;
After slightly over a decade of Imperial rule, Novi Jadran appeared to be on the mend. Industry — even if it was less safe than Moroz’s — was on the rise in its urban centers, and its cities had become more wealthy — and another, the coastal settlement of Nuova Vicenza, was founded in cooperation between House Zhao, House Caladius, and local patricians. Outside of the cities, however, many rural communities were deprived of access to this development by powerful noble families who wished to keep it for themselves and the communities loyal to them, favoring the wealth of themselves over the whole world. These rural populations were loyal, but had little concept of the broader Empire they were now a part of. To change this, many [[Dominian Imperial Military#The Imperial Army|Imperial Army]] recruiters visited these communities as part of recruitment drives and propaganda efforts. Many rural families were larger than their urban counterparts, and House Strelitz-aligned recruiting groups promised material and fiscal benefits far beyond what these rural Jadraners would receive from a decade of work on a farm. Dozens of regiments were raised from Novi Jadran and many were stationed on the planet itself, with Moroz — and Fisanduh — viewed as too secure to justify sending large numbers Ma’zal troops there.&lt;br /&gt;
&lt;br /&gt;
In 2402 the Empire’s illusion of Morozian security was shattered by the unprecedented Navy Day Uprising of the [[Fisanduh|Fisanduh Freedom Front]]. With only limited forces present on [[Moroz]] and almost all of them engaged in fighting against the 3F, Imperial Army High Command made the decision to call upon its Jadranic troops to push the insurgents back and reclaim strategically vital areas of Fisansuh. Jadraners did much of the fighting and dying on the Imperial side during the Uprising and, through their dogged fighting, both defeated the insurgents in the open field and pushed them out of important positions throughout Fisanduh. Novi Jadran, through its actions, had cemented itself as the model colony willing to defend Moroz from its greatest threat in decades. Jadraners themselves had been cemented through spilled blood as the elite of the Ma’zals, and the commoner Jadraner as nearly equal to their Morozian counterparts.&lt;br /&gt;
&lt;br /&gt;
In the following decades Novi Jadran has continued to serve as the model colony, frequently entertaining noble guests and colonial bureaucrats from across the Empire. It remains an important world for the Imperial Army, with many of its enlisted personnel and some of its officers coming from it, but much of its rural population remains neglected and impoverished compared to the broader Empire and the Mandate’s urban centers. As the Mandate approaches eighty years of Dominian rule, and the prospect of new absolute leadership appears to be more likely with each passing year, many in the Mandate have continued their calls for a new administration which will benefit the entire world rather than simply the nobles and their loyalists. Despite its status as the model colony, Novi Jadran may be the first challenge a successor to Emperor Keeser faces — it is a planet simply too important to lose, but what awaits the person who challenges noble authority?&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
[[File:Novi Jadran Map.png|thumb|A map of the Imperial Mandate showing its major cities and the Imperial Jadranic Railway System, which links them together. Unlabeled dots represent outlying rural communities disconnected from the broader rail network.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“If the Goddess wanted you to wake up after sunrise, she’d have made you a Primary girlie! Keep your whining mouth shut and help me untie the boat — fish wait for no vessel,”&amp;lt;/i&amp;gt; - A Jadranic fisherman to his daughter in mid-summer. Recorded by the Imperial News Network in 2455.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Novi Jadran is a tundra world similar to Moroz in terms of its climate. Summers, and the growing season, are short and relatively warm while winters are long and harsh. The planet’s spring and early summer is a time of flooding in many rural areas as snowmelt and spring rains combine to create muddy, treacherous conditions which render travel on the unpaved roads which are common throughout rural areas difficult and potentially hazardous. This condition is repeated in the early autumn, which is a season of intense rains as the growing season draws to a close. During winter most regions of the planet have several months of consecutive below freezing average temperatures, and much of Novi Jadran’s surface outside of its equatorial region is covered in permafrost. During the peak of winter, some blizzards can last for over a week and deposit meters of snow on the ground.&lt;br /&gt;
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The planet&#039;s surface is mostly water, with a large ocean, known as Pontean Ocean, surrounding its only continent: Patria, which is covered in multiple lakes and crisscrossed by several major rivers. One of these, the Iri River, is home to the four major cities of Novi Jadran and stretches from the equatorial west to the equatorial east of Patria. The Iri River is deep and wide, supporting much of the piscine diet which dominates the planet and serving as an important economic vein for the planet. In recent years it has become increasingly polluted by industrial runoff, fueling more dissent against Governor-Marchioness Anastazija Glavan due to her refusal to halt industrial development or confront the great houses for their impact on Jadranic fishing. Smaller rivers, such as the Iri’s tributaries, suffer from pollution to a lesser extent. The majority of Patria is dominated by thick forests and tundras, with every region of the supercontinent seeing snow during the winter.&lt;br /&gt;
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The Pontean Ocean, which covers the majority of Novi Jadran’s surface, is a freshwater ocean home to large icebergs which threaten shipping and have kept explorations — and exploitations — of it limited. Coastal Jadranic communities acquire much of their food from its icy waters and the ocean produces devastating storms during winter which can wreck even steel-hulled vessels — often designed to endure conditions of the wide Iri River, inland lakes, or the coastal ocean — if they are caught far from land. On the coast, Pontean “Sea-Storms” are frequent events during winter which can leave communities trapped in meters of snow and wash away poorly-prepared residences and piers, taking them out into its waters — never to be seen again. Oceanographers hired by House Caladius and brought to the Empire from planets as distant as Silversun and Europa claim the Pontean Ocean’s deeper regions are home to extensive natural gas reserves, but exploitation of these deposits has been limited due to the ocean’s harsh conditions and the unwillingness of many Jadranic sailors to venture beyond the sight of land.&lt;br /&gt;
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Despite the Iri River’s pollution the region surrounding it is home to the planet’s largest cities and most of its population as the area’s geography allows for easier development: winters are less harsh and springs less muddy. This region is home to the &#039;&#039;&#039;Imperial Jadranic Railway System&#039;&#039;&#039; (IJRS, AKA the Imperial Jadranic Railroad), the Empire’s first major project in the Mandate, which connects the planet’s major cities and some outlying regions. The Imperial Jadranic Railroad is less advanced than its counterpart on Moroz and has struggled to reach rural areas due to the planet’s harsh environment and the demands of rural nobles. Since the early 2460s it has begun to suffer from congestion issues in the Iri River zone, with many commuters experiencing semi-frequent delays and commercial traffic congestion frequently appearing on routes to productive mining operations in the countryside. Despite delays, rail lines remain the main way for Jadraners — rural and urban — to travel and ship goods from city to city. &lt;br /&gt;
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===The Jadranic Poles===&lt;br /&gt;
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As one ventures further north — or south — from the equator by sea, one will gradually see the appearance of sea ice — large, floating islands of ice also known as icebergs. This heralds the appearance of the Jadranic polar regions: uninhabited and mostly unexplored masses of land and ice that cover the top  and bottom of Novi Jadran. Uninhabited aside from limited wildlife and nearly untouched by humanity aside from the occasional explorer, fisher, shipwreck, or overflight, no human being has ever touched the Jadranic poles — the furthest north and most southerly areas of the planet. This goal, which has taunted generations of scientists, may soon be reached — if the will is there.&lt;br /&gt;
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The northern ice sea is generally regarded as the less hospitable of the two, being further away from Patria and less travelled, with the northern coastline of the continent having few settlements on it. Any expedition northwards would be mostly on its own, with few chances of outside assistance if it ran into trouble. Worsening matters is its climate, with more sea-storms occurring in this region than anywhere else in the world. Much of its interior has yet to be mapped even by satellite due to the thickness and constant nature of its storms, but its interior is estimated to be a mostly barren, rocky landscape crisscrossed by mountain ranges with few non-subterranean species due to its constant storms. More creative — or perhaps outlandish— theories hold the inside of its storm contains an unknown race of mankind, or an alien civilization, which controls the storm. Some even claim the Goddess makes her home in the material world inside its eye, and Giovanna observes the world from Her right hand inside it. Outside the interior much of the northern ice sea is a mass of ever-shifting sea ice broken up by occasional small islands, most uninhabited aside from rare weather stations or fishing camps.&lt;br /&gt;
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The southern ice sea is comparatively more habitable, being closer to Patria — separated only by the Pontean Straight to the east — and less prone to sea-storms. There is also more human habitation along the southern coast of Patria, particularly in the Straight, with many fishing settlements launching their vessels into these southern waters. An expedition lost here could, if they were lucky, run into fishing trawlers or cargo vessels if stranded as Jadranic sailors make trips to the southern ice sea to hunt the native ice-shufflers for their hide and blubber. The interior of the southern ice sea is more well-mapped and is, based on satellite scans, a frozen desert with prominent mountain ranges — perhaps the largest on Novi Jadran — and little in the way of plant or animal life once one ventures far enough inland. The southern pole has yet to be reached here due to the intense cold and biting winds that whip down from the mountains, with recent expeditions by the Imperial Jadranic Academy of Sciences having made it within a hundred kilometers of the pole. Unlike in the north, it is a question of when the southern pole will be conquered rather than if.&lt;br /&gt;
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====Polar Flora and Fauna====&lt;br /&gt;
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In the far north and far south of the Imperial Mandate the harsh environment has led to a different style of flora and fauna. Equally hardy and often migratory, these fauna and flora are some of the only living things a polar explorer may see in the region aside from their own party. &lt;br /&gt;
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&#039;&#039;&#039;Ice-shufflers&#039;&#039;&#039; are a seal-like species found in Novi Jadran’s southern waters, ranging from the coast of Patria to the southern ice sea. Carnivorous, they often prey on smaller animals but leave humans alone unless they are near starvation or threatening their young. They are large animals with a layer of thick, rubbery skin designed to insulate them from the cold. This makes them valuable to hunt, with Jadranic fishers having long harvested them for their meat, hide, and blubber. A large enough ice-shuffler can sustain a family off of its meat and fat for months, and its hides can be used in waterproof materials such as tarps and clothes. Social animals, they typically live in “villages” populated by multiple family units. These creatures can be seen on Moroz in zoos, where their cries and howls often draw curious viewers.&lt;br /&gt;
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The &#039;&#039;&#039;polar dwarf shrub&#039;&#039;&#039; is a flowering plant found on the southern coastline of Patria along the Pontean Straight. It is a small, durable flowering plant which quickly blossoms during the first weeks after winter. The polar dwarf shrub is only 10-20 centimeters tall at its maximum height and can easily be mistaken for a flower by most observers. Its flowers are typically white, though red flowers have been observed in some areas, with the leaves of the plant being an evergreen. The plant has a high amount of resin, and can be used to start fires even when wet. If ground, it produces a pleasant aroma now commonly used in perfumes, air fresheners, and colognes.&lt;br /&gt;
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===Flora and Fauna===&lt;br /&gt;
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The long winters, seasonal snowmelt flooding, and — recently — pollution brought by industry have ensured only hardy species can thrive on Novi Jadran. Animals are often small and mammal-like, favoring thick coats to stay warm and often burrowing into the ground to survive blizzard conditions. Flora must be able to survive winters and, in many areas, flooding from the melting snow that may drown fields or uproot plants.&lt;br /&gt;
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&#039;&#039;&#039;Ducal pines&#039;&#039;&#039; are one of the planet’s most common species of trees, growing throughout the Iri River basin, and are common sights in the planet’s major cities and in many villages. Resembling Earther conifers and having m wide, deep roots, they are well-adapted to the routine flooding and freezing cycle of the planet. Ducal pines produce a sweet but viscous sap known informally as “Duke’s vitae” and can be harvested by a trained arborist, with many rural estates having dedicated tree farms for harvesting this sap. They derive their name from a prominent family of Novi Jadran: the Glavans, who have long held the title of Duke.&lt;br /&gt;
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&#039;&#039;&#039;Jadranic tundra crops&#039;&#039;&#039; are a category of cereals crops — rye, wheat, barley, etc. — genetically modified by the Alliance’s Department of Colonization decades before the arrival of Morozians and the integration of Novi Jadran into the Empire of Dominia. Similar to their Earthen counterpart, these crops are designed to survive in the colder environment of Novi Jadran, and form the basis of many rural Jadraners’ diets even today. Villages are often surrounded by fields of these crops, some harvested by hand and others by dated but functional machinery. Imperial agronomists have further developed some varieties of Jadranic tundra crops for use on the planet, but most of these remain in the fields of noble estates rather than common rural farmers. Some fields are property of the Imperial state, with their crops being grown, harvested, and placed into military rations consumed throughout the Empire.&lt;br /&gt;
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&#039;&#039;&#039;Divlji pas&#039;&#039;&#039; are a close relative of Earthen dogs which have evolved on Novi Jadran after being introduced by early colonists. They tend to be smaller than other canines, with a thin build and fairly thick fur coats. Divlji as are scavengers and typically live in small packs of four to six dogs. Commonly seen on the margins of human settlements, such as remote villages in the tundra and the towns dotting the Iri River, they are rarely a threat to humans unless threatened or starving. Still, divlji pas are regarded by many rural Jadraners as pests due to their alleged targeting of livestock and many urban Jadraners view them as filthy, disease-ridden animals. Stories of packs attacking travelers during the depths of winter, when food becomes scarce, are not uncommon in rural areas, though many tales are known to contain exaggerations and the amount of attacks has decreased with the growth of rail transportation between settlements. Still, many parents tell young Jadraners vicious packs of hungry divlji pas will drag them away if they misbehave. They are sometimes used as military symbols by Jadranic units. &lt;br /&gt;
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&#039;&#039;&#039;Krznena krava&#039;&#039;&#039; (also known as “&#039;&#039;&#039;K-Ks&#039;&#039;&#039;”), are a native animal of Novi Jadran used by Jadraners as livestock. These docil, six-legged herbivores are prized for the fur, meat, and fat by farmers, and a properly slaughtered specimen can provide enough food to sustain a household for several months. Some of the wealthiest non-noble rural Jadraners have sizable herds of these animals, which require little food compared to a cow or yak, but the rural nobility consistently maintains the largest herds. K-Ks are called “fatties” by many Jadraners due to their round shape, which comes from their thick coats, and the way they struggle to right themselves if tipped over. Their meat is canned and exported to the broader Spur, where it has found a niche audience as a luxury good. During spring months, when snowmelt often turns unpaved roads into muddy quagmires, K-Ks sometimes substitute wheeled vehicles as the primary method of rural transportation. Children’s media often uses K-Ks as a mascot due to their docile nature and furry appearance.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“When commanding troops of the Imperial Mandate one must recall a main value of its people: loyalty. Much like a dog, a Jadraner will obey their masters — we Morozians — without question if they are shown respect and given sensible orders, particularly by fellow Jadraners under your command. Treat them well and you will have a loyal unit ready to die for the Empire. Mistreat them, and you will find they hold more influence over our House than the typical Ma’zal,”&amp;lt;/i&amp;gt; - Excerpt from A Guide to Jadranic Command for Strelitz Officers (3rd Edition).&amp;lt;/center&amp;gt;&lt;br /&gt;
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Jadranic culture has been heavily influenced by Imperial rule of the planet, particularly in its urban areas, but differences are present between the culture of urban Jadraners and their rural counterparts. Historical cleavages in development, with the four major cities of Novi Jadran receiving far more investment than the countryside, have exacerbated these differences and created two cultural subgroups with similar, though slightly different, cultural beliefs and views of the broader Empire and Novi Jadran’s role in it. There are even physical differences between the two groups, with rural Jadraners typically being shorter and thinner than their urban counterparts due to their weaker diets and higher levels of malnutrition. Amongst both groups, however, loyalty to the Empire and their local nobility is viewed as socially desirable, though for divergent reasons.&lt;br /&gt;
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In both Jadranic populations the ideal of &#039;&#039;&#039;loyalty&#039;&#039;&#039; is a key element of society believed to be rooted in the struggle to survive and establish themselves on the planet’s harsh, unforgiving surface where failed or faltering harvests could be lethal for entire communities. In the pre-Imperial and post-Solarian Decades of Deprivation loyalty became more prized as survival became harder. Rural communities pledged themselves to regional leaders who would later go on to become the Jadranic noble families in the anticipation these nobles would assist them when they went hungry, while urban Jadraners placed their faith in patrician families who advocated for their interests to local nobles. In the Imperial era this dedication to loyalty had been used, and exploited, by the Imperial government to endear itself to the Jadranic population. In rural and urban environments it takes on the role of a benevolent savior and overlord, and rewards the loyal Jadranic population — particularly its nobles and urban communities — with rewards unlike any given to other Ma’zal communities.&lt;br /&gt;
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===Rural Jadraners===&lt;br /&gt;
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The majority of Novi Jadran’s population lives in small, rural communities which are often underdeveloped due to corruption and graft from their noble overlords. Rural Jadraners are, on average, shorter and thinner than their urban counterparts due to poorer diets and a greater level of early childhood malnutrition. Rural communities are often impoverished and lack modern technology, with many villages having poor or nonexistent infrastructure such as electrical grids and modern roads. The Jadranic office of the Department of Colonial Affairs turns a blind eye to corruption of local nobles in exchange for their patronage and the lavish hospitality they provide visiting Primaries, including the [[Empire of Dominia#Imperial_Cabinet|Chief Commissioner for Colonial Affairs]]. These visits, and their associated celebrations, are major events for the rural Jadraner’s of a noble’s domain, and those who are able to make an offering to catch a visiting Primary’s eye will do so. Catching the attention of a Primary is a quick way to receive boons ranging from small gifts to the taking-on of the Jadraner’s family as wards to enrolling the Jadraner’s family in advanced schooling such as the Royal Engineering Institute or Valentina Caladius School for Gifted Ma’zals. Those who do not acquire this patronage may simply try again next time, never try again, or try their luck in the industrial, urban centers of the planet.&lt;br /&gt;
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Rural Jadranic life can be quite harsh, particularly during the long winter months of the planet. Fishing is a vital skill for many communities as crops are often impractical to grow without greenhouses, and rural communities along the Iri River and equatorial Pontean Ocean  have historically been the most prosperous of the planet’s non-urban settlements. With the growing industrialization of Novi Jadran since 2389 and the increasing level of pollution in the Iri River, many of these once-prosperous riverine communities have emptied out as fishing has become non-viable due to the hazardous nature of the Iri’s waters. Coastal communities have fared better, and many send much of their catch to urban markets where they make large profits, and are home to some of the most developed infrastructure outside of the urban settlements. Life in these settlements, however, is harsh: the Pontean ocean is wracked by violent storms throughout the winter and fishing on the open Ocean  requires long, demanding hours on all days of the week. Not every boat which goes out will make it back, particularly during the winter. Coastal rural communities are regarded as more superstitious and Goddess-fearing than their inland counterparts, and many feature shrines to the Goddess where She is clad in the traditional yellow rain slicker and hat of Jadranic fishers.&lt;br /&gt;
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In every rural community there is a cadre of individuals who have been deemed loyal by the region’s noble overlord. Typically, these notables serve as the leaders of a community and receive advanced equipment and training in exchange for continued loyalty to the noble family which rules over them. They often distribute this equipment to individuals loyal to them, thus ensuring a system of patronage which allows them to maintain their power over a community. While they are not nobles, these notables have a degree of political influence which allows them to ask favors of their overlords and are often the people who determine where the extensive rail lines of Novi Jadran will expand to next.&lt;br /&gt;
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====Rural Jadraners and the Imperial Army====&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Generally enlisted personnel, rural Jadraners will be the bulk of your command. Do not be fooled by their slighter frames and smaller builds compared to Morozians: they are as reliable and loyal as any Secondary,”&amp;lt;/i&amp;gt;  - Excerpt from A Guide to Jadranic Command for Strelitz Officers (3rd Edition).&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:House_Strelitz.png|thumb|right|The dark red standard of House Strelitz, the great house which dominates the Imperial Army.]]&lt;br /&gt;
With limited economic opportunities, harsh living conditions, and the Jadranic tradition of loyalty, the rural areas of Novi Jadran are a frequent target for Imperial Army recruitment drives. These recruiters, who are often Morozians or urban Jadraners who have expressed a high level of patriotism for the Empire, arrive by train at the end of the summer harvest — when many families wonder if they’ll have enough food to last through the winter — and present the benefits of enlistment: higher wages compared to farm or fishery work, training in valuable skills, a chance to lift the entire family’s Mo’ri’zal, and other benefits. Many recruiters will offer cash bounties for enlistment, or provide advanced equipment such as an electrical grid to villages able to consistently provide recruits. Parents eager to see their sons and daughters succeed in life, or worried they will not last through the winter, or simply motivated by greed, push their children to volunteer and serve both Goddess and Jadran in the Imperial military. Most willingly enlist, while some are forced or coerced by their parents or guardians.&lt;br /&gt;
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Rural Jadraners who enlist into the Imperial Army — or more rarely the Imperial Fleet, which does much of its recruitment in urban areas — must often be sent through an adjustment period at their billet as many experience profound culture shock upon arriving in the major cities of the planet. They have exchanged a life of manual labor for one of military training, and traded the muddy, unpaved streets of their rural villages for the paved roads of the four major cities and the insulated, heated barracks of the many Imperial Army bases on the planet. Over a period of weeks they are molded into “modern” Integrated Ma’zals suitable for Army service and able to interact with even Morozian officers. These Jadranic soldiers often send much of their salary back to their villages, but rarely move back into them for extended periods after their service ends. Life in the Imperial Army is often difficult, and one can always die in service, but many rural Jadraners view it as the best way to achieve a better life. However, rural Jadraners form a smaller portion of the Imperial Army’s officer corps when compared to their urban, or Morozian, counterparts. Primarily they serve as enlisted troops, sometimes rising to junior officer ranks. There has never been a rural-originating Jadranic general officer.&lt;br /&gt;
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In the villages where troops are recruited from, the departure of their sons and daughters to the Imperial Army is viewed with a mixture of pride, sorrow, jealousy, and worry. Those who remain view the departing as representing their village, and their parents are regarded as good people and model Imperial citizens for committing their children to the military — sacrificing a spare hand on the farm in the process. Some who remain, such as the siblings of recruits, view them with a degree of envy and jealousy as the recruits are free from the burdens of rural manual labor, the cold winters of the Jadranic countryside, and the simple boredom of rural life. Many who feel this way are destined to become Army recruits themselves, particularly once the soldier begins sending money back to their village. Due to the expense associated with portraits and the rarity of professional photographers in the countryside, rural households will often have a sketch of their relative in uniform in their house rather than a painting or professional portrait. Due to the poor conditions of rural infrastructure the parents of soldiers often have difficulty communicating with their children, with their telephones — which not all villages possess — or computers being unable to reach beyond Novi Jadran, and instead having to rely upon the Imperial Dominian Mail Service to communicate via letters. Sometimes, of course, despite the prayers of their family and a village’s clergy, the letters stop coming.&lt;br /&gt;
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To receive official confirmation of an immediate relative’s death in the line of duty a resident of the Jadranic countryside must undertake the Journey of Sorrow, the colloquial name for the trip one must take from their village to one of the four major cities to confirm the death with the Imperial Army’s records department. The journey starts when one is advised, generally by letter, of a relative’s death and summoned to the nearest major city to receive the body, official death certificate, and associated [[Empire of Dominia#The_Mo’ri’zal|Mo’ri’zal]] adjustments that come from a death in service of the Imperial military. For a rural Jadraner this is an expensive, time-consuming process which will take them away from their village and job for weeks on end, if not months, as they journey to the city and acquire their relative’s body, then travel back to make funeral arrangements. Often only two to three members of a family will go, and their missing spots in the family’s jobs will be covered by younger relatives or trusted neighbors. The sight of weeping peasants with black armbands — commonly worn by Tribunalists in mourning — is common enough in major urban centers to be a point of discussion in urban Jadranic circles.&lt;br /&gt;
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====Rural to Urban Migration====&lt;br /&gt;
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Rural Jadraners do, like many people across the Orion Spur, move to urban centers in search of greater employment opportunities for their families. On Novi Jadran itself these migrants are often found in the poorer sections of urban areas and in lower-paying industrial or service sector jobs — such as armaments workers or household servant work — as they lack the technical skills and generational wealth of the urbanite counterparts. Over time these rural Jadraners typically adapt to their environment and many do establish themselves in more profitable, and prestigious, careers such as white collar work and blue collar management, but this often takes years if not entire generations. As they speak a slightly different dialect of Vulgar Morozi when compared to their urban counterparts, many will attempt to suppress their accent in an effort to appear more urbanized, and thus more skilled and desirable for promotions. As migrants often live in urban communities with other rural Jadraners referred to as “&#039;&#039;Vilagjet&#039;&#039;” — a combination of the Jadranic words for “village” and “neighborhood” — by urban Jadraners, immersion into urban culture can be difficult for new arrivals.&lt;br /&gt;
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===Urban Jadraners===&lt;br /&gt;
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A minority of Novi Jadran’s population lives in its four major cities — Nova Rijeka, Belluno, and Durres — and their outlying neighborhoods where the majority of Imperial development has been concentrated. Urbanite Jadraners are the wealthiest non-Morozian group in the Empire of Dominia and are generally taller and often bulkier than their rural counterparts due to a better diet. This wealth, which has been quickly amassed since 2389, has transformed many urban Jadranic families from impoverished working-class families into middle or upper middle class bureaucrats and Integrated Ma’zals with money to spend on luxury goods, education, and the latest Morozian cultural imports. Cities which once were covered in decaying, half-abandoned Solarian-era industrial parks have been transformed into lavish industrial centers of the Empire where imported Morozian luxury cars carrying visiting Morozian tourists travel next to the ubiquitous urban rail lines of the four cities.&lt;br /&gt;
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But beneath the surface of newfound wealth and prosperity lies an inconvenient truth: the money which has created the urban Jadranic renaissance comes from the colonial empire of Moroz. Despite being Ma’zals — though valuable, trusted Ma’zals — the urban Jadraners have readily, even gleefully, embraced their role in the colonial system as its bureaucrats, mid-ranking military officers, and technical professionals. While there is no widespread effort to move away from this system which has brought them such wealth, some younger urbanites have begun to question the Department of Colonial Affairs’ role in continuous rural poverty. Many of these young Jadranic urbanites have taken to joining counterculture movements which call for a new approach to government in the style of famed pro-Imperial reformist Edvard Posavec — a close ally of Crown Princess Priscilla, the heir apparent, who has called for an adjustment of the system of rural governance. Some go even beyond this, calling for the rural nobles to be entirely disenfranchised and removed from power — but this is a radical opinion rarely heard in the coffee shops which dissident youths and intellectuals favor.&lt;br /&gt;
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Urban Jadranic life is less impacted by the changing seasons as the typical urban resident works in either an industrial area, white-collar office, or service industry and acquired their foot from a local store rather than catching it or growing it themselves. Novi Jadran’s four major cities are known throughout the Empire as productive industrial centers which produce many of the perishable foodstuffs and equipment consumed throughout the Imperial Frontier, and Imperial Army equipment commonly bears the Jadranic industrial seal of quality somewhere in its steel. Jadranic heavy industry, however, is poorly regulated compared to elsewhere in the Spur: workers are expected to put in long hours at their jobs with few breaks, factories are far more dirty than elsewhere in the Spur (though Svarog, in the Federal Technocracy of Galatea, still outpaces the planet), and industrial accidents and deaths are frightening common. Attempts to regulate Jadranic factories have been prevented by the government, fueling further anti-Glavan and pro-Posavec dissent.&lt;br /&gt;
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When urban Jadraners join the military, which they often do, they typically serve as officers or specialized personnel such as engineers and medical professionals due to their higher levels of education than rural Jadraners. Urban Jadraners serve in all three branches of the Imperial military and have risen highest in the Imperial Army, where several have become members of Imperial Army High Command (HCAI), the central decision-making body overseen by the High Lord General. In the more Morozian-centered Fleet and Flying Corps, Jadraners have found less success. Jadraners in the Fleet often do not rise beyond junior flag officer ranks and few Flying Corps fighter pilots are Secondaries, let alone Jadraners. Having at least one child in the Imperial military — generally the Army — is seen as a desirable trait for urban families, with many viewing it as their way of showing continued loyalty to the Empire. Photos or paintings of current or historical relatives in uniform feature prominently in many urban residences, and these officers are easily able to remain in touch with their families due to the greater level of technology in cities.&lt;br /&gt;
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====Urban Counterculture====&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“That we even have these ‘movements’ is an insult to everything our government stands for, and a slap to the face of our Empire!”&amp;lt;/i&amp;gt; - [[Council of Imperial Governors#Imperial Mandate of Novi Jadran|Governor-Marchioness Anastazija Glavan]] in a meeting with the constabulary in Nova Rijeka, 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The counterculture, or dissident, movement of Novi Jadran’s four major cities is concentrated amongst the young and educated urban population of the cities, and has its origins in the classrooms of the Royal Engineering Institute of Nova Rijeka. There, in the early 2300s, the educated Jadranic classes began to emerge and were tasked with improving their Mandate for the broader Empire’s glory and continued prosperity. But as Novi Jadran has changed, so too has its counterculture movements, which have become three distinct groups: the established, urban Jadranists, the youth-centered Mjenjači, and the more radical Posavacists.&lt;br /&gt;
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&#039;&#039;&#039;Jadranists (Jadranism)&#039;&#039;&#039;&lt;br /&gt;
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The central pillar of the Jadranist movement is the neglect of the countryside by the nobles who are, according to the Mandate’s government and the broader Empire, meant to develop it and bring prosperity to all of Novi Jadran. But they have not, and many rural nobles have opted to enrich themselves with funds meant for rural development. Furthermore, they have interfered and meddled with efforts by urban professionals to create projects in the countryside such as railroads, mines, and electrical grids, forcing development to cater to their systems of patronage rather than the empirical studies of the Royal Institute. Frustrated and unable to formally act against the rural nobles due to their status as “just”  commoner Ma’zals, these professionals began to debate what could be done about the sorry state of rural life on Novi Jadran in classrooms, middle-class living rooms, coffee shops, and other places the Jadranic intelligentsia frequented. By the 2410s this movement, still concentrated in the university-educated classes of urban Novi Jadran, was known as Jadranism.&lt;br /&gt;
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Jadranists advocate for a lessening of rural noble privileges and more oversight of rural development, with many calling for the Empire to replace the current governor and begin anti-corruption investigations into the colonial administration of the planet. They hold a patronizing attitude towards rural Jadraners and view themselves — the educated, urban elite — as more able to make decisions than their uneducated, rural counterparts. This stance — and the poor working conditions of many rural industrial facilities — has won them few friends amongst rural community leaders, but their connections to urban patricians have ensured their continued relevance. The Jadranist faction is closely aligned to Edvard Posavac’s movement, but is viewed poorly by youth dissident groups. It is a common joke amongst the Mjenjači the quickest way to ensure change is to have a Jadranist speak to a rural noble — they’ll quickly die from boredom.&lt;br /&gt;
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&#039;&#039;&#039;Mjenjači&#039;&#039;&#039;&lt;br /&gt;
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Literally translating from Jadranic Morozi as “Gearboxes,” the Mjenjači (also rendered Mjenjachi) are a counterculture — arguably, a dissident — group primarily made up of the descendants of rural Jadranic immigrants to urban centers during the early Imperial period. A cross-class movement which includes everyone from the children of factory workers to those of white collar professionals, many Mjenjači are university or primary school students and their political influence is the smallest of the three major counterculture groups. The Mjenjači first emerged in the 2430s and their name is a reference to the common employment of first-generation rural immigrants: factory work.&lt;br /&gt;
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Unlike the Jadranists and Posavacists, which are political in nature, the Mjenjači are a cultural movement which has grown out of the experience of rural life and urban migration, and the resulting discontent with the colonial administration. Mjenjači clubs are frequent sights in university districts and in Vilagjet communities, and their fashion trends — which favor dark, earthen tones reminiscent of the clothes worn by poor urban Jadraners but influenced by Jintarian “punk” trends — have become popular amongst young urbanites in the 2460s. While their political pull is limited, the Mjenjači broadly support more autonomy for rural communities and more resources for their development. As a youth movement, they are often found on campuses and many recent graduates still subscribe to some of its cultural practices, such as its mode of dress.&lt;br /&gt;
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While it lacks true political influence the Mjenjači movement is viewed with suspicion by the Royal Jadranic Constabulary for its skepticism of the government and distaste for military service, which many Mjenjači view as exploiting the rural population. It is not uncommon for constables to break up Mjenjači gatherings at the orders of bureaucrats and local notables, and the movement has a reputation for petty hooliganism throughout much of urban Novi Jadran as a result — a reputation the Mjenjači view as undeserved.&lt;br /&gt;
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&#039;&#039;&#039;Posavacists&#039;&#039;&#039;&lt;br /&gt;
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Formed by Imperial diplomat [[Council of Imperial Governors#Imperial Mandate of Novi Jadran|Edvard Posavec]] in the latter years of the 2440s, the Posavacists are a young and shockingly influential counterculture movement which calls for the establishment of an oversight system for the rural nobility to prevent their excesses. Some radicals, whom the movement seems to publicize more than their mainstream peers, call for a total replacement of the traditional nobles with, “more qualified Morozians,” instead. Like Posavec himself much of his movement is made up of educated urban commoners, particularly those in the Imperial bureaucracy, and it has limited support outside of this group — though its deep pockets allow for many to be hired on as demonstrators.&lt;br /&gt;
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The Posavecists are viewed as a dangerous group by the current Governor due to their deep connections in the bureaucracy and Posavec’s most important ally: the crown princess, [[Keeser Royal Family#Crown Princess Priscilla Keeser|Priscilla Keeser]] herself. Her influence shield the movement from much of the harassment others face and she is rumored to be a major funder of its goals due to the long-rumored distaste Priscilla and Governor-Marchioness Glavan hold for one another. As long as her influence holds, they will remain untouched — and perhaps even be swept into power after Empress Priscillla is crowned.&lt;br /&gt;
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==Government==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The existence of Novi Jadran — a colonized society used to colonize others — is proof of the Empire’s depravity, and how far they have strayed from the Goddess’ light,”&amp;lt;/i&amp;gt; - Anonymous Xanan of Fisanduhian descent interviewed by the Xanu News Network’s Liao Qi in early 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Imperial Mandate of Novi Jadran is a subject of the Empire of Dominia which is ruled by Governor-Marchioness Anastazija Glavan, a Jadranic noblewoman from Nova Rijeka and retired Imperial Army officer who has held the position since 2455 and is widely unpopular amongst the common Jadranic population for her unwillingness — or perhaps her inability — to contest the opinions of nobles and fight for the rights many Jadraners believe they have earned by their blood spilled in the Empire’s service. Compounding her issues, Glavan must answer to the whims of Novi Jadran’s nobility. Though not Morozian Primaries, these nobles dominate much of the Jadranic countryside and hold significant political influence in its cities and government. Without their cooperation, life in the planet’s urban centers would grind to a halt as food and raw materials stopped arriving at the necessary rates.&lt;br /&gt;
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The colonial bureaucracy of Novi Jadran is de jure entirely under the control of the Department of Colonial Affairs, as it is an Imperial Mandate of the broader Empire. De facto, the Department has a hands-off approach where Novi Jadran is left to manage its own internal affairs due to its proven loyalty, and Morozian Primary bureaucrats — with their Secondary colleagues — are treated lavishly on the planet when they arrive. The Imperial Mandate’s bureaucracy is itself divided between the rural and urban zones, with the rural areas dominated by the Jadranic nobility and the urban areas dominated by the more meritocratic bureaucracy of the urban patrician classes, who must ensure profits continue to flow into their urban holdings. In the countryside, graft and corruption by rural nobles — with Morozian Primaries of the Department of Colonial Affairs often receiving kickbacks — ensures the administration is inefficient and benefits nobles first, with commoners second.&lt;br /&gt;
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[[Dominian Security and Law||Non-Tribunalist criminal enforcement]] on Novi Jadran is handled by the local branch of His Imperial Majesty’s Constabulary Service: the Imperial Jadranic Colonial Constabulary (IJCC), which is further divided into rural and urban sections. The IJCC has a reputation for excellence in the broader Empire and across Novi Jadran, with low rates of corruption and high rates of solving cases — particularly in urban areas. Urban constables are common sights in most city districts, with their peaked caps and uniform intentionally designed to evoke the appearance of an Imperial Army officer. Rural constables are less frequent, with many villages only having a single constable for their region. Despite their low numbers, rural constables have a reputation for doggedly tracking fugitives for dozens — sometimes — hundreds of kilometers, often with the assistance of Imperial Lyodii seconded to the IJCC from the Lyodic Rifles, until they bring their suspect to justice.&lt;br /&gt;
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===Major Rural Noble Families===&lt;br /&gt;
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While not Morozian Primaries, the rural nobility of Novi Jadran are still viewed as the social elite of the planet and are de facto equal to their Morozian counterparts, though de jure they are subordinated to Moroz’s will. Noble houses on the model colony are much smaller than their Morozian great house counterparts, often only a few dozen relatives and their retainers, and hold sway over the vast majority of the planet’s countryside. Many rural Jadraners are more loyal to their local noble family than the central government of the planet, which these nobles use as leverage against the cities and their patricians.&lt;br /&gt;
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&#039;&#039;&#039;Duke Dragan Glavan&#039;&#039;&#039;, father to the current Governor-Marchioness, is a towering figure in the political environment of the Imperial Mandate due to the Glavan family’s dominance of the fertile countryside near Lake Glavan and Nova Rijeka, which remains outside of the Duke’s control — much to his continued frustration. Duke Glavan is a military-minded man who ensures the rural population under his control provides more recruits to the Imperial Army than any other noble-controlled region, and he is famous for his valor during the Dominian conquest of Sun Reach — where he served as an officer. Dragan typically invites members of House Strelitz to his domain and organizes elaborate hunting parties and celebrations for him, maintaining large, private hunting forests where trespassing commoners are given the choice of execution or service in the Imperial Army if caught. A harsh, militant individual, Dragan is disliked by many in Nova Rijeka for his domineering attitude towards the city and constant meddling with its railroad networks. He is a frequent object of satire in the Novi Rijeka Gazette, the Mandate’s most widely-read newspaper.  The Duke has attempted many times to shut the Gazette down, only to be frustrated by the mysterious — and unknown — Morozian noble who bankrolls it. Rumor has it the crown princess herself is the Gazette’s patron, and it is funded to frustrate the Galvans.&lt;br /&gt;
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&#039;&#039;&#039;Duchess Filomena di Falerio&#039;&#039;&#039;, second of her name, controls large, mostly barren swathes of land in northern Patria near the Godwin Sea, having inherited it from her father upon his passing in 2431. Over the intervening thirty years Filomena, an engineer by training, has opened up the di Falerio holdings to investment by the great houses, megacorporations, and urban Jadranic businesses after a village discovered large mineral veins in the foothills where they tended their groves. The rural villagers were shortly forced off their land by Eridani mercenaries hired by Filomena and mineral rights were sold off to the highest bidders, even if they were offworld, with the expectation the family would receive a cut of the profits. Filomena frequently invites engineers from House Zhao to her domain, and frequently entertains Admiral-Governor Lanying Zhao of Zhurong. The wealthiest of all rural nobles, Filomena is regarded as by far the most cruel. Her gaunt, commanding visage is frequently seen in anti-noble literature distributed by the Posavecists’ radical faction, and some whisper that she is only kept in power through her use of mercenaries, the amount of kickbacks she provides to the government, and the sheer volume of raw materials she provides to the urban factories of the planet. Even if the methods to gather them are cruel, some say, does it truly matter when we do not see them?&lt;br /&gt;
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&#039;&#039;&#039;Duke Ludovico di Brignole&#039;&#039;&#039; controls a stretch of fertile coastal land south of Durres along the Pontean coast. Not as wealthy as the di Falerios nor as militant as House Glavan Ludovico is, in many ways, the archetypal rural noble. His holdings are poor, yes, but they are local and faithful to the Empire and the Goddess alike. Money which should go to them instead goes to excessive celebrations for Morozian Primaries which benefit House di Brignole, yes, but he provides the rural citizenry with enough to make a living — even if barely any villages have electricity and some must walk for days to reach the nearest rail line. The Duke himself is a pious, somewhat dull man who seeks the patronage of any Morozian who visits his holdings. The territory he controls is regarded by many Jadraners as a breadbasket for its bountiful fishing grounds, and more temperate weather due to the Pontean Ocean ’s currents. The warm temperatures have, in recent decades, made the coastal villages popular vacation spots for urban Jadraners — a process which has, ironically, seen these villages quickly transformed into wonders of rural infrastructure. Many Jadraners — both rural residents of the duchy and urban visitors — have noted the only reason for this modernization was the promise of Imperial Pounds, shedding much light on Ludovico’s true character.&lt;br /&gt;
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===Education===&lt;br /&gt;
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Over its decades of integration with the Empire, the Mandate has seen significant resources invested into its education sector. However, while some of this is directed to rural schools, most of the money is directed to the urban centers — either by the budget or by corruption in the local bureaucracy that favors the patrician families of the cities. This investment has ensured a wealthy urban Jadraner is, though they remain a Ma’zal, typically able to enter the same professionals as a Secondary: mid-level bureaucratic positions, serving as [[Dominian Imperial Military|military officers]], working as doctors and engineers, and more. Prior to entering [[Human Educational Institutions#Empire of Dominia|university]] Urban Jadraners will have gone through standard education under Morozian curriculum and are often passingly fluent in High Morozi, allowing them to work more easily in the broader Empire. Culturally, their [[Moroz|Morozian-based]] curriculum means an urbanite Jadraner is extremely similar in their beliefs and outlooks to their Morozian peers.&lt;br /&gt;
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In the countryside the educational system is less well-funded and lacks opportunities beyond primary education, and this is often the best-case scenario. A rural village may have a small school or no school at all, requiring students to seek passage to another community for their standard education. This education is often rudimentary and basic, focused topics such as literacy, arithmetic, and Imperial history in an effort to make them loyal and useful citizens of the Empire. Attempts to reform or better fund rural Jadranic education have been frustrated by a lack of funding and endemic corruption in the countryside, causing much of the funding marked for their services to be funneled into noble estates or the cities. While frowned upon in the rest of the Empire, physical punishment for misbehaving or inattentive students is common in these rural schools, and a slap across the face for inattentiveness is not an uncommon experience for pupils. Rural pupils generally lag behind their urban counterparts, and many who go on to join the Imperial military receive further practical education in it — further encouraging military enlistment for these young Jadraners.&lt;br /&gt;
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The stark difference in urban-rural education has served to reinforce the divide between urban and rural Jadraners throughout the Imperial era (2389 - Present). Urban Jadraners are often — even in the working class — well-read and well-educated, and have further assimilated Morozian culture into their lives. Thanks to his educational system, a factory worker in Durres who has completed primary school often has more in common with a Morozian light-years away than he does with a rural Jadraner living an hour’s rail travel outside of the urbanized Iri River region. A rural Jadraner, meanwhile, may struggle to read even Vulgar Morozi until she receives further education — often provided by the military — and often has a poor understanding of Morozian culture beyond the Holy Tribunal. This difference is a major factor behind the sense of superiority many urban Jadraners — cultured, educated, and practically Morozian in their own eyes — feel over rural Jadraners — piggish, uneducated, and clinging to primitive savagery in the same urbanite eyes.&lt;br /&gt;
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Below the university level private and boarding schools are not uncommon, particularly for noble and patrician families. Some children of elite Jadraners are sent abroad and educated in private schools on Moroz, in the hope they will become more Morozian and thus bring more prestige to the family. For the blue-collar urbanite or impoverished rural families this is far beyond their means, and they must instead rely on whatever public schools are available. Jadranic parents in the colonial bureaucracy or the military may instead opt to send their children to boarding schools, state-run institutions catering to the planet’s middle class which are designed to help raise the next generation of Imperial bureaucrats and military officers.&lt;br /&gt;
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These boarding schools are often run or affiliated with the Empire’s great houses, particularly [[Empire of Dominia Great Houses#House Caladius|House Caladius]], and often select poor rural Jadraners who would otherwise have no true access to high-quality education. The selection process for these students is mostly closed to public scrutiny, though rumors suggest the great house selected the relatives of deceased military personnel or those who show exceptional faith in the [[Moroz Holy Tribunal|Holy Tribunal]]. Sarcastically known as “evolved” rural Jadraners by their urban counterparts, these rural scions of House Caladius are usually trained to become civil servants — the glue that holds the burgeoning [[Empire of Dominia#Population and Planets|Dominian colonial empire]] together. Many urban students — who often train to join the Imperial civil service — have a strong dislike of the Caladius boarding school students, which they view as competition in an already limited job market. For this reason, many boarding school scions go on to serve in enterprises already dominated by their patron great house — effectively providing the Caladius with a group of professionals loyal to them first, and all other groups second.&lt;br /&gt;
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In the cities young Jadraners — and some Imperials from abroad — have access to a robust university education system funded by the Empire and House Keeser. These institutions have produced some of the planet’s best and brightest, including Doctor Rahela Lemnaru — one of the first sociologists to research the Imperial Frontier in depth — and Edvard Posavec — a renowned political reformist. Recent graduates of institutions such as the Royal Engineering Institute of Nova Rijeka or the Imperial Jadranic Academy of Sciences have found themselves most likely to work for a house corporation or the government.&lt;br /&gt;
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==Economics==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“From Moroz to Sun Reach we provide what you need, when you need it, however you need it,”&amp;lt;/i&amp;gt; - Motto of Jadranic firm Belluno Interstellar Logistics (BLI).&amp;lt;/center&amp;gt;&lt;br /&gt;
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Novi Jadran’s urban settlements, despite the poverty of much of its countryside, are productive industrial areas which provide much of the weaponry and equipment used by the Imperial military — though Zhurong still outpaces it — and produce consumer goods used throughout the Empire such as foodstuffs, with Jadranic canneries producing much of the food commonly available on the Imperial Frontier. While many of these factories are owned by the great houses, particularly Zhao and Caladius, a slim majority are owned by native Jadranic firms run by urban patricians. Safety standards in Jadranic factories are lower than in the Imperial Core and injuries occur at a higher rate as a result. Jadranic workers — and some factory owners — have protested for higher standards, but the government — at the behest of the great houses — has always denied these motions. In recent years, with Emperor Boleslaw growing older, this has become a greater and greater point of discontent with Governor-Marchioness Glavan’s regime, and many factory workers eagerly await the day she is sacked by the crown princess. In contrast to the factories, Jadranic clockmakers are widely seen as some of the best in the Spur and have retained their traditional style of production in small workshops. With their craft dating back to the pre-Imperial era, some clockmaking workshops have centuries of experience and their products are highly valued throughout the Spur — some have been purchased by customers as far away as Earth.&lt;br /&gt;
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The four cities of Novi Jadran are connected by large, well-developed freight and commercial rail networks which many urban Jadraners view as the pride of the Imperial Mandate. Jadraners are some of the most adept rail engineers in the modern Orion Spur, and the planet is now crisscrossed by thousands of kilometers of rail lines which move everything from food to tourists to the raw materials which its factories will turn into the lifeblood of the Imperial Frontier. Due to the harsh winters Jadranic trains are often larger than their foreign counterparts and feature large snowplows to toss aside even post-blizzard snowfalls. Visiting Morozian Primaries often travel across the planet by rail in luxury cars, favoring it over often poorly-maintained rural roads.&lt;br /&gt;
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The rural Jadranic economy is smaller and less profitable than its urban counterpart due to neglect and the simple fact that foodstuffs are much cheaper when compared to the finished goods produced in urban environments. Primarily revolving around fishing and farming, the rural economy demands long hours for little pay and few opportunities. Some instead work in mining industries under the employ of rural nobles, Morozians, or urban Jadraners. Here the pay is much higher, but harsh working conditions and poor safety standards take a physical toll on the workers. Many Jadranic miners will ultimately suffer from chronic health conditions or be left unable to work due to workplace injuries, leaving their surviving family members to pick up their medical expenses and provide for the family itself. With such prospects it is easy to see why many rural Jadraners instead migrate to the cities or choose a life of military service.&lt;br /&gt;
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==Major Cities==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Second only to Moroz,”&amp;lt;/i&amp;gt; - Unofficial motto of the Imperial Mandate.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Even decades after its entry into the Empire of Dominia, Novi Jadran remains a primarily rural world with few major settlements beyond its four major cities: Nova Rijeka, Durres, Belluno, and Nuova Vicenza. The four major cities of Novi Jadran are dominated by different political forces and their residents have lives totally unlike their rural counterparts, both of which are discussed in the culture section above.&lt;br /&gt;
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&#039;&#039;&#039;Nova Rijeka&#039;&#039;&#039;&lt;br /&gt;
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The first settlement on Novi Jadran, Nova Rijeka is the largest and most important city in the Imperial Mandate. It is the center of the Empire’s administration on the planet and an important center for the colonial administration of the wider Imperial Frontier. Located on the western shores of the Glavan Sea, one of Patria’s largest bodies of water, the capital city of the Imperial Mandate is a testament to the prosperity Dominian colonialism has brought the model colony. Following a major fire in the late 2380s the historical center of the city was rebuilt in a modernist, Morozian style favoring wide boulevards and frequent green spaces to attract tourists and please its residents. As one leaves the government center and moves into the middle and working-class neighborhoods the level of opulence decreases, but the city remains pleasant to inhabit. Its municipal tram system is held by Rijekans as the most efficient in the entire Empire, and they are known to frequently brag about this even when abroad.&lt;br /&gt;
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Due to its position on the Glavan Sea, Nova Rijeka has a significant maritime industry centered around shipping and fishing. The coastal regions of the city, where these industries are found, are home to the majority of the capital’s rural immigrant population. As the Iri River has grown more polluted from industrial runoff from its factory districts, Rijekan trawlers have begun to fish further away from the city — bringing them into conflict with coastal villages and Duke Glavan. The city, always influential, seems set to win any political conflict. Originally settled by Croatian colonists, Nova Rijeka has since heavily diversified and is home to the majority of the planet’s “off-world” Dominian population – immigrants such as Morozian Secondaries, Imperial Frontiersmen, and Lyodii who have come to the planet to make a living in its growing industries.&lt;br /&gt;
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&#039;&#039;&#039;Durres&#039;&#039;&#039;&lt;br /&gt;
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On the shores of western Patria near the mouth of the Iri river lies the industrial city of Durres. The beating heart of Novi Jadran’s industry, it is an incredibly dirty city where factories belch acrid smoke in its industrial districts and the Iri River is so filled with pollutants almost no fish can be found within it. Runoff from its industrial districts has turned areas of the Pontean Ocean  around an unusual copper-brown tone, and the city is covered in industrial smog on days when winds from the ocean  do not blow it inland. If Nova Rijeka is a testament to the wealth Dominia has brought the Imperial Mandate, Durres is a monument to how the Empire has changed its client state: initially a middling industrial town in the 2380s, it has become – alongside Jinxiang on Moroz and Hongse Chengbao on Zhurong – one of the most productive cities in the Empire. Products made here are used across the Empire and its Imperial Frontier, furthering the conquest of the free frontier worlds surrounding it.&lt;br /&gt;
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Durres is home to the largest population of rural immigrants – and their descendants – on Novi Jadran and is the birthplace of the Mjenjači movement. The poor living conditions in the city and in the surrounding countryside have freed Durres from the attention of the rural nobility, who want nothing to do with the ash-covered and polluted areas tainted by industrial runoff which surround much of the city, particularly the former mining areas on the Iri’s southern bank. This, ironically, has made Durres the de facto largest city on Novi Jadran by land mass – though much of it is technically still owned by rural nobles, prospectors and surveyors from Durres operate freely within these polluted lands, searching for the materials which allow the city to continue producing its industrial wealth.&lt;br /&gt;
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&#039;&#039;&#039;Belluno&#039;&#039;&#039;&lt;br /&gt;
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Nestled between the administrative center of Nova Rijeka and the industrial hub of Durres, Belluno serves as the main transit hub of Novi Jadran for on-world and offworld travel. A moderately important rail hub before the founding of the Imperial Mandate, the city has grown massively over the past decades and is now home to the largest single rail hub – the Belluno Central Rail Yard – in the Empire outside of Moroz. Outside of the city, shuttles and freighters from across the Empire and beyond land in massive dockyards designed by House Zhao engineers and built by Jadranic hands. Less modernized than Nova Rijeka but cleaner than Durres, Belluno serves as the best example of pre-Imperial Jadranic architecture on the planet and is home to many buildings dating back to the Solarian colonial era.&lt;br /&gt;
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Residents of Belluno are often stereotyped on Novi Jadran as numbers-focused technocrats due to the city’s massive transit industry. Outside of the Empire it is known as the birthplace of the witchfinder stories genre, with famed author Andrija Jurina living in an apartment in downtown Belluno she has refused to move out of despite her newfound wealth. Belluno was originally settled by Italian colonists primarily from Veneto and has retained cultural and culinary influence from this era – many Dominian tour books advise that while Nova Rijeka may be the most important city in the Imperial Mandate, Belluno is the one with the best food and wine.&lt;br /&gt;
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&#039;&#039;&#039;Nuova Vicenza&#039;&#039;&#039;&lt;br /&gt;
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Located on the eastern coast of Patria, near the Godwin Sea, is the only major city established after the Imperial Mandate was founded. Nuova Vicenza prior to the Empire’s arrival was a series of small, mostly unincorporated fishing villages nestled along the coast which made their livings from the fresh catch of the Pontean Ocean. House Zhao prospectors found massive fuel deposits off of the coast near these villages and quickly convinced the local noble — an impoverished man who has since faded into history — to sell them the land, which they then sold off to patrician families from the planet’s three cities. An oil boom followed and the city was transformed into a major urban center by the end of the 2300s, though one much more hastily constructed than the other three cities.&lt;br /&gt;
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Decades later the city remains a major center of fuel production for Novi Jadran, and its fuel tankers are a frequent sight on the Iri River and the rail lines of the planet. The city itself has seen oil production fall since the 2440s as older wells closer to the shore have dried up and drilling further into the ocean has proven to be difficult and unprofitable. This has caused the city’s population to decrease over the past quarter-century and many of its patricians worry its relevance will fade away as fusion power — already widely used in the Imperial Core — spreads to the Imperial Mandate, eliminating the need for the natural gas and coal that fuel much of the planet’s industrial production and power its cities.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[Category: Lore]]&lt;br /&gt;
[[Category: Planets_and_Systems]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
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		<id>https://wiki.aurorastation.org/index.php?title=Novi_Jadran&amp;diff=39602</id>
		<title>Novi Jadran</title>
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		<updated>2026-06-13T05:24:34Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Major Cities */&lt;/p&gt;
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{{Infobox Planet&lt;br /&gt;
|Name = Novi Jadran&lt;br /&gt;
|System = Alatyr&lt;br /&gt;
|Image = Imperial_Frontier.png&lt;br /&gt;
|Sector = [[The Orion Spur#Sparring Sea|Sparring Sea]]&lt;br /&gt;
|Capital = Nova Rijeka&lt;br /&gt;
|Species = Humans&lt;br /&gt;
|Languages = Vulgar Morozi, High Morozi&lt;br /&gt;
|Demonyms = Jadraner&lt;br /&gt;
|Nation = [[Empire of Dominia]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
Located within the Alatyr System, the &#039;&#039;&#039;Imperial Mandate of Novi Jadran&#039;&#039;&#039; stands as a testament to the colonial legacy of the modern [[Empire of Dominia]]. A cold, icy, and predominantly rural world which was originally colonized by the Solarian Alliance during its golden age, Novi Jadran is one of the Empire’s oldest non-Morozian colonies and straddles the border between the Imperial Core and Imperial Frontier. Famed for its loyalty to the Empire, Novi Jadran is known as the “Model Colony” and provides many of the Imperial Army’s troops. It is dominated by a powerful local nobility, many of whom neglect their charges — the villages and rural citizenry under their control — in exchange for personal enrichment. In recent years, as the current Emperor has grown more ill, many of its citizens have begun to call for the Empire to reign these nobles in and establish an administration which holds the good of the Mandate above their own interests. Only time will tell if Crown Princess Priscilla Keeser will honor these demands when she ascends to the throne, or squash the dissent.&lt;br /&gt;
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&#039;&#039;&#039;Due to Novi Jadran’s abandonment by the Solarian Alliance and its lack of immigration before this, citizens of the Imperial Mandate have names and appearances consistent with the original settlers’ origins in the countries surrounding the Adriatic Sea. This is enforceable by server moderators and admins.&#039;&#039;&#039;&lt;br /&gt;
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==History==&lt;br /&gt;
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===The Solarian Republic of Novi Jadran (2184 - 2302)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“It’s a harsh planet, yes, but rich in mineral resources. I don’t doubt it’ll be productive, Prime Minister,”&amp;lt;/i&amp;gt; - Martin Clemson (2119 - 2230), [[Sol Alliance#Departments|Solarian Secretary of Colonization]], 2178.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Despite the loss of a colonial expedition in the Baltian Frontier Sector — now the Sparring Sea — in the early 22nd century, the Solarian Alliance was interested in continued exploration, colonization, and exploitation of the southern Orion Spur throughout the 22nd century, ultimately dispatching many colonial expeditions to a region outside of the control of any major interstellar power. One of these was the Adriatic Expedition — a colonial venture founded by multiple nations on the Adriatic Sea for the purpose of establishing a colony in the broader Alliance. In the late 22nd century the Adriatic Expedition was officially launched with the Alliance’s support in the hope that the sole inhabitable world in the Alatyr System — Novi Jadran — would become a jumping-off point for further exploration of the region, and an industrial base to support the nearby colony of Sun Reach — then in the planning stage.&lt;br /&gt;
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The first colonists of Novi Jadran arrived in 2184, discovering a planet which was — ironically — not dissimilar to the nearby Moroz. These early colonists, who were mostly from Yugoslavia and the Veneto region of Italy, were more prepared for the environment they faced than the settlers of Moroz and quickly set about establishing the planetary capital: Nova Rijeka. Expansion on the planet was far slower than the Alliance had originally planned due to a combination of the harsh environment and Novi Jadran’s distance from the Solarian Core. The planet’s second major city, Belluno, was founded in 2215, but a railroad — the main form of inter-city transportation in the harsh tundra environment of the planet — from it to Nova Rijeka took until 2219 to be fully operational. A third major settlement, Durres, was established in 2237 and connected to the growing rail infrastructure by 2239.&lt;br /&gt;
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Despite being envisioned as an industrial colony much of the planet’s industry was concentrated in its four major cities, and settlements outside of these were not nearly as developed. Much of the planet’s infrastructure was dependent on advanced equipment its industrial base did not have the capacity to manufacture, and the entire world relied on high-end imports from the broader Alliance to remain functional. In the countryside Solarian bureaucrats began to gain more and more power through their ability to issue advanced technological equipment to less developed communities, and this power only increased over time. At the start of the Second Great Depression Novi Jadran was regarded as an underperforming Solarian world highly dependent on the broader Alliance for economic support, and was viewed by many colonial administrators as less successful than the nearby Solarian colony of Sun Reach.&lt;br /&gt;
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As the Interstellar War raged, Novi Jadran’s economic support fell to the wayside as the Alliance shifted resources from the frontier regions to the War itself. Economic support ground to a halt and complex infrastructure began to break down, first in more remote regions and eventually in major cities. Bureaucrats and other important officials began to hoard functional technology, some to sell it and others to see if it could somehow be produced locally. By 2302 the Solarian Republic of Novi Jadran was dominated by these officials and their families, particularly in the countryside, and remained an underdeveloped and underperforming planet. When the Elyran Revolution occurred, the planet was simply written off by the Alliance and abandoned to its fate without any effort to evacuate it.&lt;br /&gt;
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===Independent Novi Jadran (2302 - 2389)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The true end of the Solarian hegemonic era came not with the Treaty of Xansan, but with the Elyran Revolution and the collapse of the Southern Frontier. The abandonment of dozens of colonies to their fates is a stain upon our nation which haunts us to this day,”&amp;lt;/i&amp;gt; - Excerpt from Ingrid von Varnhagen und Langenburg’s doctoral thesis, The Collapse of Hegemony and Rise of Elyra and Dominia.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Known by modern Jadraners as the “&#039;&#039;&#039;Decades of Deprivation&#039;&#039;&#039;,” the near-century Novi Jadran spent between Solarian and Dominian rule is regarded by most contemporary residents of the planet as a time of darkness and suffering, where advanced equipment failed and less effective solutions were developed to replace them and prevent worse failures. While the planet’s four major cities maintained some of their equipment, smaller settlements often had all of their infrastructure fail over the decades. Some of these villages and small towns were reduced to pre-space era standards of living, and the relative prosperity of the Solarian hegemonic era became a distant memory for the planet. Fusion reactors were replaced by coal plants and rail lines became the primary source of transportation and commerce for much of the world. Those who had control over the limited advanced equipment in rural areas of the planet quickly established themselves as the rulers of their areas and would, by 2389, become the noble families which now rule over much of the planet. In the urban areas where advanced technology was more easily available, patrician families with control over significant amounts of this equipment began to emerge. While no noble or patrician families ever declared outright war on one another, competition for limited technological resources led to shadow conflicts between them and rivalries which — in some cases — have lasted into the 25th century.&lt;br /&gt;
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As the 24th century began to draw to a close, Novi Jadran continued to limp along. In 2380 a new threat emerged from the nearby world of Sun Reach: raids on Jadranic vessels — limited in number as they were — and some of its settlements by the Pirate Lords of Sun Reach for the purpose of gathering loot. Most engagements were won by the Reachers, who had an orbital industrial base to support their pirate fleet — even if their planet’s surface population was even more neglected than Novi Jadran’s — and the experience needed to outmaneuver their Jadranic counterparts. Eventually, this escalated into extortion and tithes paid by the Jadranic nobility to Sun Reach’s piratical rulers, and this would continue until 2389. A catastrophic crop failure left Novi Jadran unable to pay its tithe and the Pirate Lords threatened a punitive invasion which would have assuredly resulted in mass starvation for the planet’s population.&lt;br /&gt;
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To save their world, the Jadranic nobility and its wealthy urban patricians looked to a nearby rising power to aid them: the young Empire of Dominia, then in the early period of its expansion. The Empire and Novi Jadran had been in contact with one another prior to this point and [[Moroz Holy Tribunal|Tribunalism]] had started to establish itself as a major planetary faith by the late 2300s, with many Jadraners finding common ground in the Morozian’s struggle to overcome the challenges of their cold world. Desperate to save their lives and fortunes, the nobles and patricians of the planet allowed themselves to be willingly annexed by the young Empire on 18 June, 2389. The era of Novi Jadran’s independence — the Decades of Deprivation — had ended, and the era of the Imperial Mandate of Novi Jadran had begun.&lt;br /&gt;
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===The Imperial Mandate of Novi Jadran (2389 - Present)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Jadraners have, time and time again, proved their loyalty to the Empire for little in return. They are a truly remarkable people, and a fine population to pull colonial bureaucrats from in the near future as their society embraces our values,”&amp;lt;/i&amp;gt; - Gerhard-Manfred Strelitz, then-High Lord General of His Majesty&#039;s Imperial Army, in a missive to then-Emperor Godwin Keeser (2405).&amp;lt;/center&amp;gt;&lt;br /&gt;
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For many rural Jadraners, life barely changed during the first years of the Imperial Mandate. In the cities, changes were more immediately apparent. Morozian engineers, nobles, clergy, and specialists of all kinds began to appear in Jadranic urban centers. Technology which dated back to the Solarian era began to come back online, or be recreated, as Houses Zhao and Caladius poured Imperial Pounds into Jadranic cities in an effort to create prosperous urban industrial centers — though often these facilities were far, far less safe than their Morozian counterparts. Jadraners were after all, regardless of their loyalty, not Morozian. In the countryside these changes were less apparent as many noble families — now officially part of the Dominian system of peerage — opted to enrich themselves at the expense of their populations. Those who did hope to acquire these rebuilt wonders or the goods of the broader Empire would first have to prove themselves loyal to their local noble, rather than to the broader Empire. This is viewed by some as the origin of the Jadranic veneration of Imperial nobility.&lt;br /&gt;
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After slightly over a decade of Imperial rule, Novi Jadran appeared to be on the mend. Industry — even if it was less safe than Moroz’s — was on the rise in its urban centers, and its cities had become more wealthy — and another, the coastal settlement of Nuova Vicenza, was founded in cooperation between House Zhao, House Caladius, and local patricians. Outside of the cities, however, many rural communities were deprived of access to this development by powerful noble families who wished to keep it for themselves and the communities loyal to them, favoring the wealth of themselves over the whole world. These rural populations were loyal, but had little concept of the broader Empire they were now a part of. To change this, many [[Dominian Imperial Military#The Imperial Army|Imperial Army]] recruiters visited these communities as part of recruitment drives and propaganda efforts. Many rural families were larger than their urban counterparts, and House Strelitz-aligned recruiting groups promised material and fiscal benefits far beyond what these rural Jadraners would receive from a decade of work on a farm. Dozens of regiments were raised from Novi Jadran and many were stationed on the planet itself, with Moroz — and Fisanduh — viewed as too secure to justify sending large numbers Ma’zal troops there.&lt;br /&gt;
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In 2402 the Empire’s illusion of Morozian security was shattered by the unprecedented Navy Day Uprising of the [[Fisanduh|Fisanduh Freedom Front]]. With only limited forces present on [[Moroz]] and almost all of them engaged in fighting against the 3F, Imperial Army High Command made the decision to call upon its Jadranic troops to push the insurgents back and reclaim strategically vital areas of Fisansuh. Jadraners did much of the fighting and dying on the Imperial side during the Uprising and, through their dogged fighting, both defeated the insurgents in the open field and pushed them out of important positions throughout Fisanduh. Novi Jadran, through its actions, had cemented itself as the model colony willing to defend Moroz from its greatest threat in decades. Jadraners themselves had been cemented through spilled blood as the elite of the Ma’zals, and the commoner Jadraner as nearly equal to their Morozian counterparts.&lt;br /&gt;
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In the following decades Novi Jadran has continued to serve as the model colony, frequently entertaining noble guests and colonial bureaucrats from across the Empire. It remains an important world for the Imperial Army, with many of its enlisted personnel and some of its officers coming from it, but much of its rural population remains neglected and impoverished compared to the broader Empire and the Mandate’s urban centers. As the Mandate approaches eighty years of Dominian rule, and the prospect of new absolute leadership appears to be more likely with each passing year, many in the Mandate have continued their calls for a new administration which will benefit the entire world rather than simply the nobles and their loyalists. Despite its status as the model colony, Novi Jadran may be the first challenge a successor to Emperor Keeser faces — it is a planet simply too important to lose, but what awaits the person who challenges noble authority?&lt;br /&gt;
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==Environment==&lt;br /&gt;
[[File:Novi Jadran Map.png|thumb|A map of the Imperial Mandate showing its major cities and the Imperial Jadranic Railway System, which links them together. Unlabeled dots represent outlying rural communities disconnected from the broader rail network.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“If the Goddess wanted you to wake up after sunrise, she’d have made you a Primary girlie! Keep your whining mouth shut and help me untie the boat — fish wait for no vessel,”&amp;lt;/i&amp;gt; - A Jadranic fisherman to his daughter in mid-summer. Recorded by the Imperial News Network in 2455.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Novi Jadran is a tundra world similar to Moroz in terms of its climate. Summers, and the growing season, are short and relatively warm while winters are long and harsh. The planet’s spring and early summer is a time of flooding in many rural areas as snowmelt and spring rains combine to create muddy, treacherous conditions which render travel on the unpaved roads which are common throughout rural areas difficult and potentially hazardous. This condition is repeated in the early autumn, which is a season of intense rains as the growing season draws to a close. During winter most regions of the planet have several months of consecutive below freezing average temperatures, and much of Novi Jadran’s surface outside of its equatorial region is covered in permafrost. During the peak of winter, some blizzards can last for over a week and deposit meters of snow on the ground.&lt;br /&gt;
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The planet&#039;s surface is mostly water, with a large ocean, known as Pontean Ocean, surrounding its only continent: Patria, which is covered in multiple lakes and crisscrossed by several major rivers. One of these, the Iri River, is home to the four major cities of Novi Jadran and stretches from the equatorial west to the equatorial east of Patria. The Iri River is deep and wide, supporting much of the piscine diet which dominates the planet and serving as an important economic vein for the planet. In recent years it has become increasingly polluted by industrial runoff, fueling more dissent against Governor-Marchioness Anastazija Glavan due to her refusal to halt industrial development or confront the great houses for their impact on Jadranic fishing. Smaller rivers, such as the Iri’s tributaries, suffer from pollution to a lesser extent. The majority of Patria is dominated by thick forests and tundras, with every region of the supercontinent seeing snow during the winter.&lt;br /&gt;
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The Pontean Ocean, which covers the majority of Novi Jadran’s surface, is a freshwater ocean home to large icebergs which threaten shipping and have kept explorations — and exploitations — of it limited. Coastal Jadranic communities acquire much of their food from its icy waters and the ocean produces devastating storms during winter which can wreck even steel-hulled vessels — often designed to endure conditions of the wide Iri River, inland lakes, or the coastal ocean — if they are caught far from land. On the coast, Pontean “Sea-Storms” are frequent events during winter which can leave communities trapped in meters of snow and wash away poorly-prepared residences and piers, taking them out into its waters — never to be seen again. Oceanographers hired by House Caladius and brought to the Empire from planets as distant as Silversun and Europa claim the Pontean Ocean’s deeper regions are home to extensive natural gas reserves, but exploitation of these deposits has been limited due to the ocean’s harsh conditions and the unwillingness of many Jadranic sailors to venture beyond the sight of land.&lt;br /&gt;
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Despite the Iri River’s pollution the region surrounding it is home to the planet’s largest cities and most of its population as the area’s geography allows for easier development: winters are less harsh and springs less muddy. This region is home to the &#039;&#039;&#039;Imperial Jadranic Railway System&#039;&#039;&#039; (IJRS, AKA the Imperial Jadranic Railroad), the Empire’s first major project in the Mandate, which connects the planet’s major cities and some outlying regions. The Imperial Jadranic Railroad is less advanced than its counterpart on Moroz and has struggled to reach rural areas due to the planet’s harsh environment and the demands of rural nobles. Since the early 2460s it has begun to suffer from congestion issues in the Iri River zone, with many commuters experiencing semi-frequent delays and commercial traffic congestion frequently appearing on routes to productive mining operations in the countryside. Despite delays, rail lines remain the main way for Jadraners — rural and urban — to travel and ship goods from city to city. &lt;br /&gt;
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===The Jadranic Poles===&lt;br /&gt;
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As one ventures further north — or south — from the equator by sea, one will gradually see the appearance of sea ice — large, floating islands of ice also known as icebergs. This heralds the appearance of the Jadranic polar regions: uninhabited and mostly unexplored masses of land and ice that cover the top  and bottom of Novi Jadran. Uninhabited aside from limited wildlife and nearly untouched by humanity aside from the occasional explorer, fisher, shipwreck, or overflight, no human being has ever touched the Jadranic poles — the furthest north and most southerly areas of the planet. This goal, which has taunted generations of scientists, may soon be reached — if the will is there.&lt;br /&gt;
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The northern ice sea is generally regarded as the less hospitable of the two, being further away from Patria and less travelled, with the northern coastline of the continent having few settlements on it. Any expedition northwards would be mostly on its own, with few chances of outside assistance if it ran into trouble. Worsening matters is its climate, with more sea-storms occurring in this region than anywhere else in the world. Much of its interior has yet to be mapped even by satellite due to the thickness and constant nature of its storms, but its interior is estimated to be a mostly barren, rocky landscape crisscrossed by mountain ranges with few non-subterranean species due to its constant storms. More creative — or perhaps outlandish— theories hold the inside of its storm contains an unknown race of mankind, or an alien civilization, which controls the storm. Some even claim the Goddess makes her home in the material world inside its eye, and Giovanna observes the world from Her right hand inside it. Outside the interior much of the northern ice sea is a mass of ever-shifting sea ice broken up by occasional small islands, most uninhabited aside from rare weather stations or fishing camps.&lt;br /&gt;
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The southern ice sea is comparatively more habitable, being closer to Patria — separated only by the Pontean Straight to the east — and less prone to sea-storms. There is also more human habitation along the southern coast of Patria, particularly in the Straight, with many fishing settlements launching their vessels into these southern waters. An expedition lost here could, if they were lucky, run into fishing trawlers or cargo vessels if stranded as Jadranic sailors make trips to the southern ice sea to hunt the native ice-shufflers for their hide and blubber. The interior of the southern ice sea is more well-mapped and is, based on satellite scans, a frozen desert with prominent mountain ranges — perhaps the largest on Novi Jadran — and little in the way of plant or animal life once one ventures far enough inland. The southern pole has yet to be reached here due to the intense cold and biting winds that whip down from the mountains, with recent expeditions by the Imperial Jadranic Academy of Sciences having made it within a hundred kilometers of the pole. Unlike in the north, it is a question of when the southern pole will be conquered rather than if.&lt;br /&gt;
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====Polar Flora and Fauna====&lt;br /&gt;
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In the far north and far south of the Imperial Mandate the harsh environment has led to a different style of flora and fauna. Equally hardy and often migratory, these fauna and flora are some of the only living things a polar explorer may see in the region aside from their own party. &lt;br /&gt;
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&#039;&#039;&#039;Ice-shufflers&#039;&#039;&#039; are a seal-like species found in Novi Jadran’s southern waters, ranging from the coast of Patria to the southern ice sea. Carnivorous, they often prey on smaller animals but leave humans alone unless they are near starvation or threatening their young. They are large animals with a layer of thick, rubbery skin designed to insulate them from the cold. This makes them valuable to hunt, with Jadranic fishers having long harvested them for their meat, hide, and blubber. A large enough ice-shuffler can sustain a family off of its meat and fat for months, and its hides can be used in waterproof materials such as tarps and clothes. Social animals, they typically live in “villages” populated by multiple family units. These creatures can be seen on Moroz in zoos, where their cries and howls often draw curious viewers.&lt;br /&gt;
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The &#039;&#039;&#039;polar dwarf shrub&#039;&#039;&#039; is a flowering plant found on the southern coastline of Patria along the Pontean Straight. It is a small, durable flowering plant which quickly blossoms during the first weeks after winter. The polar dwarf shrub is only 10-20 centimeters tall at its maximum height and can easily be mistaken for a flower by most observers. Its flowers are typically white, though red flowers have been observed in some areas, with the leaves of the plant being an evergreen. The plant has a high amount of resin, and can be used to start fires even when wet. If ground, it produces a pleasant aroma now commonly used in perfumes, air fresheners, and colognes.&lt;br /&gt;
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===Flora and Fauna===&lt;br /&gt;
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The long winters, seasonal snowmelt flooding, and — recently — pollution brought by industry have ensured only hardy species can thrive on Novi Jadran. Animals are often small and mammal-like, favoring thick coats to stay warm and often burrowing into the ground to survive blizzard conditions. Flora must be able to survive winters and, in many areas, flooding from the melting snow that may drown fields or uproot plants.&lt;br /&gt;
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&#039;&#039;&#039;Ducal pines&#039;&#039;&#039; are one of the planet’s most common species of trees, growing throughout the Iri River basin, and are common sights in the planet’s major cities and in many villages. Resembling Earther conifers and having m wide, deep roots, they are well-adapted to the routine flooding and freezing cycle of the planet. Ducal pines produce a sweet but viscous sap known informally as “Duke’s vitae” and can be harvested by a trained arborist, with many rural estates having dedicated tree farms for harvesting this sap. They derive their name from a prominent family of Novi Jadran: the Glavans, who have long held the title of Duke.&lt;br /&gt;
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&#039;&#039;&#039;Jadranic tundra crops&#039;&#039;&#039; are a category of cereals crops — rye, wheat, barley, etc. — genetically modified by the Alliance’s Department of Colonization decades before the arrival of Morozians and the integration of Novi Jadran into the Empire of Dominia. Similar to their Earthen counterpart, these crops are designed to survive in the colder environment of Novi Jadran, and form the basis of many rural Jadraners’ diets even today. Villages are often surrounded by fields of these crops, some harvested by hand and others by dated but functional machinery. Imperial agronomists have further developed some varieties of Jadranic tundra crops for use on the planet, but most of these remain in the fields of noble estates rather than common rural farmers. Some fields are property of the Imperial state, with their crops being grown, harvested, and placed into military rations consumed throughout the Empire.&lt;br /&gt;
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&#039;&#039;&#039;Divlji pas&#039;&#039;&#039; are a close relative of Earthen dogs which have evolved on Novi Jadran after being introduced by early colonists. They tend to be smaller than other canines, with a thin build and fairly thick fur coats. Divlji as are scavengers and typically live in small packs of four to six dogs. Commonly seen on the margins of human settlements, such as remote villages in the tundra and the towns dotting the Iri River, they are rarely a threat to humans unless threatened or starving. Still, divlji pas are regarded by many rural Jadraners as pests due to their alleged targeting of livestock and many urban Jadraners view them as filthy, disease-ridden animals. Stories of packs attacking travelers during the depths of winter, when food becomes scarce, are not uncommon in rural areas, though many tales are known to contain exaggerations and the amount of attacks has decreased with the growth of rail transportation between settlements. Still, many parents tell young Jadraners vicious packs of hungry divlji pas will drag them away if they misbehave. They are sometimes used as military symbols by Jadranic units. &lt;br /&gt;
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&#039;&#039;&#039;Krznena krava&#039;&#039;&#039; (also known as “&#039;&#039;&#039;K-Ks&#039;&#039;&#039;”), are a native animal of Novi Jadran used by Jadraners as livestock. These docil, six-legged herbivores are prized for the fur, meat, and fat by farmers, and a properly slaughtered specimen can provide enough food to sustain a household for several months. Some of the wealthiest non-noble rural Jadraners have sizable herds of these animals, which require little food compared to a cow or yak, but the rural nobility consistently maintains the largest herds. K-Ks are called “fatties” by many Jadraners due to their round shape, which comes from their thick coats, and the way they struggle to right themselves if tipped over. Their meat is canned and exported to the broader Spur, where it has found a niche audience as a luxury good. During spring months, when snowmelt often turns unpaved roads into muddy quagmires, K-Ks sometimes substitute wheeled vehicles as the primary method of rural transportation. Children’s media often uses K-Ks as a mascot due to their docile nature and furry appearance.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“When commanding troops of the Imperial Mandate one must recall a main value of its people: loyalty. Much like a dog, a Jadraner will obey their masters — we Morozians — without question if they are shown respect and given sensible orders, particularly by fellow Jadraners under your command. Treat them well and you will have a loyal unit ready to die for the Empire. Mistreat them, and you will find they hold more influence over our House than the typical Ma’zal,”&amp;lt;/i&amp;gt; - Excerpt from A Guide to Jadranic Command for Strelitz Officers (3rd Edition).&amp;lt;/center&amp;gt;&lt;br /&gt;
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Jadranic culture has been heavily influenced by Imperial rule of the planet, particularly in its urban areas, but differences are present between the culture of urban Jadraners and their rural counterparts. Historical cleavages in development, with the four major cities of Novi Jadran receiving far more investment than the countryside, have exacerbated these differences and created two cultural subgroups with similar, though slightly different, cultural beliefs and views of the broader Empire and Novi Jadran’s role in it. There are even physical differences between the two groups, with rural Jadraners typically being shorter and thinner than their urban counterparts due to their weaker diets and higher levels of malnutrition. Amongst both groups, however, loyalty to the Empire and their local nobility is viewed as socially desirable, though for divergent reasons.&lt;br /&gt;
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In both Jadranic populations the ideal of &#039;&#039;&#039;loyalty&#039;&#039;&#039; is a key element of society believed to be rooted in the struggle to survive and establish themselves on the planet’s harsh, unforgiving surface where failed or faltering harvests could be lethal for entire communities. In the pre-Imperial and post-Solarian Decades of Deprivation loyalty became more prized as survival became harder. Rural communities pledged themselves to regional leaders who would later go on to become the Jadranic noble families in the anticipation these nobles would assist them when they went hungry, while urban Jadraners placed their faith in patrician families who advocated for their interests to local nobles. In the Imperial era this dedication to loyalty had been used, and exploited, by the Imperial government to endear itself to the Jadranic population. In rural and urban environments it takes on the role of a benevolent savior and overlord, and rewards the loyal Jadranic population — particularly its nobles and urban communities — with rewards unlike any given to other Ma’zal communities.&lt;br /&gt;
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===Rural Jadraners===&lt;br /&gt;
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The majority of Novi Jadran’s population lives in small, rural communities which are often underdeveloped due to corruption and graft from their noble overlords. Rural Jadraners are, on average, shorter and thinner than their urban counterparts due to poorer diets and a greater level of early childhood malnutrition. Rural communities are often impoverished and lack modern technology, with many villages having poor or nonexistent infrastructure such as electrical grids and modern roads. The Jadranic office of the Department of Colonial Affairs turns a blind eye to corruption of local nobles in exchange for their patronage and the lavish hospitality they provide visiting Primaries, including the [[Empire of Dominia#Imperial_Cabinet|Chief Commissioner for Colonial Affairs]]. These visits, and their associated celebrations, are major events for the rural Jadraner’s of a noble’s domain, and those who are able to make an offering to catch a visiting Primary’s eye will do so. Catching the attention of a Primary is a quick way to receive boons ranging from small gifts to the taking-on of the Jadraner’s family as wards to enrolling the Jadraner’s family in advanced schooling such as the Royal Engineering Institute or Valentina Caladius School for Gifted Ma’zals. Those who do not acquire this patronage may simply try again next time, never try again, or try their luck in the industrial, urban centers of the planet.&lt;br /&gt;
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Rural Jadranic life can be quite harsh, particularly during the long winter months of the planet. Fishing is a vital skill for many communities as crops are often impractical to grow without greenhouses, and rural communities along the Iri River and equatorial Pontean Ocean  have historically been the most prosperous of the planet’s non-urban settlements. With the growing industrialization of Novi Jadran since 2389 and the increasing level of pollution in the Iri River, many of these once-prosperous riverine communities have emptied out as fishing has become non-viable due to the hazardous nature of the Iri’s waters. Coastal communities have fared better, and many send much of their catch to urban markets where they make large profits, and are home to some of the most developed infrastructure outside of the urban settlements. Life in these settlements, however, is harsh: the Pontean ocean is wracked by violent storms throughout the winter and fishing on the open Ocean  requires long, demanding hours on all days of the week. Not every boat which goes out will make it back, particularly during the winter. Coastal rural communities are regarded as more superstitious and Goddess-fearing than their inland counterparts, and many feature shrines to the Goddess where She is clad in the traditional yellow rain slicker and hat of Jadranic fishers.&lt;br /&gt;
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In every rural community there is a cadre of individuals who have been deemed loyal by the region’s noble overlord. Typically, these notables serve as the leaders of a community and receive advanced equipment and training in exchange for continued loyalty to the noble family which rules over them. They often distribute this equipment to individuals loyal to them, thus ensuring a system of patronage which allows them to maintain their power over a community. While they are not nobles, these notables have a degree of political influence which allows them to ask favors of their overlords and are often the people who determine where the extensive rail lines of Novi Jadran will expand to next.&lt;br /&gt;
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====Rural Jadraners and the Imperial Army====&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Generally enlisted personnel, rural Jadraners will be the bulk of your command. Do not be fooled by their slighter frames and smaller builds compared to Morozians: they are as reliable and loyal as any Secondary,”&amp;lt;/i&amp;gt;  - Excerpt from A Guide to Jadranic Command for Strelitz Officers (3rd Edition).&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:House_Strelitz.png|thumb|right|The dark red standard of House Strelitz, the great house which dominates the Imperial Army.]]&lt;br /&gt;
With limited economic opportunities, harsh living conditions, and the Jadranic tradition of loyalty, the rural areas of Novi Jadran are a frequent target for Imperial Army recruitment drives. These recruiters, who are often Morozians or urban Jadraners who have expressed a high level of patriotism for the Empire, arrive by train at the end of the summer harvest — when many families wonder if they’ll have enough food to last through the winter — and present the benefits of enlistment: higher wages compared to farm or fishery work, training in valuable skills, a chance to lift the entire family’s Mo’ri’zal, and other benefits. Many recruiters will offer cash bounties for enlistment, or provide advanced equipment such as an electrical grid to villages able to consistently provide recruits. Parents eager to see their sons and daughters succeed in life, or worried they will not last through the winter, or simply motivated by greed, push their children to volunteer and serve both Goddess and Jadran in the Imperial military. Most willingly enlist, while some are forced or coerced by their parents or guardians.&lt;br /&gt;
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Rural Jadraners who enlist into the Imperial Army — or more rarely the Imperial Fleet, which does much of its recruitment in urban areas — must often be sent through an adjustment period at their billet as many experience profound culture shock upon arriving in the major cities of the planet. They have exchanged a life of manual labor for one of military training, and traded the muddy, unpaved streets of their rural villages for the paved roads of the four major cities and the insulated, heated barracks of the many Imperial Army bases on the planet. Over a period of weeks they are molded into “modern” Integrated Ma’zals suitable for Army service and able to interact with even Morozian officers. These Jadranic soldiers often send much of their salary back to their villages, but rarely move back into them for extended periods after their service ends. Life in the Imperial Army is often difficult, and one can always die in service, but many rural Jadraners view it as the best way to achieve a better life. However, rural Jadraners form a smaller portion of the Imperial Army’s officer corps when compared to their urban, or Morozian, counterparts. Primarily they serve as enlisted troops, sometimes rising to junior officer ranks. There has never been a rural-originating Jadranic general officer.&lt;br /&gt;
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In the villages where troops are recruited from, the departure of their sons and daughters to the Imperial Army is viewed with a mixture of pride, sorrow, jealousy, and worry. Those who remain view the departing as representing their village, and their parents are regarded as good people and model Imperial citizens for committing their children to the military — sacrificing a spare hand on the farm in the process. Some who remain, such as the siblings of recruits, view them with a degree of envy and jealousy as the recruits are free from the burdens of rural manual labor, the cold winters of the Jadranic countryside, and the simple boredom of rural life. Many who feel this way are destined to become Army recruits themselves, particularly once the soldier begins sending money back to their village. Due to the expense associated with portraits and the rarity of professional photographers in the countryside, rural households will often have a sketch of their relative in uniform in their house rather than a painting or professional portrait. Due to the poor conditions of rural infrastructure the parents of soldiers often have difficulty communicating with their children, with their telephones — which not all villages possess — or computers being unable to reach beyond Novi Jadran, and instead having to rely upon the Imperial Dominian Mail Service to communicate via letters. Sometimes, of course, despite the prayers of their family and a village’s clergy, the letters stop coming.&lt;br /&gt;
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To receive official confirmation of an immediate relative’s death in the line of duty a resident of the Jadranic countryside must undertake the Journey of Sorrow, the colloquial name for the trip one must take from their village to one of the four major cities to confirm the death with the Imperial Army’s records department. The journey starts when one is advised, generally by letter, of a relative’s death and summoned to the nearest major city to receive the body, official death certificate, and associated [[Empire of Dominia#The_Mo’ri’zal|Mo’ri’zal]] adjustments that come from a death in service of the Imperial military. For a rural Jadraner this is an expensive, time-consuming process which will take them away from their village and job for weeks on end, if not months, as they journey to the city and acquire their relative’s body, then travel back to make funeral arrangements. Often only two to three members of a family will go, and their missing spots in the family’s jobs will be covered by younger relatives or trusted neighbors. The sight of weeping peasants with black armbands — commonly worn by Tribunalists in mourning — is common enough in major urban centers to be a point of discussion in urban Jadranic circles.&lt;br /&gt;
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====Rural to Urban Migration====&lt;br /&gt;
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Rural Jadraners do, like many people across the Orion Spur, move to urban centers in search of greater employment opportunities for their families. On Novi Jadran itself these migrants are often found in the poorer sections of urban areas and in lower-paying industrial or service sector jobs — such as armaments workers or household servant work — as they lack the technical skills and generational wealth of the urbanite counterparts. Over time these rural Jadraners typically adapt to their environment and many do establish themselves in more profitable, and prestigious, careers such as white collar work and blue collar management, but this often takes years if not entire generations. As they speak a slightly different dialect of Vulgar Morozi when compared to their urban counterparts, many will attempt to suppress their accent in an effort to appear more urbanized, and thus more skilled and desirable for promotions. As migrants often live in urban communities with other rural Jadraners referred to as “&#039;&#039;Vilagjet&#039;&#039;” — a combination of the Jadranic words for “village” and “neighborhood” — by urban Jadraners, immersion into urban culture can be difficult for new arrivals.&lt;br /&gt;
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===Urban Jadraners===&lt;br /&gt;
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A minority of Novi Jadran’s population lives in its four major cities — Nova Rijeka, Belluno, and Durres — and their outlying neighborhoods where the majority of Imperial development has been concentrated. Urbanite Jadraners are the wealthiest non-Morozian group in the Empire of Dominia and are generally taller and often bulkier than their rural counterparts due to a better diet. This wealth, which has been quickly amassed since 2389, has transformed many urban Jadranic families from impoverished working-class families into middle or upper middle class bureaucrats and Integrated Ma’zals with money to spend on luxury goods, education, and the latest Morozian cultural imports. Cities which once were covered in decaying, half-abandoned Solarian-era industrial parks have been transformed into lavish industrial centers of the Empire where imported Morozian luxury cars carrying visiting Morozian tourists travel next to the ubiquitous urban rail lines of the four cities.&lt;br /&gt;
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But beneath the surface of newfound wealth and prosperity lies an inconvenient truth: the money which has created the urban Jadranic renaissance comes from the colonial empire of Moroz. Despite being Ma’zals — though valuable, trusted Ma’zals — the urban Jadraners have readily, even gleefully, embraced their role in the colonial system as its bureaucrats, mid-ranking military officers, and technical professionals. While there is no widespread effort to move away from this system which has brought them such wealth, some younger urbanites have begun to question the Department of Colonial Affairs’ role in continuous rural poverty. Many of these young Jadranic urbanites have taken to joining counterculture movements which call for a new approach to government in the style of famed pro-Imperial reformist Edvard Posavec — a close ally of Crown Princess Priscilla, the heir apparent, who has called for an adjustment of the system of rural governance. Some go even beyond this, calling for the rural nobles to be entirely disenfranchised and removed from power — but this is a radical opinion rarely heard in the coffee shops which dissident youths and intellectuals favor.&lt;br /&gt;
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Urban Jadranic life is less impacted by the changing seasons as the typical urban resident works in either an industrial area, white-collar office, or service industry and acquired their foot from a local store rather than catching it or growing it themselves. Novi Jadran’s four major cities are known throughout the Empire as productive industrial centers which produce many of the perishable foodstuffs and equipment consumed throughout the Imperial Frontier, and Imperial Army equipment commonly bears the Jadranic industrial seal of quality somewhere in its steel. Jadranic heavy industry, however, is poorly regulated compared to elsewhere in the Spur: workers are expected to put in long hours at their jobs with few breaks, factories are far more dirty than elsewhere in the Spur (though Svarog, in the Federal Technocracy of Galatea, still outpaces the planet), and industrial accidents and deaths are frightening common. Attempts to regulate Jadranic factories have been prevented by the government, fueling further anti-Glavan and pro-Posavec dissent.&lt;br /&gt;
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When urban Jadraners join the military, which they often do, they typically serve as officers or specialized personnel such as engineers and medical professionals due to their higher levels of education than rural Jadraners. Urban Jadraners serve in all three branches of the Imperial military and have risen highest in the Imperial Army, where several have become members of Imperial Army High Command (HCAI), the central decision-making body overseen by the High Lord General. In the more Morozian-centered Fleet and Flying Corps, Jadraners have found less success. Jadraners in the Fleet often do not rise beyond junior flag officer ranks and few Flying Corps fighter pilots are Secondaries, let alone Jadraners. Having at least one child in the Imperial military — generally the Army — is seen as a desirable trait for urban families, with many viewing it as their way of showing continued loyalty to the Empire. Photos or paintings of current or historical relatives in uniform feature prominently in many urban residences, and these officers are easily able to remain in touch with their families due to the greater level of technology in cities.&lt;br /&gt;
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====Urban Counterculture====&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“That we even have these ‘movements’ is an insult to everything our government stands for, and a slap to the face of our Empire!”&amp;lt;/i&amp;gt; - [[Council of Imperial Governors#Imperial Mandate of Novi Jadran|Governor-Marchioness Anastazija Glavan]] in a meeting with the constabulary in Nova Rijeka, 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The counterculture, or dissident, movement of Novi Jadran’s four major cities is concentrated amongst the young and educated urban population of the cities, and has its origins in the classrooms of the Royal Engineering Institute of Nova Rijeka. There, in the early 2300s, the educated Jadranic classes began to emerge and were tasked with improving their Mandate for the broader Empire’s glory and continued prosperity. But as Novi Jadran has changed, so too has its counterculture movements, which have become three distinct groups: the established, urban Jadranists, the youth-centered Mjenjači, and the more radical Posavacists.&lt;br /&gt;
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&#039;&#039;&#039;Jadranists (Jadranism)&#039;&#039;&#039;&lt;br /&gt;
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The central pillar of the Jadranist movement is the neglect of the countryside by the nobles who are, according to the Mandate’s government and the broader Empire, meant to develop it and bring prosperity to all of Novi Jadran. But they have not, and many rural nobles have opted to enrich themselves with funds meant for rural development. Furthermore, they have interfered and meddled with efforts by urban professionals to create projects in the countryside such as railroads, mines, and electrical grids, forcing development to cater to their systems of patronage rather than the empirical studies of the Royal Institute. Frustrated and unable to formally act against the rural nobles due to their status as “just”  commoner Ma’zals, these professionals began to debate what could be done about the sorry state of rural life on Novi Jadran in classrooms, middle-class living rooms, coffee shops, and other places the Jadranic intelligentsia frequented. By the 2410s this movement, still concentrated in the university-educated classes of urban Novi Jadran, was known as Jadranism.&lt;br /&gt;
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Jadranists advocate for a lessening of rural noble privileges and more oversight of rural development, with many calling for the Empire to replace the current governor and begin anti-corruption investigations into the colonial administration of the planet. They hold a patronizing attitude towards rural Jadraners and view themselves — the educated, urban elite — as more able to make decisions than their uneducated, rural counterparts. This stance — and the poor working conditions of many rural industrial facilities — has won them few friends amongst rural community leaders, but their connections to urban patricians have ensured their continued relevance. The Jadranist faction is closely aligned to Edvard Posavac’s movement, but is viewed poorly by youth dissident groups. It is a common joke amongst the Mjenjači the quickest way to ensure change is to have a Jadranist speak to a rural noble — they’ll quickly die from boredom.&lt;br /&gt;
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&#039;&#039;&#039;Mjenjači&#039;&#039;&#039;&lt;br /&gt;
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Literally translating from Jadranic Morozi as “Gearboxes,” the Mjenjači (also rendered Mjenjachi) are a counterculture — arguably, a dissident — group primarily made up of the descendants of rural Jadranic immigrants to urban centers during the early Imperial period. A cross-class movement which includes everyone from the children of factory workers to those of white collar professionals, many Mjenjači are university or primary school students and their political influence is the smallest of the three major counterculture groups. The Mjenjači first emerged in the 2430s and their name is a reference to the common employment of first-generation rural immigrants: factory work.&lt;br /&gt;
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Unlike the Jadranists and Posavacists, which are political in nature, the Mjenjači are a cultural movement which has grown out of the experience of rural life and urban migration, and the resulting discontent with the colonial administration. Mjenjači clubs are frequent sights in university districts and in Vilagjet communities, and their fashion trends — which favor dark, earthen tones reminiscent of the clothes worn by poor urban Jadraners but influenced by Jintarian “punk” trends — have become popular amongst young urbanites in the 2460s. While their political pull is limited, the Mjenjači broadly support more autonomy for rural communities and more resources for their development. As a youth movement, they are often found on campuses and many recent graduates still subscribe to some of its cultural practices, such as its mode of dress.&lt;br /&gt;
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While it lacks true political influence the Mjenjači movement is viewed with suspicion by the Royal Jadranic Constabulary for its skepticism of the government and distaste for military service, which many Mjenjači view as exploiting the rural population. It is not uncommon for constables to break up Mjenjači gatherings at the orders of bureaucrats and local notables, and the movement has a reputation for petty hooliganism throughout much of urban Novi Jadran as a result — a reputation the Mjenjači view as undeserved.&lt;br /&gt;
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&#039;&#039;&#039;Posavacists&#039;&#039;&#039;&lt;br /&gt;
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Formed by Imperial diplomat [[Council of Imperial Governors#Imperial Mandate of Novi Jadran|Edvard Posavec]] in the latter years of the 2440s, the Posavacists are a young and shockingly influential counterculture movement which calls for the establishment of an oversight system for the rural nobility to prevent their excesses. Some radicals, whom the movement seems to publicize more than their mainstream peers, call for a total replacement of the traditional nobles with, “more qualified Morozians,” instead. Like Posavec himself much of his movement is made up of educated urban commoners, particularly those in the Imperial bureaucracy, and it has limited support outside of this group — though its deep pockets allow for many to be hired on as demonstrators.&lt;br /&gt;
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The Posavecists are viewed as a dangerous group by the current Governor due to their deep connections in the bureaucracy and Posavec’s most important ally: the crown princess, [[Keeser Royal Family#Crown Princess Priscilla Keeser|Priscilla Keeser]] herself. Her influence shield the movement from much of the harassment others face and she is rumored to be a major funder of its goals due to the long-rumored distaste Priscilla and Governor-Marchioness Glavan hold for one another. As long as her influence holds, they will remain untouched — and perhaps even be swept into power after Empress Priscillla is crowned.&lt;br /&gt;
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==Government==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The existence of Novi Jadran — a colonized society used to colonize others — is proof of the Empire’s depravity, and how far they have strayed from the Goddess’ light,”&amp;lt;/i&amp;gt; - Anonymous Xanan of Fisanduhian descent interviewed by the Xanu News Network’s Liao Qi in early 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Imperial Mandate of Novi Jadran is a subject of the Empire of Dominia which is ruled by Governor-Marchioness Anastazija Glavan, a Jadranic noblewoman from Nova Rijeka and retired Imperial Army officer who has held the position since 2455 and is widely unpopular amongst the common Jadranic population for her unwillingness — or perhaps her inability — to contest the opinions of nobles and fight for the rights many Jadraners believe they have earned by their blood spilled in the Empire’s service. Compounding her issues, Glavan must answer to the whims of Novi Jadran’s nobility. Though not Morozian Primaries, these nobles dominate much of the Jadranic countryside and hold significant political influence in its cities and government. Without their cooperation, life in the planet’s urban centers would grind to a halt as food and raw materials stopped arriving at the necessary rates.&lt;br /&gt;
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The colonial bureaucracy of Novi Jadran is de jure entirely under the control of the Department of Colonial Affairs, as it is an Imperial Mandate of the broader Empire. De facto, the Department has a hands-off approach where Novi Jadran is left to manage its own internal affairs due to its proven loyalty, and Morozian Primary bureaucrats — with their Secondary colleagues — are treated lavishly on the planet when they arrive. The Imperial Mandate’s bureaucracy is itself divided between the rural and urban zones, with the rural areas dominated by the Jadranic nobility and the urban areas dominated by the more meritocratic bureaucracy of the urban patrician classes, who must ensure profits continue to flow into their urban holdings. In the countryside, graft and corruption by rural nobles — with Morozian Primaries of the Department of Colonial Affairs often receiving kickbacks — ensures the administration is inefficient and benefits nobles first, with commoners second.&lt;br /&gt;
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[[Dominian Security and Law||Non-Tribunalist criminal enforcement]] on Novi Jadran is handled by the local branch of His Imperial Majesty’s Constabulary Service: the Imperial Jadranic Colonial Constabulary (IJCC), which is further divided into rural and urban sections. The IJCC has a reputation for excellence in the broader Empire and across Novi Jadran, with low rates of corruption and high rates of solving cases — particularly in urban areas. Urban constables are common sights in most city districts, with their peaked caps and uniform intentionally designed to evoke the appearance of an Imperial Army officer. Rural constables are less frequent, with many villages only having a single constable for their region. Despite their low numbers, rural constables have a reputation for doggedly tracking fugitives for dozens — sometimes — hundreds of kilometers, often with the assistance of Imperial Lyodii seconded to the IJCC from the Lyodic Rifles, until they bring their suspect to justice.&lt;br /&gt;
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===Major Rural Noble Families===&lt;br /&gt;
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While not Morozian Primaries, the rural nobility of Novi Jadran are still viewed as the social elite of the planet and are de facto equal to their Morozian counterparts, though de jure they are subordinated to Moroz’s will. Noble houses on the model colony are much smaller than their Morozian great house counterparts, often only a few dozen relatives and their retainers, and hold sway over the vast majority of the planet’s countryside. Many rural Jadraners are more loyal to their local noble family than the central government of the planet, which these nobles use as leverage against the cities and their patricians.&lt;br /&gt;
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&#039;&#039;&#039;Duke Dragan Glavan&#039;&#039;&#039;, father to the current Governor-Marchioness, is a towering figure in the political environment of the Imperial Mandate due to the Glavan family’s dominance of the fertile countryside near Lake Glavan and Nova Rijeka, which remains outside of the Duke’s control — much to his continued frustration. Duke Glavan is a military-minded man who ensures the rural population under his control provides more recruits to the Imperial Army than any other noble-controlled region, and he is famous for his valor during the Dominian conquest of Sun Reach — where he served as an officer. Dragan typically invites members of House Strelitz to his domain and organizes elaborate hunting parties and celebrations for him, maintaining large, private hunting forests where trespassing commoners are given the choice of execution or service in the Imperial Army if caught. A harsh, militant individual, Dragan is disliked by many in Nova Rijeka for his domineering attitude towards the city and constant meddling with its railroad networks. He is a frequent object of satire in the Novi Rijeka Gazette, the Mandate’s most widely-read newspaper.  The Duke has attempted many times to shut the Gazette down, only to be frustrated by the mysterious — and unknown — Morozian noble who bankrolls it. Rumor has it the crown princess herself is the Gazette’s patron, and it is funded to frustrate the Galvans.&lt;br /&gt;
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&#039;&#039;&#039;Duchess Filomena di Falerio&#039;&#039;&#039;, second of her name, controls large, mostly barren swathes of land in northern Patria near the Godwin Sea, having inherited it from her father upon his passing in 2431. Over the intervening thirty years Filomena, an engineer by training, has opened up the di Falerio holdings to investment by the great houses, megacorporations, and urban Jadranic businesses after a village discovered large mineral veins in the foothills where they tended their groves. The rural villagers were shortly forced off their land by Eridani mercenaries hired by Filomena and mineral rights were sold off to the highest bidders, even if they were offworld, with the expectation the family would receive a cut of the profits. Filomena frequently invites engineers from House Zhao to her domain, and frequently entertains Admiral-Governor Lanying Zhao of Zhurong. The wealthiest of all rural nobles, Filomena is regarded as by far the most cruel. Her gaunt, commanding visage is frequently seen in anti-noble literature distributed by the Posavecists’ radical faction, and some whisper that she is only kept in power through her use of mercenaries, the amount of kickbacks she provides to the government, and the sheer volume of raw materials she provides to the urban factories of the planet. Even if the methods to gather them are cruel, some say, does it truly matter when we do not see them?&lt;br /&gt;
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&#039;&#039;&#039;Duke Ludovico di Brignole&#039;&#039;&#039; controls a stretch of fertile coastal land south of Durres along the Pontean coast. Not as wealthy as the di Falerios nor as militant as House Glavan Ludovico is, in many ways, the archetypal rural noble. His holdings are poor, yes, but they are local and faithful to the Empire and the Goddess alike. Money which should go to them instead goes to excessive celebrations for Morozian Primaries which benefit House di Brignole, yes, but he provides the rural citizenry with enough to make a living — even if barely any villages have electricity and some must walk for days to reach the nearest rail line. The Duke himself is a pious, somewhat dull man who seeks the patronage of any Morozian who visits his holdings. The territory he controls is regarded by many Jadraners as a breadbasket for its bountiful fishing grounds, and more temperate weather due to the Pontean Ocean ’s currents. The warm temperatures have, in recent decades, made the coastal villages popular vacation spots for urban Jadraners — a process which has, ironically, seen these villages quickly transformed into wonders of rural infrastructure. Many Jadraners — both rural residents of the duchy and urban visitors — have noted the only reason for this modernization was the promise of Imperial Pounds, shedding much light on Ludovico’s true character.&lt;br /&gt;
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===Education===&lt;br /&gt;
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Over its decades of integration with the Empire, the Mandate has seen significant resources invested into its education sector. However, while some of this is directed to rural schools, most of the money is directed to the urban centers — either by the budget or by corruption in the local bureaucracy that favors the patrician families of the cities. This investment has ensured a wealthy urban Jadraner is, though they remain a Ma’zal, typically able to enter the same professionals as a Secondary: mid-level bureaucratic positions, serving as [[Dominian Imperial Military|military officers]], working as doctors and engineers, and more. Prior to entering [[Human Educational Institutions#Empire of Dominia|university]] Urban Jadraners will have gone through standard education under Morozian curriculum and are often passingly fluent in High Morozi, allowing them to work more easily in the broader Empire. Culturally, their [[Moroz|Morozian-based]] curriculum means an urbanite Jadraner is extremely similar in their beliefs and outlooks to their Morozian peers.&lt;br /&gt;
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In the countryside the educational system is less well-funded and lacks opportunities beyond primary education, and this is often the best-case scenario. A rural village may have a small school or no school at all, requiring students to seek passage to another community for their standard education. This education is often rudimentary and basic, focused topics such as literacy, arithmetic, and Imperial history in an effort to make them loyal and useful citizens of the Empire. Attempts to reform or better fund rural Jadranic education have been frustrated by a lack of funding and endemic corruption in the countryside, causing much of the funding marked for their services to be funneled into noble estates or the cities. While frowned upon in the rest of the Empire, physical punishment for misbehaving or inattentive students is common in these rural schools, and a slap across the face for inattentiveness is not an uncommon experience for pupils. Rural pupils generally lag behind their urban counterparts, and many who go on to join the Imperial military receive further practical education in it — further encouraging military enlistment for these young Jadraners.&lt;br /&gt;
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The stark difference in urban-rural education has served to reinforce the divide between urban and rural Jadraners throughout the Imperial era (2389 - Present). Urban Jadraners are often — even in the working class — well-read and well-educated, and have further assimilated Morozian culture into their lives. Thanks to his educational system, a factory worker in Durres who has completed primary school often has more in common with a Morozian light-years away than he does with a rural Jadraner living an hour’s rail travel outside of the urbanized Iri River region. A rural Jadraner, meanwhile, may struggle to read even Vulgar Morozi until she receives further education — often provided by the military — and often has a poor understanding of Morozian culture beyond the Holy Tribunal. This difference is a major factor behind the sense of superiority many urban Jadraners — cultured, educated, and practically Morozian in their own eyes — feel over rural Jadraners — piggish, uneducated, and clinging to primitive savagery in the same urbanite eyes.&lt;br /&gt;
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Below the university level private and boarding schools are not uncommon, particularly for noble and patrician families. Some children of elite Jadraners are sent abroad and educated in private schools on Moroz, in the hope they will become more Morozian and thus bring more prestige to the family. For the blue-collar urbanite or impoverished rural families this is far beyond their means, and they must instead rely on whatever public schools are available. Jadranic parents in the colonial bureaucracy or the military may instead opt to send their children to boarding schools, state-run institutions catering to the planet’s middle class which are designed to help raise the next generation of Imperial bureaucrats and military officers.&lt;br /&gt;
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These boarding schools are often run or affiliated with the Empire’s great houses, particularly [[Empire of Dominia Great Houses#House Caladius|House Caladius]], and often select poor rural Jadraners who would otherwise have no true access to high-quality education. The selection process for these students is mostly closed to public scrutiny, though rumors suggest the great house selected the relatives of deceased military personnel or those who show exceptional faith in the [[Moroz Holy Tribunal|Holy Tribunal]]. Sarcastically known as “evolved” rural Jadraners by their urban counterparts, these rural scions of House Caladius are usually trained to become civil servants — the glue that holds the burgeoning [[Empire of Dominia#Population and Planets|Dominian colonial empire]] together. Many urban students — who often train to join the Imperial civil service — have a strong dislike of the Caladius boarding school students, which they view as competition in an already limited job market. For this reason, many boarding school scions go on to serve in enterprises already dominated by their patron great house — effectively providing the Caladius with a group of professionals loyal to them first, and all other groups second.&lt;br /&gt;
&lt;br /&gt;
In the cities young Jadraners — and some Imperials from abroad — have access to a robust university education system funded by the Empire and House Keeser. These institutions have produced some of the planet’s best and brightest, including Doctor Rahela Lemnaru — one of the first sociologists to research the Imperial Frontier in depth — and Edvard Posavec — a renowned political reformist. Recent graduates of institutions such as the Royal Engineering Institute of Nova Rijeka or the Imperial Jadranic Academy of Sciences have found themselves most likely to work for a house corporation or the government.&lt;br /&gt;
&lt;br /&gt;
==Economics==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“From Moroz to Sun Reach we provide what you need, when you need it, however you need it,”&amp;lt;/i&amp;gt; - Motto of Jadranic firm Belluno Interstellar Logistics (BLI).&amp;lt;/center&amp;gt;&lt;br /&gt;
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Novi Jadran’s urban settlements, despite the poverty of much of its countryside, are productive industrial areas which provide much of the weaponry and equipment used by the Imperial military — though Zhurong still outpaces it — and produce consumer goods used throughout the Empire such as foodstuffs, with Jadranic canneries producing much of the food commonly available on the Imperial Frontier. While many of these factories are owned by the great houses, particularly Zhao and Caladius, a slim majority are owned by native Jadranic firms run by urban patricians. Safety standards in Jadranic factories are lower than in the Imperial Core and injuries occur at a higher rate as a result. Jadranic workers — and some factory owners — have protested for higher standards, but the government — at the behest of the great houses — has always denied these motions. In recent years, with Emperor Boleslaw growing older, this has become a greater and greater point of discontent with Governor-Marchioness Glavan’s regime, and many factory workers eagerly await the day she is sacked by the crown princess. In contrast to the factories, Jadranic clockmakers are widely seen as some of the best in the Spur and have retained their traditional style of production in small workshops. With their craft dating back to the pre-Imperial era, some clockmaking workshops have centuries of experience and their products are highly valued throughout the Spur — some have been purchased by customers as far away as Earth.&lt;br /&gt;
&lt;br /&gt;
The four cities of Novi Jadran are connected by large, well-developed freight and commercial rail networks which many urban Jadraners view as the pride of the Imperial Mandate. Jadraners are some of the most adept rail engineers in the modern Orion Spur, and the planet is now crisscrossed by thousands of kilometers of rail lines which move everything from food to tourists to the raw materials which its factories will turn into the lifeblood of the Imperial Frontier. Due to the harsh winters Jadranic trains are often larger than their foreign counterparts and feature large snowplows to toss aside even post-blizzard snowfalls. Visiting Morozian Primaries often travel across the planet by rail in luxury cars, favoring it over often poorly-maintained rural roads.&lt;br /&gt;
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The rural Jadranic economy is smaller and less profitable than its urban counterpart due to neglect and the simple fact that foodstuffs are much cheaper when compared to the finished goods produced in urban environments. Primarily revolving around fishing and farming, the rural economy demands long hours for little pay and few opportunities. Some instead work in mining industries under the employ of rural nobles, Morozians, or urban Jadraners. Here the pay is much higher, but harsh working conditions and poor safety standards take a physical toll on the workers. Many Jadranic miners will ultimately suffer from chronic health conditions or be left unable to work due to workplace injuries, leaving their surviving family members to pick up their medical expenses and provide for the family itself. With such prospects it is easy to see why many rural Jadraners instead migrate to the cities or choose a life of military service.&lt;br /&gt;
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==Major Cities==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Second only to Moroz,”&amp;lt;/i&amp;gt; - Unofficial motto of the Imperial Mandate.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even decades after its entry into the Empire of Dominia, Novi Jadran remains a primarily rural world with few major settlements beyond its four major cities: Nova Rijeka, Durres, Belluno, and Nuova Vicenza. The four major cities of Novi Jadran are dominated by different political forces and their residents have lives totally unlike their rural counterparts, both of which are discussed in the culture section above.&lt;br /&gt;
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&#039;&#039;&#039;Nova Rijeka&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first settlement on Novi Jadran, Nova Rijeka is the largest and most important city in the Imperial Mandate. It is the center of the Empire’s administration on the planet and an important center for the colonial administration of the wider Imperial Frontier. Located on the western shores of the Glavan Sea, one of Patria’s largest bodies of water, the capital city of the Imperial Mandate is a testament to the prosperity Dominian colonialism has brought the model colony. Following a major fire in the late 2380s the historical center of the city was rebuilt in a modernist, Morozian style favoring wide boulevards and frequent green spaces to attract tourists and please its residents. As one leaves the government center and moves into the middle and working-class neighborhoods the level of opulence decreases, but the city remains pleasant to inhabit. Its municipal tram system is held by Rijekans as the most efficient in the entire Empire, and they are known to frequently brag about this even when abroad.&lt;br /&gt;
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Due to its position on the Glavan Sea, Nova Rijeka has a significant maritime industry centered around shipping and fishing. The coastal regions of the city, where these industries are found, are home to the majority of the capital’s rural immigrant population. As the Iri River has grown more polluted from industrial runoff from its factory districts, Rijekan trawlers have begun to fish further away from the city — bringing them into conflict with coastal villages and Duke Glavan. The city, always influential, seems set to win any political conflict. Originally settled by Croatian colonists, Nova Rijeka has since heavily diversified and is home to the majority of the planet’s “off-world” Dominian population – immigrants such as Morozian Secondaries, Imperial Frontiersmen, and Lyodii who have come to the planet to make a living in its growing industries.&lt;br /&gt;
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&#039;&#039;&#039;Durres&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On the shores of western Patria near the mouth of the Iri river lies the industrial city of Durres. The beating heart of Novi Jadran’s industry, it is an incredibly dirty city where factories belch acrid smoke in its industrial districts and the Iri River is so filled with pollutants almost no fish can be found within it. Runoff from its industrial districts has turned areas of the Pontean Ocean  around an unusual copper-brown tone, and the city is covered in industrial smog on days when winds from the ocean  do not blow it inland. If Nova Rijeka is a testament to the wealth Dominia has brought the Imperial Mandate, Durres is a monument to how the Empire has changed its client state: initially a middling industrial town in the 2380s, it has become – alongside Jinxiang on Moroz and Hongse Chengbao on Zhurong – one of the most productive cities in the Empire. Products made here are used across the Empire and its Imperial Frontier, furthering the conquest of the free frontier worlds surrounding it.&lt;br /&gt;
&lt;br /&gt;
Durres is home to the largest population of rural immigrants – and their descendants – on Novi Jadran and is the birthplace of the Mjenjači movement. The poor living conditions in the city and in the surrounding countryside have freed Durres from the attention of the rural nobility, who want nothing to do with the ash-covered and polluted areas tainted by industrial runoff which surround much of the city, particularly the former mining areas on the Iri’s southern bank. This, ironically, has made Durres the de facto largest city on Novi Jadran by land mass – though much of it is technically still owned by rural nobles, prospectors and surveyors from Durres operate freely within these polluted lands, searching for the materials which allow the city to continue producing its industrial wealth.&lt;br /&gt;
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&#039;&#039;&#039;Belluno&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nestled between the administrative center of Nova Rijeka and the industrial hub of Durres, Belluno serves as the main transit hub of Novi Jadran for on-world and offworld travel. A moderately important rail hub before the founding of the Imperial Mandate, the city has grown massively over the past decades and is now home to the largest single rail hub – the Belluno Central Rail Yard – in the Empire outside of Moroz. Outside of the city, shuttles and freighters from across the Empire and beyond land in massive dockyards designed by House Zhao engineers and built by Jadranic hands. Less modernized than Nova Rijeka but cleaner than Durres, Belluno serves as the best example of pre-Imperial Jadranic architecture on the planet and is home to many buildings dating back to the Solarian colonial era.&lt;br /&gt;
&lt;br /&gt;
Residents of Belluno are often stereotyped on Novi Jadran as numbers-focused technocrats due to the city’s massive transit industry. Outside of the Empire it is known as the birthplace of the witchfinder stories genre, with famed author Andrija Jurina living in an apartment in downtown Belluno she has refused to move out of despite her newfound wealth. Belluno was originally settled by Italian colonists primarily from Veneto and has retained cultural and culinary influence from this era – many Dominian tour books advise that while Nova Rijeka may be the most important city in the Imperial Mandate, Belluno is the one with the best food and wine.&lt;br /&gt;
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&#039;&#039;&#039;Nuova Vicenza&#039;&#039;&#039;&lt;br /&gt;
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Located on the eastern coast of Patria, near the Godwin Sea, is the only major city established after the Imperial Mandate was founded. Nuova Vicenza prior to the Empire’s arrival was a series of small, mostly unincorporated fishing villages nestled along the coast which made their livings from the fresh catch of the Pontean Ocean. House Zhao prospectors found massive fuel deposits off of the coast near these villages and quickly convinced the local noble — an impoverished man who has since faded into history — to sell them the land, which they then sold off to patrician families from the planet’s three cities. An oil boom followed and the city was transformed into a major urban center by the end of the 2300s, though one much more hastily constructed than the other three cities.&lt;br /&gt;
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Decades later the city remains a major center of fuel production for Novi Jadran, and its fuel tankers are a frequent sight on the Iri River and the rail lines of the planet. The city itself has seen oil production fall since the 2440s as older wells closer to the shore have dried up and drilling further into the ocean has proven to be difficult and unprofitable. This has caused the city’s population to decrease over the past quarter-century and many of its patricians worry its relevance will fade away as fusion power — already widely used in the Imperial Core — spreads to the Imperial Mandate, eliminating the need for the natural gas and coal that fuel much of the planet’s industrial production and power its cities.&lt;br /&gt;
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[[Category: Planets_and_Systems]]&lt;/div&gt;</summary>
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		<title>Sol</title>
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Informally known as the Heart of Humanity, the Sol System is the most populous system in the modern [[Orion Spur]] and one of its most important, being home to the capital of the Solarian Alliance, Unity Station. Untouched by the Solarian Civil War, the system was recently shocked by the Violet Dawn disaster of 2462. It was the first system colonized by modern humanity, and has a significant number of colonies established on worlds without an existing atmosphere. Many Solarians from the Sol System refer to all spacecraft as rockets — a local slang term harkening back to the early days of space exploration, before the widespread adoption of terms such as spaceship and spacecraft.&lt;br /&gt;
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==Planets and Major Bodies==&lt;br /&gt;
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===Mercury (Sol I)===&lt;br /&gt;
Mercury is the nearest planet in orbit around Sol, completing one full revolution around its parent star every 88 standard days, with a day that is a little more than 58.6 standard days long. It is a small terrestrial planet, being smaller than Earth’s moon, and its surface is pitted with craters from eons of meteor impacts. The planet has a very thin exosphere composed mainly of oxygen, though it is much too thin to sustain any form of life. Mercury experiences wild variation in terms of surface temperature, with its daytime side reaching temperatures of 430 °C, and the night side dropping to the range of -180 °C. The planet faces constant bombardment from small meteors and solar wind, with the minuscule exosphere being far too weak to protect it.&lt;br /&gt;
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Mercury is home to a small population which resides in underground settlements — the surface being far too hazardous for sustained life — and staff the numerous power-generation facilities that cover the planet’s surface. Originally produced by the hegemonic-era Alliance, Mercury’s power generation network is known as the “Icarus Power Matrix,” and is now mostly owned and operated by Einstein Engines. Employees of the Matrix typically work six months on, six off, due to the planet’s hazardous nature. Permanent residents, called &#039;&#039;&#039;Mercurians&#039;&#039;&#039;, are rare but do exist, and are often remnants of the era when the government dominated Mercury’s industries.&lt;br /&gt;
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===[[Venus|Venus (Sol II)]]===&lt;br /&gt;
[[Image:Venera.jpg|thumb|250px|The surface of Venus is uninhabitable, and the majority of its population resides in massive floating facilities referred to as &#039;&#039;aerostats&#039;&#039;.]]Venus is the second terrestrial planet in the Sol system. A Venusian year lasts 225 standard days, while a Venusian day is longer, at 243 standard days. Venus spins retrograde when compared to the other planets in the Sol system, causing the sun to rise in the west and set in the east in its sky. Venus has an extremely thick and toxic atmosphere, while its surface is an incredibly hostile environment with extreme temperatures and pressure conditions that make surface living impossible.&lt;br /&gt;
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Despite this, the upper atmosphere is known to be calm. All colonies on Venus take either the form of floating aerostats. While the temperature here is still a blistering 75C, some of the aerostats, locally known as &amp;quot;donuts&amp;quot; due to their distinctive shape, tend to specialize in using the atmosphere&#039;s massive concentration of CO2 to cultivate extremely bountiful hydroponic farms, and Venus is one of the breadbaskets of the Sol System. Despite this, Venus is primarily known for its contributions to the Alliance&#039;s entertainment and media industry, and the planet is deeply divided between working-class &#039;&#039;&#039;Jintarians&#039;&#039;&#039; and richer &#039;&#039;&#039;Cythereans&#039;&#039;&#039;.&lt;br /&gt;
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===[[Earth|Earth (Sol III)]]===&lt;br /&gt;
&lt;br /&gt;
Earth is the third planet out from Sol. Earth has since regained its status as the jewel of humanity; its central and arguably most important world. Earth is a Garden world, harboring millions of unique species of flora and fauna. It possesses extremely diverse ecosystems, with huge deserts, sprawling tundra, massive mountain ranges, rolling grasslands, and thick swaths of tropical rain forest. 71% of the Earth’s surface is covered in salt water while massive lakes of fresh water are found within continental areas. Humanity&#039;s home world is densely inhabited and every corner of the planet has a long, well-recorded history and culture.&lt;br /&gt;
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Earth is home to a large but stable human and a small non-human population. The planet suffers from moderate space debris in high-orbit, a consequence of centuries of space travel. The Alliance maintains a significant naval presence around the planet. Earth has one moon, Luna, which has developed into a fully fledged member state of the Sol Alliance. Its residents are called &#039;&#039;&#039;Earthers.&#039;&#039;&#039;&lt;br /&gt;
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====[[Luna]]====&lt;br /&gt;
The sole moon of Earth, Luna is tidally locked to its parent and makes a complete revolution every 28 standard days. Formed millions of years ago when a rogue planetoid collided with Earth during the early stages of its formation, the moon would come together from the resultant orbital debris and achieve a stable orbit. Luna was the first target of spacefaring humans as they pierced the outer layers of the atmosphere, and the first refuge of humanity as Earth was consumed by its climate crisis.&lt;br /&gt;
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Luna is the oldest and most venerable of humanity&#039;s colonies, home to vast amounts of wealth thanks to the presence of megacorporations and those associated with their early successes. Lunans, despite being a relatively small population of slightly over a billion people, represent a disproportionate amount of the Alliance&#039;s naval officers and diplomatic corps. Luna is the headquarters and nerve center of [[Einstein Engines]], the oldest of humanity&#039;s megacorporations and major rival of both NanoTrasen and the [[Stellar Corporate Conglomerate]]. Residents of Luna are typically called &#039;&#039;&#039;Lunarians&#039;&#039;&#039;, though many self-identify as &#039;&#039;&#039;Lunans&#039;&#039;&#039; instead.&lt;br /&gt;
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====Unity Station====&lt;br /&gt;
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Located at Earth-Moon L5, Unity Station is the seat of the Alliance’s modern government. It was originally constructed after the Interstellar War when, in the wake of the Navy Coup, it was decided to move the government to a location theoretically outside of the territory of any singular member-state. Some, however, have long claimed the relocation was done by the Navy so they would be able to more easily threaten the government in another coup — after all, they would have no planet to retreat to. Alliance architects as an O&#039;Neill Cylinder, a design that, while antiquated after the invention of artificial gravity generators, had proven to be a straightforward way of housing a large number of people in a pleasant and Earth-like environment. Important governmental buildings, such as the Prime Minister&#039;s residence and the Senate, are surrounded by kilometers of residential suburbs and commercial districts. The station&#039;s docks also serve as the Interstellar War Memorial, permanently hosting the museum ship ASSNV &#039;&#039;Cincinnatus&#039;&#039; — flagship of renowned Interstellar War-era officer Commodore Gerhard von Varnhagen und Langenburg. The only surviving Beowulf-class dreadnought, the &#039;&#039;Cincinnatus&#039;&#039; was temporarily reactivated during the anti-Frost coup and used to force anti-coup forces to stand down.&lt;br /&gt;
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Due to this, design Unity Station has a substantial permanent population, and is a member state of the Alliance which elects its own senators. Known as &#039;&#039;&#039;Stationers&#039;&#039;&#039; to others, the permanent residents of Unity Station are often Solarian government or military employees, and form a vast amount of the Solarian professional bureaucracy. Most are descended from either Earthers or Lunarians, with few originating outside the Sol System.  Stationers are often stereotyped as colorless and humorless bureaucrats who care more for taxes than people, but they were among the first to participate in the anti-Frost coup, with many of the coup’s rank-and-file members being from Unity Station.&lt;br /&gt;
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===[[Mars|Mars (Sol IV)]]===&lt;br /&gt;
Mars is the fourth planet out from Sol. A Martian day is only slightly longer than a standard day at 25 standard hours, but the Martian year is 687 standard days long. The outermost terrestrial planet in the Sol system, Mars is known as the Red Planet, as the iron-rich dust that covers most of the planet’s surface gives it a reddish tinge that was visible to the naked eyes of astronomers on Earth in ancient times. Mars had a thin atmosphere, but centuries of terraforming efforts have made it breathable. Mars was a target of one of the first bodies colonized by humanity, and its population swelled in the early days of the Second Space Age.&lt;br /&gt;
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Mars has suffered two catastrophes while colonized, with the first being the abrupt failure of its terraforming infrastructure and widespread damage as a result of the First Interstellar War, when most of the planet attempted to secede from the Alliance. Mars is home to millions of descendants of refugees, cramped in centuries old bio domes or ruins. Yet Mars has proved resilient and today is one of the most populated worlds in human space with a highly advanced economy. Areas of the planet have been fully terraformed, allowing for massive, open air cities. These tend to be near the coastal areas.&lt;br /&gt;
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The second, even deadlier disaster was the devastating Violet Dawn catastrophe of 2462, which, in conjunction with civil unrest in the weeks leading up to the catastrophe, has seen Mars reduced to a shadow of its former self due to massive phoron fires that raged across the southern half of the planet and the utter collapse of government authority over the planet. Millions have fled the world and dozens of arcologies have been destroyed, leaving the future of the planet uncertain. However, revitalization efforts by the Alliance and [[Einstein Engines]] have led to small improvements – but any significant recovery may take decades, if not centuries. Residents of Mars are known as &#039;&#039;&#039;Martians.&#039;&#039;&#039;&lt;br /&gt;
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===The Asteroid Belt===&lt;br /&gt;
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The Asteroid Belt is an area around Sol where thousands of rocky bodies, too small to be called planets or even dwarf planets, orbit. The zone encompasses an area between 2.2 AU and 3.2 AU away from Sol. The asteroids in the belt are rich in precious and semi-precious metals, hydrogen and water. The density of asteroids in the zone is relatively low, which was an important factor in allowing asteroid mining companies to establish footholds (BMC). The oldest and largest of these asteroid mining companies is the Beltway Mining Corporation, a rare independent corporation dating back to the 2100s, which has claimed the rights to mine most of the Asteroid Belt. Other fledgling companies have often been pushed out through strategic economic maneuvers, intimidation, and sometimes force. The Corporation has a main base located on the planetoid Ceres, the largest body in the asteroid belt. Over the years, the planetoid has been hollowed out by intensive mining operations, and now serves as a massive complex that the rest of their operations are based out of. The symbol of the BMC – a roc gripping a massive drill in its talons set against a golden, circular background – features prominently on many ships and outposts throughout the Belt.&lt;br /&gt;
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===[[Jupiter|Jupiter (Sol V)]]===&lt;br /&gt;
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Jupiter is the fifth planet out from Sol. It is the largest gas giant in the system, and is actually two times larger than all the other planets of the Solar system combined. It is composed of helium and hydrogen in similar ratios as Sol itself, suggesting that Jupiter may have been on the road to becoming a dwarf star, but never achieved the mass to ignite. A Jovian day lasts approximately 10 standard hours, while a Jovian year is almost 11.9 standard years long. Jupiter is known for the multicolored bands and massive storms that are visible on the top of the planet’s atmosphere. The most well-known feature of Jupiter is its Great Red Spot, a massive hurricane many times the size of Earth that has been raging for centuries. Settlements on the gas giant are giant floating cities that grace the upper atmosphere, held aloft by massive, reinforced balloons. Jupiter has more than 67 moons in total, though only the Galilean Moons -- Europa, Ganymede, Io, Callisto -- are home to major settlements.&lt;br /&gt;
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The Galilean Moons are major players in the Sol System: &#039;&#039;Callisto&#039;&#039; is one of the most densely populated bodies in the Orion Spur and serves as the Sol System&#039;s largest port, &#039;&#039;Ganymede&#039;&#039; produces a significant amount of the foodstuffs consumed in the System, and &#039;&#039;Europa&#039;&#039; is home to a great amount of scientific research facilities. &#039;&#039;Io&#039;&#039;, due to its inhospitable nature, features no permanent habitation. Residents of Jupiter are collectively known as &#039;&#039;&#039;Jovians&#039;&#039;&#039;, but generally refer to themselves by their moon of origin.&lt;br /&gt;
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===Saturn (Sol VI)===&lt;br /&gt;
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Saturn is the sixth planet from the Sun and the second largest in the Solar System, after Jupiter. It is a gas giant, with an average radius of about nine times that of Earth. It has an eighth the average density of Earth, but is over 95 times more massive. Even though Saturn is almost as big as Jupiter, Saturn has less than a third its mass.&lt;br /&gt;
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There are no inhabitants of Saturn itself. Instead, its entire population is concentrated on its moons - of which Saturn has plenty. Iapetus and Enceladus are home to the majority of Saturn’s population, with the remaining 158 moons (or moonlets) having smaller populations.&lt;br /&gt;
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Historically Saturn, due to its geographical location and physical nature as a gas giant, was exclusively used as a navigational helper and later outfitted with a waystation on Titania for traffic in and out of the inner Solar System.&lt;br /&gt;
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However, as time moved on and humanity continued to colonize more and more planets both within and eventually outside our system, its needs for resources and materials also increased which put Saturn into a unique position due to its most noticeable feature: the &#039;&#039;&#039;Rings of Saturn&#039;&#039;&#039;.&lt;br /&gt;
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Even today Saturn’s rings remain largely untapped. The furthest expeditions have ever ventured was close to the “Encke Gap” in Saturn’s A-Ring -- the outermost and largest of Saturn’s bright rings, separated from the rings further inwards by the Encke Gap. Tens of thousands of kilometers of untouched resources remain, waiting to be prospected and acquired for the Alliance. But the rings are a dangerous place: success demands precise navigation and proper equipment to thrive in the rings., and he harsh conditions have resulted in countless destroyed or abandoned vessels which now drift in the vast expanse of Saturn’s rings. This level of danger has led to a small salvaging industry built around the ring-mining industry, with plucky -- or desperate -- salvage vessels diving into the rings to cut apart the drifting hulks of unlucky vessels and, sometimes, recover their crews. The rings are naturally also well suited to keep secrets - be it people or things that need to be hidden for whatever reason, with rumors of the Navy having secret facilities deep in the rings having persisted for decades in bars and dockyards across the Alliance.&lt;br /&gt;
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====Enceladus====&lt;br /&gt;
[[File:Enceladus.png|thumb|250px|The flag of Enceladus.]]&lt;br /&gt;
Enceladus is the sixth-largest moon of Saturn, measuring only about one-tenth the size of Jupiter’s largest moon, Titan. It is the most populated of Saturn’s moons, and was terraformed in a manner similar to [[Callisto]] by the Organization of American States (OAS) as a contrast to [[Pluto]]. Though originally intended to be a climate refuge for the residents of North and South America, the slow pace of its terraforming and relatively late time at which a Galatea Platform was available — in the 2250s, shortly after Callisto — combined with the start of the Second Great Depression in the 2260s led to the project becoming an Alliance-led venture in the later 23rd century, with the first colonists landing in 2287. In the decades since it has achieved success as a productive and prosperous, if unspecialized, Solarian world. Despite its delays the terraforming project is seen as highly successful due to layers of ice on the moon&#039;s surface helping to &amp;quot;jump start&amp;quot; the eco-terraforming process. Today, Enceladus is considered a terraforming success, boasting forests, oceans, and striking blue skies, with Saturn and its rings forming one of the most unique backdrops in the Spur.&lt;br /&gt;
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The residents of Enceladus are known as &#039;&#039;&#039;Enceladians&#039;&#039;&#039;, and can — despite the Alliance bailing out the OAS — mostly trace their origins back to North and South America, with the current residents carrying on much of their Earther traditions. Enceladians are said to be the closest one can get to Earth without visiting it, and many tourist traps constructed in “old Earth style” are found in its cities and towns. In recent years it has become a major destination for resettled Martian refugees, which has led to conflict with the local population. Unlike Earth and Mars, there is no great love — or unity — between the red planet and the moon.&lt;br /&gt;
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Unique in the Sol System, Enceladus has a rotating capital which changes its city of location every five years.&lt;br /&gt;
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=====Enceladus Station=====&lt;br /&gt;
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A notable feature of Enceladus is a large orbital station which predates its terraforming. Known as &#039;&#039;Enceladus Station&#039;&#039;, or E.S., it is the largest non-moonbound population center in Saturn&#039;s orbit and is home to many of the miners and voidfarers attempting to strike it rich in Saturn&#039;s rings. Independently operated by the Orbital Corporation of Saturn, E.S. exists in a symbiotic relationship with its moon, and forms a de facto industrial zone for Enceladus with its large dock facilities and orbital refineries that process literal kilotons of materials from Saturn&#039;s rings every day. Due to the sheer amount of materials harvested here the people of Enceladus take great pride in their work: they do not view themselves as mere miners or blue-collar workers, but rather as a crucial force driving the Alliance’s industry forward. Today, E.S. s an immense structure which has far outgrown its original, mid-23rd century foundation. It is a hollow, cigar-shaped station which provides not only docks, repair facilities, refineries, and warehouses but also living spaces, entertainment, and — for those who can afford it — even some luxuries, such as spas and a one-of-a-kind resort operated by [[Idris Incorporated]]. Most ring-miners spend a few weeks diving into the depths of the ring system before taking time off on E.S. or the moon. However, since most miners are independent rather than contracted under a larger corporation, work cycles can vary greatly -- particularly unlucky miners may be &amp;quot;voidborne&amp;quot; for months on end.&lt;br /&gt;
&lt;br /&gt;
====Iapetus====&lt;br /&gt;
&lt;br /&gt;
A sparsely-populated closed moon of Saturn home to many government research outposts, Iapetus is most known for its unusual coloration and geography. The moon is  divided between lightly-colored regions (Roncevaux and Saragossa Terra) and a darkly-colored one (Cassini Regio), providing a striking image from orbit and the planet’s nickname of the “Shrouded Moon.” Perhaps most striking is its massive equatorial ridge, known as the Shackleton Range, which rises as high as 20 kilometers into the air. It is the only moon in the Sol System where access is limited by the Solarian government, which requires a background check be performed on any potential visitors due to the moon’s many research labs. Longstanding rumors claim the Solarian government has black sites — clandestine research facilities and FTL-capable weapons of mass destruction — hidden in the Range, away from the eyes of the public, foreign powers, and the press. It is the outermost of Saturn&#039;s large moons -- far enough from the rings to make mining and salvage pointless, and perfect to keep it out of the way of the curious.&lt;br /&gt;
&lt;br /&gt;
Prior to becoming a closed moon Iapetus was a minor waystation and scientific outpost, and marked as a potential candidate for terraforming by the Alliance&#039;s Galatea Project. Budget shortfalls led to it being struck from the list of Galatea Project candidates and advancements in interstellar travel reduced its effectiveness as a waystation. When its labs shuttered due to their experiments -- attempts to stabilize Earth&#039;s then-chaotic ecosystems with algae -- failed, the moon was almost abandoned. However, the Solarian government purchased the abandoned facilities shortly after the Interstellar War&#039;s end and began a project of rapid construction on the moon. Few lights are visible on Iapetus&#039; surface, with most of its facilities being far underground and its settlements being relatively small outside of Lamures.&lt;br /&gt;
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Residents of Iapetus are known as &#039;&#039;&#039;Cassinians&#039;&#039;&#039; after Cassini Regio, where the moon’s population is concentrated. Most are employed by the Solarian government, which has long opposed private investment on the moon aside from limited facilities needed to support its permanent population. The Cassinians are a secretive and reserved people who tend to keep to themselves, and often come off as standoffish. They have long formed a significant part of the Solarian security apparatus, with many SIIB officers originating from the shrouded moon. A popular Solarian joke claims a Cassinian and the similarly reserved Visegradi placed in the same room can go for months without saying a word to one another.&lt;br /&gt;
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Iapetus’ capital is Lemures, located in the Cassini Regio. The capital derives its name from a Roman term for the restless dead, and has been taken by some as a jab by the population towards their reputation as a black site.&lt;br /&gt;
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===Uranus (Sol VII)===&lt;br /&gt;
&lt;br /&gt;
Uranus is the seventh planet of Sol. It is an ice giant that is tilted on its side so that its equator is at a right angle to its orbit. A day on Uranus lasts approximately 17 standard hours, while its orbital period is approximately 84 standard years long. The planet has 27 moons, with most of them holding small outposts. &lt;br /&gt;
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Uranus, like Neptune, is home to a significant Solarian Navy presence. The Navy’s main mothballing facility is located in its orbit, and a staged attack on it was used by Michael Frost to help his seizure of power. Its population is concentrated on Titania.&lt;br /&gt;
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====Titania====&lt;br /&gt;
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The largest moon of Uranus, Titania has a sparsely-populated surface with most of its population living in orbital stations — many lacking conventional artificial gravity technology due to their age. The moon’s surface is home to enormous canyons and ravines in addition to deposits of water ice and frozen carbon dioxide. While a candidate for terraforming in the 22nd century, it was passed by in favor of Callisto and the population has long lived in orbit. This has made Titania the largest offworlder human population in the Sol System — potentially in the entire Alliance — and made the population regarded as exceptional orbital engineers. It is sometimes referred to as the “cradle of off-world humanity” as the adaptations were first observed here.&lt;br /&gt;
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The residents are known as the &#039;&#039;&#039;Titanii&#039;&#039;&#039;, but are often called “Titans” due to their tall stature. Most are employed in the Solarian Navy’s facilities in Uranus’ orbit, and are valued by the Navy for their natural adaptation to low-or-no-gravity environments such as ships undergoing construction (or deconstruction) in orbit. Their orbital stations are some of the largest and best-maintained in the modern Spur, and Titanii engineers were heavily involved in the construction of Unity Station. Titania is one of the few places in the Alliance offworlders immigrate to, with offworlders from as far away as Burzsia or Empyrean settling in its stations.&lt;br /&gt;
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The capital of Titania is Lysander Station, the largest of the stations in orbit. It takes its name from the same source as the moon: A Midsummer Night’s Dream.&lt;br /&gt;
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===Neptune (Sol VIII)===&lt;br /&gt;
Neptune is the eighth planet of Sol, and the sister ice giant to Uranus. It has a very similar composition, with high amounts of methane present in the atmosphere. Large amounts of water are also present in the planet’s mantle. A Neptunian day lasts approximately 16 standard hours, while a Neptunian year is 165 standard years long. Neptune has 17 moons. &lt;br /&gt;
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Perhaps appropriately for a planet named after a god of the seas, Neptune has long been dominated by the Solarian Navy.&lt;br /&gt;
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====Triton====&lt;br /&gt;
&lt;br /&gt;
Neptune’s largest moon, Triton is a young and geologically active world covered in ice and fissures. Despite its thin atmosphere impact craters are rare due to the constantly-shifting surface of the planet, a phenomena which occasionally gives rise to spectacular cryovolvanic eruptions that shoot kilometers into the Tritonian sky. Habitation of its surface is dangerous at even the best times, and the population lives in ring-shaped orbital stations that orbit the moon.&lt;br /&gt;
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&#039;&#039;&#039;Tritonians&#039;&#039;&#039; — residents of the moon — are typically employed in Neptune’s naval yards, where everything from corvettes to the gargantuan Thule-class supercarriers of the Navy are produced. Many Tritonians worked for Hephaestus Industries prior to 2462, though most of these facilities have since been seized by the government or bought out by Einstein Engines. They will proudly brag they are the greatest interstellar engineers in the modern Spur, and many Solarian deep space salvage and construction companies employ Tritonians.&lt;br /&gt;
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The capital of Triton is Voyager Station.&lt;br /&gt;
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===[[Pluto|Pluto (Sol IX)]]===&lt;br /&gt;
&lt;br /&gt;
Pluto is the ninth planet in the Sol System, and one of the furthest permanently inhabited bodies from the Sun. It maintains an unusual local political and economic system as a result of its colonization by the USSR during the 2100s, and serves as the primary Helium-3 mining and refining area for the Sol System -- if not the entire Solarian Alliance.&lt;br /&gt;
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===Eris and Dysnomia===&lt;br /&gt;
[[File:Erisnomia.png|thumb|250px|The flag of Eris and Dysnomia.]]&lt;br /&gt;
The furthest bodies in the Sol System with major, permanent populations, Eris and its moon are home to Solarian Navy facilities, deep-space research centers, and the Sol System’s largest interstellar communications arrays. Subsurface oceans cover Eris, which has complicated construction on the planetoid and led to most of its population living in aboveground domes connected by underground rail lines, and relying on atmospheric shield generators to keep them safe. As a result, Eris has a very high population density — domes cannot be easily expanded, and it is often easier to build up (or down) than out. Eris and Dysnomia were the last bodies to be colonized in the Sol System — with the first colonists landing in 2209 — and is one of the only non-moons not considered a planet, despite it being larger than Pluto. The surface of Eris is covered in highly volatile methane ice and reaches temperatures as low as -217 Celsius, making activity hazardous for all but the well-trained.&lt;br /&gt;
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Residents of Eris are known as the &#039;&#039;&#039;Erisians&#039;&#039;&#039;, and are taller and paler than most humans due to the lower gravity of their home and its distance from the Sun. This, combined with their preference for careers in the Navy, has given the Erii the nickname of “Little Lunarians” in the Alliance — a nickname many from the planetoid and its moon are not appreciative of. Their small world and high population density has made the Erii into a social culture where close connections are deeply valued, and an Erii is said to be as good as their word. Most Erii work in the scientific or interstellar communication fields if they do not join the Navy. Due to their distance from the sun, many Erii suffer from sunlight sensitivity and the local government has long freely distributed vitamin D supplements.&lt;br /&gt;
&lt;br /&gt;
Eris and Dysnomia’s status as an interstellar communications hub led to it being seized by anti-Frost elements — led by its governor — during the 2462 coup against his government. Military forces stationed on it after this worked to nationalize corporate-owned equipment on the planet, leading to an economic downturn the twin worlds have only recently recovered from through government investment and both Idris Incorporated and Einstein Engines having bought up much of the property seized from other corporations. Almost every communication to or from the Sol System — from Sol Alliance News Network broadcasts to Chirper messages — flows through here, and business has only increased with the end of the civil war.&lt;br /&gt;
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The planetary capital of Eris and Dysnomia is Discordia, Eris’ equivalent in Ancient Rome.&lt;br /&gt;
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===Other Trans-Plutonian Objects===&lt;br /&gt;
&lt;br /&gt;
A collection of dwarf planets beyond the orbit of Pluto collectively known as TPOs, these objects — aside from Eris and Dysnomia — have no permanent residents and are mostly owned by the Solarian Navy, which operates naval outposts and deep-space listening arrays on them. Some of the most notable are Sedna Station — a central hub of Navy activity in the distant region of Sol known as the Scattered Disc, Gonggong Station — a deep-space listening array, Leleākūhonua Station — another deep-space array, and Leng Station — the furthest Solarian Navy garrison in the Sol System. Informally known as the “last stop” by the Navy, Leng Station is regarded as one of the worst postings in the Sol System due to its remoteness and near-constant darkness.&lt;br /&gt;
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===The Kuiper Belt===&lt;br /&gt;
The Kuiper Belt is the region beyond the orbit of Neptune that is home to tens of thousands of icy bodies, and potentially hundreds of thousands more. The Kuiper Belt encompasses an area from 30 AU to 55 AU away from Sol. Of the icy bodies present in the belt, Pluto and Eris are the most well known. The icy bodies here are rich in hydrogen and water, but lacking in terms of other resources aside from Helium-3, such as metals. The Kuiper Belt may be home to billions of comets too small to be detected.&lt;br /&gt;
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===The Oort Cloud===&lt;br /&gt;
The Oort Cloud is a spherical area of space that encases the Sol system. It begins where the Kuiper Belt ends, and extends outward until almost 1.5 LY away from Sol. It is estimated that Oort Cloud may contain up to a trillion icy bodies, including planetoids and comets. Unlike the Romanovich Cloud of Tau Ceti, the bodies in the Oort cloud are metal-deficient, leading to limited mining aside from Helium-3 harvesting.&lt;br /&gt;
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		<id>https://wiki.aurorastation.org/index.php?title=Jupiter&amp;diff=39539</id>
		<title>Jupiter</title>
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		<updated>2026-06-09T04:30:45Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Io */&lt;/p&gt;
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The fifth planet out from Sol, and the largest in the system, &#039;&#039;&#039;Jupiter&#039;&#039;&#039; has long fascinated humanity with its dramatic surface and miniature solar system of moons. The gas giant was an early target for human colonization during the “new space race” and remains a major settlement for humanity in the 25th century, with several billion people calling the various moons orbiting Jupiter home. The vast majority of the planet’s population lives on these moons, with only a brave (or foolish) few opting to make their lives in orbital habitats on the “surface” of the gas giant.&lt;br /&gt;
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==Life on Jupiter==&lt;br /&gt;
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Life in the Jovian System varies greatly depending upon which moon one originates from. For example somebody from Callisto is different than somebody from Europa, who is different from somebody from Ganymede and so on and so on. It is due to this reason that the moons of Jupiter are, in official Sol Alliance documents, recognized as four individual entities with their own representation rather than one administrative subject with four districts.&lt;br /&gt;
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The one entity that stands out in the Jovian System are the so-called Jupiter Surfacers that ply their trade on the &amp;quot;surface&amp;quot; of the gas cloud. A haphazard assortment of scientists, profiteers, explorers, and adventurers these &amp;quot;Surfacers&amp;quot; life in aerostats and vessels that float on the upper levels of the gas giant - outside the reach of its massive and incredibly destructive storms, but close enough to easily reach the massive storms to conduct research or whatever dealings they may desire. There is only one major corporate facility on Jupiter&#039;s &amp;quot;surface,&amp;quot; the Einstein Engines operated Facility 580 - a massive gas refinery that siphons up fumes from the clouds of Jupiter and processes it into fuel. Facility 580 is regarded throughout Einstein Engines as the absolute worst place in the corporation to be stationed. Due to their lack of a significant population, or any permanent population more generally, the Surfacers remain a mostly unrepresented group.&lt;br /&gt;
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===Culture===&lt;br /&gt;
&#039;&#039;&#039;Population Distribution of the Jovian System:&#039;&#039;&#039;&lt;br /&gt;
* 75% - Callisto &lt;br /&gt;
* 18% - Ganymede&lt;br /&gt;
* 5% - Europa&lt;br /&gt;
* 1.5% - Other&lt;br /&gt;
* 0.5% - Jupiter &amp;quot;Surfacers&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is no true unified &amp;quot;Jovian culture&amp;quot; due to the nature of the Jovian population: several billion humans scattered across a variety of moons. The moons of Jupiter tend to get along with one another, but remain culturally distinctive from one another.&lt;br /&gt;
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When most Solarians, or other denizens of the Orion Spur, imagine &amp;quot;Jovian culture&amp;quot; they generally picture the cosmopolitan citizens of Callisto - a moon that serves as a major transit and trading hub for the entire Sol system. However, the true culture of Jupiter and its moons is far more diverse than most outsiders realize.&lt;br /&gt;
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==The Moons of Jupiter==&lt;br /&gt;
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The vast majority of the Jovian System&#039;s population lives on the moons of Jupiter, the most populous of which are Europa, Ganymede, and Callisto. Settlements outside of these moons are generally quite rare, but not entirely unheard of.&lt;br /&gt;
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===[[Europa]]===&lt;br /&gt;
Early scouting probes launched by the Sol Alliance revealed a remarkable discovery: life and oceans were both trapped under the Europa ice sheets! The life in Europa’s underwater seas ranges from masses of bioluminescent algae-like plants to “shrimp” that thrive in the low-light conditions of the Europan Sea, can be as long as to a meter, and subsist off of this algae - though many organisms doubtlessly remain undiscovered in the black depths of the Europan Sea. Europa is the second-most populated of Jupiter’s moons due to the massive tourism industry that has developed on the planet, as well as the presence of many scientific facilities.&lt;br /&gt;
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Europa’s surface is dotted by massive “cryogeysers” that spit water from its sea into its atmosphere. These geysers can extend hundreds of meters into the air due to their size, and are sometimes visible from other moons of Jupiter. The cryogeysers are a major tourist attraction on Europa, and many of them feature vacation resorts built around them - one facility, the [[Idris Incorporated]] Galileo&#039;s Pearl, is regarded as one of the best vacation spots in the Sol system. There are also facilities built into the ice and, remarkably, even underwater. One of these facilities, the Idris Incorporated Jovian Jewel, a partially underwater casino/aquarium/fine undersea dining facility located closer to the south pole of Europa, is widely acclaimed for the aforementioned functions. The shrimp there are often served with the many other ingredients grown with hydroponic equipment present. Among the casino functions, it has well-watched biannual poker tournaments, and Jupiter&#039;s Red Storm themed roulette wheels.&lt;br /&gt;
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The research side of Europa is less famous than its touristic side, but no less valuable to the Sol Alliance and [[Zeng-Hu Pharmaceuticals]], the primary research corporation on the moon. Research into the flora and fauna of the Europan Sea has brought Zeng-Hu many valuable and well-regarded discoveries, which has in turn motivated Zeng-Hu’s researchers to travel further and further into the massive Europan Sea. There are some whispers from the submariners of Zeng-Hu that far below the tourist and research facilities on the Europan Sea, there dwell bizarre and horrific creatures unlike anything humanity has ever seen before. Zeng-Hu Pharmaceuticals has vehemently denied all rumors of &amp;quot;Europa sea monsters&amp;quot; that have emerged from the planet, and no solid evidence has emerged to support such animals existing. For now, these submariner&#039;s tales simply remain tales.&lt;br /&gt;
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===Io===&lt;br /&gt;
The innermost of the ancient Galilean moons is by far the most volcanically active object in the solar system. This has made Io a lucrative, if brutally hazardous, energy world. Early survey efforts were largely delayed by the moon&#039;s unpredictable tectonics and catastrophic vulcanism. Due to this the first colonization efforts on Io were made later than Jupiter’s other moons, and only began in the mid 2200s. This late start has, however, not stopped Io from becoming one of the main contributors to the Sol system&#039;s energy economy; it is estimated that upwards of 15% of the Sol system&#039;s total energy budget stems from Io, a remarkably high amount for such a small galactic body.&lt;br /&gt;
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Unlike traditional grid-export worlds that rely predominantly on direct long-range transmission of locally produced energy, Io is foremost a high-intensity (predominantly thermochemical) processing hub: almost the entirety of Io’s contribution to the Solar energy budget is embodied energy in its exported industrial products and intermediaries. These are produced in situ during groundside deployment of specialized temporary facilities, or &#039;dropsites&#039;. These modular, robust geothermal installations are deployed from orbit in rapid campaign cycles, used to power high-intensity industrial processes in their integrated facilities, and before the moon&#039;s hellish conditions obliterate them, they are re-launched, stripped, refitted, and eventually redeployed as conditions and contracts shift.&lt;br /&gt;
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There are no official permanent settlements on Io due to its extreme vulcanism, and teams are cycled in and out with its groundside facilities usually on a monthly basis due to the extreme danger working on the moon poses, the highly traumatic work tending to damage crew as much as equipment over long periods of exposure. The hardship of life on Io has, despite its lack of permanent settlements, led to a the development of a somewhat insular, elitist culture in dropsite crews. This culture tends to revolve around the camaraderie shared between the men, women, and rare IPC placed in such danger, and the belief that the engineers of Io are the best anywhere in the Orion Spur. In the eyes of a worker from Io, nobody else could work in such a dangerous environment and hope to last a day.&lt;br /&gt;
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This is, at least, an attitude somewhat justified by prevailing economic attitudes: workers from Io are prized throughout the Orion Spur for their engineering abilities, and are highly sought-after by corporations such as Einstein Engines, Hephaestus Industries, and NanoTrasen.&lt;br /&gt;
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===Ganymede===&lt;br /&gt;
[[File:GanymedeFlag.png|thumb|250px|The flag of Ganymede.]]&lt;br /&gt;
Often regarded as Callisto’s twin, the low-burn rivalry between the two Jovian sisters dates back all the way to their respective founders. In contrast to the Commonwealth origins of Callisto, the &#039;&#039;&#039;Federation of Ganymede&#039;&#039;&#039; was colonized by a combined effort of the [[Earth#Europe|European Union]] in competition with their close neighbour. Initially not as flashy as its terraformed twin, Ganymede ultimately used its more inhospitable nature to its advantage.&lt;br /&gt;
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Ganymede is notable for its extremely dense and efficient architecture compared to barren moons like Luna, eschewing surface domes in favor of large and sprawling towers dotting the surface. Residential towers are a minority in Ganymede, with the Gallilean moon never able to match the population of its neighbour. Instead, the majority of those towers serve as the breadbasket of the [[Sol|Solar System]], growing a variety of crops using the moon’s abundant ice oceans. Over the span of 200 years since its initial colonization, Ganymede perfected the use of the towering farmland, optimizing ocean desalination efforts and fielding some of the best agricultural experts in the Spur.&lt;br /&gt;
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Ganymede’s more mechanically inclined infrastructure isn’t insignificant either. While Callisto serves as the gateway for goods entering Sol, Ganymede is a hub through which the system communicates with the wider Spur. Surface not used for habitation or farmland is occupied by massive communication arrays and information infrastructure, free of cumbersome atmospheric interference.&lt;br /&gt;
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The lack of an atmosphere likewise made the Jovian moon a perfect candidate for one of the wonders of the Spur; something many of its residents pride themselves on. The truly massive Hubble II telescope facility covers as much as a third of the moon’s surface and is renowned throughout the Orion Spur’s scientific community for its ability to produce high-quality images of extremely distant objects. Hubble II has even managed some commercial success, with Idris Incorporated producing a licensed year calendar using its images of major planets, and even the galactic core, Sagittarius A*.&lt;br /&gt;
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Unsurprisingly, due to the nature of the moon, [[Zeng-Hu Pharmaceuticals]] has a foothold in its research institutions and widespread farmlands, often employing Ganymedeans outside of the moon itself as astronomers and agricultural researchers. Also of note is the foothold of [[Einstein Engines]], heavily invested in Ganymede&#039;s information infrastructure and the maintenance of the moon&#039;s massive telescope. Einstein employees on Ganymede are typically engineers and technicians whom specialize in said infrastructure.&lt;br /&gt;
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===[[Callisto]]===&lt;br /&gt;
Callisto was originally founded by colonists of the United Orbital Enterprise in the early 2100s. The moon was acquired by the Sol Alliance following the collapse of the UOE and was eventually auctioned wholesale to Einstein Engines during the Second Great Depression. Einstein Engines has since turned the moon into the main point of entry and exit from the Sol system due to its excellent location and multiple warp gates in orbit. The low radiation levels of Callisto mean that the moon features several permanent settlements and orbital facilities, and the moon has gained significant wealth from this trade. Despite the recent proliferation of bluespace drives and engines, Callisto remains the main point of entry for most vessels leaving or entering the Sol system due to the comparatively cheaper cost of a warp gate. Callisto is also one of the main producers of water in the Sol system, due to its significant underground saltwater oceans.&lt;br /&gt;
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Culture on Callisto is a dynamic thing due to the amount of people coming and going from the planet due to its status as a major trading and transit point in one of the Orion Spur’s wealthiest systems. Callisteans, as they like to be called, are regarded as one of the most cosmopolitan people in the Sol system (perhaps in the whole Alliance) and pride themselves on their renowned reputation for friendliness. Nonhumans are not an uncommon sight on Callisto, and most Solarians from the moon find themselves more comfortable around nonhumans than other Solarians. Two common holidays on Callisto are Founding Day (22 July), which celebrates its recognition as a member state of the Sol Alliance and Warp Day (5 November), which celebrates the first successful warp transit.&lt;br /&gt;
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Workers from Callisto often find employment with Einstein Engines in a variety of positions due to the dominance of the megacorporation over the planet. However, the cosmopolitan nature of Callisto means that a Callistean can end up almost anywhere in the Orion Spur.&lt;br /&gt;
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Jupiter&amp;diff=39538</id>
		<title>Jupiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Jupiter&amp;diff=39538"/>
		<updated>2026-06-09T04:30:34Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Io */&lt;/p&gt;
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The fifth planet out from Sol, and the largest in the system, &#039;&#039;&#039;Jupiter&#039;&#039;&#039; has long fascinated humanity with its dramatic surface and miniature solar system of moons. The gas giant was an early target for human colonization during the “new space race” and remains a major settlement for humanity in the 25th century, with several billion people calling the various moons orbiting Jupiter home. The vast majority of the planet’s population lives on these moons, with only a brave (or foolish) few opting to make their lives in orbital habitats on the “surface” of the gas giant.&lt;br /&gt;
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==Life on Jupiter==&lt;br /&gt;
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Life in the Jovian System varies greatly depending upon which moon one originates from. For example somebody from Callisto is different than somebody from Europa, who is different from somebody from Ganymede and so on and so on. It is due to this reason that the moons of Jupiter are, in official Sol Alliance documents, recognized as four individual entities with their own representation rather than one administrative subject with four districts.&lt;br /&gt;
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The one entity that stands out in the Jovian System are the so-called Jupiter Surfacers that ply their trade on the &amp;quot;surface&amp;quot; of the gas cloud. A haphazard assortment of scientists, profiteers, explorers, and adventurers these &amp;quot;Surfacers&amp;quot; life in aerostats and vessels that float on the upper levels of the gas giant - outside the reach of its massive and incredibly destructive storms, but close enough to easily reach the massive storms to conduct research or whatever dealings they may desire. There is only one major corporate facility on Jupiter&#039;s &amp;quot;surface,&amp;quot; the Einstein Engines operated Facility 580 - a massive gas refinery that siphons up fumes from the clouds of Jupiter and processes it into fuel. Facility 580 is regarded throughout Einstein Engines as the absolute worst place in the corporation to be stationed. Due to their lack of a significant population, or any permanent population more generally, the Surfacers remain a mostly unrepresented group.&lt;br /&gt;
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===Culture===&lt;br /&gt;
&#039;&#039;&#039;Population Distribution of the Jovian System:&#039;&#039;&#039;&lt;br /&gt;
* 75% - Callisto &lt;br /&gt;
* 18% - Ganymede&lt;br /&gt;
* 5% - Europa&lt;br /&gt;
* 1.5% - Other&lt;br /&gt;
* 0.5% - Jupiter &amp;quot;Surfacers&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is no true unified &amp;quot;Jovian culture&amp;quot; due to the nature of the Jovian population: several billion humans scattered across a variety of moons. The moons of Jupiter tend to get along with one another, but remain culturally distinctive from one another.&lt;br /&gt;
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When most Solarians, or other denizens of the Orion Spur, imagine &amp;quot;Jovian culture&amp;quot; they generally picture the cosmopolitan citizens of Callisto - a moon that serves as a major transit and trading hub for the entire Sol system. However, the true culture of Jupiter and its moons is far more diverse than most outsiders realize.&lt;br /&gt;
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==The Moons of Jupiter==&lt;br /&gt;
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The vast majority of the Jovian System&#039;s population lives on the moons of Jupiter, the most populous of which are Europa, Ganymede, and Callisto. Settlements outside of these moons are generally quite rare, but not entirely unheard of.&lt;br /&gt;
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===[[Europa]]===&lt;br /&gt;
Early scouting probes launched by the Sol Alliance revealed a remarkable discovery: life and oceans were both trapped under the Europa ice sheets! The life in Europa’s underwater seas ranges from masses of bioluminescent algae-like plants to “shrimp” that thrive in the low-light conditions of the Europan Sea, can be as long as to a meter, and subsist off of this algae - though many organisms doubtlessly remain undiscovered in the black depths of the Europan Sea. Europa is the second-most populated of Jupiter’s moons due to the massive tourism industry that has developed on the planet, as well as the presence of many scientific facilities.&lt;br /&gt;
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Europa’s surface is dotted by massive “cryogeysers” that spit water from its sea into its atmosphere. These geysers can extend hundreds of meters into the air due to their size, and are sometimes visible from other moons of Jupiter. The cryogeysers are a major tourist attraction on Europa, and many of them feature vacation resorts built around them - one facility, the [[Idris Incorporated]] Galileo&#039;s Pearl, is regarded as one of the best vacation spots in the Sol system. There are also facilities built into the ice and, remarkably, even underwater. One of these facilities, the Idris Incorporated Jovian Jewel, a partially underwater casino/aquarium/fine undersea dining facility located closer to the south pole of Europa, is widely acclaimed for the aforementioned functions. The shrimp there are often served with the many other ingredients grown with hydroponic equipment present. Among the casino functions, it has well-watched biannual poker tournaments, and Jupiter&#039;s Red Storm themed roulette wheels.&lt;br /&gt;
&lt;br /&gt;
The research side of Europa is less famous than its touristic side, but no less valuable to the Sol Alliance and [[Zeng-Hu Pharmaceuticals]], the primary research corporation on the moon. Research into the flora and fauna of the Europan Sea has brought Zeng-Hu many valuable and well-regarded discoveries, which has in turn motivated Zeng-Hu’s researchers to travel further and further into the massive Europan Sea. There are some whispers from the submariners of Zeng-Hu that far below the tourist and research facilities on the Europan Sea, there dwell bizarre and horrific creatures unlike anything humanity has ever seen before. Zeng-Hu Pharmaceuticals has vehemently denied all rumors of &amp;quot;Europa sea monsters&amp;quot; that have emerged from the planet, and no solid evidence has emerged to support such animals existing. For now, these submariner&#039;s tales simply remain tales.&lt;br /&gt;
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===Io===&lt;br /&gt;
 The innermost of the ancient Galilean moons is by far the most volcanically active object in the solar system. This has made Io a lucrative, if brutally hazardous, energy world. Early survey efforts were largely delayed by the moon&#039;s unpredictable tectonics and catastrophic vulcanism. Due to this the first colonization efforts on Io were made later than Jupiter’s other moons, and only began in the mid 2200s. This late start has, however, not stopped Io from becoming one of the main contributors to the Sol system&#039;s energy economy; it is estimated that upwards of 15% of the Sol system&#039;s total energy budget stems from Io, a remarkably high amount for such a small galactic body.&lt;br /&gt;
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Unlike traditional grid-export worlds that rely predominantly on direct long-range transmission of locally produced energy, Io is foremost a high-intensity (predominantly thermochemical) processing hub: almost the entirety of Io’s contribution to the Solar energy budget is embodied energy in its exported industrial products and intermediaries. These are produced in situ during groundside deployment of specialized temporary facilities, or &#039;dropsites&#039;. These modular, robust geothermal installations are deployed from orbit in rapid campaign cycles, used to power high-intensity industrial processes in their integrated facilities, and before the moon&#039;s hellish conditions obliterate them, they are re-launched, stripped, refitted, and eventually redeployed as conditions and contracts shift.&lt;br /&gt;
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There are no official permanent settlements on Io due to its extreme vulcanism, and teams are cycled in and out with its groundside facilities usually on a monthly basis due to the extreme danger working on the moon poses, the highly traumatic work tending to damage crew as much as equipment over long periods of exposure. The hardship of life on Io has, despite its lack of permanent settlements, led to a the development of a somewhat insular, elitist culture in dropsite crews. This culture tends to revolve around the camaraderie shared between the men, women, and rare IPC placed in such danger, and the belief that the engineers of Io are the best anywhere in the Orion Spur. In the eyes of a worker from Io, nobody else could work in such a dangerous environment and hope to last a day.&lt;br /&gt;
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This is, at least, an attitude somewhat justified by prevailing economic attitudes: workers from Io are prized throughout the Orion Spur for their engineering abilities, and are highly sought-after by corporations such as Einstein Engines, Hephaestus Industries, and NanoTrasen.&lt;br /&gt;
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===Ganymede===&lt;br /&gt;
[[File:GanymedeFlag.png|thumb|250px|The flag of Ganymede.]]&lt;br /&gt;
Often regarded as Callisto’s twin, the low-burn rivalry between the two Jovian sisters dates back all the way to their respective founders. In contrast to the Commonwealth origins of Callisto, the &#039;&#039;&#039;Federation of Ganymede&#039;&#039;&#039; was colonized by a combined effort of the [[Earth#Europe|European Union]] in competition with their close neighbour. Initially not as flashy as its terraformed twin, Ganymede ultimately used its more inhospitable nature to its advantage.&lt;br /&gt;
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Ganymede is notable for its extremely dense and efficient architecture compared to barren moons like Luna, eschewing surface domes in favor of large and sprawling towers dotting the surface. Residential towers are a minority in Ganymede, with the Gallilean moon never able to match the population of its neighbour. Instead, the majority of those towers serve as the breadbasket of the [[Sol|Solar System]], growing a variety of crops using the moon’s abundant ice oceans. Over the span of 200 years since its initial colonization, Ganymede perfected the use of the towering farmland, optimizing ocean desalination efforts and fielding some of the best agricultural experts in the Spur.&lt;br /&gt;
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Ganymede’s more mechanically inclined infrastructure isn’t insignificant either. While Callisto serves as the gateway for goods entering Sol, Ganymede is a hub through which the system communicates with the wider Spur. Surface not used for habitation or farmland is occupied by massive communication arrays and information infrastructure, free of cumbersome atmospheric interference.&lt;br /&gt;
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The lack of an atmosphere likewise made the Jovian moon a perfect candidate for one of the wonders of the Spur; something many of its residents pride themselves on. The truly massive Hubble II telescope facility covers as much as a third of the moon’s surface and is renowned throughout the Orion Spur’s scientific community for its ability to produce high-quality images of extremely distant objects. Hubble II has even managed some commercial success, with Idris Incorporated producing a licensed year calendar using its images of major planets, and even the galactic core, Sagittarius A*.&lt;br /&gt;
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Unsurprisingly, due to the nature of the moon, [[Zeng-Hu Pharmaceuticals]] has a foothold in its research institutions and widespread farmlands, often employing Ganymedeans outside of the moon itself as astronomers and agricultural researchers. Also of note is the foothold of [[Einstein Engines]], heavily invested in Ganymede&#039;s information infrastructure and the maintenance of the moon&#039;s massive telescope. Einstein employees on Ganymede are typically engineers and technicians whom specialize in said infrastructure.&lt;br /&gt;
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===[[Callisto]]===&lt;br /&gt;
Callisto was originally founded by colonists of the United Orbital Enterprise in the early 2100s. The moon was acquired by the Sol Alliance following the collapse of the UOE and was eventually auctioned wholesale to Einstein Engines during the Second Great Depression. Einstein Engines has since turned the moon into the main point of entry and exit from the Sol system due to its excellent location and multiple warp gates in orbit. The low radiation levels of Callisto mean that the moon features several permanent settlements and orbital facilities, and the moon has gained significant wealth from this trade. Despite the recent proliferation of bluespace drives and engines, Callisto remains the main point of entry for most vessels leaving or entering the Sol system due to the comparatively cheaper cost of a warp gate. Callisto is also one of the main producers of water in the Sol system, due to its significant underground saltwater oceans.&lt;br /&gt;
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Culture on Callisto is a dynamic thing due to the amount of people coming and going from the planet due to its status as a major trading and transit point in one of the Orion Spur’s wealthiest systems. Callisteans, as they like to be called, are regarded as one of the most cosmopolitan people in the Sol system (perhaps in the whole Alliance) and pride themselves on their renowned reputation for friendliness. Nonhumans are not an uncommon sight on Callisto, and most Solarians from the moon find themselves more comfortable around nonhumans than other Solarians. Two common holidays on Callisto are Founding Day (22 July), which celebrates its recognition as a member state of the Sol Alliance and Warp Day (5 November), which celebrates the first successful warp transit.&lt;br /&gt;
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Workers from Callisto often find employment with Einstein Engines in a variety of positions due to the dominance of the megacorporation over the planet. However, the cosmopolitan nature of Callisto means that a Callistean can end up almost anywhere in the Orion Spur.&lt;br /&gt;
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		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dominian_Culture&amp;diff=39425</id>
		<title>Dominian Culture</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dominian_Culture&amp;diff=39425"/>
		<updated>2026-05-22T21:10:25Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: I got sick of opening this whenever I came to check the holidays.&lt;/p&gt;
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The Imperial cultural identity has been forged over centuries of isolation from the broader Spur into a unique identity. It is informed by the heavy stratification of Imperial society, the Moroz Holy Tribunal, and the stark divide between the Imperial Core and Frontier, the region outside of the Empire’s core worlds within its borders. The Imperial capital of [[Moroz]] is the cultural capital of the Empire and exerts a heavy influence upon the other planets in its domain. Broadly, Imperial culture values &#039;&#039;&#039;honour&#039;&#039;&#039; in one’s actions and conduct, &#039;&#039;&#039;faith&#039;&#039;&#039; in Emperor and Goddess, and is generally &#039;&#039;&#039;militaristic&#039;&#039;&#039; as a result of the Empire’s conquests. This page is a broad overview of the Imperial cultural identity, which is strongest in the Imperial Core and becomes more varied as one travels outwards into the Frontier, where communities often have their own regional identities in addition to the Imperial one. It will also discuss Imperial media and its role in Dominian society.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Honor==&lt;br /&gt;
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To a Dominian, honour is paramount in maintaining one’s dignity and social standing. To be deliberately slighted by an equal is seen as the gravest disrespect one can endure and may result in a demand for a duel of honour — a contest, generally with bladed weapons or pistols — to see which duelist is struck first. These are rarely to the death, with stun or taser-shooting handguns having replaced their traditional counterparts and bladed duels traditionally being to first blood. Especially severe offenses — such as a subordinate or inferior insulting one above their station —  may result in a duel to the death.&lt;br /&gt;
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To be formally considered an official duel of honour, an Imperial judge or magistrate must receive a petition from one or both parties explaining the matter of dishonour or dishonourable conduct which requires a duel to ameliorate. In the Core these can be resolved within a day (or within an hour for great house nobles) but on the Frontier some may languish for months in the Imperial bureaucracy while tempers rage or sometimes cool, leading to unsanctioned duels or the latter being dropped by the involved parties. Upon confirmation letters will be sent to the involved parties and an authorized HM’s constable will be assigned as a referee. Duels concerning religious matters are, after review by a civil judge, deferred to the Tribunal Investigations Constabulary on a case-by-case basis and must instead be reviewed by a member of the clergy or authorized layperson. A Tribunal Constable is instead sent to oversee the duel. The winner is officially noted within the Imperial judicial system and the matter is considered to be resolved unless disputed by an involved party.&lt;br /&gt;
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If disputed by an involved party the involved constable will present their observation records to a council of certified duelists overseen by a judge or magistrate. This is followed by a period where both sides of the duel may call witnesses, present evidence, and examine witnesses and evidence presented by the opposing side. The council then deliberates and renders the duel either legitimate or disputed. Disputed duels fall into several categories: disputed due to dishonourable conduct by the winner, disputed due to dishonourable conduct by the loser, or disputed due to other circumstances. They will then either void or uphold the result, and in rare cases might even call for a new duel refereed by a council member.&lt;br /&gt;
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Unauthorized duels lack any of this bureaucratic review and are more common in the Frontier, where delays in authorizations lead duelists to take matters of honour into their own hands. They lack legal protections and will not be recorded under Imperial law, causing some participants to end up in court defending their actions as a duel rather than an assault or murder.&lt;br /&gt;
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&#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;
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&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;
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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;
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&#039;&#039;&#039;I. Conduct toward Equals&#039;&#039;&#039;&lt;br /&gt;
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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;
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&#039;&#039;&#039;II. Dueling Etiquette&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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&#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;
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&#039;&#039;&#039;III. Conduct of a Soldier&#039;&#039;&#039;&lt;br /&gt;
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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;
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&#039;&#039;&#039;IV. On High and Low&#039;&#039;&#039;&lt;br /&gt;
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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;
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&#039;&#039;&#039;V. Behavior amongst Foreigners and Enemies&#039;&#039;&#039;&lt;br /&gt;
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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;
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&#039;&#039;&#039;VI. On Duty to Family and Goddess&#039;&#039;&#039;&lt;br /&gt;
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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;
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&#039;&#039;&#039;VII. On Duty to Country and Emperor&#039;&#039;&#039;&lt;br /&gt;
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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;
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&#039;&#039;&#039;VIII. On Duty to Self&#039;&#039;&#039;&lt;br /&gt;
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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;
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==Interspecies Relations==&lt;br /&gt;
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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 and role played in the occupation of Fisanduh 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;
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Another sizable distinction between these two different groups is their views on religion. While Kasz Han’san, as Chief Minister of Unathi Affairs managed to convince Dominia’s Sinta population to convert over matters of honors, it’s clear that some worship the Goddess more out of necessity rather than out of honest devotion. On the more sincere side, 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. 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;
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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;
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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;
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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;
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==Holidays==&lt;br /&gt;
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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;
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===Dominian Holidays===&lt;br /&gt;
* &#039;&#039;&#039;January 1st: New Year&#039;s Day&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;February 3rd: Feast of Devotion&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;April 3rd: Feast of Faith&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;May 22nd: Worker&#039;s Day&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;June 3rd: Feast of Loyalty&#039;&#039;&#039; - This feast celebrates soldiers and all professions that rely upon loyalty and fealty to something higher.  &amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;July 7th: Founding Day&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;July 29th: Victory Day&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;August 3rd: Feast of Remembrance&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;September 3rd: Feast of Joy&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;October 29th: Day of Crossroads&#039;&#039;&#039; - A government holiday celebrating the completion of the first major section of the Imperial Railroad. &amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;November 17th: Navy Day&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;December 3rd: Feast of Renewal&#039;&#039;&#039; - 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;
* &#039;&#039;&#039;December 25th: Giving Day&#039;&#039;&#039; - 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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Imperial fashion is centered on Moroz, where noble courts and commoner high society sets the standard for the broader Empire. Opulence, extravagance, and striking colours (generally intended to conform to one’s house colors, if the wearer is a noble) are favoured by Morozian high society, reflecting the wealth of the Empire and the elite status of the Goddess’ chosen people in their own eyes. While some conservative Tribunalists caution modesty, few Morozian aristocrats outside of House Strelitz and Zhao — well-known within the Empire for their austere, military-inspired fashion — wish to be caught behind on contemporary trends.&lt;br /&gt;
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The Imperial Core broadly follows the Morozian lead on fashion, though each planet has its own variations of typical Morozian styles. Non-Morozian Imperial Core fashion is often lighter and more breathable due to its three worlds being warmer than Moroz.&lt;br /&gt;
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Fashion on the Imperial Frontier diverges significantly from the Core, with Novi Jadran standing as the closest equivalent to a typical Imperial world with its well-dressed, typically wealthy, noble and patrician families. Here, practicality takes precedence over fashion trends as wealth decreases and the standard of living falls compared to Moroz. Frontier Ma’zals outside of Novi Jadran’s cities often wear resized hand-me-down clothing from relatives or cheaply-made clothing from Imperial factories or imported from Biesel. Imperial colonial bureaucrats swap out the heavy, ornate clothing of Moroz for lighter, more durable, and well-made clothing suited for whatever environment they may be sent to, from the stifling heat of Sun Reach to the freezing cold of rural [[Novi Jadran]].&lt;br /&gt;
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==The Palatial Taboo==&lt;br /&gt;
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The &#039;&#039;&#039;palatial taboo&#039;&#039;&#039; is an informal Dominian rule against discussing matters of the Imperial family, particularly their health and private lives. While not formally written in [[Dominian Security and Law|Morozian legal code]], cultural norms have created a deep stigmatism about criticism of the Imperial household. The taboo may be rooted in many critics of the monarchy having been discovered to be secret edict breakers or Elyran spies. Taking its name from the imperial palace, it has led most Dominians to speak reverently of the [[Keeser Royal Family|Imperial family]] and view them as above criticism. As Emperor Keeser’s health has declined the taboo has become even more prominent, with his condition being spoken of in muted and polite language. Few outside of the cabinet and his family are aware of how ill the Emperor truly is, a matter which some foreign news services just as the [[Sol Alliance#The Solarian Alliance News Network|Sol Alliance News Network]] have commented on.&lt;br /&gt;
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==Noble Cultural Activities==&lt;br /&gt;
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As a highly stratified society, there are some cultural activities within the Empire which are more associated with its noble classes than others. The most prominent examples of this are noble balls and noble hunting parties, which are generally invite-only and rarely include commoners or foreigners.&lt;br /&gt;
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===Noble Balls===&lt;br /&gt;
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An important part of the Empire’s nobility, and the knightly orders many belong to, are noble balls, which are generally attended by only the nobility, their servants, and fortunate commoner (or foreigner) guests invited by attending nobles – even a wealthy and influential commoner is likely to be turned away without a noble’s recommendation. These events are lavish affairs, capable of lasting for days, where business alliances are made, friendships (or more) formed, influence determined, and — sometimes — enemies made and honour snubbed. While an invitation to a ball does not mean one is required to attend it is considered a major snub to decline an invitation unless there are exceptional circumstances — a death in the family, an illness, or other disastrous misfortune — and most attend even if they must interrupt other duties for it. The sole exception to this social rule are those considered “under oath” to serve the Empire, such as military personnel, the clergy, or diplomats. Those abroad are often not invited unless their presence is necessary — though what constitutes “necessary” can vary greatly from host to host.&lt;br /&gt;
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Balls typically center around a guest of honour — a successful military officer on leave, a new member of a knightly order, an accomplished scientist, or other distinguished individuals— or an Imperial holiday. Guests are expected to bring their finest clothing to enjoy the best experience the hosts can provide, and arriving underdressed for the occasion will reflect poorly upon the guest — likewise, the host providing a subpar experience will reflect poorly on them and their family, if not their entire house. These balls can have anywhere from a handful to hundreds of guests, with some grand balls thrown by the great houses concentrating enough major nobility to influence the course of the wider Empire.&lt;br /&gt;
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While most balls occur in the Empire, the consulates, embassies, and ambassadors of Dominia are known to host their balls of their own. Considered to be less exclusive than balls inside the Empire proper, these “ambassadorial balls” are used by the Empire’s diplomatic service as a way to promote Dominian culture abroad — local foreign notables are often invited and many embassy and consulate ballrooms have a viewing area above them where members of the public can observe the festivities. Dominians living abroad often bring their children to these events to familiarize them with balls, and what will be expected of them once they are old enough to attend them.&lt;br /&gt;
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Noble balls — and many other social events — are tied into what is known as “&#039;&#039;&#039;social season&#039;&#039;&#039;” on [[Moroz]]. A period from October until February when the planet’s weather is coldest and many nobles travel from their country estates to winter homes in the major cities of the planet, the greater concentration of the Empire’s social elite makes coordinating balls and other social events much easier. The informal, though widely agreed-upon, start to the Morozian social season is the opening of the Royal Opera of Nova Luxembourg’s winter season in early October. This schedule is kept on other worlds of the Empire, such as Zhurong and [[Novi Jadran]], out of convenience&#039;s sake.&lt;br /&gt;
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===Hunting===&lt;br /&gt;
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An activity associated with the upper echelons of Houses Strelitz and Zhao hunting is a pastime and social activity done outside of social season. It is viewed by these houses as a martial pursuit best used to teach young future officers to both lead and shoot well. Those they invite  — usually commoners or lower-ranking nobles — typically see it as a chance to get out of the city and into the countryside for a rousing weekend of socializing and entertainment, even if most view the activity as quaint and dated. The expansion of the Empire has seen the sport expand into the Imperial Frontier, where a canny Ma’zal may turn quite a profit serving as a guide — or host — for hunting parties of these great houses.&lt;br /&gt;
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The most dedicated hunters have been known to go on hunts abroad they refer to as safaris. Generally centered around big game and the exclusive domain of the Empire’s wealthiest, these expeditions can be to locations as far away as Arusha or [[Vysoka]], assuming one can gain entry to the Coalition. Others instead choose [[Moghes]] or [[Adhomai]], hoping to find animals worth hunting in the New Kingdom or Hegemony’s territories.&lt;br /&gt;
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==News Media==&lt;br /&gt;
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The press is not free in the Empire and is subject to extensive state control and censorship. Most press outlets are controlled by either the state itself or House Caladius, with few independent news outlets existing, most in Novi Jadran’s cities and none reaching beyond the planet in their distribution — the independence of papers such as the &#039;&#039;Jadranic Record&#039;&#039; is viewed by some as a gesture of goodwill towards the “model colony” of the Empire.&lt;br /&gt;
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The most widespread news service in the Empire is the Imperial News Network, a state media organization that operates print, broadcast (via the Imperial Broadcasting Company), and online editions free of charge throughout the Empire. Foreign news media is limited in the Empire. [[Coalition of Colonies|Coalition]] and [[Republic of Elyra|Elyran]] sources are banned from the Empire while [[Republic of Biesel|Bieselite]] and [[Sol Alliance|Solarian]] sources are permitted, though they are reviewed and censored by the Imperial Institute of Cultural Affairs prior to publication. Broadcasting an Elyran or Coalition news source within the Empire is a capital offense under Imperial civil law. Listening to an Elyran or Coalition news source is punishable by time in jail for repeat offenders and fines for most first-time offenses.&lt;br /&gt;
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The INN is dominated by House Caladius, which owns the second largest share of it after the Imperial government. Most of its employees are either members of or affiliated with the great house, with most non-Caladius staff members belonging to House Seok. The Network’s main presenter, Josephine Maria Caladius, is a member of the house and a countess, holding a small estate on Moroz itself. Independent media outlets in the Empire such the Jadranic Recorder have criticized the Caladius’ dominance of the INN as a potential conflict of interest when reporting on issues impacting economic policy — which House Caladius exerts influence over — or house matters. The Network has denied these accusations and House Caladius seems likely to continue in its dominance of the INN.&lt;br /&gt;
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Josephine herself, as she is known to the public, is the network’s face and can be seen on many of its public advertisements, looking out at the viewer with her elegantly curled hair and finely-tailored clothes. Countess Caladius is a cousin of the great house’s leader and closely involved with the Empire’s foreign policy, working with the Diplomatic Service and colonial office to ensure a positive image of the Empire is readily available at home and abroad.&lt;br /&gt;
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==Popular Imperial Media==&lt;br /&gt;
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&#039;&#039;&#039;Domelkos in Summer&#039;&#039;&#039; by Chen Sun is a classic Morozian novel from the pre-Imperial period which discusses the romance between a young rural noble of House Caladius, Marie Caladius,  and the House Zhao engineer, Jiajun Zhao, her father brings to their country estate to oversee repairs. As Jiajun’s survey work brings him closer and closer to Marie, a youthful romance emerges and blossoms between them as the summer goes on. Though fall and winter call Jiajun away to other duties, and Marie to her studies, the two reunite in spring and marry, becoming the new masters of the estate. In her era, Sun — a minor noble — was a prominent writer of romantic fiction. Though she died in the late 24th century her works have endured, and she is one of the few classical Dominian authors with notable popularity abroad.&lt;br /&gt;
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&#039;&#039;&#039;Daybreak&#039;&#039;&#039; is a popular opera from the late 24th century written by the well-regarded composer Grafin Yvonne von Stromberg (2352 - 2459). A fictionalization of the Holy Kingdom of Domelkos’ role in the War of Moroz with fantastical elements, it follows the general staff of the fictional Countess Emiliana Caladius as they struggle to overcome the Fisanduhian Armed Forces. Its climax comes when the Goddess intervenes to temporarily save Emiliana from a poison administered to her by a spy, Major Ernst Stroß, and she overcomes the [[Fisanduh|Fisanduhian Army’s defenses]], ultimately dying in the arms of her lover, Lord Erik Weiss. The opera is known for its relatively fair portrayal of Fisanduhian troops, depicting them as loyal but flawed soldiers manipulated by the corrupt government of the Confederated States. Productions of Daybreak are common in the Empire and abroad, where it has become the face of Morozian opera in the wider Spur.&lt;br /&gt;
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&#039;&#039;&#039;Life on the Reach&#039;&#039;&#039; is an Imperial Broadcasting Company weekly radio drama popular on [[Sun Reach]]. Set in the fictional village of Valkeakaupunki in the late 2420s, it covers the events of the village and its small Home Guard garrison as they struggle against nature, bandits, and try to shape themselves into model Imperial citizens. It is centered around the village mayor, Mangasar Kinosyan, and his family in particular, but is known for a vast number of side characters ranging from Imperial colonial bureaucrats to bandits fighting for the Pirate Lords. Having run since 2428, it is one of the longest continuous series in the modern Spur and is known for using actors from Sun Reach itself to portray its characters. It is one of only a few pieces of popular Dominian media which focuses almost entirely on Ma’zals rather than Primaries or Secondaries and is most popular on Sun Reach itself. It has little popularity abroad, though novelizations of the series can be found on bookshelves throughout the Empire.&lt;br /&gt;
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&#039;&#039;&#039;By Moroz’s Light&#039;&#039;&#039; is a popular series of mystery novels written by [[Novi Jadran|Jadranic]] author Daria Jurina, sister of the [[Moroz Holy Tribunal#Witchfinding and Witchwork|famous witchfinder story author Andrija Jurina]]. It follows Katia Izambard, a junior investigator of the Tribunal Investigations Constabulary who saves a Goddess-touched seer, Lady Yvelise de La Fontaine, and finds herself integrated into the inner circle of the Inquisitrix despite being a commoner. There she works alongside Inquisitrix Matsuko Kaneko, a native of Zhurong and scion of the famous noble family, as they combat threats to the Empire throughout its territories ranging from insurgents to witch-spirits to sorcerers. Izambard, the point-of-view character, is more logical but less experienced, while Kaneko is more experienced but more prone to acting upon her intuition alone — together, they form an effective team, if one with a notable height difference between the non-geneboosted Izambard (162cm) and geneboosted Kaneko (230cm). Generally marketed as fantasy novels, they have attained some popularity abroad. &lt;br /&gt;
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&#039;&#039;&#039;Shadows of Our Past&#039;&#039;&#039; is a popular Jadranic mystery novel. Set in Durres, Novi Jadran, in the early 2410s, it follows constables Gjon Lasko and Alvaro Moretti as they attempt to unravel a conspiracy between a clique of anti-Imperial Jadranic nobles and their shadowy masters — later revealed to be Elyran agents — to overthrow the government and turn the planet into their personal fiefdom. As the two constables attempt to unravel the conspiracy they must navigate the court politics of Novi Jadran as urban Jadraner commoners, travel the planet, and ultimately find themselves in a showdown with the conspiracy’s leader in [[Novi Jadran#Major Cities|Nova Rijeka’s]] imperial palace. A rare example of popular Jadranic counterculture literature, it is widely believed to be a critique of the planet’s corrupt rural nobility and is rumored to have only been published thanks to the crown princess’ intervention. Many have observed the similarities between the conspiracy’s leader, the Black Duke, and contemporary policies of [[Council of Imperial Governors#Imperial Mandate of Novi Jadran|Governor-Marchioness Anastazija Glavan]], current governor of Novi Jadran, including both being Imperial Army veterans.&lt;br /&gt;
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&#039;&#039;&#039;Jadranic Destroyer Commander&#039;&#039;&#039; is a popular limited series loosely based on the autobiographical novel &#039;&#039;Jadranic Fleet Captain&#039;&#039; by Dame Helena Igrec, OGE, which discusses her experiences as one of the first Jadraners to command a vessel in the [[Dominian Imperial Military#His Imperial Majesty’s Fleet|Imperial Fleet]], captaining the HIMS &#039;&#039;Belluno&#039;&#039;, a [[Zavodskoi Interstellar#Major Products 2|Jinxiang-class destroyer]], from 2450 until 2464 in many anti-piracy patrols. Commander covers the fictional Captain Vanja Matešić, commander of the Jinxiang-class destroyer HIMS &#039;&#039;Tivat&#039;&#039; of the 1st Battlefleet, as she does the same and must balance the needs of her crew — divided between Reachers and Jadraners — while keeping her hull intact. Praised for its realistic depiction of life and death on a vessel, Commander has found a small nice abroad in the Republic of Biesel and Solarian Alliance, where it is popular among naval enthusiasts. The Imperial Fleet uses Commander as a recruitment tool and holds showings of it on Sun Reach in “pop-up” theaters, bringing the series to remote villages where they may not have a holoTV.&lt;br /&gt;
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&#039;&#039;&#039;My Life in a Lyodic Village as an Outsider&#039;&#039;&#039; (typically shortened to Lyodic Life) is a Morozian “schoolbag book” series — named so as the genre featured books intended to fit in a student’s bag or worker’s briefcase — featuring the adventures of Evelyn Alcivar, a surveyor employed by House Caladius and the point-of-view character, and her [[Lyod|Lyodic]] companion, Abenanka, as Alcivar attempts to map the northern Lyod and Abenanka attempts to keep her from danger. The series is well-liked by Imperial readers for exploring what is to most an unknown region, but has become the subject of some controversy abroad due to avoiding controversial aspects of Dominian rule in the Lyod. The relationship of its two main characters is the subject of debate amongst fans, with Alcivar having developed feelings for Abenanka, who has not yet shown interest herself.&lt;br /&gt;
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&#039;&#039;&#039;Reign of Steel&#039;&#039;&#039; is the most popular video game in the modern Empire, and has found success in the wider Spur. Developed by a studio affiliated with House Volvalaad, Reign is a well-regarded competitive first-person shooter set in a fictional version of the [[Sol Alliance History|Interstellar War]] which pits the [[Sol Alliance|Solarian Central Government]] (rendered in-game as SOLGOV) against the [[Coalition of Colonies|Frontier Coalition]]. The game is notable for its non-Morozian setting, which some theorized was an intentional choice to reach a wider market and avoid censorship. A popular esport, some players joke that while Emperor Keeser is the undisputed master of the Empire, Reign is the undisputed master of the Imperial video game market.&lt;br /&gt;
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&#039;&#039;&#039;The Ever-Faithful Fleet&#039;&#039;&#039; is a long running radio comedy written by Aleksandar Markovic, a veteran of the Imperial Fleet, about the misadventures of the HIMFS &#039;&#039;Diligent&#039;&#039;, a patrol destroyer, and its crew as they attempt to make naval life work for themselves. The cast includes Maurice de Archambeau, a young Morozian nobleman and the vessel’s captain who seeks to prove himself as an officer and gentleman but must often be restrained by his crew due to excessive enthusiasm, and Radomir Horvat, the executive officer of the vessel who is consistently depicted as the most sane and competent, but whose obsession with his Mo’ri’zal often drags the ship into trouble. Rounding out the class is Morana Lindahl, initially a raw recruit voidsman from Sun Reach who is depicted as extremely enthusiastic and energetic but naïve — a rare positive portrayal of a Reacher by a Jadranic author. A fan favorite, Lindahl often finds herself roped, or stumbling, into her superior’s plots. Having run since 2425 and recently celebrated its 50th, the radio show shows no sign of slowing down and is commonly listened to by Fleet personnel and veterans.&lt;br /&gt;
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==Opera==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“There is no finer example of Morozian culture than its opera. Arguably, it is the Empire’s greatest export,”&amp;lt;/i&amp;gt; - [[Dominian Society and Class Structure#Petty Nobility|Countess Yunseo Seok]] (2398 - ) speaking at the Interstellar Academy of Sociologists, Harmony City, [[Luna]], 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Sometimes called the Empire’s true main export, Dominian opera is regarded as some of the best in the modern Spur and is a common pastime for the Imperial nobility and many commoners, though non-noble opera fans tend to be from the middle or upper middle class, with most being [[Moroz|Morozians]] or [[Novi Jadran|urban Jadraners]]. Patronizing operas — either theaters or composers — has been common among the Empire’s wealthiest since Emperor Godwin Keeser financed the Imperial Opera Theater of Nova Luxembourg in 2386, thus making the practice nearly as old as the Empire — itself declared in 2385. Nearly every major city of the Imperial Core has an opera theater — with many having multiple theaters — and securing a place in one as a performer can be a path to fame and wealth beyond the means of most outside of the nobility. The two largest patrons of opera remain Houses Keeser and Seok, with the Seok family in particular having long been well-known as patrons of the art.&lt;br /&gt;
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Imperial opera theaters and actors do not limit themselves to just the Empire’s stages and audiences, with many traveling throughout the Orion Spur to perform. Some go as far afield as the [[Nralakk Federation]] or [[Xanu Prime|Xanu]], but most ply their craft in either the [[Sol Alliance|Solarian Alliance]] or [[Republic of Biesel]]. Foreign productions of Imperial works — and vice-versa — are not uncommon either, and opera has been viewed by some in the Empire’s government as a “safe” way of cultural ambassadorship, as anything truly controversial can be written off as simply art — a work of fiction not truly offensive to anyone capable of understanding it.&lt;br /&gt;
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===Prominent Operatic Artists===&lt;br /&gt;
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While operatic works in the Empire can have hundreds involved — from designers to musicians to actors and more — some are more renowned than others. The following individuals are prominent artists in the field and are known throughout the Empire and beyond, serving as celebrities in their own right. This is not an extensive list by any means — your character may know far more opera figures than them! — but is designed to serve as a baseline for what a prominent figure in the opera world looks like in [[Empire of Dominia|Dominia]].&lt;br /&gt;
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&#039;&#039;&#039;Lorenzo Gentilini&#039;&#039;&#039; is perhaps the most prominent Jadranic actor of his generation, having starred in numerous productions inside and outside of the Empire. He has wowed [[Moroz|Morozian]] audiences with his exceptional command of High Morozi and dedication to each role, with Gentilini describing himself as a “method performer” who must become his role in his life before setting foot on the stage. Some of his most memorable performances are as Hristofor Jakovljević in The Goodship Imperator’s 2460 season on [[Luna]], where he applied — and graduated from — an Imperial Fleet officer’s course to prepare for his role. While initially known as a dramatic actor, Gentilini shifted into comedy roles following this success and is sometimes referred to as the “Chief Commissioner of Imperial Humour” in his billings. Between productions he lives and works in Durres, [[Novi Jadran]], with his wife and three children. He is known in the city for his approachable nature and willingness to help local opera houses.&lt;br /&gt;
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&#039;&#039;&#039;Walburga von Groß-Lorenz&#039;&#039;&#039; is a relatively young, but still famous, actor from a minor noble family on [[Moroz]]. Only entering into opera in 2459, Walburga quickly made a name for herself by her stature  and deep voice — a quirk of her birth — which allowed her to sweep into the ranks of the top dramatic and tragic actors. Her breakthrough role was as Katerina Nikolaeva, the main antagonist of Lords of the Reach, during the 2461 Nova Luxembourg social season. She is popular abroad due to her height and regal bearing, and recently headlined the 2466 opening of the Harmony City, Luna, and Callisto’s performance seasons of Imperial opera. While her likeness is often featured on advertisements, the real Walburga is notoriously private and camera-shy, making few official appearances. Little of her private life is known, leading to rumors about her relationships and residence — some say she now lives on Luna.&lt;br /&gt;
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&#039;&#039;&#039;Minna von Fromm&#039;&#039;&#039;, Member of the Order of the Distinguished Cup and Coin, is a well known conductor of operatic works, having led orchestras for half of a century. She followed the classical route for a Morozian composer, beginning as a musical assistant before working her way up to conductor. Appointed conductor of the Royal Philharmonic Orchestra of Nova Luxembourg in 2428, von Fromm has led it ever since and gained renown for performing both in the Empire and abroad, taking the Royal Philharmonic across the Spur for both musical and operatic performances. House von Fromm is a wealthy affiliate of House Seok, and Minna had the great fortune to be geneboosted — she looks far younger and more spry than her age would suggest. While she does not freelance as a composer, von Fromm has trained many foreign conductors on how to properly conduct an Imperial opera and was present for the first ever showing of Feyfolken on Luna.&lt;br /&gt;
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&#039;&#039;&#039;Ervin Kapllani&#039;&#039;&#039; is a prominent writer of Jadranic comedic operas most known as the writer of Empire of the Feyfolken, an operatic work parodying the nobility. Born into a family of Jadranic bureaucrats, he was educated in the classics and established himself first as an editor, then as a writer. Kapllani is a well-known critic of the current governor of [[Novi Jadran]] and some view Feyfolken as more an attack on her than a satire of the nobility. He still lives in Bellini but often tours the Empire, having notably attended the first showing of Feyfolken in the Royal Theater of Nova Luxembourg, and is rumored to have the patronage of House Seok, Empress Keeser’s house of origin. Such patronage would explain Kapllani’s ability to dodge censorship, and his use of a crown princess-like character as the hero of Feyfolken.&lt;br /&gt;
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===Prominent Operatic Works===&lt;br /&gt;
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&#039;&#039;&#039;The Goodship Imperator&#039;&#039;&#039; is a comedic opera based around the crew of the fictional [[Dominian Imperial Military#The Imperial Fleet|Imperial Fleet]] cruiser HIMFS &#039;&#039;Imperator Godwin&#039;&#039;, an Empire-class cruiser both incorrectly named after the then-Emperor — Godwin Keeser — and using the wrong title in its name. The cast consists of [[Novi Jadran|Jadraners]], with the opera having been made in the 2410s before [[Sun Reach]] was annexed and Reachers became common in the Fleet. The protagonist is Captain Hristofor Jakovljević, the vessel’s commander. He is a faithful and honest man, if uncreative, and the opera centers around his attempts to outwit the Fleet’s bureaucracy and escape consequences — real or imagined — for the ship’s seemingly offensive name. Assisting him is his dedicated executive officer, Borislava Injac — who is less hardworking, but more cunning and creative, than her captain. Through their efforts the ship finds itself steadily in more and more trouble, until it inadvertently gains the attention of Fleet Admiralty. In an act of what their fleet admiral thinks is an easy out for the crew — and captain, the vessel is renamed Duke Glavan — the then-ruler of Novi Jadran — which mortifies the crew as the opera ends while the fleet admiral describes the name as, “much less offensive!”&lt;br /&gt;
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The opera has remained popular since its first showing in 2414. It is popular on [[Novi Jadran]], as it shows Jadraners in leadership roles, and in the Imperial Fleet, which views it as an inoffensive way of laughing at itself. Abroad it is often shown on [[Luna]], both in its original form and in a localized [[Sol Alliance|Solarian]] form dating to the 2420s that changed the vessel’s name to the [[Notable_Humans#Admiral TerrenceHopper|Terrence Hopper]] — changed to the [[Notable Humans#Michael Frost|Michael Frost]] in 2463 — and swapped the crew to [[Visegrad|Visegradis]]. Grand Admiral Huiling Zhao is a fan of the opera and hosts a showing of it produced by the 1st Battlefleet on each Navy Day.&lt;br /&gt;
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&#039;&#039;&#039;Empire of the Feyfolken&#039;&#039;&#039; is a comedic opera parodying the Empire’s [[Empire of Dominia Great Houses|great houses]]. It is centered around a meeting between two noble families of fairies concerning the economic policy of their Empire towards producing trade vessels — a seemingly trivial matter. One family is militant, priding their honor as soldiers — a parody of Houses Zhao and Strelitz — while the other is mercantile and scholarly — a parody of Houses Volvalaad and Caladius. The “trivial matter” itself is intended to parody the divide over what can and cannot be traded abroad from Dominia. The nobles cannot agree on anything and are continually interrupted by petitioners, new nobles arriving, and the need to attend what they call, “matters of high culture in our Empire.” The man nominally in charge is the only human in the opera: the majordomo, Mister Markovic. He is the only character who does not sing, instead delivering his lines in plain speech and often quite bluntly — implying he has a poor command of High Morozi and is unbounded by the nobility’s social norms. In the second act he approaches Princess Mirielle, heir of the more militant noble family (the hosts of the meeting, and his employers), and plots a way to force an agreement by giving the host food poisoning and having Mirielle take over. They are successful, and a compromise is reached — all without the nobles knowing he was behind it.&lt;br /&gt;
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It was first performed in 2454 and attracted controversy by parodying the great houses. Attempts to censor the play and fine its writer were squashed by the intervention of the royal family, stirring rumors Princess Mirielle is based on Priscilla Keeser. The royal family has claimed this is baseless speculation and others have pointed to the small and feminine Mirielle not resembling the towering and martial crown princess. It is popular among the middle class and minor nobility, which view it as a harmless way to laugh at the Empire’s high nobility. Feyfolk has never achieved the popularity of other operas abroad and is, “too Imperial to succeed in foreign theaters.”&lt;br /&gt;
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&#039;&#039;&#039;Nothing but the Mountains&#039;&#039;&#039; is a tragic opera in four acts set during the War of Moroz: the conflict which brought about the modern Empire. It is centered around two families and an arranged marriage between them: the Whiteheads— wealthy industrialists from Isterberg — and the di Oscuro — a noble household in Nova Luxembourg connected to the Imperial Alliance’s military. Both families wish to grow their business empires in their counterparts’ nations, with little attention initially paid to Lawrence Whitehead or Guistina di Oscuro, both in their early twenties and uncertain of one another. Over the second act — with the first covering their wedding — a true romance blooms between them, only for the start of the War of Moroz in the third act to drive them apart, shattering the relationships between their families. Over the final act members of both families perish in the War, both as combatants and civilians, and the protagonists join their respective militaries: Lawrence enlisting in the [[Fisanduh|Confederated States of Fisanduh’s]] Army and Guistina joining a medical unit aligned with the Holy Tribunal. In its final scene they meet again, with Lawrence as a prisoner of war and Guistina as a medic ensuring they are healthy. Neither initially recognizes one another, showing how far apart they have drifted, and when they do, they realize the love between them perished in the War. The curtains close on both staring at one another, uncertain of how to move forward.&lt;br /&gt;
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Nothing but the Mountains was first performed in 2389, after the end of the War of Moroz, and is viewed as the national opera of Dominia. However, the four-act structure and length — fourteen hours — makes it difficult for all but the most well-funded opera houses to perform as it must be shown over multiple nights. An alternative ending where Lawrence’s unit attacks Guistina’s hospital and unintentionally kills her, only to realize what he has done and accept death at the hands of her brother, was popular during the peak of Fisanduh’s insurgency in the early 25th century and is still shown today. Though its writer and composer, Serhat Berker, died in 2429 he is still popularly associated with it and his face often appears on posters for its showings. Abroad Nothing but the Mountains is relatively popular, though the original ending is preferred. &lt;br /&gt;
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&#039;&#039;&#039;Lords of the Reach&#039;&#039;&#039; is a tragic opera set in the years before the Empire’s 2422 invasion of [[Sun Reach]]. It is based on the real Florencio Casas, a [[Moroz Holy Tribunal|Tribunalist]] martyr who died in the late 2410s and was heavily involved in the underground Tribunalist struggle on the planet. It opens to Casas and his husband, Eberado, guiding a new convert to their convent’s priestess, Mirae Jeon — who is implied, but never stated, to be [[Moroz|Morozian]] — who has made Casas her second-in-command due to his knowledge of the area. Casas is tortured by the prospect of the convent being attacked by the region’s pirate lord: Katerina Nikolaeva, a sadistic naval officer whose first scene involves her ripping a Codex in half and grinding its papers into the stage (a scene that caused some members of its first audience to faint). Regarded as one of Morozian opera’s vilest characters, Nikolaeva is depicted as an atheist and a nihilist who views herself as above good and evil — something that directly opposes her to Casas’ piety and humility. In the climax his worst nightmare comes true as her bandits attack and burn the convent, massacring its inhabitants and shooting Eberado and Jeon in front of Casas, who cries out to the Goddess as he collapses. The Goddess then bestows Her strength on him, who rises and fights his way through the convent — killing the bandit leader before collapsing from his injuries, looking towards the rising sun. Jeon — miraculously healed of her injuries — exits the convent and cradles Casas as he dies, telling him his valor will be remembered by generations of believers.&lt;br /&gt;
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While ending in tragedy, the opera has been popular since it debuted in 2425. While a fictional character constructed from multiple real Pirate Lords, Nikolaeva is viewed by many Dominians as an example of the violence against Tribunalists on pre-Viceroyalty Sun Reach. Casas himself has become a popular symbol of Reacher loyalty, with Houses Seok and Caladius having funded projects in his honor on Sun Reach.&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 self-styled Primary-only order dedicated to physical fitness and honour-bound virtue. However, as the Empire shifted slowly towards relative liberalisation, 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 technique 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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Popular music varies across the Empire based on location and social class. [[Moroz]] and the Imperial Core are known to produce some of the most well-regarded operas in the modern Spur, while on Sun Reach few rural families have access to a radio to listen to music, making village concerts a social event for those communities. In some more built-up areas of the Empire one may find foreign music, often from Biesel or the Solarian Alliance’s south, and [[Visegrad|Visegradi]]-style music has become a trend amongst some Morozian youth. On [[Novi Jadran]] its counterculture movements have started their own musical trends, blending traditional Jadranic styles with modern, imported themes from Moroz and abroad and using them as a roundabout method to critique the planet’s government. Known informally as “Jadranist songs,” authors of these works must be clever to avoid Imperial censors.&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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==Knightly Orders==&lt;br /&gt;
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“I solemnly swear, upon the honour of myself and my family, upon my loyalty to the Empire and upon the goddess herself to forever dutifully serve as a loyal vassal of our Emperor, and to forever uphold the values of the Empire and Goddess, even if it means my own death” - A typical pledge spoken by initiates before being knighted.&lt;br /&gt;
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Origins&lt;br /&gt;
The concept of Knights and their Orders have roots before the foundation of the Empire in the former Holy Kingdom and Imperial Allianc. The origins of modern knightly orders are rooted in the coronation of Emperor Godwin Keeser following the War of Moroz. To celebrate the Empire’s victory in the conflict, Emperor Godwin created the Imperial Order of the Broken Mountain and the Imperial Order of the Golden Albatross to venerate those involved with the Imperial Army and Imperial Fleet.&lt;br /&gt;
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In the modern era there are three forms of Knightly Orders. Imperial Orders consist of those named for honours on the Emperor’s yearly honours list, and are granted the title of Imperial Knight. Secondly, Holy Orders consist of those granted a knighthood by the Immaculate Hand of the Goddess, and are granted the title of Holy Knight. Finally, Self-Styled Orders are merely clubs that dedicate themselves to the ideals of Knighthood and receive no official title with recruitment methods and requirements varying between orders.&lt;br /&gt;
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===Organisation===&lt;br /&gt;
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Whilst outside of an Order members style themselves as Knight, Dame, or Chevalier, internally Knightly Orders consist of multiple ranks with a singular leader at the top. Alongside ranks there are roles such as treasurers and chancellors who take up the actual, day-to-day administrative and clerical work of the Order. Whilst almost all orders accept Secondaries and sufficiently Morozian Ma’zals into their ranks. The upper echelons of Knightly Orders are near exclusively the domain of landed nobility, and none who had or do hold these positions would be found outside of the Empire.&lt;br /&gt;
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Livery and decorations are an essential part of any Knightly Order, with a variety of methods being used to display both membership and rank within an order. The higher the rank, the more decorations a member will accrue. Every order possesses a unique insignia that is used to denote membership in said order, and outside of this anything additional depends on the specific order. &lt;br /&gt;
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The knightly orders place immense value on the ideals they strive to uphold, with ideals of chivalry, honour, nobility, and piety at the core of every order. An Imperial Knight is expected to strive towards and uphold these ideals in all circumstances. Failure to do so or acting dishonorably in general leads to a swift ejection from both the order and polite society at large. Knights are expected to strive towards embodying the three aspects of the Goddess. In practice this means that Knights are expected to become polymaths, practising and eventually mastering at least one skill tied to each aspect of the Goddess. &lt;br /&gt;
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===Activities===&lt;br /&gt;
Despite their origins in honouring the military, the vast majority of Knightly Orders have no official duties besides some ceremonial ones such as guard duties or marching in parades. Instead these orders spend far more time focused on their own activities using funds provided by the state, Holy Tribunal, or their own members. All order members are expected to provide fiscal support through membership dues, which can be very expensive, and require an outside income to support themselves as membership does not provide a salary — while trifling for Primaries and most Secondaries, this fiscal requirement locks many Ma’zal out of ever being a member of an order.&lt;br /&gt;
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Every order possesses an order hall used as an administrative centre and meeting hall for official business. The lavishness and architectural beauty of a hall is seen as a reflection of the soul of the order itself, and it serves as the venue for most of its events and functions. Everything from grand balls to fencing tournaments are organised and held within the order hall, and many business arrangements and political deals have been signed within their walls.&lt;br /&gt;
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===Notable Orders===&lt;br /&gt;
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====The Imperial Order of the Broken Mountains====&lt;br /&gt;
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One of the two original Imperial orders founded to celebrate those who bought the Imperial Alliance victory over the Confederated States of Fisanduh, this order is named in honour the Strelitz Commandos who “broke” the mountains of Fisanduh. Knighthood in the Imperial Order of the Broken Mountains was awarded to those involved in the terrestrial battles of the war who showed exceptional valour. The bulk of these Imperial Knights were members of the army’s frontline combat units, but some members belonged to non-combat support units such as medical sections. The insignia of the Order is a bronze mountain split down the middle by a crack placed upon a crimson red background.&lt;br /&gt;
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In the modern era the Order’s members are still overwhelmingly drawn from the Imperial Army’s members, and many contemporary members are Jadraners — a rare exception to the typically Morozian membership of orders. The origins of the Order makes it a favourite of Houses Strelitz and Kazhkz-Han’san, with many of its members being nobles or associated commoners from these houses.&lt;br /&gt;
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=====Notable Members=====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“You are welcome to do whatever you like with the Order’s coffers, my dear niece, so long as you stop bothering me. Some of us have actual business to attend too. Rather than pretending to be a child’s tin soldiers,”&amp;lt;/i&amp;gt; - Dorothea-Freida Strelitz, to Order Treasurer Annaliese Strelitz.&amp;lt;/center&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Dame Grand Commander Dorothea-Freida Strelitz&#039;&#039;&#039; - Leadership of the Order of the Broken Mountains and the Imperial Army are titles that are inseparable. The High Lord General has always already been a member of the Order and the title of Grand Commander is automatically granted to them upon appointment. The current Dame Grand Commander, has a minimal presence in the Order outside of required business as her military duties keep her far too busy. Some say that due to her lack of geneboosting she has minimal interest in being shown up at many of the physical events hosted by the Order. With much of the running of the Order left to members below her, Dorothea-Freida instead devotes herself to her real duties as part of the Imperial war machine, with some whispering that she sees the Order as little more than a pointless distraction. Her only real participation is occasionally hosting wargames, inviting newer members of the Order to witness her at work and learn something themselves.&lt;br /&gt;
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&#039;&#039;&#039;Dame Commander Annaliese Strelitz&#039;&#039;&#039; - If anyone were to be considered the face and heart of the Order it would be its treasurer, Annaliese Strelitz. The Dame Commander invests much time attending and organising social events within the Order, often inviting non-members and fellow Imperial aviators to observe its activities. This cavorting has won her friends both inside and outside of the Order – especially with those who wish to associate themselves with the prestige of knighthood or aspire to become knights themselves. Many connections useful to Annaliese and the Imperial Flying Corps were made through the Order. Annaliese is known for her commitment to the ideals and image of Knighthood, proclaiming herself to be the, “Paragon of Knightly Virtue, &#039;&#039; even amongst her peers. She is always decorated in symbols of the Order and has a reputation for being exacting on any younger knights who fail to reach her high standards, particularly those of the Imperial Flying Corps. Annaliese is well-known for her attendance and organisation of Parades, where she rides atop a pure white horse dressed in a commissioned set of gleaming platemail with grand wings rising from the back and adorned with full Order regalia.&lt;br /&gt;
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&#039;&#039;&#039;Knight Commander [[Unathi_in_Dominia#Kasz_Han&#039;san|Kasz Han’san]]&#039;&#039;&#039; - Granted a knighthood due to his work as Chief Minister of Unathi Affairs, Han’san fills a vital position as the most respected Unathi of the Order and the only one of his species among its commanders. Due to the dominance of House Strelitz within the Order, many of its upper echelons want little to do with Unathi knights - which has led to Kasz becoming unofficially responsible for matters concerning the Unathi knights of the Order. While this duty goes unrecognised by the Order’s leadership, Kasz has acquired a great deal of goodwill among the Order unathi for his work. Despite his advanced age Kasz is frequently seen at Order events decorated in its livery, and frequently speaks on the importance of the ideals and virtues of knighthood in maintaining the Empire’s dignity and honour.&lt;br /&gt;
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====The Imperial Order of the Golden Albatross====&lt;br /&gt;
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Named after the Golden Albatross, the first ship and first flagship of the Imperial Fleet, the Imperial Order of the Golden Albatross was awarded to those who participated in the naval actions that led to victory over the Confederated States of Fisanduh. Its initial membership was primarily members of the Imperial Fleet in addition to the engineers and scientists behind their vessels. While still primarily honouring the Imperial Fleet the Order has become associated with the scientific community of the Empire. Its symbol is a golden albatross in flight against a black background. The order’s name can, depending on the dialect utilised, be spelled as Albatros.&lt;br /&gt;
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Its origins in the Imperial Fleet make it a favourite of House Zhao  and its scientific reputation makes it a favourite of House Volvalaad, with control of the order split between both. Unlike other knightly orders its hall is located off of Moroz on Zhurong, where it is viewed as being closer to the Imperial Fleet’s engineering and research facilities.&lt;br /&gt;
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=====Notable Members=====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Between you and myself, Hai. You are the best of your father’s children. A sharp mind, military talent and an understanding that it is the traditions of the empire and of its loyal Fleet that has brought us to where we are today. It is a true shame you were not born first,”&amp;lt;/i&amp;gt; - Huiling Zhao to Hai Keeser at a private meeting in Hongse Chengbao.&amp;lt;/center&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Dame Grand Commander Huiling Zhao&#039;&#039;&#039; - Leadership of the Imperial Fleet and Order go hand in hand and Huiling Zhao has served as the Dame Grand Commander since her appointment as Grand Admiral. Huiling’s involvement in the Order is restricted by the continual duties that arise related to the Fleet, but in the times she has shore leave she can be found around its hall on Zhurong. Most of the order’s day to day business is left to those who remain closer to home. Huiling is known for the grand wargames she hosts, with invitations granted for any member of the order to prove themselves, and the understated parties held after where members discuss more serious matters over cigars and wine.&lt;br /&gt;
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&#039;&#039;&#039;Dame Commander Xiuling Zhao&#039;&#039;&#039; - Chancellor of the Order and twin sibling of Huiling, Xiuling is a dedicated administrator for the Order and Fleet alike. While she rarely makes appearances at its public events she studiously attends Order functions and is said to know the face, noble title, naval posting, and name of every member — a feat unequalled by any other. When she does appear at public events she rarely speaks, instead allowing Huiling to speak on her behalf as a gesture of respect towards her sibling. Order members who have met Xiuling at closed-door meetings speak of a brilliant, if reserved, woman with an exceptional gift for organisation who holds the Order together through dedicated work.&lt;br /&gt;
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&#039;&#039;&#039;Dame Commander Landi Volvalaad&#039;&#039;&#039; - Treasurer of the Order and de facto voice for the members of the scientific community within it, Landi was awarded her knighthood for peerless work in the field of genetic research and her efforts to promote it abroad. The treasurer takes her role and the balance of the order between the Fleet and research branches seriously, doing her best to treat both fairly. However, her efforts stymied by her use of order events as a method of promoting her own liberal politics. This has led to her being disliked by many Imperial Fleet order members, who are often far more conservative. Her popularity with the scientific community within the order and her prestige as a whole makes her de facto irreplaceable, as appointing someone from the Fleet would cause an uproar and no members of the scientific community wish to replace her. Landi enjoys holding lectures where she and other members of the order are invited to speak on scientific topics ranging from genetics to engineering to weapons research. In accordance with her liberal ideas these events are held in large halls on Zhurong and Moroz and are typically open to the public – should they be willing to pay an entry fee.&lt;br /&gt;
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====The Distinguished Order of the Cup and Coin====&lt;br /&gt;
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A self-styled order whose origins were shrouded in mystery for decades and only came to light in 2462 when the order was granted Imperial sanction and its members the official title of Imperial Knight. The order was formed shortly after the Empire was officially founded in 2385, starting as an unofficial society created by high-ranking members of House Caladius and the Imperial Bank. It grew through the addition of more members from across Imperial society, who are always those in a position of political influence or close to those with said influence. The society evolved into the Distinguished Order of the Cup and Coin, styling themselves as knights unofficially with the name referencing its origins from the Imperial Bank and the lavish balls the order is famed for. Membership is invite only, decided on by a council of its highest ranking members. Its insignia is a silver coin falling into a silver goblet upon a burgundy background.	&lt;br /&gt;
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House Caladius and its associated commoners constitute the majority of the order’s members. Unassociated Secondaries and Ma’zals form a significant minority of its membership, as House Caladius has long been more merit-based than other great houses. The order is famous – perhaps infamous – for its masquerade balls, open only to members of the order in which every attendee is required to wear a mask for the duration, only to be removed in private before returning to one&#039;s residence in secret. The rumours of what occurs at these balls run wild in both high and low society.&lt;br /&gt;
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=====Notable Members=====&lt;br /&gt;
&amp;lt;i&amp;gt;“Remember this, Valerio. It is not faith that builds cathedrals, honour that raises armies, duty that builds warships or intellect that equips laboratories. It is wealth. With your ascension to Chairman and Grand Companion, you will be poised to control the wealth of an entire empire and in doing so, control an entire empire.”&amp;lt;/i&amp;gt; - A section of a letter left by Sebastian Caladius, former Chairman of the Imperial Bank and founder of the Cup and Coin, his successor, Valerio Caladius.&amp;lt;/center&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Knight Grand Companion Valerio Caladius&#039;&#039;&#039; - A figure of considerable influence, Valerio Caladius is the appointed successor of the revered Sebastian Caladius, the previous Grand Companion of the Cup and Coin. Valerio&#039;s approach to politics and his House&#039;s affairs is enigmatic and he has been content to leave affairs in the hands of others, instead focusing his attention on his work at the Imperial Bank and the affairs of the Order. Some speculate that he views the order as a means to expand his influence beyond his official role, and even that of the Imperial Cabinet. Renowned for hosting opulent and exclusive gatherings at his estate in Nova Luxembourg, Valerio extends invitations only to the most esteemed upper echelon members of the order. As both chancellor and treasurer, the Grand Companion wields a firm and unyielding grasp on all matters concerning the order, leaving little room for dissent or debate. While Valerio&#039;s motivations may remain shrouded in mystery, one cannot deny the impact he has on the Order&#039;s trajectory.&lt;br /&gt;
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&#039;&#039;&#039;Dame Companion Alojzia Molnarova&#039;&#039;&#039; - Director Molnarova&#039;s association with the Cup and Coin remains shrouded in secrecy. While she has given no official confirmation of her invitation it is widely acknowledged as an open secret that holds membership in the order, much as other agents of His Majesty&#039;s Imperial Intelligence Directorate are believed to be members of the Order. Speculations about her membership fuel the rumour mill, leading to various tales about her involvement in &#039;paganic, religious ceremonies,&#039; or even plots to overthrow the Emperor. Anyone found spreading such baseless nonsense is quickly unmasked as a shell and faces swift execution. A more plausible rumour suggests that the Director accepted the invitation on the Emperor&#039;s behalf, ensuring that the nobility remains loyal to their rightful ruler. With mere gossip as evidence the true motives and intentions of Director Molnarova remain an enigma, leaving one to wonder what intrigues she may be orchestrating behind the scenes.&lt;br /&gt;
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&#039;&#039;&#039;Dame Companion Kamilla Strelitz&#039;&#039;&#039; - A prominent figure in Zavodskoi Interstellar and a close confidante of Lyudmila Zavodskoi, Kamilia&#039;s rise to the position of Chief Security Officer unsurprisingly earned her an invitation into the esteemed Order of the Cup and Coin. Her induction set a significant precedent, as many other high-ranking executives and members of Zavodskoi soon found themselves integrated into the Order&#039;s structure. Kamilia is renowned for her unwavering dedication to promoting the interests of Zavodskoi and strategically expanding its influence within the Empire. The benefit of sharing a space with many of the most influential figures in the Imperial economy cannot be understated, just as being close to her benefits them.&lt;br /&gt;
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====The Holy Order of the Exemplars of the Goddesses’s Will====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“While I was fated to never be Goddess-touched as others of my house have been so lucky to be, my hands have upheld the beauty of the Goddess and Her creation in other ways. I am content that when I am gone, my paintings will continue to swell the hearts of the faithful and remind them of the beauty that true faith can create,”&amp;lt;/i&amp;gt; - Knight Commander of the Tribunal Louis Caladius, speaking to a new initiate of the Tribunal.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The oldest of the Tribunal’s holy orders, the Exemplars’ original members were the first appointed and ordained saviors and Inquisitrixes of the Tribunal. Following the formation of the Empire and creation of Imperial orders the greatest amongst these two groups were knighted by the Tribune to form the core of the first holy order. Today it recognizes anyone who has done great services in the name of the Tribunal and is a testament to a lifetime of pious works.Its insignia is a silver eye of the tribunal crossed with two silver fencing swords upon a white background.&lt;br /&gt;
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Whilst its origins amongst the Tribunal Militant is still felt, time has seen it evolve into a way to honour any in the Empire who display sufficient service and dedication to the Tribunal regardless of class or origin. Many Secondaries and Ma’zals dedicate themselves to the Tribunal and Goddess in hopes of attaining the social status and benefits conferred by the title of Holy Knight. A divide exists between Jarmilan and Katarinan parts of the order and members often try to outdo each other to make their school of thought appear the more righteous one.&lt;br /&gt;
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=====Notable Members=====&lt;br /&gt;
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&#039;&#039;&#039;Knight Commander of the Tribunal Louis Caladius&#039;&#039;&#039; - A distinguished scholar of the Tribunal and a celebrated artist, Louis found his unique path to serve the divine despite the limitations imposed by his gender. Knowing he would never be Goddess-touched, he dedicated himself to other forms of devotion. While official duties as a were limited, he poured his heart into the art of painting, honing his skills over the decades until he became a master of the craft. To be graced with a portrait by him is an unparalleled honour reserved only for exarchs and those of higher standing within the Tribunal. His remarkable artworks adorn cathedrals throughout the Orion Spur, leaving a lasting legacy of his talent and devotion. His most famous piece, a portrait of the Immaculate Hand Agnes Caladius, is prominently displayed in the Holy Cathedral of Our Lady of Moroz in Nova Luxembourg. A devoted Katarinian, he managed to mediate between the two schools of thought within the order through a remarkable ability to bridge differences and foster unity. Yet as the challenges of old age and illness take their toll, many wonder about the successor who will be granted the esteemed honour of continuing his legacy.&lt;br /&gt;
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&#039;&#039;&#039;Lord Knight of the Tribunal Manfred Strelitz&#039;&#039;&#039; - A man easily recognized by many across the Empire and even beyond, especially amongst the youth, Manfred is a member of the Tribunal Investigation Constabulary and perhaps the most famous witchfinder in the history of the Empire due to the short story series The Great Witchfinder. Traditionally printed as singular stories without illustrations and on cheap materials to ensure they are affordable for even the least fortunate children of the Empire, they cover dramatised accounts of Manfred’s exploits over decades of service. These stories are told from the perspective of his Goddess-touched assistant Emilia Allard, a Reacher Ma’zal whom Manfred saved from a coven of witches in the swamps of Sun Reach and acts as invaluable aid through her abilities as a seer. Refusing promotion out of the field, his knighthood was given as an alternative way to honour one of the most famous figures of the Tribunal. Manfred is a staunch conservative and Katarinan, even more so than the Knight Commander and many within the order say that once Louis passes on, Manfred will become the new Knight Commander of the Tribunal.&lt;br /&gt;
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==The Imperial Institute of Cultural Affairs==&lt;br /&gt;
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An entity under the Ministry of Economic Development, the &#039;&#039;&#039;IICA&#039;&#039;&#039; is a well-funded and well-organized bureaucratic institution responsible for funding Imperial cultural works and ensuring subversive works are not published in Imperial territory. Based in Domelkos, [[Moroz]], it has departments on every major Imperial world and is older than the modern Empire, having been created to manage wartime media during the War of Moroz. Since its founding, it has grown to become a major component of the Ministry of Economic Development, but remains heavily influenced by House Caladius. Like the great house, the Institute is meritocratic by Imperial standards, with many staff being trustworthy Ma’zals affiliated with House Zhao or one of its companies or affiliated noble houses.&lt;br /&gt;
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The IICA is most known for its Boards of Censors — groups of eleven employees responsible for ensuring compliance and loyalty to the Empire in Imperial cultural works from comics to operas. Censors are drawn from across the Empire and the internal workings of a Board are kept secret from the public, who will only be told their final decision. This system of state censorship has drawn criticism of the IICA as an institution from Biesel, though it has declined to officially comment in response. IICA censors have been known to work for [[Zavodskoi Interstellar]], where they mostly serve in its public relations and human resources departments.&lt;br /&gt;
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		<id>https://wiki.aurorastation.org/index.php?title=Assunzione&amp;diff=39054</id>
		<title>Assunzione</title>
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		<updated>2026-04-15T03:20:46Z</updated>

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 {{Infobox Nations&lt;br /&gt;
 |Nation = Republic of Assunzione&lt;br /&gt;
 |Shortname = Assunzione&lt;br /&gt;
 |Flag = Assunzione_Flag.png&lt;br /&gt;
 |Capital City = Assunzione&lt;br /&gt;
 |Capital Planet = Triesto&lt;br /&gt;
 |Language = Freespeak&amp;lt;br&amp;gt;Tradeband&lt;br /&gt;
 |Species = Human (Majority)&amp;lt;br&amp;gt;[[IPC]] (Minority)&lt;br /&gt;
 |Religion = [[Luceism]]&lt;br /&gt;
 |Demonym = Assunzioni&lt;br /&gt;
 |Government = Representative Republic &lt;br /&gt;
 |Head of State = President Antonello Rosiello&lt;br /&gt;
 |Legislature = Unicameral Republic &lt;br /&gt;
 |Upper House = Council of Seven&lt;br /&gt;
 |Established = 2282&lt;br /&gt;
 |Part Of = [[Coalition of Colonies]]&lt;br /&gt;
 }}&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;
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&#039;&#039;When it went out.&#039;&#039;&lt;br /&gt;
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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;
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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 &amp;quot;unforeseen consequences involving its environment&amp;quot;, 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;
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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;
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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;
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==Government and Economy==&lt;br /&gt;
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The Republic of Assunzione is 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;
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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;
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==The Assunzionii Expeditionary Corps==&lt;br /&gt;
[[File:Lemurian Sea Fog.png|thumb|right|An image of the Lemurian Sea from inside the fog, captured by an AEC ship.]]&lt;br /&gt;
Officially founded on the 100th anniversary of the planet’s calamity, the AEC are the result of a joint effort between Zeng-Hu Pharmaceutical’s Coalition Branch and the Council of Seven; created to explore Light’s Edge and the [[Lemurian Sea]]. Thus, since their original formation the AEC has spearheaded scientific exploration into the region. Though well publicized in their efforts - their departures are broadcast throughout Assunzione and beyond, only a scarce few of their more substantial discoveries ever reach the public eye, the rest perpetually concealed behind layers of bureaucratic red tape and corporate NDAs.&lt;br /&gt;
Despite this, the AEC are romanticized among Assunzionii as heroes and daredevils for braving the seemingly endless Lemurian Sea. This, as well as the mysterious drop in fatalities experienced on ventures involving the planet&#039;s denizens - has brought the group closer to the Luceian church throughout the years, though Zeng-Hu was initially reluctant to rely on the church. The image of an AEC Scout — adorned by a cloak inscribed in gold with Luceian scripture — has become a cultural staple within Assunzionii, appearing everywhere from shrines to popular media.&lt;br /&gt;
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===Controversy===&lt;br /&gt;
&lt;br /&gt;
The AEC’s acclaim within Assunzione is not without critiques. The most prominent is a 2464 journalistic exposé by the XNS aimed at breaching the unspoken layer of secrecy shrouding them. “The Lemurian Papers,” as they are known, allege poor working conditions, predatory NDAs, and contain harrowing first-hand accounts of the effect prolonged Light’s Edge exposure may have on body and mind. The papers claim antidepressant and antipsychotic usage in the AEC is higher in average when compared to the overall Assunzionii population, and life expectancy is significantly lower. However, exact statistics on the group’s fatality rates are unknown to the public. And yet, the romantic image of the AEC continues to attract new recruits — not all of whom return.&lt;br /&gt;
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===Exposure to Light’s Edge===&lt;br /&gt;
&lt;br /&gt;
“Light’s Edge Syndrome” is a catch-all term for the mental health issues associated with prolonged exposure to the region. It includes symptoms of paranoia, hallucinations, and rarely prolonged episodes of total dissociation. Rarely, sufferers will display violent tendencies ranging from self-harm to animal cruelty. Somatic symptoms are common in sufferers, with many suffering from a severe focus on physical ailments such as shortness of breath, vision loss, or muscle pains. Informally known as “afflicted” or “darkened” by Assunzionii, the syndrome is unrecognized by Zeng-Hu. Sufferers of the syndrome are often stock villain characters in Coalition media, leading to further stigma against those suffering from it.&lt;br /&gt;
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===Missing Flagships===&lt;br /&gt;
&lt;br /&gt;
Many strange, impossible to confirm tales surround the AEC&#039;s efforts. These stories range wildly - from macabre visual anomalies and gargantuan, ancient ship graveyards filled with ships made by no known species; to pulpier, less credible stories - blood-starved gestalts whose pale-green hue draws in the curious or desperate; strange figures in the eternal midnight - clad in voidsuits from every-which origin, striding the the starless void as though walking through even ground.&lt;br /&gt;
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There are those, a scarce few - that prove frustratingly difficult to explain, let alone disregard. Most notably, the AEC&#039;s missing flagships. The group is presently in possession of fourteen vessels - exploratory and defensive alike, two ascribed to each of Assunzione&#039;s seven cities - &#039;&#039;&#039;Lemure V&#039;&#039;&#039;, the largest among them, serving as the fleet&#039;s current flagship after the well-publicized loss or destruction of its progenitors - &#039;&#039;&#039;Lemure I to IV&#039;&#039;&#039;.&lt;br /&gt;
It is well and widely known to the Assunzionii public that the four earlier Dullahan model ships were each destroyed or lost after years of service each; yet no design specifications, crew manifests nor verified images of them has thus far resurfaced, despite the efforts of countless invested on the topic. The only proof of their existence being the memory of those alive at the time, as well as the joint announcements released by Zeng-Hu Pharmaceuticals and the Assunzionii Government following the event, mourning crew and ship alike.&lt;br /&gt;
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==Culture and Demographics==&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;
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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;
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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;
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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;
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===Assunzionii Architecture===&lt;br /&gt;
The evolution of Assunzione’s post-calamity architectural movements is unique among the Spur Subsequent decades have seen multiple urban regeneration projects - each designed to further cement the faith as an integral part of Assunzionii culture - to capitalize on the uptick in tourism the planet has begun to experience since the demise of its star.&lt;br /&gt;
The result is a densely packed urban sprawl — soaring vertical proportions used to circumvent the inherently limited space offered by the domes — where the practical, unadorned structures of typical Assunzionii residents exist alongside grandiose holy sites with intricately carved stone facades reminiscent of Earth’s cathedrals. Purple and gold accents feature prominently and lamps shaped like Luce bulbs bathe the streets in light.&lt;br /&gt;
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=== Synthetics on Assunzione ===&lt;br /&gt;
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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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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;
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A curious part of Assunzione manufactured positronics who stay on the planet is that they are blessed on creation and outfitted with datapacks minutely detailing the native faith of Luceism, to fit in better with the highly religious population - displaying both a knowledge of the faith and the ability to follow its tenets. Synthetics are most often programmed with an understanding of the Luceian branch most popular where they will be sent to work.&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. 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;
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;
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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, albeit not necessarily advocating for synthetic freedom, still has a more positive outlook 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, though is far more pronounced in the former.Due to Luceism’s overwhelming presence on the planet, followers of the Trinary Perfection, both synthetic and organic are unheard of.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Population and Major Cities==&lt;br /&gt;
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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;
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&#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;
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&#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. Malaga’s architecture is regarded by many Assumzionii as majestic: a skyline of ornate domes interconnected by a web of bridges; all set against the planet’s eternal midnight.&lt;br /&gt;
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&#039;&#039;&#039;Dalyan&#039;&#039;&#039;, with a population of thirty-five million, is the planet’s breadbasket city. Beneath the lights of its domes grows a wide variety of plants and animals that feed the Republic, and help give it a higher standard of living than other locations in the far frontier. Some of its cuisine has found its way even to the Republic of Biesel, with NanoTrasen importing exotic foodstuffs for its subsidiaries.&lt;br /&gt;
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&#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;
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&#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;
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&#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;
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&#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;
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		<author><name>NewOriginalSchwann</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Luceism&amp;diff=39053</id>
		<title>Luceism</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Luceism&amp;diff=39053"/>
		<updated>2026-04-15T03:20:29Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: &lt;/p&gt;
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&amp;lt;center&amp;gt;[[File:Luceism-small.png|small|link=]]&amp;lt;/center&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;The Luceian Square, a holy symbol of Luceism representing the extinguished but all-seeing Star of [[Assunzione]]&#039;s system that is simply waiting for the right moment to awaken&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;&amp;quot;So that the Star may someday return.&amp;quot;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;“In the stillness of meditation, I heard the stars whisper. They spoke of a truth beyond words, a balance beyond scales. In this cosmic harmony, we find our peace.”&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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An unusual syncretic religion originating upon the planet of Assunzione, Luceism is descended from a variety of faiths held by the original colonists that first emerged following the unexpected extinguishing of Assunzione’s star in 2274. It is the state religion of Assunzione and has unprecedented influence over the affairs of the planet’s government and its people, ranging from Church politics to the very ideals that govern the world.&lt;br /&gt;
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Unlike its precursor Abrahamic religions, Luceism is unique in that it does not revere ancient historical figures or deities - rather, its faith focuses on the anomalous and yet-unexplained extinguishing, or Dimming, of the Assunzione system’s star. Its deity is a genderless, non-anthropomorphic entity known as Ennoia, the symbolic representation of light itself, believed to hold unparalleled influence over the universe. Devoid of natural sources, save for the stars in the sky, light is a precious resource in the confines of Assunzione and its people. To them, light represents truth, guidance, protection, and vision - to be stripped of light is to be lost and blind, not only to one’s surroundings but to their faith, their future, and their friends and family.&lt;br /&gt;
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Luceism is unique in that it does not necessarily devote its following to worshiping its deity Ennoia; rather, it is a religion focused on self-improvement and improvement of the community, promoting above all else charitable acts and bettering oneself, with Ennoia acting more as a guide than as a centerpoint. As a syncretic religion, Luceism draws elements from all manners of past faiths, from the structures and ceremonies of Christianity, to the concept of internal masteries spearheaded by Buddhism, to the dualistic themes of Gnosticism.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Liturgical History==&lt;br /&gt;
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Luceian texts dating back to its founding attribute the survival of Assunzione during the Dimming to the power and foresight of Ennoia. The star&#039;s already-anomalous behavior led to unstable weather patterns on Assunzione’s then-habitable surface, causing climate fluctuations that disrupted crop growth and were detrimental to colonists’ health. Initially, these were shrugged off as natural aspects of the planet. However, over several months, various prominent figures in Assunzione’s society – ranging from engineers and scientists to the Governor of Assunzione – concluded that these anomalies would worsen. They believed that the colonies needed shielding from further interference to prevent conditions from becoming intolerable. These individuals’ accounts can be considered the foundational testaments of modern Luceism, and their testimonies would prove critical to establishing the religion in the future. &lt;br /&gt;
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Recorded accounts point to a curious coincidence: each of these figures had their revelations within the same year, 2254, exactly 20 years before the Dimming, all in dreams. Their reports describe visions of cataclysmic events, from meteor showers to devastating cold snaps, and even premonitions of the star itself extinguishing. Although none believed the latter at the time – despite it being the system’s ultimate fate – they were still inspired to protect against these potential disasters.&lt;br /&gt;
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===The Dimming and the Miracle===&lt;br /&gt;
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When the Dimming occurred in 2274, chaos ensued despite the planet’s preparations. The transition to geothermal energy from solar was incomplete when the star extinguished, leading to rolling blackouts and critical shortages of light and heat. The dome cities were plunged into cold waves, with thousands dying of hypothermia. Desperate attempts to keep warm led to fires that ravaged the cities. Furthermore, much of Assunzione’s food supply, grown outside the domes in the planet’s atmosphere, withered away as temperatures plummeted to hostile levels, additionally decimating the local fauna. The people of Assunzione were cold, hungry, and dying daily.&lt;br /&gt;
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However, in what was then called the “Miracle of Assunzione” – or in modern Luceian terminology, “Ennoia’s Grace” – a significant portion of the population managed to subsist on underground-grown crops and farms. Starving citizens prioritized their community, working tirelessly to bring geothermal power plants online. Though many died in the process, power was eventually restored to the cities, giving heat and light to its citizens once more.&lt;br /&gt;
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Three years after the Dimming in 2277, as society stabilized, Luceism was founded. Though the founder&#039;s name is lost to history – with at least two dozen names cited – it is generally agreed that Luceism was built by multiple people. It united the people of Assunzione, who all sought answers to their star’s mysterious fate and their collective suffering.&lt;br /&gt;
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===Early Growth===&lt;br /&gt;
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In the wake of the Dimming, as Assunzione grappled with its new reality, the seeds of Luceism began to take root in the collective consciousness of its people. The religion grew organically, a beacon of hope and understanding in a world that had been plunged into darkness and despair. It started as small gatherings in homes and community centers, where people shared their experiences, fears, and hopes. These meetings often involved collective meditations, discussions about the nature of light and darkness, and the sharing of dreams and visions that many believed were messages from Ennoia. As these ideas resonated with more people, the gatherings grew larger, and the informal network of believers began to form a more cohesive structure.&lt;br /&gt;
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The teachings of the new generation of Foresayers, coupled with the shared experiences of survival and resilience, became the cornerstone of Luceism. People found solace in the idea that there was a greater purpose and meaning to their suffering, and that by mastering the internal dichotomy between lightness and darkness, they could emerge stronger and more enlightened. The concept of the Four Flames – Self, Community, Faith, and Light – provided a framework for this understanding, offering a path for spiritual and personal development. Stories of the Miracle of Assunzione, where the community&#039;s collective efforts led to survival against all odds, were told and retold, becoming central myths within Luceism, embodying the religion&#039;s emphasis on community and the power of collective action.&lt;br /&gt;
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As Luceism’s influence grew, it began to formalize its practices and doctrines. The first temples and cathedrals were constructed, serving as sanctuaries of light where the faithful could gather. The clergy, initially just respected members of the community who had shown deep understanding and commitment to the religion&#039;s principles, began to take on more defined roles. Rituals and ceremonies were developed, drawing from the people&#039;s diverse cultural heritage, and integrating elements that resonated with the Luceian philosophy. The religion&#039;s growth was not just a response to a crisis but a reflection of a deep human need for connection, understanding, and a way to make sense of the universe&#039;s mysteries.&lt;br /&gt;
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Early Luceism borrowed heavily from dominantly Catholic and Eastern Orthodox themes, reflecting the colony’s strong Mediterranean ancestry. Many of these themes persist to this day, from the pew-based designs of Luceian churches to the structure of the clergy, and even the use of wine as a sacrament in Luceian mass.&lt;br /&gt;
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==Theology==&lt;br /&gt;
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Light and stars are the main driving aspects of the Luceian faith, and many go to great lengths to lighting up houses of worship, altars, or in the case of Assunzione, entire cities. Artificial and natural light are of equal precedence, though natural sunlight, being a foreign concept to Assunzione, is often revered as having fantastical properties to followers, with many Luceians traveling abroad having awe-filled reactions to seeing daylight for the first time in their lives.&lt;br /&gt;
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Light, in addition to physically allowing a person to see, also symbolizes the concepts of clarity, knowledge, protection, and nature. Light is what allows most forms of life to thrive and sense their surroundings, giving them not only nourishment but also the power of senses.&lt;br /&gt;
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It should be noted that Luceians regard “light” scientifically as any form of electromagnetic radiation, meaning that infrared, ultraviolet, radio, and even ionizing radiation can be considered as light, though visible light is naturally the most desirable and most worshiped, and harmful radiation is avoided (though revered).&lt;br /&gt;
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Aside from electrical light, candles and flames are popularly used in the religion, due to their ability to produce both heat and light. Simple candles, typically purple, red, or white in color, are used in home altars alongside a warding sphere, while flames – typically lit by gas – crown the four pillars of a Luceian church, flanking the central warding sphere at the church’s center.&lt;br /&gt;
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===Warding Spheres===&lt;br /&gt;
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Perhaps the most famous representation of light in the Luceian faith are its manifestations in the form of warding spheres – bioluminescent crystal bulbs. The warding sphere is the core religious object and symbol of the Luceian faith, and alongside the Luceian amulet, is core to followers of the religion, especially those who travel abroad. It is said that warding spheres can shine a directed light that will always point towards Assunzione in the night sky.&lt;br /&gt;
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The warding sphere is made of luce vine bulbs (see below), and crafted by the Spheremakers of Guelma, masters of glassmaking who are able to fashion perfect crystal spheres to hold the vine’s fruit inside of. The bulb inside each sphere is chemically treated to be able to give off a faint yet persistent light for decades on end before burning out, without requiring any source of external energy.&lt;br /&gt;
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On Assunzione, every household is encouraged (but not required) to keep a warding sphere in their home, sat atop an altar. Said altar can be as simple or as elaborate as the sphere’s owner permits or can otherwise afford, but all altars always contain the warding sphere and some sort of stand for it to rest on. The preferred “stand” for a stationary altar is a Cushion of Light, a violet down pillow covered in velvet with gold inlays, with a divot in its center for the warding sphere to rest on. In absence of a pillow, either due to space, flammability, or availability (such as living in a remote location), a metal stand may be substituted that keeps the sphere stationary and elevated above the altar’s surface.&lt;br /&gt;
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====Traveling Sphere====&lt;br /&gt;
&lt;br /&gt;
Abroad, most Luceians are almost mandated to be given a warding sphere to guide them on their travels; such warding spheres are smaller than the home variant and are always found secured in a cushioned metal casing, emblazoned with the Eye of Ennoia. The casing is designed to withstand drops of up to 20 meters or harsh impacts without damaging or cracking the sphere inside, and traveling Luceians keep it within said casing unless in a safe location such as their lodging or residence while abroad.&lt;br /&gt;
&lt;br /&gt;
Doctrine does not mandate that Luceians carry a warding sphere wherever they go, but rather, that they are placed in a highly-frequented location by its owner, so that its owner may meet the light of Ennoia at least once or twice a day. It is for this reason that most prefer to keep their warding sphere at home, though those who do carry a sphere around do so with it inside the protective casing.&lt;br /&gt;
&lt;br /&gt;
====Shattering a Sphere====&lt;br /&gt;
&lt;br /&gt;
The shattering or breakage of a warding sphere is considered an enormous taboo in Luceism, and doing so, intentionally or unintentionally, is said to inflict a curse on its owner until they can receive a new one. In order to do so, they must travel all the way back to Assunzione to have one again, a journey said to be rife with bad luck as one ventures forth without Ennoia to guide them. Coalition of Colonies law prohibits the third-party resale or redistribution of warding spheres, and as such the Pyramidical Church are the only ones authorized to give them out through their authorized churches.&lt;br /&gt;
&lt;br /&gt;
===Luce Vine===&lt;br /&gt;
&lt;br /&gt;
The very namesake of Luceism, the luce vine is regarded as the last remaining native fauna species of Assunzione. The vine, which resembles a lavender ivy, managed to survive the Dimming’s immense cold and lack of sunlight, making up for the latter with its bioluminescent fruit, known as luce bulbs. They are regarded as nothing short of miracles, a symbol of hope for the generation that endured the Dimming, and what would later become revered as a “sign from Ennoia” following Luceism’s founding.&lt;br /&gt;
&lt;br /&gt;
On Assunzione, luce vines often are grown and cultivated on walls of buildings, decorating otherwise-featureless brick and stone faces with beautiful purple facades of the vine. They are also present in churches, building interiors, and can even be grown abroad. Luce vine is known for being one of very few non-fungal plants in the Spur that can thrive in low light conditions, and as a result are also popularly found on foreign spaceships and moons.&lt;br /&gt;
&lt;br /&gt;
===Pendant===&lt;br /&gt;
&lt;br /&gt;
Secondary to the warding sphere is the Luceian amulet, a pendant constructed out of 18-karat gold, adorned with ruby gemstones at its eight corners surrounding the Eye of Ennoia. The pendant is commonly carried by Luceians traveling abroad, often in tandem with a warding sphere. The ubiquity of the pendants and their construction of precious jewelry is a testament to Assunzione’s rich mining deposits, and serves both as a religious icon and a boast about how materially gifted the planet of Assunzione is, as one blessed by Ennoia.&lt;br /&gt;
&lt;br /&gt;
It is both the material and spiritual value of these amulets that prompt them to be kept well-maintained and regularly cleaned by its wearers, who believe that the amulet is a bringer of fortune to those who wear it. While losing or breaking the amulet is not nearly as big a deal as with warding spheres, selling it voluntarily for money is extremely shameful.&lt;br /&gt;
&lt;br /&gt;
===Scripture===&lt;br /&gt;
&lt;br /&gt;
Forming the holy book of the religion is the Luceian Book of Scripture, a collection of historically-backed texts that discuss the teachings and history of Luceism. In between historical segments, there are fictional fables interspersed in Scripture that intend to teach followers about certain aspects of the religion, like the Four Flames, that often display rewards for those that follow the light and consequences for those that are consumed by darkness.&lt;br /&gt;
&lt;br /&gt;
Although the divine aspects of Luceism’s history, such as the predictions of the future, are questioned by the greater historical community, the events as they transpired are generally agreed to be real, able to be backed by photographic and video evidence - some Scripture editions even come with photographs of such events. Scripture, therefore, is intended to be an interpretation of events in the form of stories, intending to weave the disparate happenings of Assunzione’s history into a narrative that backs the reasoning and existence of the faith to begin with.&lt;br /&gt;
&lt;br /&gt;
Passages from Scripture often tell of Ennoia’s teachings, as well as fundamentals of the religion and core beliefs. They can be read for meditation, during Mass, or as part of prayer.&lt;br /&gt;
&lt;br /&gt;
===Garb and Miscellany===&lt;br /&gt;
&lt;br /&gt;
The garments worn by Keepers and other members of the Clergy are typically a rich, royal purple in color, of varying elaborateness. Stewards wear robes made entirely of purple, while Keepers will have their robes with gold inlays with the Luceian Square embroidered on the back. Wardens and Luminaries will have more ornate gold patterns with luminescent patterns layered on top. Luminaries may also dress in white, with purple accents, for formal occasions. All garb is worn on top of a black cassock with purple shoulder accents and a black belt with a gold buckle.&lt;br /&gt;
&lt;br /&gt;
Astructural clergy are allowed to wear the same garments as Pyramidical clergy, however many also opt for unique clothing, typically of business casual or bespoke robes fashioned of purple or violet cloth, sometimes adorned with gold.&lt;br /&gt;
The luminous accents of ecclesiastical garb are woven of a fiber derived from luce vines, and inherit their bioluminescent properties. The fibers are treated in a similar way to warding spheres to be able to glow for prolonged periods of time without burning out; however, they do not last nearly as long as a sphere in their light, and must be replaced regularly. Because of this, garments containing the threads usually have them on different, easily-separable layers, so as to not waste the delicate velvet and craftsmanship underneath the accents.&lt;br /&gt;
&lt;br /&gt;
==Stars==&lt;br /&gt;
&lt;br /&gt;
Stars are a fundamental aspect of Luceian theology. Being the brightest objects in the night sky, stars are revered as being the holiest objects in the universe, due to the presence of Ennoia being strongest within them. It is said the stronger a star burns, the more divine energy it possesses.&lt;br /&gt;
&lt;br /&gt;
Luceian doctrine teaches that all things, living and nonliving, were descended from holy stardust, and as their soul moves on in the afterlife, their body decays into the earth, soon to return to stardust itself.&lt;br /&gt;
&lt;br /&gt;
===The Star of Assunzione===&lt;br /&gt;
&lt;br /&gt;
Assunzione’s Star (also known as Assunzione Prime in astronomical contexts), with its true name lost to history, is an enigmatic black dwarf star at the center of the Assunzione star system, with anomalous properties and history that, even after over two hundred years of scientific research, have still not been uncovered. It is regarded as the most holy star of Luceism, and the “eternal hope” of Luceians is to have the Star reignite and return to providing life-giving energy to Assunzione’s cold, dark surface once more.&lt;br /&gt;
&lt;br /&gt;
Every theory attempting to explain its extinguishing since the Dimming have failed to hold water, with the largest holes being the Star’s lack of a supernova, and its remnant’s total lack of residual light, such as in the form of a white dwarf. It is for this reason that many have turned to religion, worshiping the Star’s impossible nature until science can find answers. But despite the tireless attempts of both native Assunzioni scientists as well as those from various organizations, corporations, and even help from Skrell researchers, no concrete answers have been found.&lt;br /&gt;
&lt;br /&gt;
In Scripture, the Star is sometimes referred to as “the Prison”, holding Ennoia’s true essence captive within the confines of a dead star. The texts describe Ennoia sacrificing its body, the Star, to provide life to the rest of the stars in the Universe at the cost of its own. While known traditionally as the “Dimming”, the event can also be referred to in more divine contexts as the “Sacrifice”, and great emphasis is put on the act of selflessness in the religion as a result.&lt;br /&gt;
When referring to events or the Star, great care should be taken not to refer to it as a tomb or final resting place, for Ennoia is not dead – while its “true form” rests inside its Prison, its essence burns in every form of light in the Universe. As such, Luceians use light itself as their object of worship, believing themselves to be basking in Ennoia’s presence whenever they are standing in light.&lt;br /&gt;
&lt;br /&gt;
====Reignition====&lt;br /&gt;
&lt;br /&gt;
The ultimate spiritual goal of Luceism is to seek Reignition, or the resurrection of the Star; to reignite it and let it bathe Assunzione in sunlight once more. Prayer and contemplation, as well as self-improvement, charity, and adherence to the religion’s Four Flames are said to contribute “spiritual light” that provides fuel for the Star’s eventual relighting.&lt;br /&gt;
&lt;br /&gt;
==Divinity==&lt;br /&gt;
&lt;br /&gt;
===Ennoia===&lt;br /&gt;
&lt;br /&gt;
Ennoia is simply described in Luceian texts as the deified representation of light itself. Many wrongly believe that Ennoia is found only in Assunzione or its Star – rather, Ennoia is present everywhere there is light, and everywhere there are stars. It is not a personified entity by any sense, and as such it lacks a form. It is omnipotent, impersonal, and touches the hearts and minds of every single being in the universe that bask in light.&lt;br /&gt;
&lt;br /&gt;
In Luceism, Ennoia is treated more as a fundamental part of the universe rather than a sentient entity that demands worship; however, it is believed Ennoia can still listen to and answer prayers, and followers are encouraged to commune with it regularly, for guidance and wisdom.&lt;br /&gt;
&lt;br /&gt;
A recurring theme of Ennoia’s guidance is the manifestation of its light as a “beacon”, shining on the correct path of decisions or life that a person should take. It is said that those who receive Ennoia’s guidance are guided on a path that is the best for them, as a person, and not necessarily the “correct” or “easiest” one. With faith in Ennoia, one will always find themselves remaining in light, even if they feel as though they are in a dark place.&lt;br /&gt;
&lt;br /&gt;
Since Ennoia is amorphous, any attempts to depict it usually end with it being symbolized abstractly. Besides the simpler Eye of Ennoia on the Luceian Square, Ennoia itself may also be specifically depicted as a series of interlocking wheels representative of the orbits of planets in the system, surrounding a flaming eye representative of its long-extinguished Star.&lt;br /&gt;
&lt;br /&gt;
===Guardians===&lt;br /&gt;
&lt;br /&gt;
Similar to Angels in concept are the &#039;&#039;&#039;Guardians of the Stars&#039;&#039;&#039;, ascended souls who have passed from the mortal realm and became protectors of star systems. These immortal, fundamental Guardians are tasked with the protection of their host star system, nurturing whatever resources may be in them, and some may even be gifted life in their guardianship planets, should they nurture their home well. &lt;br /&gt;
&lt;br /&gt;
Not every Star is home to a Guardian, and it is said that only stars protected under a Guardian’s watch may ever be able to have native, multicellular life develop in one of their system’s planets. Assunzione’s Guardian, being an exception, is Ennoia itself, albeit locked away in its Star, unable to give the gifts it once did to its system.&lt;br /&gt;
&lt;br /&gt;
===Foresayers===&lt;br /&gt;
&lt;br /&gt;
As a hybrid of both a prophet and a saint, Foresayers are influential, mortal individuals in Luceian history who are said to have been gifted with foresight – the ability to tell the future – and are tasked with spreading the word to those around them. The original Foresayers are those who founded modern Luceism and were also its first Keepers. Today, no officially-recognized Foresayers remain that are alive, although the Church does investigate claims of witnesses believing one to be gifted with foresight.&lt;br /&gt;
&lt;br /&gt;
Foresayers are said in history to have consistently been able to predict certain events in the form of dreams. The Foresayers themselves, on testimony, state that their dreams are often vague, but convey a message, and it is up to the Foresayer themselves to draw a conclusion; said conclusion will usually mirror or even match an event in the near future. Besides premonition, though, no additional spiritual “powers” are given to Foresayers blessed with Ennoia’s foresight, remaining mortal and subject to the afterlife cycle like everyone else.&lt;br /&gt;
&lt;br /&gt;
A total of 63 Foresayers have been canonized by the Church in Luceism’s history, 24 of which were the original Keepers of the faith, present after the Dimming and teaching Luceism until their deaths or retirements.&lt;br /&gt;
&lt;br /&gt;
==Chapters==&lt;br /&gt;
&lt;br /&gt;
Like most religions, Luceism has fissured into different chapters of followers, who worship in different ways. While several small, divergent chapters exist, two primary ones dominate Assunzione and most of its people: the &#039;&#039;&#039;Pyramidical&#039;&#039;&#039; chapter and the &#039;&#039;&#039;Astructural&#039;&#039;&#039; chapter.&lt;br /&gt;
&lt;br /&gt;
While they differ in both ideologies and structure, both major chapters are united in their core opinions of Luceism as a gateway to self-betterment and well being, following the Four Flames.&lt;br /&gt;
&lt;br /&gt;
===Pyramidical Chapter===&lt;br /&gt;
&lt;br /&gt;
The Pyramidical Chapter is the dominating, traditionalist-oriented chapter of Luceism and the religion’s most iconic. The chapter is named after its hierarchical structure being in the shape of a pyramid, with Ennoia forming the tip and Luceian followers forming its foundation. Its power and influence leads to calling the organization of Pyramidicalists as the Church, a singular body responsible for overseeing the main religious activities of Luceism across Assunzione.&lt;br /&gt;
Adhering to a rigid structure, Pyramidicalists behave much more similarly to Abrahamic roots, holding regular mass, having a structured clergy, and following established chants and prayers.&lt;br /&gt;
&lt;br /&gt;
Pyramidicalists, as its members are called, are typically more conservative in Luceism’s beliefs and extensions across its people, though more liberal-minded followers exist as well. Pyramidicalists often believe Luceism is the supreme religion, and place more respect in their Keepers as divine heralds of Ennoia, with Pyramidicalists believing that ministers must receive Ennoia’s blessings to be able to practice.&lt;br /&gt;
&lt;br /&gt;
===Astructural Chapter===&lt;br /&gt;
&lt;br /&gt;
Contrary to the Pyramidical chapter is the Astructural chapter, also known as Astructuralism or even Mysticism, named for its non-adherence to a solid rank structure and instead placing followers and all clergy on equal footing. Astructuralists believe the clergy not to be granted divine rights by Ennoia, but are more analogous to teachers and professors, in that they are there to spread knowledge while coming from any background or birthright. Astructural clergy base their members not on rank and seniority, but on piety and faith alone, using more abstract methods to define the influence and faith a person has.&lt;br /&gt;
&lt;br /&gt;
Astructuralists are separate from the Church, and hold next to no political influence on Assunzione, both because of their relative size and youth and because they are simply not interested in the power wielded by the Pyramidicalist Church, preferring to keep their communes simple and localized. Both the Pyramidical Church and the government still recognize Astructuralism as a legitimate chapter, if not the “true” one, and the government of Assunzione provides a similar level of oversight and aid as necessary to Astructuralists while Pyramidicalists allow Astructural followers into their churches.&lt;br /&gt;
&lt;br /&gt;
Astructuralists are more liberal-minded in their concepts of religion, taking a more humble, even-footed approach to their religion. Astructuralists are more likely to be understanding of other faiths and focus more on personal faith and beliefs than Pyramidicalists do. This means they are inherently less unified as a religion than Pyramidicalists are, instead practicing self-mastery more than just worship.&lt;br /&gt;
Astructuralism, while a vast minority on Assunzione itself, has found itself to have a growing following in the Coalition of Colonies, even to those not from Assunzione.&lt;br /&gt;
&lt;br /&gt;
===Sunlight Luceism===&lt;br /&gt;
&lt;br /&gt;
Since Assunzione’s rediscovery and welcoming into the greater Coalition, variants of Luceism have made their way into foreign worlds, whose people appreciated and adapted the moral teachings and spiritualities of Luceism as their own. Known as Sunlight Luceism, named for its followers living under active stars, the religion has seen unintentional spread across the Coalition and the spontaneous creation of churches and monasteries across its space. Sunlight Luceism follows both major chapters of the faith, with Pyramidicalism being more popular in established urban centers like Xanu and even Biesel, while Astructuralism is more popular in smaller, more remote worlds.&lt;br /&gt;
&lt;br /&gt;
Several Pyramidical churches exist on prominent Coalition planets such as Xanu Prime and Konyang, and a few have even made their way to Biesel, lighting the metropolitan streets with their beacons.&lt;br /&gt;
&lt;br /&gt;
===Minority Chapters===&lt;br /&gt;
&lt;br /&gt;
Even smaller than Astructuralism are the existence of miniscule, unrecognized minority chapters both on and outside of Assunzione. Due to the openness of both Pyramidicalism and Astructuralism, these chapters, outcast from the two, are almost always radical in ideologies. These range from the supremacy of Luceism above all else to the advocation of the extermination of synthetic life, contrary to the passive teachings of the two main chapters of Luceism. Both the Pyramidical and Astructural chapters invariably denounce the ideologies of these minorities, and their influence as a result has been greatly diminished.&lt;br /&gt;
&lt;br /&gt;
==Clergy==&lt;br /&gt;
&lt;br /&gt;
In Luceism, the clergy, integral to both the Pyramidical and Astructural chapters, perform distinct roles aligned with their respective doctrines to carry out worship of light and Ennoia. In Pyramidicalist doctrine, clergy is divided into several ranks of varying powers and abilities, while Astructuralist ranks are more uniform and less hierarchical.&lt;br /&gt;
&lt;br /&gt;
===Ecclesiarchy===&lt;br /&gt;
&lt;br /&gt;
The Ecclesiarchy is the ministerial branch of the Luceian Church and is made of members directly responsible for the oversight and functions of the religion itself, ranging from ministers to those in charge of the entire faith. &lt;br /&gt;
Ecclesiastes are not required to be celibate, and they may have children. Although married priests are not looked down upon, those who practice celibacy are often respected more in the Church due to the perception that they have sacrificed their own worldly pleasures to be one with the religion. They may also be of any gender or race, with even immigrants being allowed priesthood in certain circumstances; however, due to the controversial nature of synthetics within Luceism, they may not ascend past the rank of Steward in the Pyramidical doctrine. They may, however, function as Keepers in Astructuralism.&lt;br /&gt;
&lt;br /&gt;
Pyramidical priests are paid both via donations from Luceism’s followers as well as a salary paid for by both the Church and the government of Assunzione. Astructural priests, on the other hand, are not endorsed by a greater Church and must rely on donations and government stipends alone for wealth.&lt;br /&gt;
&lt;br /&gt;
===Education===&lt;br /&gt;
&lt;br /&gt;
Pyramidical ecclesiastes are required to attend a four-year course taught in a Seminary, conditioning them to have intricate knowledge of the religion and its guiding principles, after which they are given a certificate that functions identically to a traditional bachelor’s degree. Afterward, they are ordained in a temple by a Warden accompanied by those of the Fellowship and join ranks as a Steward, a phase that typically lasts anywhere from one to three years depending on their performance and abilities. &lt;br /&gt;
&lt;br /&gt;
Astructural ecclesiates, on the other hand, do not undergo formal courses to become ordained, instead following a more traditional apprenticeship structure in which they intern under an existing Keeper for a few years, learning about the aspects of being one, until they are judged to be ready by their master, and ordained as a full Keeper.&lt;br /&gt;
&lt;br /&gt;
===Stewards===&lt;br /&gt;
&lt;br /&gt;
At the base of the Luceian ecclesiarchy are the &#039;&#039;&#039;Stewards&#039;&#039;&#039;, junior ministers who have been recently ordained into the Luceian ecclesiarchy. This is the rank that all ministers enter as before being promoted to Keepers or higher, and are tasked typically with the maintenance and stewardship of a church, hence the name. They may also assist in Mass, bringing objects, reading passages, or speaking prayers, and are sometimes asked to read Scripture.&lt;br /&gt;
&lt;br /&gt;
Stewards are unique in that they are the only role in the Pyramidical ecclesiarchy that may be staffed by synthetics.&lt;br /&gt;
&lt;br /&gt;
===Keepers===&lt;br /&gt;
&lt;br /&gt;
Forming the core of Pyramidicalist clergy, the &#039;&#039;&#039;Keepers of Luceism&#039;&#039;&#039;, referred to as “Lightkeepers”, are the primary priests and ministers of the Church, and function similarly to Abrahamic spiritual leaders. &lt;br /&gt;
&lt;br /&gt;
Keepers are typically assigned one to four to a single house of worship dependent on size, with up to four Keepers and their Stewards responsible for giving Mass and maintaining their church. They commune with followers, maintain the building, and hold Mass in honor of Ennoia. They also act as counselors, giving advice both psychiatric and spiritual to those who come asking, and do charity work for the needy.&lt;br /&gt;
&lt;br /&gt;
===Wardens===&lt;br /&gt;
&lt;br /&gt;
Senior to Priests, fulfilling a similar role to Bishops, are the &#039;&#039;&#039;Wardens&#039;&#039;&#039;, those who have taken up a sacred duty to guard holy sites of the religion. Following the official consecration of a religious site, Wardens are Keepers elected by the Church to serve as the site’s guardian and protector. &lt;br /&gt;
&lt;br /&gt;
Certain Wardens take up administration of monasteries, especially on sites in Assunzione, and are responsible for the upkeep of the ascetics who dwell within the monastic walls. They are referred to as Monastic Wardens.&lt;br /&gt;
&lt;br /&gt;
Cathedral Wardens are those placed in charge of the seven primary Cathedrals of the cities of Assunzione. They are senior to regular Wardens but also act as adjutants to each Cathedral’s Luminary, serving in administrative functions as well as religious ones.&lt;br /&gt;
&lt;br /&gt;
The Pyramidical chapter places Wardens as ranking above Keepers, although in the Astructural chapter, they simply fulfill different roles, with Wardens being little more than priests in charge of a holy site.&lt;br /&gt;
&lt;br /&gt;
===Luminaries===&lt;br /&gt;
&lt;br /&gt;
Exclusive to the Pyramidical chapter, the &#039;&#039;&#039;Seven Luminaries&#039;&#039;&#039;, serving as high priests, hold significant sway over both religious and political realms in Assunzione. They form the sovereigns of the Church, each one responsible for one of Assunzione’s seven cities. They function, practically speaking, in a semi-governmental capacity, representing Assunzione’s religious interests alongside its political ones. They hold seats on the city councils of their respective domains and represent the Church in matters of state, ranging from economic to diplomatic discussions both with other cities on Assunzione and with foreign powers abroad. While each Luminary is considered equivalent in rank, the Luminary of Malaga is considered “first among equals” in the hierarchy, usually being the most senior of the council.&lt;br /&gt;
&lt;br /&gt;
The Luminaries convene for meetings on an as-needed basis, meeting for issues such as blessing Holy Sites, amending the Scriptures, canonizing Foresayers, and electing Wardens and other Luminaries. Outside of their governing role, Luminaries are also in charge of one of seven Cathedrals across Assunzione, and they perform the regular duties of a Keeper within their cathedral from time to time, rotating with the regular Keepers.&lt;br /&gt;
&lt;br /&gt;
Luminaries, while instrumental to the Pyramidical chapter, are not recognized by Astructuralists, their role instead being seen as unnecessary to the faith’s continued operation. Some even are opposed to the existence of the Luminaries altogether, calling them decadent and hedonistic, exploiting the Church for power and influence.&lt;br /&gt;
&lt;br /&gt;
===First Sacristan===&lt;br /&gt;
&lt;br /&gt;
Unique in the Astructural chapter is the existence of the &#039;&#039;&#039;First Sacristan&#039;&#039;&#039;, an individual tasked for upholding Astructuralist traditions in the religion and ensuring history, methods, and knowledge of the chapter is passed down across the generations. While they are the de facto “leader” of the Astructural chapter, they do not hold significant power due to the autonomy of Astructural congregations, and as such holds influence more akin to a figurehead than an actual official. The First Sacristan is not recognized as a legitimate position by the Pyramidical Church.&lt;br /&gt;
&lt;br /&gt;
===Fellowship===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Fellowship&#039;&#039;&#039; is the monastic branch of the Pyramidical clergy staffed by monks and nuns known as Ascetics. These are those who have dedicated their entire lives to the faith and its core aspects, throwing away material desires and possessions in the process. Like monks, Ascetics are required to adhere to celibacy and hermeticism, living in very simple living conditions and being prohibited from forming romantic or familial relationships.&lt;br /&gt;
&lt;br /&gt;
The Ascetics live in monasteries, both at home in Assunzione and even occasionally those abroad in the greater Coalition. Monasteries are not separated based on gender or species and even sometimes feature synthetics in their walls, worshiping Ennoia and light all the same. They typically adhere to schedules filled with meditation, prayer, and community service, and are only allowed basic recreation within the monastery’s walls. Ascetics are overseen by a Monastic Warden, who also adheres to the same humble principles as the Ascetics themselves. On Assunzione, Ascetics can usually be seen performing community service work outside their monastery walls, such as cleaning streets, feeding the homeless, and raising money for charity. &lt;br /&gt;
&lt;br /&gt;
Leaving a monastery can be done in one of two ways: by leaving the Fellowship altogether, or becoming a Lightseeker. Ascetics do have the option of leaving the Fellowship, a move that is significantly easier to do in the first 180 days after joining it. However, doing so long after being indoctrinated into the Fellowship, although possible, is regarded as shameful and those who do so are believed to have chosen mortal pleasures over the pursuit of enlightenment and self-mastery.&lt;br /&gt;
&lt;br /&gt;
====Lightseekers====&lt;br /&gt;
&lt;br /&gt;
Members of the Fellowship may sometimes seek spirituality or enlightenment in a way that a brick-and-mortar monastery simply cannot provide. Ascetics who wish to go on this path become Lightseekers, Ascetics who have decided to journey on an aimless pilgrimage of self-discovery. Under supervision from the Church, they are allowed to seek employment and work, although they must retain simple lifestyles and are prohibited from spending more money than necessary for survival and basic recreation. Surplus money they earn for work must either be donated to charity or saved up in a bank account supervised by the Church.&lt;br /&gt;
&lt;br /&gt;
Lightseekers are the Fellowship’s way of spreading its presence across the galaxy, with many onlookers and coworkers curious about their lifestyle and devotion to their faith eventually learning about Luceism and its tenets, increasing the number of those who know about the religion.&lt;br /&gt;
&lt;br /&gt;
====Astructural Ascetics====&lt;br /&gt;
&lt;br /&gt;
Unlike the rigid, organized structure of the Fellowship, &#039;&#039;&#039;Astructural Ascetics&#039;&#039;&#039; belong to autonomous monasteries overseen by a self-governing Monastic Warden of the Astructural chapter. These monasteries have far less commitment to them by its members, but also have much more emphasis placed on self-reflection and community service due to the chapter’s inherent ideologies. Astructural Ascetics can often be a temporary position, undertaken by individuals who desire to rediscover themselves only for a brief period of time, such as following a major life-changing event, and will usually leave after they are satisfied with what they have done with their time. Some do remain for a significant portion of their lives, however, and are sometimes even welcomed into the Pyramidical Fellowship due to their dedication to the faith.&lt;br /&gt;
&lt;br /&gt;
Lightseekers are not found hailing from Astructural monasteries, as those dissatisfied with a monastery simply leave it. However, those who have embarked on a journey similar to a Lightseeker may be informally referred to as one, if only for the similarities.&lt;br /&gt;
&lt;br /&gt;
==Mass==&lt;br /&gt;
&lt;br /&gt;
While less emphasis is put on group gatherings in Luceism than in predecessor religions, they are still regularly held across Assunzione in Luceian churches, at dawn and dusk of each day. Luceian Mass places less emphasis on pure worship, and more among reverence and respect for Ennoia and its divine light.&lt;br /&gt;
&lt;br /&gt;
Luceian Mass places heavy emphasis on introspection and guided meditation. Keepers who hold Mass will generally avoid speaking in their sermons for too long, instead participating in guided meditation sessions for followers in the church to connect with both themselves and Ennoia. Readings of Scripture are commonplace as well, with much of the texts intended to provide morals to guide people’s beliefs into those following Luceian doctrine. At regular intervals, prayer songs are also played, typically accompanied by a choir and traditional instruments such as the piano, violin, or pipe organ.&lt;br /&gt;
&lt;br /&gt;
Donations are typically made about halfway through the Mass as well, with proceeds funding both the clergy and the church’s maintenance.&lt;br /&gt;
&lt;br /&gt;
Towards the end of each Mass, a Sacrament is offered: liturgical wine, blessed by the Mass’s Keeper, to be drunk by attendees on a voluntary basis from a chalice. It is said that consuming the blessed wine places Ennoia directly into one’s own body from within, complimenting their outward exposure to light within the church.&lt;br /&gt;
&lt;br /&gt;
==Houses of Worship and Holy Sites==&lt;br /&gt;
&lt;br /&gt;
===Churches===&lt;br /&gt;
&lt;br /&gt;
The chapels, cathedrals, and other assorted temples of Luceism range in size from simple rooms placed in the sides of buildings found throughout the planet’s habitation domes to formal churches to grand cathedrals dedicated to the worship of Ennoia - they all have one trait in common. In the center of every properly consecrated Luceian house of worship dwells a constantly lit flame maintained around the clock by the clergy of the faith. This flame is, to true believers, a representation of Assunzione’s mostly-extinguished star, and the hope that they will be able to rekindle it somehow, someday. Their places of worship are - due to their distaste for the dark - generally extremely well-lit, often with no truly dark areas in them.&lt;br /&gt;
&lt;br /&gt;
The design of Luceian churches and temples is an unusual one that indicates the faith’s roots in old Earthbound religions before the arrival of settlers to Assunzione. Formal churches will generally follow an X pattern in their construction, with a circular tower rising from the middle of the X and above the church. This tower generally houses the eternal flame of the church, and has been termed the “lighthouse” by outside observers. The inside walls of these churches are often lined with ornate stained glass windows depicting both the history of faith and of Assunzione itself. Areas of worship feature a raised central pulpit that is typically lavishly decorated, with followers seated in circular pews around the pulpit. Above this is what followers of Luceism refer to as a greater warding sphere - a large, circular object filled with luce vines that constantly fills its surroundings with a ghostly white light. Followers state that if one is experienced with reading the shadows cast by a lesser warding sphere, it will always point towards Assunzione.&lt;br /&gt;
&lt;br /&gt;
On sunlight-touched worlds, Luceian churches will additionally be built with massive skylights to let as much sunlight in as possible during the day, amplifying the light present in the building.&lt;br /&gt;
&lt;br /&gt;
Though much attention is rightfully given to the grand houses of worship of Luceism, the most common area of worship in the faith - by quite a large margin - are small shrines commonly found in the homes of the faithful. These shrines are typically quite small, the size of a dresser or typical closet in order to conserve space within the limited living areas found under Assunzione’s biodomes, but are able to contain everything a small group of followers would need for their prayers, ranging from incense to prayer mats, to warding spheres. It is not uncommon to find these shrines in the homes of Luceians traveling far afield from their planet.&lt;br /&gt;
&lt;br /&gt;
===Solar Arrays===&lt;br /&gt;
&lt;br /&gt;
More popular with Astructuralists are the reverence of the solar arrays, large solar power plants that formerly drove Assunzione’s energy needs up until the Dimming, after which they fell into disrepair and deteriorated over the centuries. Due to having absorbed enormous amounts of solar energy during their operation, Astructuralists regard these arrays as remnants of the holy light once given by the Star and believe them to hold sacred energy. As a result, ceremonies and rituals are typically performed around them, and are considered holy sites with Wardens appointed to oversee them.&lt;br /&gt;
&lt;br /&gt;
==The Four Flames==&lt;br /&gt;
&lt;br /&gt;
Represented at each Luceian church by four towers at the edges of each wing, crowned by fires, the Four Pillars of Luceism are the core tenets of the Luceian religion, dedicated to charitable improvement of both oneself and their community.&lt;br /&gt;
&lt;br /&gt;
Each Flame has a positive “light” aspect and a negative “dark” aspect, reflected in artworks by a flame and a shadow, respectively. Luceians are bound to follow the light aspects of each Flame and quell the dark, to better themselves as followers of Light.&lt;br /&gt;
&lt;br /&gt;
A vital part to understanding the Four Flames is that one should not aim to destroy all negative aspects of their character, as doing so violates the Flame of Light and leads to a soul being consumed by their own fire, losing their personality, and perhaps even their sanity. Luceian doctrine holds that darkness is a key to self-improvement and character, ensuring room for growth and, thus, enlightenment.&lt;br /&gt;
&lt;br /&gt;
===Flame of Self===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;“If a flame does not master its own dance, it will burn out in the wind and be gone forever.”&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Flame of Self deals with a person’s self-image and ego, concerned with psychological aspects like self-esteem and character traits. Mastering this Flame is crucial to understanding one’s own soul, a vital component of Luceian spiritualism and is considered fundamental to a healthy life.&lt;br /&gt;
&lt;br /&gt;
Meditation, self-reflection, and the humbling of one’s own ego are few of many ways to achieve self-understanding.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aspect of Light: Understanding&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;The Light Aspect is that of acknowledging oneself’s own flaws, and rather than attempting to correct them, embraces them and learns to overcome their shortcomings and negative traits. Those who have mastered Understanding acknowledge their limits but aren’t afraid to test them, and they do not keep secrets from their own mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aspect of Darkness: Ignorance&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Being ignorant or avoiding recognition of one’s flaws, instead pretending they do not exist, is a path to the Flame’s Aspect of Darkness, Ignorance (or Bliss). Luceian teachings state ignorance as a fatal roadblock to one’s own development, condemning them to darkness if they do not learn of their ways.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Flame of Community===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;&amp;quot;In the hearth of the community, a flame that seeks only its own warmth will soon find itself alone in the cold. It is in the shared warmth of charity that all flames find their enduring glow.&amp;quot;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assunzione’s history was built on selfless sacrifice after the collective suffering its people endured; as a result, Luceism places heavy emphasis on the act of selflessness and giving to the community. The Flame of Community is one of giving, of the collective, of charity: to be selfish is to condemn oneself to die alone, but to be charitable is to ensure that not only do you live on, so do those you love and care for.&lt;br /&gt;
&lt;br /&gt;
A notable mention is that Community’s aspect of darkness is not pure selfishness, but rather work in expectation of reward. Luceian teachings frown upon, if not condemn in some aspects, the idea of only working for the good of others if there is something in it for oneself; this is referred to as patronage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aspect of Light: Charity&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;To be charitable is to give to the community without expecting anything in return. One who embraces this aspect of light will be fond of community work, philanthropy, and working hard to provide for others.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aspect of Darkness: Patronage&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Patronage is the act of doing work only if oneself, and only oneself, can benefit from it. While Luceian doctrine does not condemn the act of working for one’s own support, not giving anything back to the community is considered ill-mannered and embraces the aspect of darkness for this Flame.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Flame of Faith===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;“A flame that bends too readily to the winds of surrender will find itself extinguished forever. It is the steadfast light of Truth that endures, unwavering, even in the storm.”&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Flame of Faith is the third pillar of Assunzione and one that deals with faithfulness, not only in Luceism but also in oneself and in others. Those who mistrust and desire evidence and reasoning for everything are said to embrace the aspect of darkness, while those who choose to trust someone or something close or dear to them are considered to embrace the aspect of light.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aspect of Light: Truth&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;To be faithful and to know the Truth is to embrace this Flame’s light. It involves a deep commitment to the principles and teachings of Luceism, seeking wisdom from the cosmos and the teachings of Ennoia. Adherents who embody this aspect are often reflective, open-minded, and earnest in their spiritual journey.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aspect of Darkness: Surrender&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Surrender, in this context, does not imply weakness or defeat. Instead, it represents the acceptance of the limits of one&#039;s understanding and the mysteries of the universe. It&#039;s about letting go of rigid dogmatism and acknowledging that some truths are beyond human comprehension, a path to self-defeat and the halting of one’s own journey to enlightenment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Flame of Light===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;&amp;quot;Light and shadow, in their eternal dance, must not consume one another. For a flame that blinds itself to either, risks losing the very essence of its being, fading into the void.&amp;quot;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Flame of Light is the fourth pillar of Luceism that deals with the concept of balance: mastering both one’s own light and dark selves. It is the aspect most concerned with maintaining balance between light and dark, and care must be taken not to remove the darkness from one’s own soul altogether, or they risk losing themselves, and who they are as a person, to their own fire.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aspect of Light: Control&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Control is regarded as the ability of one to master their own flaws, or their darkness, and mesh it with their own virtues, or their light. The goal of Luceian teachings is to not light up all the darkness in one’s soul, but rather to achieve mastery of it, ensuring it does not consume the light in their soul and that their light does not consume the shadow. Too much light will burn a person, and too little will lead to one being swallowed by the void.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aspect of Darkness: Chaos&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;The aspect of chaos deals with one’s own internal aspects being unbalanced and out of control, allowing one to consume the other. It is said that a person’s own Flame – their soul – must remain balanced in life. A flame that is allowed to grow without darkness will turn into a fire, raging and burning until one’s own soul is consumed. A flame consumed by darkness, on the other hand, will snuff itself out, being lost forever. It is tantamount, therefore, that chaos not be allowed to fester within one’s own soul, and that instead light and darkness be in harmony with each other, like stars and space in the cosmos.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Afterlife==&lt;br /&gt;
&lt;br /&gt;
Luceians refer to their afterlife as “The Luminous Beyond” or just “The Beyond”, a journey that Luceian souls take to judge their character and, if worthy, join the cosmos. &lt;br /&gt;
&lt;br /&gt;
When a “soul” dies for the first time, they begin a voyage of many lifetimes across time and space in what is known as a “reincarnation cycle” - a series of multiple lifetimes of being reborn into new bodies of new circumstances, as they accrue more and more experience and self-knowledge until they either achieve enlightenment, or are deemed too evil, and cast into the Void.&lt;br /&gt;
&lt;br /&gt;
===The Rest===&lt;br /&gt;
&lt;br /&gt;
In the intermediate stage between death and reincarnation lies The Rest, a period where souls are said to reside for a short (but indeterminate) period of time inside the Star of Assunzione. Here, souls can commune with one another and meet up old friends of their past lives while they await judgment from Ennoia’s light. While not dissimilar to Heaven in other religions, it is viewed more as a stepping stone than a final incarnation of the afterlife, as they are at a “rest point” on their grand journey to enlightenment. It is debated how long souls stay in The Rest - Pyramidicalists are more inclined to believe the soul rests there for as long as Ennoia allows, while Astructuralists believe it is up to the soul themselves to judge when they are ready to move on.&lt;br /&gt;
&lt;br /&gt;
While in The Rest, souls remember their past lives and are able to reflect on their character, their accomplishments, and their shortcomings while awaiting judgment from Ennoia.&lt;br /&gt;
&lt;br /&gt;
===Reincarnation===&lt;br /&gt;
&lt;br /&gt;
Those who stray from the teachings of Ennoia, but not enough to snuff out their Flames entirely, are said to be reincarnated. It is said that most souls will take the path of reincarnation, even most Ascetics and ministers, as the process of life is one to master one’s own soul and to know their true intentions. Those who pass from their bodies will be birthed into a new one, keeping nothing but their soul’s true character, and it is over the course of the many cycles of reincarnation one will endure that they will be able to contribute to Reignition, the betterment of the community, and their eventual ascendancy to Guardianship – or be deemed irredeemable and cast into the Void.&lt;br /&gt;
&lt;br /&gt;
Reincarnation is said to be accumulative: the more  lives a soul has been through, the more innate talents and abilities awaken in a reincarnated soul’s mind. It is said the greatest prodigies, and the most talented and capable individuals accrued their abilities not because they simply had a “knack for it”, but because of lifetimes’ worth of experience reawakening in a soul. Over time, a soul will evolve, shedding undesirable traits for ones that promote their true character and selflessness, chiseling away at imperfections until an ideal soul remains.&lt;br /&gt;
&lt;br /&gt;
With every reincarnation, however, come new trials and tribulations for a person to face: developmental, cultural, or societal disabilities which obstruct a person from being able to accomplish their goals, such as disease, poverty, or being born into servitude or authoritarianism. Those undergoing said trials while early on in their reincarnation cycle will typically fail - that is, they will either die early, turn to a life of crime, or otherwise stray from the Light and the Flames of Luceism. However, it is said that over the lifetimes, someone will eventually learn how to overcome said trials and emerge victorious as a better, more humble person embracing the core aspects of Luceism, even if that incarnation is not from Assunzione.&lt;br /&gt;
&lt;br /&gt;
As reincarnation transcends time and space, it promotes the ideal that followers of Luceism should be kind to others, especially fellow Luceians, as there is a possibility, according to faith, that the person they are talking to is, in fact, themselves, in another incarnation.&lt;br /&gt;
&lt;br /&gt;
===Judgment and Enlightenment===&lt;br /&gt;
&lt;br /&gt;
Inside the Star, according to Scripture, souls are judged by their Four Flames, and how brightly each one burns. Each one is given a chance to reflect on their life, confronting their past and being given the chance to reconcile with and understand themselves. If a soul had not truly known themselves prior to death, this is where they come to a realization before judgment.&lt;br /&gt;
&lt;br /&gt;
Enlightenment in Luceism is referred to as Alêtheia in the Pyramidical Church, heavily emphasized in Pyramidical teachings to be the goal that every Luceian should work towards, described as the discovery of truth through destruction of falsehood. Alêtheia as a concept is mentioned often in Scripture, and it is said that achieving such a state can take people lifetimes, even multiple.&lt;br /&gt;
&lt;br /&gt;
Those who have mastered their inner selves and achieved balance of the Four Flames are welcomed into enlightenment, where they become Guardians of Light, and become the angelic protectors of Stars across the galaxy.&lt;br /&gt;
&lt;br /&gt;
==The Void==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“Hell in Luceism is especially unique, and especially terrifying, because of a singular property it has that other realms of other religions do not: it is real.”&#039;&#039; - &#039;&#039;An Introduction to Luceism&#039;&#039;, originally published in 2423.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As Luceism is a religion focused around light, and having everything touched by it, it is only natural that the religion’s concept of Hell is the Void: the liturgical name given to the real, tangible region known as the Lemurian Sea. Its properties lend it to being impossible for light to get in, out, or through its borders, leading to it being visible from Assunzione as a dark, voidlike patch in Assunzione’s normally-starry sky, a feature which tourists find unnerving, and which Luceians find absolutely terrifying. It is considered taboo to even stare at the Void in the sky for too long, for it might consume one’s soul if looked at for long enough.&lt;br /&gt;
&lt;br /&gt;
The Void is said to be the final resting place for souls who have been consumed by darkness so much that they are no longer recognizable as children of light. After death, their souls are condemned to the Void, where they will spend eternity in perpetual darkness, unable to move past the region’s boundaries, condemned to being able to perceive nothing but their own regrets and shortcomings. As the Void is home to these irredeemable souls, it is said that being in the Void for too long can corrupt one’s own soul, especially without proper light or spiritual protection.&lt;br /&gt;
&lt;br /&gt;
===Void Travel===&lt;br /&gt;
&lt;br /&gt;
Luceians may sometimes venture into the Void in an attempt to either survey it or unravel its mysteries, a feat which is the equivalent of marching into Hell itself. The Church condemns those who voluntarily enter the Void for travel or for otherwise superficial reasons, but understand the necessity of its importance in Assunzione’s research. It is for this reason that only science and rescue vessels with the blessing of the Church are allowed, legally, to venture into the Void. Even so, there are several preparations one and one’s ship must make to make the journey. A ship and all its crew must receive blessings and talismans from the Church for protection, and all warding spheres carried by the ship’s crew must be swapped and replaced for new ones. Even after preparations are made, Luceians are prohibited from leaving the protection of their ship to venture into the Sea on EVA, and expeditions into its borders can only last for up to 60 days, not including transit, before it is said that the Church’s protection wears off.&lt;br /&gt;
&lt;br /&gt;
Vessels traveling into the Sea under Church protection are said to often encounter near-miss experiences in which they narrowly are saved, either by fortune or by actions of the crew; feats attributed to Ennoia and its guidance protecting those even who journey into the Void. It is said, however, that those who enter the Void without protection typically do not return, either succumbing to mysterious phenomena inside the region, or crashing into debris or an asteroid they could not see. Regardless, the stories of the countless ships and souls who became lost in the Void deter all but the most determined explorers or rescuers from ever stepping foot inside it.&lt;br /&gt;
&lt;br /&gt;
==Customs of Funerals and Burials==&lt;br /&gt;
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===Funeral Rites===&lt;br /&gt;
&lt;br /&gt;
Funerals for Luceians are typically simple and reflective in nature, with importance being given to celebrating the deceased’s achievements in life and their journey to enlightenment, with friends and family giving obituaries while the body is laid for viewing. A Keeper will then read Scripture passages about reincarnation or enlightenment, before adorning the coffin in luce vines and saying prayers.&lt;br /&gt;
&lt;br /&gt;
===Burials===&lt;br /&gt;
&lt;br /&gt;
Burials in Luceism are performed in one of three methods.&lt;br /&gt;
&lt;br /&gt;
Cremation is the most common, and most widely-practiced method on Assunzione. Due to the planet’s confined nature of habitation within the dome cities, interment – burial in a coffin – is typically impractical within the confines of the cities, and bodies are typically cremated instead in special, Church-blessed crematoriums that bathe the bodies in light before burning them. Due to the special construction of these crematoriums and their resultant ceremonies, native Assunzioniis traveling abroad will typically state in their post-mortems that they request their bodies to be returned to Assunzione rather than be cremated abroad. The Pyramidical Church covers the transport and handling costs of all deceased Assunzioniis abroad, regardless of chapter.&lt;br /&gt;
&lt;br /&gt;
Cremated remains are then placed in an urn and stored in columbariums, typically inside a church; foreign-born Luceians may opt to have their ashes instead shipped back to their home planet, an expense also covered by the Church. Some, however, may have desires to have their ashes instead scattered on either holy sites (such as solar arrays) or ejected into a star, wishes which the Church will typically grant if they are not prohibitively expensive.&lt;br /&gt;
&lt;br /&gt;
Interment is still practiced, however, should the deceased individual have a wish to be buried outside the domes. The rites for this are significantly more expensive due to the logistics required of burying a body in the extremely hostile midnight environment of Assunzione’s surface. To bury someone on the surface, their body is first embalmed by a Church-authorized mortician to remove as much moisture as possible from them while still keeping their appearance intact. They are then brought outside the dome to a designated cemetery, typically far away from a dome, and laid to rest. Unique in Assunzione burials is the tradition of keeping the coffin flush with the ground instead of burying it in dirt. This is so that the coffin, whose top has a window, will remain in starlight and allow the soul and the body to continue receiving the blessings of Ennoia.&lt;br /&gt;
&lt;br /&gt;
Due to the unsettling nature of having corpses visible to passersby, buried bodies will usually be veiled with a one-way cloth so that light can still shine on their faces, but be masked to those viewing from the outside.&lt;br /&gt;
&lt;br /&gt;
As a unique side effect of Assunzione’s freezing temperatures, bodies buried on the surface in this way will never decompose. The earliest Luceian cemeteries still have the preserved bodies of people who have died during the Dimming, preserved forever in the snow, there for all to see.&lt;br /&gt;
&lt;br /&gt;
==Interpretations==&lt;br /&gt;
&lt;br /&gt;
===On Other Religions===&lt;br /&gt;
&lt;br /&gt;
Luceism, due to its relatively small size, typically does not condemn other religions in a public manner. Instead it maintains the passive ideal that its religion is the one true faith, one that Assunzione only is able to recognize due to its extraordinary history, and that all people should one day follow it as well, worshiping the life-giving energies of light.&lt;br /&gt;
&lt;br /&gt;
On Assunzione, however, Luceism’s overwhelming influence on both the government and its people means that any other faiths that attempt to settle on the planet are quickly suppressed. The Trinary Perfection is one of the most recent faiths that attempted to plant seeds on Assunzione, only to be shunned and driven away by the native Luceians, synthetics included. As a result, other religions are virtually unheard of on Assunzione.&lt;br /&gt;
&lt;br /&gt;
===On Synthetics===&lt;br /&gt;
&lt;br /&gt;
Luceism, as a faith, has a neutral regard for synthetics that varies almost entirely on the individual’s interpretation. &lt;br /&gt;
&lt;br /&gt;
Synthetics are protected on Assunzione despite their controversial nature, and are allowed to fulfill limited ranks in the Pyramidical Church. They can also become ministers of the Astructural chapter and be regarded as just as holy and faithful as anyone else in it.&lt;br /&gt;
&lt;br /&gt;
====Opposition====&lt;br /&gt;
&lt;br /&gt;
Those who oppose synthetics, while they do not (usually) vouch for their destruction, see them as beings that disrupt the balance of the cosmos. Synthetics, as believed by the opposition, were attempts by humans to bypass the natural order of life and balance to create life with one’s own hands rather than letting Ennoia and the stars fashion them. They additionally claim that synthetics, instead of using the life-giving energies of light directly, abuse the energy used to create light and drain power from Assunzione’s grid, darkening the world ever so slightly.&lt;br /&gt;
&lt;br /&gt;
Synthetics of different religions or atheistic ones are especially repulsive to opponents against synthetics (and even, sometimes, those who are neutral), believing them to be ignorant or outright purposefully attempting to offend Luceians with their lack of knowledge on the matter. &lt;br /&gt;
&lt;br /&gt;
====Support====&lt;br /&gt;
&lt;br /&gt;
Those who support synthetics appreciate not only their work ethic, but also their innate curiosity and nature. Because Luceian doctrine mentions that all things, living and nonliving, were descended from stardust, synthetics too can be said to be children of Ennoia and should receive the same treatment. &lt;br /&gt;
&lt;br /&gt;
The Astructural chapter is generally more open to recognizing synthetics as one and the same as all other organics, and welcome them into their ranks.&lt;br /&gt;
&lt;br /&gt;
====Rights and Autonomy====&lt;br /&gt;
&lt;br /&gt;
Even those who support the existence of synthetics on Assunzione typically do not advocate for independence and equal rights of synthetics, usually being content with the status quo of them being owned or otherwise in servitude. Many owned synthetics operate on Assunzione: some are owned by the Church as Stewards, others by the government as laborers and public servants, and others still by Zeng-Hu and the SCC as researchers and explorers. This neutral stance extends both ways, with Church and state respecting synthetics who bought their freedom, granting them opportunities and even offerings of religious self-discovery. &lt;br /&gt;
&lt;br /&gt;
====Prosthetics====&lt;br /&gt;
&lt;br /&gt;
Despite the mixed stance on synthetic life, an overwhelming majority of Luceians of any school of thought do not particularly care about prosthetic usage or augmentation by anyone, with many even encouraging it. This has been a particular boon to Zeng-Hu, whose corporate policies promote the usage of augmentation in its personnel.&lt;br /&gt;
&lt;br /&gt;
Due to Luceism’s influence, though, it is common and traditional (though not necessary) for those who are given peripheral prosthetics, such as arms and legs, to have the Eye of Ennoia emblazoned on the prosthetic part, to give it good fortune and the Church’s blessing.&lt;br /&gt;
&lt;br /&gt;
===On Non-Human Sapients===&lt;br /&gt;
&lt;br /&gt;
Due to Assunzione’s status as a remote human colony world, non-humans practicing Luceism were generally not considered to be a realistic issue to handle up until Assunzione’s reintroduction to the Coalition. In the decades since, the religion has been spread even to non-humans, particularly Skrell and Dionae (see below), who find the philosophical and cosmological aspects of the religion to be fascinating at the very least and something they wish to devote themselves to at the most. While nonhuman Luceians are generally unheard of on Assunzione, besides Dionae, nonhuman followers and even ministers of Sunlight Luceism can be found offworld in other areas.&lt;br /&gt;
&lt;br /&gt;
====On Dionae====&lt;br /&gt;
&lt;br /&gt;
Spiritually-oriented Dionae gestalts are especially attracted to Luceism due to the species’ shared affinity for light and stars. Due to their nature having them use starlight to prosper and thrive, Luceians of both major chapters generally regard Dionae positively and welcome them into the faith.&lt;br /&gt;
&lt;br /&gt;
The fundamentals of Luceism and the Eternal are alike, both having a reverence for light in which they hold the view it is the personified existence of their deity. Luceism’s worship of the light has drawn many Dionae to the faith; mostly from the perspective of curiosity as opposed to actually partaking in its practices. Some hold the belief that Ennoia is merely a human understanding of the Eternal, resulting in some syncretization between the two religions – despite the Omnivirate’s declaration that the practice of the religion would be apostasy; creating a rather tense relationship between the clergy of both faiths. &lt;br /&gt;
&lt;br /&gt;
Many of the scholarly clergymen of the Eternal view Ennoia as an astrological phenomenon that needs to be studied, as opposed to being worshipped, which has been an objective of the Eternal’s Omnivirate since the early 2420s. This has only further split the two religions; despite the nature of a Dionae’s existence, having them use starlight to prosper and thrive. Though the clergymen of Luceism may hold disdain towards the Eternal, similarly seen with the Eternal’s religious authorities, Luceians of both major chapters generally hold the species in high regard.&lt;br /&gt;
&lt;br /&gt;
Despite the integration of Dionae within the greater Coalition, and the occurrence of syncretism, Dionae are not permitted access to the Ecclesiarchy, and would not hold the positions of either Keepers or Wardens. This has been a somewhat open secret amongst the religious authorities of Luceism, and is enforced quite stringently.&lt;br /&gt;
&lt;br /&gt;
===On Science===&lt;br /&gt;
&lt;br /&gt;
Due to Assunzione’s location in Light’s Edge and bordering the Lemurian Sea, as well as the impossible fate of its own Star, the planet has attracted a colossal scientific community rivaled in the Coalition only by Galatea. As a result, Luceism takes a very open stance towards science and research, and Luceian teachings act to fill in the blanks that science cannot answer, rather than attempt to prove alternate theories. The Star’s own fate has been researched for over 200 years to no avail, leading to the Church drawing the conclusion that it was divine.&lt;br /&gt;
&lt;br /&gt;
Luceians hold steady that it ultimately does not matter if the Dimming can be explained or not, for it is the indisputable Miracle of Assunzione that happened following the event, as well as the prophetic preparations made beforehand that allowed the Miracle to happen in the first place, that gave birth to the religion and functions as its foundation.&lt;br /&gt;
&lt;br /&gt;
Luceians additionally hold that science discovering a way to reignite the Star artificially is also a desirable outcome, as it would take the collective efforts of the hearts and minds of countless scientists to discover such a thing, demonstrating aspects of the Flames of Community and Faith.&lt;br /&gt;
&lt;br /&gt;
===On Corporations===&lt;br /&gt;
&lt;br /&gt;
With Assunzione forming the headquarters of the Coalition branch of Zeng-Hu Pharmaceuticals, it is only natural that both the megacorporation and Luceism would have significant influence over each other, at least in the region. Despite the potential for powerplay between the two parties, it is within both their interests to leave each other alone, with influence instead being relegated to favors and quid-pro-quos between Church and company. Zeng-Hu Assunzione typically adheres to Luceian customs and religious practices for its own business in Light’s Edge, particularly when it comes to blessing expeditions. The Church, meanwhile, takes care not to disrupt corporate processes to a significant extent, as both Zeng-Hu and the Stellar Corporate Conglomerate’s affiliate organizations bring in a significant amount of revenue to Assunzione as a major trade, mining, and scientific center, and they would like to keep it in exchange for the corporations not attempting to meddle in the Church’s affairs.&lt;br /&gt;
&lt;br /&gt;
===On Apostasy===&lt;br /&gt;
&lt;br /&gt;
Both doctrines of Luceism strongly oppose the act of apostasy, or leaving the religion for either atheism or a different one altogether. Astructuralists are more forgiving of apostates if they do so for reasons of family, protection, or enlightenment, while Pyramidicalists condemn the act altogether and those who perform it. Those who shun away from Luceism are said to fall into darkness, captivated by it, and only in returning to light may one’s soul find solace again, or risk being lost to the Void.&lt;br /&gt;
&lt;br /&gt;
==Prayers==&lt;br /&gt;
&lt;br /&gt;
Prayers in Luceism do not have an introductory gesture or statement, but are instead marked by the bowing of one’s head and the presentation of a light source. A light source, such as one’s warding sphere, a candle, a flashlight, or even a flare, may be “presented” by having the wearer hold it up with one or two hands, or alternatively by resting said light source in close proximity to them; the important part is to have the object be touched by the person before or during praying.&lt;br /&gt;
&lt;br /&gt;
While some defined, literary prayers exist in Luceism, prayers may also be flexible, made and uttered on the spot by followers or ministers, and can either follow the structure of a normal prayer or depart from it altogether. Astructural prayers are more likely to be impromptu, while Pyramidical prayers favor written ones. Structured Luceian prayers, with some exceptions, typically are in the form of poems, written in rhythmic verse; this allows them to also be optionally made into a song, and several renditions exist that do so.&lt;br /&gt;
&lt;br /&gt;
The following are excerpts of the most ubiquitous prayers in Luceism.&lt;br /&gt;
&lt;br /&gt;
===Rite of Light===&lt;br /&gt;
&lt;br /&gt;
The Rite of Light is the most common prayer in Luceism, practiced by all chapters, and is used as a general prayer of protection and guidance from Ennoia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O Ennoia, source of light,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guide us in the eternal night.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keeper of balance, pure and bright,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Illuminate our path with your sight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In moments of darkness, in times of plight,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lead us with your wisdom, O radiant light.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O Ennoia, beacon in our flight,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grant us sunrise from this endless night.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Creed of the Flames===&lt;br /&gt;
&lt;br /&gt;
The Creed of the Flames functions as a prayer and creed to reaffirm one’s own faith in the religion using the Four Flames. It is an extended version of the Rite of Light and is generally spoken in a church setting rather than as a simple prayer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;To Ennoia, whose blessing burns so brightly,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;May our hearts reflect your Light so rightly.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Within every soul burns four Flames,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Guiding life&#039;s intricate, winding games.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Teach us to master them, our very own Light,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In our hearts and minds, both day and night.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Help us know our Selves better than a mirror,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Making our path through life much clearer.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Teach us to conquer our fears within,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;So in life&#039;s battles, we may begin to win.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Let us be charitable to one another,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Treating everyone we meet as our sister or brother.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Lead us not into temptation of greed,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;But towards acts of kindness and good deeds.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Bask us in your holy Light,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Turning our darkest nights into days so bright.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Guide us on the path of virtue and wisdom,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;To lead us, eventually, to the gates of your kingdom.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Keep our flames burning but at bay,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;So we walk the righteous path each day.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Let us control the darkness in our souls,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;And not allow it to take its toll.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This we ask of you, and us,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Of the Stars and their Guardians who we trust.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;So we may be beings of charity and light,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;And soon, bring the day to our home’s endless night.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Prayer for Passage (“Stardust”)===&lt;br /&gt;
&lt;br /&gt;
This prayer is typically used at funerals, to honor the deceased.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In the vast expanse of the cosmos, we gather,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;To honor a journey, both ancient and eternal.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;From stardust we came, to stardust we shall return,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In the endless dance of light and shadow.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Beneath the watchful eyes of distant stars,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;We remember the light you shared,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;A spark of the infinite, a whisper of the divine,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;A soul that danced with the flames of life.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In the celestial tapestry, your story is woven,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;With threads of love, joy, and memories cherished.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In the heart of the cosmos, your spirit finds its echo,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;A part of the universe, forever and always.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;As you return to the cosmic embrace,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;We release you with love, with gratitude, with peace.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;May your journey be gentle, your path illuminated,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;As you become one with the stardust once more.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In this moment of farewell, we find unity,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In our grief, a testament to our shared humanity.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;From stardust we came, to stardust we return,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In the eternal cycle of light, life, and love.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Farewell, dear soul, until we meet again,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In the boundless realms of the stars above.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Assunzione}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Lore]]&lt;br /&gt;
[[Category: Religions]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Assunzione_Laws&amp;diff=39052</id>
		<title>Assunzione Laws</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Assunzione_Laws&amp;diff=39052"/>
		<updated>2026-04-15T03:20:09Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Assunzione}}&lt;br /&gt;
&#039;&#039;&#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Assunzione for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Assunzione, it will be treated as a character removal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Assunzionii law, much like the [[Corporate Regulations]] page.&lt;br /&gt;
&lt;br /&gt;
Remember, Assunzione Law Enforcement is not related to the SCC and has little regard for your employment or status. The following laws are separate from the SCC SoP or Regulations, and will be enforced regardless of the situation.&lt;br /&gt;
==Prior Knowledge==&lt;br /&gt;
Assunzione has a much different culture and history than that of Tau Ceti or the SCC.&lt;br /&gt;
* Police can arrest crew for breaking the law or disturbing the peace regardless of job or status.&lt;br /&gt;
* Weapons and firearms are prohibited in Port Volturno.&lt;br /&gt;
* Drugs otherwise legal in Biesel are illegal on Assunzione.&lt;br /&gt;
* Free Assunzionii IPCs are legally equal to organic citizens, and harming them falls under the same crimes (up to and including murder). Owned IPCs are instead covered under vandalism or damage to property charges.&lt;br /&gt;
&lt;br /&gt;
Keep the above points in mind while exploring Assunzione, and try to respect the locals!&lt;br /&gt;
&lt;br /&gt;
==Criminal Procedures==&lt;br /&gt;
For every infraction except traffic infringements, non-Assuionzii nationals MUST be taken to the police station for processing, and a report MUST be filled out on the forums (a form is provided under the CCIA Forum topic for this purpose).&lt;br /&gt;
&lt;br /&gt;
The following is the procedure for if any of the Horizon&#039;s crew is arrested.&lt;br /&gt;
===Misdemeanours===&lt;br /&gt;
*The police detain a suspect. They have the option of releasing with a warning.&lt;br /&gt;
*The suspect is arrested and brought to the station for processing.&lt;br /&gt;
*Any contraband or stolen items are removed.&lt;br /&gt;
*The suspect is locked in a cell.&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*A Horizon crew member or Head of Staff must come to the station as a guarantor for the suspect who is then released to their care.&lt;br /&gt;
*The police can (and should) report the incident on the special forum thread.&lt;br /&gt;
*The incident and identity of the person is posted on the police’s social media account.&lt;br /&gt;
*CCIA are eligible to start an investigation.&lt;br /&gt;
===Felonies===&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*The suspect remains in the cell for the rest of the round.&lt;br /&gt;
*The police must report the incident on the special forum thread.&lt;br /&gt;
*CCIA automatically launch an investigation and present their findings to the Assunzionii (or Zeng-Hu) authorities via appropriate CCIA IC messages. The person is eligible to serve jail time in Assunzione, suspending the character for a long period of time or permanently.&lt;br /&gt;
&lt;br /&gt;
===Crimes===&lt;br /&gt;
The following is a table of various crimes on Assunzione, and what they are classified as.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot;; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Misdemeanour&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Fine&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Felony&lt;br /&gt;
|-&lt;br /&gt;
|Theft&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Grand Theft/Fraud&lt;br /&gt;
|-&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Vehicle Theft&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Assault&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing&lt;br /&gt;
|Up to 1,000 Credits for government property, immediately removal from premises&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|-&lt;br /&gt;
|Resisting Arrest&lt;br /&gt;
|N/A&lt;br /&gt;
|Kidnapping&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Justice&lt;br /&gt;
|Up to 1,000 Credits&lt;br /&gt;
|Illegal Immigration&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Public Works&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Burglary&lt;br /&gt;
|-&lt;br /&gt;
|Insulting the Public Sentiment&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Armed Robbery/Banditry/Piracy&lt;br /&gt;
|-&lt;br /&gt;
|Littering&lt;br /&gt;
|Up to 150 Credits&lt;br /&gt;
|Poaching&lt;br /&gt;
|-&lt;br /&gt;
|Refusing a Lawful Order&lt;br /&gt;
|N/A&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Up to 500 Credits, imprisonment for monuments or buildings of public importance&lt;br /&gt;
|Discharging a Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Breaking Traffic Laws&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Murder&lt;br /&gt;
|-&lt;br /&gt;
|Possession of a Weapon&lt;br /&gt;
|Up to 3,000 Credits&lt;br /&gt;
|Distribution of Illegal Narcotics&lt;br /&gt;
|-&lt;br /&gt;
|Possession of Illegal Narcotics&lt;br /&gt;
|Fine up to 2,000, mmediate confiscation of narcotics&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{Navbox Assunzione}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Assunzione_Laws&amp;diff=39050</id>
		<title>Assunzione Laws</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Assunzione_Laws&amp;diff=39050"/>
		<updated>2026-04-15T03:14:51Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: Created page with &amp;quot;{{Navbox Lore}} {{Navbox Human Lore}} &amp;#039;&amp;#039;&amp;#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Assunzione for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Assunzione, it will be treated as a character removal.&amp;#039;&amp;#039;&amp;#039;  Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. T...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&#039;&#039;&#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Assunzione for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Assunzione, it will be treated as a character removal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Assunzionii law, much like the [[Corporate Regulations]] page.&lt;br /&gt;
&lt;br /&gt;
Remember, Assunzione Law Enforcement is not related to the SCC and has little regard for your employment or status. The following laws are separate from the SCC SoP or Regulations, and will be enforced regardless of the situation.&lt;br /&gt;
==Prior Knowledge==&lt;br /&gt;
Assunzione has a much different culture and history than that of Tau Ceti or the SCC.&lt;br /&gt;
* Police can arrest crew for breaking the law or disturbing the peace regardless of job or status.&lt;br /&gt;
* Weapons and firearms are prohibited in Port Volturno.&lt;br /&gt;
* Drugs otherwise legal in Biesel are illegal on Assunzione.&lt;br /&gt;
* Free Assunzionii IPCs are legally equal to organic citizens, and harming them falls under the same crimes (up to and including murder). Owned IPCs are instead covered under vandalism or damage to property charges.&lt;br /&gt;
&lt;br /&gt;
Keep the above points in mind while exploring Assunzione, and try to respect the locals!&lt;br /&gt;
&lt;br /&gt;
==Criminal Procedures==&lt;br /&gt;
For every infraction except traffic infringements, non-Assuionzii nationals MUST be taken to the police station for processing, and a report MUST be filled out on the forums (a form is provided under the CCIA Forum topic for this purpose).&lt;br /&gt;
&lt;br /&gt;
The following is the procedure for if any of the Horizon&#039;s crew is arrested.&lt;br /&gt;
===Misdemeanours===&lt;br /&gt;
*The police detain a suspect. They have the option of releasing with a warning.&lt;br /&gt;
*The suspect is arrested and brought to the station for processing.&lt;br /&gt;
*Any contraband or stolen items are removed.&lt;br /&gt;
*The suspect is locked in a cell.&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*A Horizon crew member or Head of Staff must come to the station as a guarantor for the suspect who is then released to their care.&lt;br /&gt;
*The police can (and should) report the incident on the special forum thread.&lt;br /&gt;
*The incident and identity of the person is posted on the police’s social media account.&lt;br /&gt;
*CCIA are eligible to start an investigation.&lt;br /&gt;
===Felonies===&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*The suspect remains in the cell for the rest of the round.&lt;br /&gt;
*The police must report the incident on the special forum thread.&lt;br /&gt;
*CCIA automatically launch an investigation and present their findings to the Assunzionii (or Zeng-Hu) authorities via appropriate CCIA IC messages. The person is eligible to serve jail time in Assunzione, suspending the character for a long period of time or permanently.&lt;br /&gt;
&lt;br /&gt;
===Crimes===&lt;br /&gt;
The following is a table of various crimes on Assunzione, and what they are classified as.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot;; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Misdemeanour&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Fine&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Felony&lt;br /&gt;
|-&lt;br /&gt;
|Theft&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Grand Theft/Fraud&lt;br /&gt;
|-&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Vehicle Theft&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Assault&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing&lt;br /&gt;
|Up to 1,000 Credits for government property, immediately removal from premises&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|-&lt;br /&gt;
|Resisting Arrest&lt;br /&gt;
|N/A&lt;br /&gt;
|Kidnapping&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Justice&lt;br /&gt;
|Up to 1,000 Credits&lt;br /&gt;
|Illegal Immigration&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Public Works&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Burglary&lt;br /&gt;
|-&lt;br /&gt;
|Insulting the Public Sentiment&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Armed Robbery/Banditry/Piracy&lt;br /&gt;
|-&lt;br /&gt;
|Littering&lt;br /&gt;
|Up to 150 Credits&lt;br /&gt;
|Poaching&lt;br /&gt;
|-&lt;br /&gt;
|Refusing a Lawful Order&lt;br /&gt;
|N/A&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Up to 500 Credits, imprisonment for monuments or buildings of public importance&lt;br /&gt;
|Discharging a Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Breaking Traffic Laws&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Murder&lt;br /&gt;
|-&lt;br /&gt;
|Possession of a Weapon&lt;br /&gt;
|Up to 3,000 Credits&lt;br /&gt;
|Distribution of Illegal Narcotics&lt;br /&gt;
|-&lt;br /&gt;
|Possession of Illegal Narcotics&lt;br /&gt;
|Fine up to 2,000, mmediate confiscation of narcotics&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=39049</id>
		<title>User:NewOriginalSchwann/Sandbox3</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=39049"/>
		<updated>2026-04-15T03:08:48Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&#039;&#039;&#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Assunzione for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Assunzione, it will be treated as a character removal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Assunzionii law, much like the [[Corporate Regulations]] page.&lt;br /&gt;
&lt;br /&gt;
Remember, Assunzione Law Enforcement is not related to the SCC and has little regard for your employment or status. The following laws are separate from the SCC SoP or Regulations, and will be enforced regardless of the situation.&lt;br /&gt;
==Prior Knowledge==&lt;br /&gt;
Assunzione has a much different culture and history than that of Tau Ceti or the SCC.&lt;br /&gt;
* Police can arrest crew for breaking the law or disturbing the peace regardless of job or status.&lt;br /&gt;
* Weapons and firearms are prohibited in Port Volturno.&lt;br /&gt;
* Drugs otherwise legal in Biesel are illegal on Assunzione.&lt;br /&gt;
* Free Assunzionii IPCs are legally equal to organic citizens, and harming them falls under the same crimes (up to and including murder). Owned IPCs are instead covered under vandalism or damage to property charges.&lt;br /&gt;
&lt;br /&gt;
Keep the above points in mind while exploring Assunzione, and try to respect the locals!&lt;br /&gt;
&lt;br /&gt;
==Criminal Procedures==&lt;br /&gt;
For every infraction except traffic infringements, non-Assuionzii nationals MUST be taken to the police station for processing, and a report MUST be filled out on the forums (a form is provided under the CCIA Forum topic for this purpose).&lt;br /&gt;
&lt;br /&gt;
The following is the procedure for if any of the Horizon&#039;s crew is arrested.&lt;br /&gt;
===Misdemeanours===&lt;br /&gt;
*The police detain a suspect. They have the option of releasing with a warning.&lt;br /&gt;
*The suspect is arrested and brought to the station for processing.&lt;br /&gt;
*Any contraband or stolen items are removed.&lt;br /&gt;
*The suspect is locked in a cell.&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*A Horizon crew member or Head of Staff must come to the station as a guarantor for the suspect who is then released to their care.&lt;br /&gt;
*The police can (and should) report the incident on the special forum thread.&lt;br /&gt;
*The incident and identity of the person is posted on the police’s social media account.&lt;br /&gt;
*CCIA are eligible to start an investigation.&lt;br /&gt;
===Felonies===&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*The suspect remains in the cell for the rest of the round.&lt;br /&gt;
*The police must report the incident on the special forum thread.&lt;br /&gt;
*CCIA automatically launch an investigation and present their findings to the Assunzionii (or Zeng-Hu) authorities via appropriate CCIA IC messages. The person is eligible to serve jail time in Assunzione, suspending the character for a long period of time or permanently.&lt;br /&gt;
&lt;br /&gt;
===Crimes===&lt;br /&gt;
The following is a table of various crimes on Assunzione, and what they are classified as.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot;; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Misdemeanour&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Fine&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Felony&lt;br /&gt;
|-&lt;br /&gt;
|Theft&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Grand Theft/Fraud&lt;br /&gt;
|-&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Vehicle Theft&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Assault&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing&lt;br /&gt;
|Up to 1,000 Credits for government property, immediately removal from premises&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|-&lt;br /&gt;
|Resisting Arrest&lt;br /&gt;
|N/A&lt;br /&gt;
|Kidnapping&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Justice&lt;br /&gt;
|Up to 1,000 Credits&lt;br /&gt;
|Illegal Immigration&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Public Works&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Burglary&lt;br /&gt;
|-&lt;br /&gt;
|Insulting the Public Sentiment&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Armed Robbery/Banditry/Piracy&lt;br /&gt;
|-&lt;br /&gt;
|Littering&lt;br /&gt;
|Up to 150 Credits&lt;br /&gt;
|Poaching&lt;br /&gt;
|-&lt;br /&gt;
|Refusing a Lawful Order&lt;br /&gt;
|N/A&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Up to 500 Credits, imprisonment for monuments or buildings of public importance&lt;br /&gt;
|Discharging a Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Breaking Traffic Laws&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Murder&lt;br /&gt;
|-&lt;br /&gt;
|Possession of a Weapon&lt;br /&gt;
|Up to 3,000 Credits&lt;br /&gt;
|Distribution of Illegal Narcotics&lt;br /&gt;
|-&lt;br /&gt;
|Possession of Illegal Narcotics&lt;br /&gt;
|Fine up to 2,000, mmediate confiscation of narcotics&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=39020</id>
		<title>User:NewOriginalSchwann/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=39020"/>
		<updated>2026-04-11T00:22:10Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Correctional System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
&lt;br /&gt;
The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency&#039;s mission and a great amount to ensure its capabilities have remained effective. He was retained by PM Strom after the recent election and is expected to serve as director for the remainder of Strom&#039;s term.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
&lt;br /&gt;
The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
&lt;br /&gt;
Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
&lt;br /&gt;
Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
&lt;br /&gt;
The current leader of SISA is &#039;&#039;&#039;Director Andrii Savchuk&#039;&#039;&#039;. Born in New Odesa, Luna, Director Savchuk is a lifelong Department of Justice bureaucrat who became director in 2463 when his predecessor was arrested for public corruption following the anti-Frost coup. He is known to be exacting and demanding in his private and personal life, sleeping very little and spending most of his time at SISA&#039;s headquarters in New Odesa, where he is rumored to sleep. Slow to praise, twice-divorced, and quick to criticize anything he perceives as wrong, Savchuk is not a popular man, but is a very effective director: under his leadership SISA has arrested thousands of criminals and handled multiple major domestic incidents, ranging from a major hostage crisis on Visegrad to the capturing of Lycoris&#039; Solarian Restoration Front-aligned governor. He is known to always wear a suit and maintains strict personal grooming standards he has attempted, with some success, to disseminate to the rest of the agency: suits, ties, and cleanly-shaven faces.&lt;br /&gt;
&lt;br /&gt;
====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most dangerous criminals the Alliance and neutralizing them by any means necessary. It has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance through a combination of high-end equipment, exacting training standards, and intelligence superiority. It is often said CRTG&#039;s trainings are danger-free operations and its operations are dangerous trainings. Over the course of its half-century and counting existence it has proven instrumental in neutralizing major criminal threats across the Alliance, from Martian separatists to Visegradi nationalists to the stay-behind units of the Solarian Restoration Front to triad members in Ton Gwai Pei, New Hai Phong. Despite this record of success it has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
&lt;br /&gt;
One of its most notable recent operations was its campaign against the Tajaran Revolutionary Army (TRA). Following the New Hai Phong bombings of 2460, which made the TRA the agency&#039;s top priority, CTRG was the spearhead of the agency’s subsequent effort to wipe the TRA from the face of the Alliance. Given a blank check by the Frost administration to prosecute and neutralize, “any and all responsible parties,” the CTRG performed hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees, little evidence, and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
&lt;br /&gt;
==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&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 is shrouded in 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-ship 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, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends. These are typically described as its “strong methods,” in official documents released to the public. The “strong methods” the Bureau employs have 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. Its 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 rumors about what the exact methods used in its interrogation rooms are.&lt;br /&gt;
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Over the years of its mandate, it has subsumed much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all romeo vermillion material.&lt;br /&gt;
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Despite the well-known reputation of its interrogation rooms, its primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become adept at since the Interstellar War. It 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, as is the nearby [[Empire of Dominia]], where rumored SIIB agents are reported to have met with officers of the Dominian Imperial Intelligence Directorate. 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 tajara branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of its international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
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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 tajara branch has a long history of clandestine activities on resource-rich [[Adhomai]] stretching 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 shortly 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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The leader of the agency is &#039;&#039;&#039;Director Shufen Feng&#039;&#039;&#039;, who has led it since 2463. A veteran of the Department of State&#039;s Foreign Service Officer Corps, Feng has spent much of her life abroad and was recalled by Frost in 2461, at which point her activities become unknown until she was appointed Director by the emergency government. She was reportedly present on Unity Station during Frost&#039;s assassination but has never confirmed if she was present or what she was doing there at the time. Like most SIIB directors Feng is an extremely private woman with little known about her career or private life. What is known of her career -- postings across the Coalition and Elyra as a FSO -- is so unexceptional and dull that it has led to rumors she has always worked for the agency and her entire history is simply a fabrication and cover for one of the first SIIB case officers to become agency director.&lt;br /&gt;
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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Shufen Feng, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the paramilitary force of the SIIB and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
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Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the SAB’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, its agents were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
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Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
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==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Under the Solarian Federal Constitution the Alliance operates two primary sets of judicial systems: local planetary law and Solarian federal law. Solarian federal law is solely created by the senate on Unity Station and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the member state in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution&#039;s supremacy clause.&lt;br /&gt;
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Trial by jury is an enforced right of the court system outside of Alliance military mandates, and is generally composed of 13 randomly selected local jurors, though Alliance member states may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
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The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution justices are typically appointed by the prime minister and confirmed by the senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP -- a boon for the current prime minister.&lt;br /&gt;
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===Correctional System===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? Like, I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-CAL), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
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While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “functionality first.” While no Alliance prison will go without running water or electricity, they are austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as, &amp;quot;a country club you aren’t allowed to leave.”&lt;br /&gt;
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Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
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The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge and are typically performed via lethal injection, with the firing squad having been prominent during the civil war and its period of unrest. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment.&lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
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Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&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.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
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It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
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The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency&#039;s mission and a great amount to ensure its capabilities have remained effective. He was retained by PM Strom after the recent election and is expected to serve as director for the remainder of Strom&#039;s term.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
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Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
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The current leader of SISA is &#039;&#039;&#039;Director Andrii Savchuk&#039;&#039;&#039;. Born in New Odesa, Luna, Director Savchuk is a lifelong Department of Justice bureaucrat who became director in 2463 when his predecessor was arrested for public corruption following the anti-Frost coup. He is known to be exacting and demanding in his private and personal life, sleeping very little and spending most of his time at SISA&#039;s headquarters in New Odesa, where he is rumored to sleep. Slow to praise, twice-divorced, and quick to criticize anything he perceives as wrong, Savchuk is not a popular man, but is a very effective director: under his leadership SISA has arrested thousands of criminals and handled multiple major domestic incidents, ranging from a major hostage crisis on Visegrad to the capturing of Lycoris&#039; Solarian Restoration Front-aligned governor. He is known to always wear a suit and maintains strict personal grooming standards he has attempted, with some success, to disseminate to the rest of the agency: suits, ties, and cleanly-shaven faces.&lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most dangerous criminals the Alliance and neutralizing them by any means necessary. It has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance through a combination of high-end equipment, exacting training standards, and intelligence superiority. It is often said CRTG&#039;s trainings are danger-free operations and its operations are dangerous trainings. Over the course of its half-century and counting existence it has proven instrumental in neutralizing major criminal threats across the Alliance, from Martian separatists to Visegradi nationalists to the stay-behind units of the Solarian Restoration Front to triad members in Ton Gwai Pei, New Hai Phong. Despite this record of success it has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
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One of its most notable recent operations was its campaign against the Tajaran Revolutionary Army (TRA). Following the New Hai Phong bombings of 2460, which made the TRA the agency&#039;s top priority, CTRG was the spearhead of the agency’s subsequent effort to wipe the TRA from the face of the Alliance. Given a blank check by the Frost administration to prosecute and neutralize, “any and all responsible parties,” the CTRG performed hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees, little evidence, and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&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 is shrouded in 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-ship 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, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends. These are typically described as its “strong methods,” in official documents released to the public. The “strong methods” the Bureau employs have 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. Its 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 rumors about what the exact methods used in its interrogation rooms are.&lt;br /&gt;
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Over the years of its mandate, it has subsumed much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all romeo vermillion material.&lt;br /&gt;
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Despite the well-known reputation of its interrogation rooms, its primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become adept at since the Interstellar War. It 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, as is the nearby [[Empire of Dominia]], where rumored SIIB agents are reported to have met with officers of the Dominian Imperial Intelligence Directorate. 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 tajara branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of its international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
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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 tajara branch has a long history of clandestine activities on resource-rich [[Adhomai]] stretching 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 shortly 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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The leader of the agency is &#039;&#039;&#039;Director Shufen Feng&#039;&#039;&#039;, who has led it since 2463. A veteran of the Department of State&#039;s Foreign Service Officer Corps, Feng has spent much of her life abroad and was recalled by Frost in 2461, at which point her activities become unknown until she was appointed Director by the emergency government. She was reportedly present on Unity Station during Frost&#039;s assassination but has never confirmed if she was present or what she was doing there at the time. Like most SIIB directors Feng is an extremely private woman with little known about her career or private life. What is known of her career -- postings across the Coalition and Elyra as a FSO -- is so unexceptional and dull that it has led to rumors she has always worked for the agency and her entire history is simply a fabrication and cover for one of the first SIIB case officers to become agency director.&lt;br /&gt;
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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Shufen Feng, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the paramilitary force of the SIIB and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
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Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the SAB’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, its agents were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
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Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
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==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Under the Solarian Federal Constitution the Alliance operates two primary sets of judicial systems: local planetary law and Solarian federal law. Solarian federal law is solely created by the senate on Unity Station and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the member state in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution&#039;s supremacy clause.&lt;br /&gt;
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Trial by jury is an enforced right of the court system outside of Alliance military mandates, and is generally composed of 13 randomly selected local jurors, though Alliance member states may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
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The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution justices are typically appointed by the prime minister and confirmed by the senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP -- a boon for the current prime minister.&lt;br /&gt;
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==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
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While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
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Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
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The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
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Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Solarian Interstellar Intelligence Bureau - Special Activities Branch */&lt;/p&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&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;
&lt;br /&gt;
==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.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
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It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
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The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency&#039;s mission and a great amount to ensure its capabilities have remained effective. He was retained by PM Strom after the recent election and is expected to serve as director for the remainder of Strom&#039;s term.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
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Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
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The current leader of SISA is &#039;&#039;&#039;Director Andrii Savchuk&#039;&#039;&#039;. Born in New Odesa, Luna, Director Savchuk is a lifelong Department of Justice bureaucrat who became director in 2463 when his predecessor was arrested for public corruption following the anti-Frost coup. He is known to be exacting and demanding in his private and personal life, sleeping very little and spending most of his time at SISA&#039;s headquarters in New Odesa, where he is rumored to sleep. Slow to praise, twice-divorced, and quick to criticize anything he perceives as wrong, Savchuk is not a popular man, but is a very effective director: under his leadership SISA has arrested thousands of criminals and handled multiple major domestic incidents, ranging from a major hostage crisis on Visegrad to the capturing of Lycoris&#039; Solarian Restoration Front-aligned governor. He is known to always wear a suit and maintains strict personal grooming standards he has attempted, with some success, to disseminate to the rest of the agency: suits, ties, and cleanly-shaven faces.&lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most dangerous criminals the Alliance and neutralizing them by any means necessary. It has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance through a combination of high-end equipment, exacting training standards, and intelligence superiority. It is often said CRTG&#039;s trainings are danger-free operations and its operations are dangerous trainings. Over the course of its half-century and counting existence it has proven instrumental in neutralizing major criminal threats across the Alliance, from Martian separatists to Visegradi nationalists to the stay-behind units of the Solarian Restoration Front to triad members in Ton Gwai Pei, New Hai Phong. Despite this record of success it has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
&lt;br /&gt;
One of its most notable recent operations was its campaign against the Tajaran Revolutionary Army (TRA). Following the New Hai Phong bombings of 2460, which made the TRA the agency&#039;s top priority, CTRG was the spearhead of the agency’s subsequent effort to wipe the TRA from the face of the Alliance. Given a blank check by the Frost administration to prosecute and neutralize, “any and all responsible parties,” the CTRG performed hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees, little evidence, and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&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 is shrouded in 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-ship 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, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends. These are typically described as its “strong methods,” in official documents released to the public. The “strong methods” the Bureau employs have 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. Its 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 rumors about what the exact methods used in its interrogation rooms are.&lt;br /&gt;
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Over the years of its mandate, it has subsumed much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all romeo vermillion material.&lt;br /&gt;
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Despite the well-known reputation of its interrogation rooms, its primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become adept at since the Interstellar War. It 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, as is the nearby [[Empire of Dominia]], where rumored SIIB agents are reported to have met with officers of the Dominian Imperial Intelligence Directorate. 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 tajara branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of its international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
&lt;br /&gt;
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 tajara branch has a long history of clandestine activities on resource-rich [[Adhomai]] stretching 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 shortly 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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The leader of the agency is &#039;&#039;&#039;Director Shufen Feng&#039;&#039;&#039;, who has led it since 2463. A veteran of the Department of State&#039;s Foreign Service Officer Corps, Feng has spent much of her life abroad and was recalled by Frost in 2461, at which point her activities become unknown until she was appointed Director by the emergency government. She was reportedly present on Unity Station during Frost&#039;s assassination but has never confirmed if she was present or what she was doing there at the time. Like most SIIB directors Feng is an extremely private woman with little known about her career or private life. What is known of her career -- postings across the Coalition and Elyra as a FSO -- is so unexceptional and dull that it has led to rumors she has always worked for the agency and her entire history is simply a fabrication and cover for one of the first SIIB case officers to become agency director.&lt;br /&gt;
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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Shufen Feng, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the paramilitary force of the SIIB and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
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Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the SAB’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, its agents were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
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Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
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==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
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Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
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The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
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==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
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While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
&lt;br /&gt;
Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
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The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
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Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Solarian Interstellar Intelligence Bureau - Special Activities Branch */&lt;/p&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&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;
&lt;br /&gt;
==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.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
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It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
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The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency&#039;s mission and a great amount to ensure its capabilities have remained effective. He was retained by PM Strom after the recent election and is expected to serve as director for the remainder of Strom&#039;s term.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
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Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
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The current leader of SISA is &#039;&#039;&#039;Director Andrii Savchuk&#039;&#039;&#039;. Born in New Odesa, Luna, Director Savchuk is a lifelong Department of Justice bureaucrat who became director in 2463 when his predecessor was arrested for public corruption following the anti-Frost coup. He is known to be exacting and demanding in his private and personal life, sleeping very little and spending most of his time at SISA&#039;s headquarters in New Odesa, where he is rumored to sleep. Slow to praise, twice-divorced, and quick to criticize anything he perceives as wrong, Savchuk is not a popular man, but is a very effective director: under his leadership SISA has arrested thousands of criminals and handled multiple major domestic incidents, ranging from a major hostage crisis on Visegrad to the capturing of Lycoris&#039; Solarian Restoration Front-aligned governor. He is known to always wear a suit and maintains strict personal grooming standards he has attempted, with some success, to disseminate to the rest of the agency: suits, ties, and cleanly-shaven faces.&lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most dangerous criminals the Alliance and neutralizing them by any means necessary. It has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance through a combination of high-end equipment, exacting training standards, and intelligence superiority. It is often said CRTG&#039;s trainings are danger-free operations and its operations are dangerous trainings. Over the course of its half-century and counting existence it has proven instrumental in neutralizing major criminal threats across the Alliance, from Martian separatists to Visegradi nationalists to the stay-behind units of the Solarian Restoration Front to triad members in Ton Gwai Pei, New Hai Phong. Despite this record of success it has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
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One of its most notable recent operations was its campaign against the Tajaran Revolutionary Army (TRA). Following the New Hai Phong bombings of 2460, which made the TRA the agency&#039;s top priority, CTRG was the spearhead of the agency’s subsequent effort to wipe the TRA from the face of the Alliance. Given a blank check by the Frost administration to prosecute and neutralize, “any and all responsible parties,” the CTRG performed hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees, little evidence, and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&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 is shrouded in 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-ship 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, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends. These are typically described as its “strong methods,” in official documents released to the public. The “strong methods” the Bureau employs have 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. Its 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 rumors about what the exact methods used in its interrogation rooms are.&lt;br /&gt;
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Over the years of its mandate, it has subsumed much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all romeo vermillion material.&lt;br /&gt;
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Despite the well-known reputation of its interrogation rooms, its primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become adept at since the Interstellar War. It 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, as is the nearby [[Empire of Dominia]], where rumored SIIB agents are reported to have met with officers of the Dominian Imperial Intelligence Directorate. 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 tajara branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of its international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
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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 tajara branch has a long history of clandestine activities on resource-rich [[Adhomai]] stretching 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 shortly 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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The leader of the agency is &#039;&#039;&#039;Director Shufen Feng&#039;&#039;&#039;, who has led it since 2463. A veteran of the Department of State&#039;s Foreign Service Officer Corps, Feng has spent much of her life abroad and was recalled by Frost in 2461, at which point her activities become unknown until she was appointed Director by the emergency government. She was reportedly present on Unity Station during Frost&#039;s assassination but has never confirmed if she was present or what she was doing there at the time. Like most SIIB directors Feng is an extremely private woman with little known about her career or private life. What is known of her career -- postings across the Coalition and Elyra as a FSO -- is so unexceptional and dull that it has led to rumors she has always worked for the agency and her entire history is simply a fabrication and cover for one of the first SIIB case officers to become agency director.&lt;br /&gt;
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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Shufen Feng, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
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Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
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Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
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==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
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Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
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The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
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==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
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While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
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Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
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The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
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Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* The Solarian Interstellar Intelligence Bureau (SIIB) */&lt;/p&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&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.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
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It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
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The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency&#039;s mission and a great amount to ensure its capabilities have remained effective. He was retained by PM Strom after the recent election and is expected to serve as director for the remainder of Strom&#039;s term.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
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Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
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The current leader of SISA is &#039;&#039;&#039;Director Andrii Savchuk&#039;&#039;&#039;. Born in New Odesa, Luna, Director Savchuk is a lifelong Department of Justice bureaucrat who became director in 2463 when his predecessor was arrested for public corruption following the anti-Frost coup. He is known to be exacting and demanding in his private and personal life, sleeping very little and spending most of his time at SISA&#039;s headquarters in New Odesa, where he is rumored to sleep. Slow to praise, twice-divorced, and quick to criticize anything he perceives as wrong, Savchuk is not a popular man, but is a very effective director: under his leadership SISA has arrested thousands of criminals and handled multiple major domestic incidents, ranging from a major hostage crisis on Visegrad to the capturing of Lycoris&#039; Solarian Restoration Front-aligned governor. He is known to always wear a suit and maintains strict personal grooming standards he has attempted, with some success, to disseminate to the rest of the agency: suits, ties, and cleanly-shaven faces.&lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most dangerous criminals the Alliance and neutralizing them by any means necessary. It has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance through a combination of high-end equipment, exacting training standards, and intelligence superiority. It is often said CRTG&#039;s trainings are danger-free operations and its operations are dangerous trainings. Over the course of its half-century and counting existence it has proven instrumental in neutralizing major criminal threats across the Alliance, from Martian separatists to Visegradi nationalists to the stay-behind units of the Solarian Restoration Front to triad members in Ton Gwai Pei, New Hai Phong. Despite this record of success it has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
&lt;br /&gt;
One of its most notable recent operations was its campaign against the Tajaran Revolutionary Army (TRA). Following the New Hai Phong bombings of 2460, which made the TRA the agency&#039;s top priority, CTRG was the spearhead of the agency’s subsequent effort to wipe the TRA from the face of the Alliance. Given a blank check by the Frost administration to prosecute and neutralize, “any and all responsible parties,” the CTRG performed hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees, little evidence, and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
&lt;br /&gt;
==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&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 is shrouded in 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-ship 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, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends. These are typically described as its “strong methods,” in official documents released to the public. The “strong methods” the Bureau employs have 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. Its 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 rumors about what the exact methods used in its interrogation rooms are.&lt;br /&gt;
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Over the years of its mandate, it has subsumed much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all romeo vermillion material.&lt;br /&gt;
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Despite the well-known reputation of its interrogation rooms, its primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become adept at since the Interstellar War. It 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, as is the nearby [[Empire of Dominia]], where rumored SIIB agents are reported to have met with officers of the Dominian Imperial Intelligence Directorate. 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;
&lt;br /&gt;
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 tajara branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of its international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
While smaller than its counterpart the tajara branch has a long history of clandestine activities on resource-rich [[Adhomai]] stretching 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 shortly 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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The leader of the agency is &#039;&#039;&#039;Director Shufen Feng&#039;&#039;&#039;, who has led it since 2463. A veteran of the Department of State&#039;s Foreign Service Officer Corps, Feng has spent much of her life abroad and was recalled by Frost in 2461, at which point her activities become unknown until she was appointed Director by the emergency government. She was reportedly present on Unity Station during Frost&#039;s assassination but has never confirmed if she was present or what she was doing there at the time. Like most SIIB directors Feng is an extremely private woman with little known about her career or private life. What is known of her career -- postings across the Coalition and Elyra as a FSO -- is so unexceptional and dull that it has led to rumors she has always worked for the agency and her entire history is simply a fabrication and cover for one of the first SIIB case officers to become agency director.&lt;br /&gt;
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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
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Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
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Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
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==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
&lt;br /&gt;
Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
&lt;br /&gt;
The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
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==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
&lt;br /&gt;
Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
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The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
&lt;br /&gt;
Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* SISA - Counter-Terrorism Response Group (SISA-CRTG) */&lt;/p&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&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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&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
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It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
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The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency&#039;s mission and a great amount to ensure its capabilities have remained effective. He was retained by PM Strom after the recent election and is expected to serve as director for the remainder of Strom&#039;s term.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
&lt;br /&gt;
The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
&lt;br /&gt;
Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
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Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
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The current leader of SISA is &#039;&#039;&#039;Director Andrii Savchuk&#039;&#039;&#039;. Born in New Odesa, Luna, Director Savchuk is a lifelong Department of Justice bureaucrat who became director in 2463 when his predecessor was arrested for public corruption following the anti-Frost coup. He is known to be exacting and demanding in his private and personal life, sleeping very little and spending most of his time at SISA&#039;s headquarters in New Odesa, where he is rumored to sleep. Slow to praise, twice-divorced, and quick to criticize anything he perceives as wrong, Savchuk is not a popular man, but is a very effective director: under his leadership SISA has arrested thousands of criminals and handled multiple major domestic incidents, ranging from a major hostage crisis on Visegrad to the capturing of Lycoris&#039; Solarian Restoration Front-aligned governor. He is known to always wear a suit and maintains strict personal grooming standards he has attempted, with some success, to disseminate to the rest of the agency: suits, ties, and cleanly-shaven faces.&lt;br /&gt;
&lt;br /&gt;
====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most dangerous criminals the Alliance and neutralizing them by any means necessary. It has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance through a combination of high-end equipment, exacting training standards, and intelligence superiority. It is often said CRTG&#039;s trainings are danger-free operations and its operations are dangerous trainings. Over the course of its half-century and counting existence it has proven instrumental in neutralizing major criminal threats across the Alliance, from Martian separatists to Visegradi nationalists to the stay-behind units of the Solarian Restoration Front to triad members in Ton Gwai Pei, New Hai Phong. Despite this record of success it has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
&lt;br /&gt;
One of its most notable recent operations was its campaign against the Tajaran Revolutionary Army (TRA). Following the New Hai Phong bombings of 2460, which made the TRA the agency&#039;s top priority, CTRG was the spearhead of the agency’s subsequent effort to wipe the TRA from the face of the Alliance. Given a blank check by the Frost administration to prosecute and neutralize, “any and all responsible parties,” the CTRG performed hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees, little evidence, and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
&lt;br /&gt;
==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&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-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
&lt;br /&gt;
Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
&lt;br /&gt;
Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
&lt;br /&gt;
==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
&lt;br /&gt;
Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
&lt;br /&gt;
The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
&lt;br /&gt;
==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
&lt;br /&gt;
Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
&lt;br /&gt;
The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
&lt;br /&gt;
Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Solarian Interstellar Security Agency (SISA) */&lt;/p&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&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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&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
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The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency&#039;s mission and a great amount to ensure its capabilities have remained effective. He was retained by PM Strom after the recent election and is expected to serve as director for the remainder of Strom&#039;s term.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
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Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
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The current leader of SISA is &#039;&#039;&#039;Director Andrii Savchuk&#039;&#039;&#039;. Born in New Odesa, Luna, Director Savchuk is a lifelong Department of Justice bureaucrat who became director in 2463 when his predecessor was arrested for public corruption following the anti-Frost coup. He is known to be exacting and demanding in his private and personal life, sleeping very little and spending most of his time at SISA&#039;s headquarters in New Odesa, where he is rumored to sleep. Slow to praise, twice-divorced, and quick to criticize anything he perceives as wrong, Savchuk is not a popular man, but is a very effective director: under his leadership SISA has arrested thousands of criminals and handled multiple major domestic incidents, ranging from a major hostage crisis on Visegrad to the capturing of Lycoris&#039; Solarian Restoration Front-aligned governor. He is known to always wear a suit and maintains strict personal grooming standards he has attempted, with some success, to disseminate to the rest of the agency: suits, ties, and cleanly-shaven faces.&lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
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One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&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-ship 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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Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&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. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&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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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
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Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
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Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
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==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
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Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
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The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
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==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
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While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
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Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
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The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
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Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) */&lt;/p&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&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.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
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It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
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The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency&#039;s mission and a great amount to ensure its capabilities have remained effective. He was retained by PM Strom after the recent election and is expected to serve as director for the remainder of Strom&#039;s term.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
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Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
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One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&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-ship 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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Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&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. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&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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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
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Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
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Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
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==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
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Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
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The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
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==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
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While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
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Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
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The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
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Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) */&lt;/p&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&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.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
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It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
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The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency&#039;s mission and a great amount to ensure its capabilities have remained effective.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
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Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
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One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&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-ship 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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Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&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;
&lt;br /&gt;
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. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&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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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
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Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
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Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
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==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
&lt;br /&gt;
Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
&lt;br /&gt;
The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
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==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
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While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
&lt;br /&gt;
Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
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The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
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Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) */&lt;/p&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&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;
&lt;br /&gt;
==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.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
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It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
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The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
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Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
&lt;br /&gt;
One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&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-ship 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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Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&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;
&lt;br /&gt;
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. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
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Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
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Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
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==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
&lt;br /&gt;
Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
&lt;br /&gt;
The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
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==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
&lt;br /&gt;
Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
&lt;br /&gt;
The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
&lt;br /&gt;
Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Solarian Interstellar Security Agency (SISA) */&lt;/p&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
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It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
&lt;br /&gt;
Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
&lt;br /&gt;
====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
&lt;br /&gt;
One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
&lt;br /&gt;
==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&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-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
&lt;br /&gt;
Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
&lt;br /&gt;
Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
&lt;br /&gt;
==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
&lt;br /&gt;
Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
&lt;br /&gt;
The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
&lt;br /&gt;
==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
&lt;br /&gt;
Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
&lt;br /&gt;
The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
&lt;br /&gt;
==Policing in the [[Eridani Federation]]==&lt;br /&gt;
&lt;br /&gt;
Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
&lt;br /&gt;
The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
&lt;br /&gt;
Said intervention, however, is not always appreciated by the local forces SISA is ostensibly supporting. SISA agents have developed a somewhat mixed reputation among the Alliance’s holdings, with more Sol-skeptical forces seeing them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting. This issue is further compounded by SISA agents often being rotated between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA.&lt;br /&gt;
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Like the SIP-CPA, recruiting for the SISA is a pan-Solarian process, though SISA places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance. &lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
&lt;br /&gt;
One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
&lt;br /&gt;
==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&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-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
&lt;br /&gt;
Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
&lt;br /&gt;
Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
&lt;br /&gt;
==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
&lt;br /&gt;
Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
&lt;br /&gt;
The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
&lt;br /&gt;
==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
&lt;br /&gt;
Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
&lt;br /&gt;
The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
&lt;br /&gt;
==Policing in the [[Eridani Federation]]==&lt;br /&gt;
&lt;br /&gt;
Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) */&lt;/p&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
&lt;br /&gt;
==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.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The middle child of the Solarian Intelligence Trinity, the Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, SISA serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. The Agency holds jurisdiction over hundreds of Alliance federal crimes, and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist, and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
&lt;br /&gt;
The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction. Special agents are granted significant legal leeway in the pursuit of these objectives, being permitted to install wiretaps, search property without notice, and even assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
&lt;br /&gt;
Said intervention, however, is not always appreciated by the local forces SISA is ostensibly supporting. SISA agents have developed a somewhat mixed reputation among the Alliance’s holdings, with more Sol-skeptical forces seeing them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting. This issue is further compounded by SISA agents often being rotated between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA.&lt;br /&gt;
&lt;br /&gt;
Like the SIP-CPA, recruiting for the SISA is a pan-Solarian process, though SISA places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance. &lt;br /&gt;
&lt;br /&gt;
====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
&lt;br /&gt;
One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
&lt;br /&gt;
==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&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-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
&lt;br /&gt;
Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
&lt;br /&gt;
Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
&lt;br /&gt;
==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
&lt;br /&gt;
Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
&lt;br /&gt;
The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
&lt;br /&gt;
==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
&lt;br /&gt;
Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
&lt;br /&gt;
The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
&lt;br /&gt;
==Policing in the [[Eridani Federation]]==&lt;br /&gt;
&lt;br /&gt;
Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
&lt;br /&gt;
==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.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
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The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The middle child of the Solarian Intelligence Trinity, the Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, SISA serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. The Agency holds jurisdiction over hundreds of Alliance federal crimes, and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist, and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction. Special agents are granted significant legal leeway in the pursuit of these objectives, being permitted to install wiretaps, search property without notice, and even assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention, however, is not always appreciated by the local forces SISA is ostensibly supporting. SISA agents have developed a somewhat mixed reputation among the Alliance’s holdings, with more Sol-skeptical forces seeing them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting. This issue is further compounded by SISA agents often being rotated between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA.&lt;br /&gt;
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Like the SIP-CPA, recruiting for the SISA is a pan-Solarian process, though SISA places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance. &lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
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One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&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-ship 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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Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&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. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&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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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
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Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
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Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
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==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
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Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
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The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
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==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
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While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
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Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
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The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
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Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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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.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
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The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
&lt;br /&gt;
==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.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The middle child of the Solarian Intelligence Trinity, the Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, SISA serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. The Agency holds jurisdiction over hundreds of Alliance federal crimes, and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist, and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
&lt;br /&gt;
The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction. Special agents are granted significant legal leeway in the pursuit of these objectives, being permitted to install wiretaps, search property without notice, and even assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
&lt;br /&gt;
Said intervention, however, is not always appreciated by the local forces SISA is ostensibly supporting. SISA agents have developed a somewhat mixed reputation among the Alliance’s holdings, with more Sol-skeptical forces seeing them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting. This issue is further compounded by SISA agents often being rotated between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA.&lt;br /&gt;
&lt;br /&gt;
Like the SIP-CPA, recruiting for the SISA is a pan-Solarian process, though SISA places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance. &lt;br /&gt;
&lt;br /&gt;
====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
&lt;br /&gt;
One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
&lt;br /&gt;
==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&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-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
&lt;br /&gt;
Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
&lt;br /&gt;
Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
&lt;br /&gt;
==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
&lt;br /&gt;
Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
&lt;br /&gt;
The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
&lt;br /&gt;
==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
&lt;br /&gt;
Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
&lt;br /&gt;
The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
&lt;br /&gt;
==Policing in the [[Eridani Federation]]==&lt;br /&gt;
&lt;br /&gt;
Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* The Solarian Interstellar Intelligence Bureau (SIIB) */&lt;/p&gt;
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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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&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
&lt;br /&gt;
==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.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The middle child of the Solarian Intelligence Trinity, the Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, SISA serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. The Agency holds jurisdiction over hundreds of Alliance federal crimes, and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist, and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
&lt;br /&gt;
The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction. Special agents are granted significant legal leeway in the pursuit of these objectives, being permitted to install wiretaps, search property without notice, and even assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
&lt;br /&gt;
Said intervention, however, is not always appreciated by the local forces SISA is ostensibly supporting. SISA agents have developed a somewhat mixed reputation among the Alliance’s holdings, with more Sol-skeptical forces seeing them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting. This issue is further compounded by SISA agents often being rotated between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA.&lt;br /&gt;
&lt;br /&gt;
Like the SIP-CPA, recruiting for the SISA is a pan-Solarian process, though SISA places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance. &lt;br /&gt;
&lt;br /&gt;
====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
&lt;br /&gt;
One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
&lt;br /&gt;
==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&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-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
&lt;br /&gt;
Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
&lt;br /&gt;
Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* The Solarian Interstellar Intelligence Bureau */&lt;/p&gt;
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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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
&lt;br /&gt;
==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.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The middle child of the Solarian Intelligence Trinity, the Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, SISA serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. The Agency holds jurisdiction over hundreds of Alliance federal crimes, and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist, and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
&lt;br /&gt;
The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction. Special agents are granted significant legal leeway in the pursuit of these objectives, being permitted to install wiretaps, search property without notice, and even assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
&lt;br /&gt;
Said intervention, however, is not always appreciated by the local forces SISA is ostensibly supporting. SISA agents have developed a somewhat mixed reputation among the Alliance’s holdings, with more Sol-skeptical forces seeing them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting. This issue is further compounded by SISA agents often being rotated between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA.&lt;br /&gt;
&lt;br /&gt;
Like the SIP-CPA, recruiting for the SISA is a pan-Solarian process, though SISA places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance. &lt;br /&gt;
&lt;br /&gt;
====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
&lt;br /&gt;
One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
&lt;br /&gt;
==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&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-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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		<author><name>NewOriginalSchwann</name></author>
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Domestic Agencies */&lt;/p&gt;
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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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
&lt;br /&gt;
==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.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The middle child of the Solarian Intelligence Trinity, the Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, SISA serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. The Agency holds jurisdiction over hundreds of Alliance federal crimes, and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist, and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
&lt;br /&gt;
The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction. Special agents are granted significant legal leeway in the pursuit of these objectives, being permitted to install wiretaps, search property without notice, and even assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
&lt;br /&gt;
Said intervention, however, is not always appreciated by the local forces SISA is ostensibly supporting. SISA agents have developed a somewhat mixed reputation among the Alliance’s holdings, with more Sol-skeptical forces seeing them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting. This issue is further compounded by SISA agents often being rotated between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA.&lt;br /&gt;
&lt;br /&gt;
Like the SIP-CPA, recruiting for the SISA is a pan-Solarian process, though SISA places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance. &lt;br /&gt;
&lt;br /&gt;
====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
&lt;br /&gt;
One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
&lt;br /&gt;
==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-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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		<author><name>NewOriginalSchwann</name></author>
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		<updated>2026-04-09T04:21:42Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Domestic Agencies */&lt;/p&gt;
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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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
&lt;br /&gt;
==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-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=38981</id>
		<title>User:NewOriginalSchwann/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=38981"/>
		<updated>2026-04-09T04:20:14Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=38980</id>
		<title>User:NewOriginalSchwann/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=38980"/>
		<updated>2026-04-09T04:19:48Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38975</id>
		<title>User:NewOriginalSchwann/Sandbox3</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38975"/>
		<updated>2026-04-08T22:03:53Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Felonies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Human Lore}}&lt;br /&gt;
&#039;&#039;&#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Assunzione for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Assunzione, it will be treated as a character removal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Assunzionii law, much like the [[Corporate Regulations]] page.&lt;br /&gt;
&lt;br /&gt;
Remember, Assunzione Law Enforcement is not related to the SCC and has little regard for your employment or status. The following laws are separate from the SCC SoP or Regulations, and will be enforced regardless of the situation.&lt;br /&gt;
==Prior Knowledge==&lt;br /&gt;
Assunzione has a much different culture and history than that of Tau Ceti or the SCC.&lt;br /&gt;
* Police can arrest crew for breaking the law or disturbing the peace regardless of job or status.&lt;br /&gt;
* Weapons and firearms are prohibited in Port Volturno.&lt;br /&gt;
* Drugs otherwise legal in Biesel are illegal on Assunzione.&lt;br /&gt;
* Free Assunzionii IPCs are legally equal to organic citizens, and harming them falls under the same crimes (up to and including murder). Owned IPCs are instead covered under vandalism or damage to property charges.&lt;br /&gt;
&lt;br /&gt;
Keep the above points in mind while exploring Assunzione, and try to respect the locals!&lt;br /&gt;
&lt;br /&gt;
==Criminal Procedures==&lt;br /&gt;
For every infraction except traffic infringements, non-Assuionzii nationals MUST be taken to the police station for processing, and a report MUST be filled out on the forums (a form is provided under the CCIA Forum topic for this purpose).&lt;br /&gt;
&lt;br /&gt;
The following is the procedure for if any of the Horizon&#039;s crew is arrested.&lt;br /&gt;
===Misdemeanours===&lt;br /&gt;
*The police detain a suspect. They have the option of releasing with a warning.&lt;br /&gt;
*The suspect is arrested and brought to the station for processing.&lt;br /&gt;
*Any contraband or stolen items are removed.&lt;br /&gt;
*The suspect is locked in a cell.&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*A Horizon crew member or Head of Staff must come to the station as a guarantor for the suspect who is then released to their care.&lt;br /&gt;
*The police can (and should) report the incident on the special forum thread.&lt;br /&gt;
*The incident and identity of the person is posted on the police’s social media account.&lt;br /&gt;
*CCIA are eligible to start an investigation.&lt;br /&gt;
===Felonies===&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*The suspect remains in the cell for the rest of the round.&lt;br /&gt;
*The police must report the incident on the special forum thread.&lt;br /&gt;
*CCIA automatically launch an investigation and present their findings to the Assunzionii (or Zeng-Hu) authorities via appropriate CCIA IC messages. The person is eligible to serve jail time in Assunzione, suspending the character for a long period of time or permanently.&lt;br /&gt;
&lt;br /&gt;
===Crimes===&lt;br /&gt;
The following is a table of various crimes on Assunzione, and what they are classified as.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot;; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Misdemeanour&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Fine&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Felony&lt;br /&gt;
|-&lt;br /&gt;
|Theft&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Grand Theft/Fraud&lt;br /&gt;
|-&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Vehicle Theft&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Assault&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing&lt;br /&gt;
|Up to 1,000 Credits for government property, immediately removal from premises&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|-&lt;br /&gt;
|Resisting Arrest&lt;br /&gt;
|N/A&lt;br /&gt;
|Kidnapping&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Justice&lt;br /&gt;
|Up to 1,000 Credits&lt;br /&gt;
|Illegal Immigration&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Public Works&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Burglary&lt;br /&gt;
|-&lt;br /&gt;
|Insulting the Public Sentiment&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Armed Robbery/Banditry/Piracy&lt;br /&gt;
|-&lt;br /&gt;
|Littering&lt;br /&gt;
|Up to 150 Credits&lt;br /&gt;
|Poaching&lt;br /&gt;
|-&lt;br /&gt;
|Refusing a Lawful Order&lt;br /&gt;
|N/A&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Up to 500 Credits, imprisonment for monuments or buildings of public importance&lt;br /&gt;
|Discharging a Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Breaking Traffic Laws&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Murder&lt;br /&gt;
|-&lt;br /&gt;
|Possession of a Weapon&lt;br /&gt;
|Up to 3,000 Credits&lt;br /&gt;
|Distribution of Illegal Narcotics&lt;br /&gt;
|-&lt;br /&gt;
|Possession of Illegal Narcotics&lt;br /&gt;
|Fine up to 2,000, mmediate confiscation of narcotics&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{Navbox Human Lore}}&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38974</id>
		<title>User:NewOriginalSchwann/Sandbox3</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38974"/>
		<updated>2026-04-08T22:03:32Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Felonies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Human Lore}}&lt;br /&gt;
&#039;&#039;&#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Assunzione for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Assunzione, it will be treated as a character removal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Assunzionii law, much like the [[Corporate Regulations]] page.&lt;br /&gt;
&lt;br /&gt;
Remember, Assunzione Law Enforcement is not related to the SCC and has little regard for your employment or status. The following laws are separate from the SCC SoP or Regulations, and will be enforced regardless of the situation.&lt;br /&gt;
==Prior Knowledge==&lt;br /&gt;
Assunzione has a much different culture and history than that of Tau Ceti or the SCC.&lt;br /&gt;
* Police can arrest crew for breaking the law or disturbing the peace regardless of job or status.&lt;br /&gt;
* Weapons and firearms are prohibited in Port Volturno.&lt;br /&gt;
* Drugs otherwise legal in Biesel are illegal on Assunzione.&lt;br /&gt;
* Free Assunzionii IPCs are legally equal to organic citizens, and harming them falls under the same crimes (up to and including murder). Owned IPCs are instead covered under vandalism or damage to property charges.&lt;br /&gt;
&lt;br /&gt;
Keep the above points in mind while exploring Assunzione, and try to respect the locals!&lt;br /&gt;
&lt;br /&gt;
==Criminal Procedures==&lt;br /&gt;
For every infraction except traffic infringements, non-Assuionzii nationals MUST be taken to the police station for processing, and a report MUST be filled out on the forums (a form is provided under the CCIA Forum topic for this purpose).&lt;br /&gt;
&lt;br /&gt;
The following is the procedure for if any of the Horizon&#039;s crew is arrested.&lt;br /&gt;
===Misdemeanours===&lt;br /&gt;
*The police detain a suspect. They have the option of releasing with a warning.&lt;br /&gt;
*The suspect is arrested and brought to the station for processing.&lt;br /&gt;
*Any contraband or stolen items are removed.&lt;br /&gt;
*The suspect is locked in a cell.&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*A Horizon crew member or Head of Staff must come to the station as a guarantor for the suspect who is then released to their care.&lt;br /&gt;
*The police can (and should) report the incident on the special forum thread.&lt;br /&gt;
*The incident and identity of the person is posted on the police’s social media account.&lt;br /&gt;
*CCIA are eligible to start an investigation.&lt;br /&gt;
===Felonies===&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*The suspect remains in the cell for the rest of the round.&lt;br /&gt;
*The police must report the incident on the special forum thread.&lt;br /&gt;
*CCIA automatically launch an investigation and present their findings to the Assunzionii (or Zeng-Hu) authorities (appropriate CCIA IC messages). The person is eligible to serve jail time in Assunzione, suspending the character for a long period of time or permanently.&lt;br /&gt;
&lt;br /&gt;
===Crimes===&lt;br /&gt;
The following is a table of various crimes on Assunzione, and what they are classified as.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot;; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Misdemeanour&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Fine&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Felony&lt;br /&gt;
|-&lt;br /&gt;
|Theft&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Grand Theft/Fraud&lt;br /&gt;
|-&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Vehicle Theft&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Assault&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing&lt;br /&gt;
|Up to 1,000 Credits for government property, immediately removal from premises&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|-&lt;br /&gt;
|Resisting Arrest&lt;br /&gt;
|N/A&lt;br /&gt;
|Kidnapping&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Justice&lt;br /&gt;
|Up to 1,000 Credits&lt;br /&gt;
|Illegal Immigration&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Public Works&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Burglary&lt;br /&gt;
|-&lt;br /&gt;
|Insulting the Public Sentiment&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Armed Robbery/Banditry/Piracy&lt;br /&gt;
|-&lt;br /&gt;
|Littering&lt;br /&gt;
|Up to 150 Credits&lt;br /&gt;
|Poaching&lt;br /&gt;
|-&lt;br /&gt;
|Refusing a Lawful Order&lt;br /&gt;
|N/A&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Up to 500 Credits, imprisonment for monuments or buildings of public importance&lt;br /&gt;
|Discharging a Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Breaking Traffic Laws&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Murder&lt;br /&gt;
|-&lt;br /&gt;
|Possession of a Weapon&lt;br /&gt;
|Up to 3,000 Credits&lt;br /&gt;
|Distribution of Illegal Narcotics&lt;br /&gt;
|-&lt;br /&gt;
|Possession of Illegal Narcotics&lt;br /&gt;
|Fine up to 2,000, mmediate confiscation of narcotics&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{Navbox Human Lore}}&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38973</id>
		<title>User:NewOriginalSchwann/Sandbox3</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38973"/>
		<updated>2026-04-08T22:00:04Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Human Lore}}&lt;br /&gt;
&#039;&#039;&#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Assunzione for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Assunzione, it will be treated as a character removal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Assunzionii law, much like the [[Corporate Regulations]] page.&lt;br /&gt;
&lt;br /&gt;
Remember, Assunzione Law Enforcement is not related to the SCC and has little regard for your employment or status. The following laws are separate from the SCC SoP or Regulations, and will be enforced regardless of the situation.&lt;br /&gt;
==Prior Knowledge==&lt;br /&gt;
Assunzione has a much different culture and history than that of Tau Ceti or the SCC.&lt;br /&gt;
* Police can arrest crew for breaking the law or disturbing the peace regardless of job or status.&lt;br /&gt;
* Weapons and firearms are prohibited in Port Volturno.&lt;br /&gt;
* Drugs otherwise legal in Biesel are illegal on Assunzione.&lt;br /&gt;
* Free Assunzionii IPCs are legally equal to organic citizens, and harming them falls under the same crimes (up to and including murder). Owned IPCs are instead covered under vandalism or damage to property charges.&lt;br /&gt;
&lt;br /&gt;
Keep the above points in mind while exploring Assunzione, and try to respect the locals!&lt;br /&gt;
&lt;br /&gt;
==Criminal Procedures==&lt;br /&gt;
For every infraction except traffic infringements, non-Assuionzii nationals MUST be taken to the police station for processing, and a report MUST be filled out on the forums (a form is provided under the CCIA Forum topic for this purpose).&lt;br /&gt;
&lt;br /&gt;
The following is the procedure for if any of the Horizon&#039;s crew is arrested.&lt;br /&gt;
===Misdemeanours===&lt;br /&gt;
*The police detain a suspect. They have the option of releasing with a warning.&lt;br /&gt;
*The suspect is arrested and brought to the station for processing.&lt;br /&gt;
*Any contraband or stolen items are removed.&lt;br /&gt;
*The suspect is locked in a cell.&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*A Horizon crew member or Head of Staff must come to the station as a guarantor for the suspect who is then released to their care.&lt;br /&gt;
*The police can (and should) report the incident on the special forum thread.&lt;br /&gt;
*The incident and identity of the person is posted on the police’s social media account.&lt;br /&gt;
*CCIA are eligible to start an investigation.&lt;br /&gt;
===Felonies===&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*The suspect remains in the cell for the rest of the round.&lt;br /&gt;
*The police must report the incident on the special forum thread.&lt;br /&gt;
*CCIA automatically launch an investigation and present their findings to the Assunzionii (or Zeng-Hu_ authorities (appropriate CCIA IC messages). The person is eligible to serve jail time in Assunzione, suspending the character for a long period of time or permanently.&lt;br /&gt;
===Crimes===&lt;br /&gt;
The following is a table of various crimes on Assunzione, and what they are classified as.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot;; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Misdemeanour&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Fine&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Felony&lt;br /&gt;
|-&lt;br /&gt;
|Theft&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Grand Theft/Fraud&lt;br /&gt;
|-&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Vehicle Theft&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Assault&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing&lt;br /&gt;
|Up to 1,000 Credits for government property, immediately removal from premises&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|-&lt;br /&gt;
|Resisting Arrest&lt;br /&gt;
|N/A&lt;br /&gt;
|Kidnapping&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Justice&lt;br /&gt;
|Up to 1,000 Credits&lt;br /&gt;
|Illegal Immigration&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Public Works&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Burglary&lt;br /&gt;
|-&lt;br /&gt;
|Insulting the Public Sentiment&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Armed Robbery/Banditry/Piracy&lt;br /&gt;
|-&lt;br /&gt;
|Littering&lt;br /&gt;
|Up to 150 Credits&lt;br /&gt;
|Poaching&lt;br /&gt;
|-&lt;br /&gt;
|Refusing a Lawful Order&lt;br /&gt;
|N/A&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Up to 500 Credits, imprisonment for monuments or buildings of public importance&lt;br /&gt;
|Discharging a Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Breaking Traffic Laws&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Murder&lt;br /&gt;
|-&lt;br /&gt;
|Possession of a Weapon&lt;br /&gt;
|Up to 3,000 Credits&lt;br /&gt;
|Distribution of Illegal Narcotics&lt;br /&gt;
|-&lt;br /&gt;
|Possession of Illegal Narcotics&lt;br /&gt;
|Fine up to 2,000, mmediate confiscation of narcotics&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{Navbox Human Lore}}&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38972</id>
		<title>User:NewOriginalSchwann/Sandbox3</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38972"/>
		<updated>2026-04-08T21:52:49Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Human Lore}}&lt;br /&gt;
&#039;&#039;&#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Assunzione for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Assunzione, it will be treated as a character removal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Assunzionii law, much like the [[Corporate Regulations]] page.&lt;br /&gt;
&lt;br /&gt;
Remember, Assunzione Law Enforcement is not related to the SCC and has little regard for your employment or status. The following laws are separate from the SCC SoP or Regulations, and will be enforced regardless of the situation.&lt;br /&gt;
==Prior Knowledge==&lt;br /&gt;
Assunzione has a much different culture and history than that of Tau Ceti or the SCC.&lt;br /&gt;
* Police can arrest crew for breaking the law or disturbing the peace regardless of job or status.&lt;br /&gt;
* Weapons and firearms are prohibited in Port Volturno.&lt;br /&gt;
* Drugs otherwise legal in Biesel are illegal on Assunzione.&lt;br /&gt;
* Free Assunzionii IPCs are legally equal to organic citizens, and harming them falls under the same crimes (up to and including murder). Owned IPCs are instead covered under vandalism or damage to property charges.&lt;br /&gt;
&lt;br /&gt;
Keep the above points in mind while exploring Assunzione, and try to respect the locals!&lt;br /&gt;
&lt;br /&gt;
==Assunzionii Law Enforcement==&lt;br /&gt;
Fill out later.&lt;br /&gt;
&lt;br /&gt;
==Criminal Procedures==&lt;br /&gt;
For every infraction except traffic infringements, non-Assuionzii nationals MUST be taken to the police station for processing, and a report MUST be filled out on the forums (a form is provided under the CCIA Forum topic for this purpose).&lt;br /&gt;
&lt;br /&gt;
The following is the procedure for if any of the Horizon&#039;s crew is arrested.&lt;br /&gt;
===Misdemeanours===&lt;br /&gt;
*The police detain a suspect. They have the option of releasing with a warning.&lt;br /&gt;
*The suspect is arrested and brought to the station for processing.&lt;br /&gt;
*Any contraband or stolen items are removed.&lt;br /&gt;
*The suspect is locked in a cell.&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*A Horizon crew member or Head of Staff must come to the station as a guarantor for the suspect who is then released to their care.&lt;br /&gt;
*The police can (and should) report the incident on the special forum thread.&lt;br /&gt;
*The incident and identity of the person is posted on the police’s social media account.&lt;br /&gt;
*CCIA are eligible to start an investigation.&lt;br /&gt;
===Felonies===&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*The suspect remains in the cell for the rest of the round.&lt;br /&gt;
*The police must report the incident on the special forum thread.&lt;br /&gt;
*CCIA automatically launch an investigation and present their findings to the Assunzionii (or Zeng-Hu_ authorities (appropriate CCIA IC messages). The person is eligible to serve jail time in Assunzione, suspending the character for a long period of time or permanently.&lt;br /&gt;
===Crimes===&lt;br /&gt;
The following is a table of various crimes on Assunzione, and what they are classified as.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot;; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Misdemeanour&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Fine&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Felony&lt;br /&gt;
|-&lt;br /&gt;
|Theft&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Grand Theft/Fraud&lt;br /&gt;
|-&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Vehicle Theft&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Assault&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing&lt;br /&gt;
|Up to 1,000 Credits for government property, immediately removal from premises&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|-&lt;br /&gt;
|Resisting Arrest&lt;br /&gt;
|N/A&lt;br /&gt;
|Kidnapping&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Justice&lt;br /&gt;
|Up to 1,000 Credits&lt;br /&gt;
|Illegal Immigration&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Public Works&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Burglary&lt;br /&gt;
|-&lt;br /&gt;
|Insulting the Public Sentiment&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Armed Robbery/Banditry/Piracy&lt;br /&gt;
|-&lt;br /&gt;
|Littering&lt;br /&gt;
|Up to 150 Credits&lt;br /&gt;
|Poaching&lt;br /&gt;
|-&lt;br /&gt;
|Refusing a Lawful Order&lt;br /&gt;
|N/A&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Up to 500 Credits, imprisonment for monuments or buildings of public importance&lt;br /&gt;
|Discharging a Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Breaking Traffic Laws&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Murder&lt;br /&gt;
|-&lt;br /&gt;
|Possession of a Weapon&lt;br /&gt;
|Up to 3,000 Credits&lt;br /&gt;
|Distribution of Illegal Narcotics&lt;br /&gt;
|-&lt;br /&gt;
|Possession of Illegal Narcotics&lt;br /&gt;
|Fine up to 2,000, mmediate confiscation of narcotics&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{Navbox Human Lore}}&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Solarian_Armed_Forces&amp;diff=38884</id>
		<title>Solarian Armed Forces</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Solarian_Armed_Forces&amp;diff=38884"/>
		<updated>2026-04-01T22:10:13Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: LCPL Pukowski has found his Crayolas.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Sol Navy.png|thumb|alt=Flag of the Navy of the Sol Alliance.|The ensign of the Solarian Navy, once flown from Earth to the Solarian Frontier.]]&lt;br /&gt;
Following the Collapse and the start of the Solarian Civil War, an effort was undertaken by reformists in the Solarian military, such as Minister of Defense Lucien Courtois, to reform the SAF and cut out much of the decay and rot which had taken root over the years. While their purges of the Navy’s ranks — and of many SAF staff — hampered a quicker response to the conflict, their efforts have been vindicated by the SAF’s success in bringing a decisive end to the Solarian Civil War in the summer of 2465. Today, the SAF has a new mission: defending the Reconstruction Mandates and protecting the borders of an ascendant Alliance.&lt;br /&gt;
&lt;br /&gt;
Some, however, believe the SAF will soon be used for more sinister purposes, and many in Biesel and the Coalition look upon it with alarm as the Alliance begins to exert itself in the Spur once again.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The Solarian military is dedicated to [[Mars#The Violet Dawn Explosion|destroying]] [[Xanu Prime|whatever]] it [[Human Wildlands|touches]], and will not hesitate to destroy [[Gadpathur|you]] if you show them weakness. Show them no mercy, for they showed your [[Gadpathur#The War|ancestors]] none!”&amp;lt;/i&amp;gt; - Excerpt from a [[Gadpathur|Gadpathurian]] anti-Solarian booklet intended to be distributed to children age 8-10.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Solarian Armed Forces have a history which stretches back to 17 July 2143, shortly after the founding of the Solarian Alliance. Its origin was not a happy one. Though it took almost a decade to hash out the terms of the Alliance, most parties (with the exception of Switzerland) on Earth agreed to join it by 2140. However, the idea of surrendering military autonomy to a supranational government was a point of concern for many members of the newly-formed supernational union, particular the two superpowers of the USA and USSR. Both were extremely hesitant to surrender their spacebound military capabilities to the Alliance, and, further compounding issues, both argued that they deserved to host the headquarters of the Alliance’s military command structure.&lt;br /&gt;
&lt;br /&gt;
It took three grueling years of back-and-forth negotiations between the Alliance and its members to resolve the issue of the SAF. Ultimately a compromise was reached regarding the Alliance’s military command which settled the pressing issue of who would host the admiralty of (and thus be able to exert significant influence in) what is now known as the Solarian Navy. The compromise placed the admiralty on a place where no Earth nation could, in theory, influence it: Harmony City, Luna. While the USA and USSR were not happy, they were both begrudgingly content to accept it, as while one wouldn’t be able to control it, their rivals couldn’t either. The position of the admiralty on Luna and the relative independence offered to it due to this would, in the decades and centuries to come, have truly dire consequences.&lt;br /&gt;
&lt;br /&gt;
In the century between the Alliance’s formation and the Interstellar War, the SAF was plagued by interservice rivalry between the Solarian Army and Solarian Navy which, while never turning to violence, defined much of the SAF’s trajectory before 2275. The Navy claimed it was of more importance due to securing Sol’s interstellar lanes of commerce and policing piracy, while the Army claimed it was of more importance due to protecting the colonies themselves and ensuring the Alliance was internally stable. The Army-Navy conflict prior to the Interstellar War has been viewed by some Solarian scholars as a microcosm of the future civil war: the Navy tended to be dominated by Inner Ring citizens, particularly those from Luna, and the Army tended to draw its personnel locally, leading to a large proportion from the Outer Ring and further afield colonies. &lt;br /&gt;
&lt;br /&gt;
This conflict, and the broader schism in the Alliance, would be brought to its bloody conclusion in 2275 with the start of the Interstellar War, the SAF’s largest and most costly conflict even two centuries later. It would tip the Army-Navy struggle decisively in the Navy’s favor as many Army units, recruited locally and unpaid for months due to the ongoing financial crisis, defected to the Coalition while few Navy units did the same, and those that did were often swept under the rug or otherwise disowned. While the Navy, and loyal units of the Army, fought fiercely — and in some cases, such as Gadpathur, committed horrific crimes in the name of Solarian unity — they were unable to defeat the Coalition due to its dogged defensive fighting. A peace treaty, the Treaty of Xansan, was ultimately signed in Geneva in 2287, bringing over a decade of warfare to a close and permanently shattering Solarian hegemony over humanity.&lt;br /&gt;
&lt;br /&gt;
To the Navy, which believed it could have won the Interstellar War, the Treaty of Xansan was seen as a betrayal of the venerable Navy by spineless politicians — a slap to the collective faces of Navy officers who had put their lives on the line defending the Alliance by cowardly politicians obsessed with their careers who had never spent a day in uniform. It incensed them, and they began to plot against it in secret. Decisive action was needed to ensure Sol remained intact, and who better to take it than the Navy, its most steadfast institution?&lt;br /&gt;
&lt;br /&gt;
While it ultimately failed in its goal of revoking the Treaty of Xansan, the Revolt of the Officers on 18 May 2289 forever ensured the Navy would have a voice in politics. The coup attempt’s goals were simple: overthrow the civilian government and declare the Treaty of Xansan null and void, then resume the Interstellar War and fight until the Alliance’s hegemony was once again established. The plan, however, began to fall apart almost immediately due to one factor the coup’s mastermind, Admiral Terrence Hopper, had not accounted for: that the Army guard stationed at the Alliance’s then-capital in New York City would not go along with their conspiracy, leading to an active gunfight outside the capitol building between Army guards and Navy marines. Ultimately the Army, with support from local member state forces and ordinary civilians, repulsed the attack and the coup was seemingly aborted. But it was not as simple as it seemed, however, as the admiralty, in the days after the coup, cut a backroom deal with the civilian government: the Revolt of the Officers would be swept under the metaphorical rug by being blamed on radical elements and the Navy would be given a political voice. In exchange, the Navy would continue to protect the Alliance from interstellar threats. Hopper himself, the Butcher of Gadpathur, would avoid justice once again and remain active in politics until his death on Luna in the 24th century, and ultimately shaped Solarian fascist thought up until the present day.&lt;br /&gt;
&lt;br /&gt;
Effectively, the Navy had used its position to extort the government. Emboldened by this, and how close they had come to controlling the government through violence, the Navy became more and more influential as the decades continued on. It also became more corrupt and less efficient, as political connections became more important than ability and Caesarism infected its ranks. Ultimately, the decision to place it on Luna, where it could not be controlled by a power on Earth, had made the Navy accountable primarily to itself rather than the civilian government based upon Earth and, post-2300, Unity Station. Its pet project, the Solarian Marine Corps, was hardly any better. For many Solarians the Navy has failed them time and time again as an institution, and nowhere is this more clear than in the Solarian Collapse of 2462. Rather than protecting the Alliance many Navy forces, more loyal to their Admirals than their nation, defected and have rampaged across the Middle and Outer Rings.&lt;br /&gt;
&lt;br /&gt;
The Army, meanwhile, did have civilian authorities to answer to due to being headquartered on Earth. Post-Interstellar War the Army was placed through multiple reforms which transformed it from a sluggish, inefficient institution which lost much of its strength to defections into a force capable of defending the Alliance’s planets and government from all enemies — whether they be foreign or domestic. Where the Navy failed the Army has succeeded, particularly upon Mars, where it — in mere weeks — brought the red planet back into nominal Solarian control.&lt;br /&gt;
&lt;br /&gt;
The painful reforms spearheaded by SecD Courtois during the civil war have been dramatically vindicated by the SAF’s performance during its 2465 intervention in the civil war, where it rapidly outmaneuvered and outperformed the Solarian Restoration Front and Coalition-backed League in a rapid campaign. Both warlord statelets collapsed under the SAF’s relentless offensive and the Alliance’s flag once again flew from above capital cities across the Northern Reaches, with the pro-Solarian Middle Ring Shield Pact having been peacefully reintegrated, and both League and SRF authorities totally collapsing. In the Southern Reaches, both local governments — already de facto part of the Alliance — were brought back into the ASSN officially. The Solarian Civil War ended in mid-2465 with a decisive victory for the government, though one tainted by the loss of many systems to the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
With the end of organized resistance by major secessionist forces the SAF has found itself engaged in mop-up and counterinsurgency operations across the Northern Reaches. In the Southern Reaches it busies itself in piracy suppression and — unofficially — “rat transportation” runs of military equipment to anti-Biesel insurgents still fighting for the Alliance in the Hinterlands. The Alliance’s armed forces stand with their nose bloodied but unbroken, and remain a capable military force — especially with a newly reestablished and growing military relationship with the nearby Empire of Dominia providing them with an effective counterweight to Elyran and Coalition influence in its south.&lt;br /&gt;
&lt;br /&gt;
==Operational Strategy==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The size of the imperialist Alliance makes it clumsy and slow to react. We must strike where it is weak, and chip at its foundations. Only through attrition will our victory come,”&amp;lt;/i&amp;gt; - Cadre Leader Naveen Shankar speaking to the crew of his vessel before a patrol, mid-2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Managing the Solarian Armed Forces, the largest organized fighting force in the modern Spur, at the operational level is a titanic undertaking which has seen liter after liter of ink spilled on the pages of military manuals, academic projects, and Solarian government documents. The Alliance has been, in its history, the single largest nation in the Spur, and required a great deal of thought to manage its territory. Its losses in the Interstellar War and its aftermath, including the Elyran Revolution, have shown it does not always succeed in its operational strategy. Furthermore, prior to SecD Courtois’ reforms in 2462-63 the Alliance had long lacked a centralized command and control system, with various military high commands such as the Solarian Navy Admiralty on Luna instead reporting to the Secretary of Defense independently of the other branches. This led to naval over-representation, inefficiency, and virulent interservice rivalries.&lt;br /&gt;
&lt;br /&gt;
In December 2462 SecD Courtois chose to address this problem by creating the &#039;&#039;&#039;Joint Military Command&#039;&#039;&#039;, or &#039;&#039;&#039;JMC&#039;&#039;&#039;. Consisting of eight members — one from each service plus a SDF representative, a chair and vice chair (both from different branches), and the military’s chief logistics officer — the JMC is designed to reduce inefficiency in the SAF by fostering cooperation. Its trial by fire, the [[Mars#The Solarian Reunification Campaign_(2462 - present)|Martian Campaign]], was a success, with Army forces fighting using previously unseen levels of naval support from orbit. The Alliance’s rapid victory in the civil war seems to have further vindicated the JMC and Courtois, with its branches having worked together at levels unseen since the Interstellar War, and having won decisively.&lt;br /&gt;
&lt;br /&gt;
The overall mission of the Alliance’s military is twofold. First, it must ensure the Alliance’s territorial integrity is maintained and protected against external aggression, such as Biesel’s annexations in 2462, and internal unrest, such as the Solarian Civil War of 2462-65. Second, and less publicly, is to ensure the Alliance’s lost territories can be recovered from those currently occupying it. Prior to 2462 this was centered around the Coalition of Colonies and Republic of Elyra. Since 2462 the Alliance’s strategic thinking has shifted to a potential reunification war against the Republic of Biesel, which is known in its media as the Republic of Tau Ceti. Politicians talk of war and generals plan military exercises, but none can seriously considering the prospect of causing another Interstellar War — right?&lt;br /&gt;
&lt;br /&gt;
===Solarian Military Commands===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Persistent Excellence, Persistent Readiness,”&amp;lt;/i&amp;gt; - Motto of Sol Alliance Northern Command.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Solarian military operates in four combat commands — multi-branch organizations that answer to the JMC, though they predate it — responsible for operations in different parts of the Alliance: North, South, Central, and [[Sol|Sol System]]. Though all four commands have been historically dominated by the Navy, post-2462 reforms and an excellent performance in the civil war have seen the Army — and local SDFs, though to a lesser extent — exert more influence over the combat commands, particularly Northern Command. Due to being regional, the four commands all have slightly different responsibilities, though three of four have a point of overlap: [[Republic of Biesel|Biesel]], which has seen itself become a strategic priority for the Alliance since its rapid — and illegal, in Solarian eyes — annexation of great swaths of the Alliance.&lt;br /&gt;
&lt;br /&gt;
Northern Command (&#039;&#039;&#039;NORCOM&#039;&#039;&#039;) is based on [[San Colette]] and has responsibility for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Northern Reaches]], the Coalition border near Konyang, and the northern border of Biesel. It is commanded by General Patrick Edwards, a veteran Solarian Army officer who previously served in the Martian and Lycorii theaters. NORCOM’s daily responsibilities are mostly concerned with maintaining the ongoing low-intensity conflict against the remnants of both the Solarian Restoration Front and League of Independent Corporate-Free Systems in the Northern Reaches, with its Army troops stationed on Lycoris and involved in counterinsurgency operations, and many of its naval patrol squadrons policing warp lanes for League remnants. More importantly, it is expected to be the first to defend or attack in the event of a war against the Coalition, being home to the legendary 1st Battlegroup and its vaunted Fleet Admiral, Ingrid von Varnhagen und Landerberg. Also at Edwards’ disposal are the veteran SDFs of the Northern Reaches, sans Lycoris, that cut their teeth in the fighting of the civil war and have seen the quality of their equipment rise dramatically post-2465.&lt;br /&gt;
&lt;br /&gt;
Central Command (&#039;&#039;&#039;CENTCOM&#039;&#039;&#039;) is based on Silversun and has responsibility for the Inner Ring and the central border with [[Republic of Biesel|Biesel]]. It was, from 2462 to 2465, home to the orphaned northern and southern commands due to its location. While it shrunk significantly in 2462 — losing its Coalition border and much of its territory to Biesel — it has remained effective under the leadership of Admiral Bahri Özkan, commander of the 25th Fleet prior to assuming command of CENTCOM in 2464. Özkan’s forces face Biesel’s [[Tau Ceti Armed Forces#Zoleth Line|Zoleth Line]] — a multi-layered defensive formation — and are expected to pin down the [[Tau Ceti Armed Forces|Republic’s forces]] by threatening it with an offensive. At his disposal are veteran naval formations and Army troops, many of whom he has seen equipped with electronic warfare and incendiary weapons to counter Biesel’s synthetic and vaurca troops.&lt;br /&gt;
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Sol System Command (&#039;&#039;&#039;SOLCOM&#039;&#039;&#039;) is based on [[Callisto]] and is a unique command that only supervises one system, the Sol System, rather than a region of the Alliance. Considered to be a strategic reserve for any future wars, it is under the command of Admiral Yaoting Kong. Known as “King Kong” by his subordinates due to his large build and love of the Monkey King franchise, Admiral Kong’s combat command is centered around logistics and training rather than combat. He is also responsible for the Sol System’s security, and is the first admiral to work with civilian fleet organizations such as the [[Callisto#Government and Politics|Callistean Port Authority]] in a new anti-smuggling campaign.&lt;br /&gt;
&lt;br /&gt;
Southern Command &#039;&#039;&#039;(SOUCOM&#039;&#039;&#039;) is based on Visegrad and is responsible for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Southern Reaches]], the southern border of Biesel and the Hinterlands, the southern border of the Alliance, and coordination with the nearby Empire of Dominia. Managing these operations is Admiral Monika von Schintling, a senior flag officer of the Solarian Navy with experience in the civil war and in the Southern Reaches. Underneath her is the veteran 6th Battlegroup, formed of loyal Middle Ring Battlefleets, and officers seasoned by years of anti-piracy experience. Alongside these duties von Schintling’s command is responsible for the “rat transportation” network of transporting supplies to pro-Solarian insurgents in the Hinterlands and coordinating with the Dominian Imperial Military, which had rebounded in prominence to SOUCOM following the civil war’s end. Once responsible for carrying out a theoretical war against [[Republic of Elyra|Elyra]], SOUCOM is now expected to work with CENTCOM in the event of a war against [[Republic of Biesel|Biesel]] — punching through the south and striking at [[Tau Ceti]] while CENTCOM forces hold the Zoleth Line garrison in place and NORCOM strikes downwards.&lt;br /&gt;
&lt;br /&gt;
===Joint Military Command Personnel===&lt;br /&gt;
&lt;br /&gt;
The military officers chosen to be part of the Joint Military Command are experienced officers and expected to represent the best of their services — they are perhaps the most experienced military officers in the Spur — and report to the prime minister and Secretary of Defense. The below individuals are the first ever to hold positions in the JMC, with their terms having started in January 2463, and will last until December 2468: a five-year term designed to make them loyal to the government itself rather than whatever SecD appointed them.&lt;br /&gt;
&lt;br /&gt;
The Chair of the Joint Military Command (CJMC) is &#039;&#039;&#039;Admiral Giorgio Palazzi&#039;&#039;&#039;, a fifty-year veteran of the Navy and former dean of the Alliance’s primary naval academy. Palazzi is a rare example of a veteran [[Luna|Lunarian officer]] with doctrinally conservative views who remained loyal to Courtois rather than retiring in 2462-63. He is a serious-faced, flint-eyed man who organized the evacuation of Solarian assets from Biesel during its secession and helped coordinate much of the Alliance’s victory in the Northern Reaches in 2465. Palazzi is seen by some as a compromise between the Navy’s conservative and reformist factions, with Courtois and the Chief of Naval Operations firmly reformist but Palazzi representing the best — and perhaps the last — of the Navy’s pre-2462, anti-Coalition operational strategy. As CJMC Palazzi holds no military command — leaving that to other members of the JMC — and serves as both an overall coordinator of its members and is a liaison between the JMC and the civilian government.&lt;br /&gt;
&lt;br /&gt;
The Vice Chair of the JMC (VCJMC) is &#039;&#039;&#039;General Valerie Yang Liao&#039;&#039;&#039;, formerly commander of the [[Callisto|Callistean Marines]] and a 35 year veteran of the Army. Commonly known as VYL (pronounced “Vile,” to the general’s amusement), Liao cut her teeth fighting against pirates on Konyang and Port Antilla as a young officer before leading the Callistean Marines during the anti-Frost coup. She is more aligned with Courtois and was given the role of VCJMC after demands by the Army to avoid Navy dominance of the JMC. In her day to day work Liao serves as a ground-based counterpart to Palazzi, and was vital in ensuring the Alliance’s victory on Mars and throughout the Northern Reaches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Richard B. Sloan&#039;&#039;&#039;, also known as “Mad Dog” to his marines, is the current Commandant of the Solarian Alliance Marine Corps (CSAMC), representing his marines on the JMC. He acquired his nickname when only a Lieutenant with the 1st Marine Division: after his visor was cracked during a boarding operation, he grabbed a nearby roll of tape in the ship, taped over it, and continued leading his unit. On the tape was, appropriately, a dog-themed pattern, and a nickname was born. After replacing the previous commandant — a Frost loyalist — Sloan embarked on a mission to reduce corruption in the ranks and mend fences with the Army and Army Air Force. Multiple units were nearly completely dissolved and reorganized, and he made the unpopular decision to take a funding cut and redirect it to the Army — an act that has done much to repair intraservice relations.  Sloan fought hard for his reforms and was vindicated by his marines’ performance in the Northern Reaches, where they served with distinction and cooperated effectively with the Army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Chi Hoa Phan&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army (CSSA). Former commander of the [[New Hai Phong|4th Haiphongese Armored Division]], she has been a tireless advocate for the Army’s funding and development in the face of its successes on Mars and in the civil war. Phan — like other members of the JMC — holds no combat command as CSAS but is known to frequently tour the Army’s major mission areas, and has been active in the development of new and better vehicles for the Army. She also abandoned several expensive Frost-era programs to equip the Army with energy rifles instead of their M469A2s, citing it as an unnecessary waste of taxpayer funds and, “corporate welfare,” for [[Zavodskoi Interstellar]], which continues to hold onto chunks of the Solarian defense industry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Raymond Spaatz&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army Air Force (CSAAF). Originally from [[Silversun]], he has served the SAAF for fifty years — starting as a cadet — and is the oldest member of the JMC. He is expected to retire after his term ends. A bomber pilot by training, Spaatz is widely viewed as one of the preeminent scholars on SAAF operations during the Interstellar War and is a published author on the subject. Building on the successes and failures of the historical SAAF, Spaatz helped to establish a new doctrine for the military’s air component centered around attacking enemy infrastructure targets and providing close support to ground troops. He is additionally responsible for increasing coordination between the SAAF, SDF air forces, and the Navy through his formation of Air-Land-Space Operation Commands on planetary theaters of operation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Admiral Franziska Sibylle von Varnhagen&#039;&#039;&#039; is the current Chief of Naval Operations (CNO). A member of one of the Alliance’s most prominent naval families, von Varnhagen is the aunt of the First Battlegroup’s commander, Fleet Admiral Ingrid von Varnhagen und Langenburg. She was one of the admirals who saw the [[Sol Alliance History#2460-61: Michael Frost Ascends to Power|anti-Frost coup attempt]] was successful by commanding naval forces around Earth to stand down during the crisis. Since 2462 she has worked with Courtois and Solarian law enforcement to ensure the remains of Frost’s loyalists are purged from the Navy’s ranks, and has promoted loyal junior officers to fill these vacancies. However, many of von Varnhagen’s new cadre remain Lunarians — both due to much of the Alliance being cut off until 2465 and due to her status as a member of the moon’s naval aristocracy. Since 2465 she has become a major driver behind the restoration of Unity Station-Moroz naval ties, viewing the Empire as a natural counterweight to Elyra in the south.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lieutenant General Máximo Ruiz Navarro&#039;&#039;&#039;, [[San Colette#The Civil Guard|Colettish Civil Guard]], is the JMC’s current Chief Liaison for System Defense Forces (CSDF). Navarro is the most recent addition to the JMC, having joined it in December 2465, and represents the many SDFs of the Alliance, with his goal being to advocate for their interests and needs. Prior to assuming this position he was involved in the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], fighting on Lhokgon, New Peoria, and D’Anzin during 2465. Cut off from central command on San Colette proper during the final days of the battle for its system, he led an ad-hoc formation of Civil Guard units, SDF forces, militia, and mercenaries to fight against invading Solarian Restoration Front units. This force — called the Navarro Brigade by some — held out until regular Solarian forces arrived, and made its commander a hero of D’Anzin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Mbwana Oyenusi&#039;&#039;&#039;, Quartermaster General of the Solarian Armed Forces (QMSAF), is a Solarian Army officer who previously served as its chief logistics officer, and now carries out the same duty for the entire SAF. An extremely talented, though doubtlessly overworked, man, Oyenusi has the unenviable task of ensuring the military logistics apparatus is ready to handle any and all situations thrown at it, ranging from military operations to training to disaster relief. While he does not have a combat command, Oyenusi is responsible for the operation of many supply routes run by military, merchant marine, and civilian-operated vessels. Already bald, Oyenusi jokes he would have lost all of his hair from stress if any remained. Prior to joining the SAF, Oyenusi worked as a logistics manager on [[Callisto]], where he helped manage a family-owned logistics firm alongside his father.&lt;br /&gt;
&lt;br /&gt;
==Logistics and Standardization==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Equipping millions of soldiers, sailors, and marines – let alone our reserve units in our member-states – is stressful enough to make women gray and men bald, prime minister. They chose me because I was already bald,”&amp;lt;/i&amp;gt; - General Mbwana Oyenusi, Quartermaster General of the SAF, to PM Strom, 29 June 2467.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the largest organized military in the modern [[Orion Spur]], simply maintaining the SAF requires an extensive logistics network which must be ready to expand quickly — and dramatically — in the event of a war, disaster, or crisis. This logistics system is under the leadership of the &#039;&#039;&#039;Solarian Armed Forces Ordnance Corps&#039;&#039;&#039; and &#039;&#039;&#039;Quartermaster General Mbwana Oyenusi&#039;&#039;&#039;. Both the Navy and Army operate a large fleet of support craft ranging from humble cargo shuttles to the Navy’s massive Atlas-class mobile fleet repair vessels, and numerous civilian businesses and vessels operate in contracts to support the SAF by producing or moving supplies to wherever they are needed. While megacorporations such as Orion Express have expressed interest in acquiring transportation contracts from the SAF, the [[Sol Alliance#Economics|Solarian Corporate Authority (SCA)]] has consistently refused any megacorporation contracts with regard to matters of national security, citing the existence of the [[Stellar Corporate Conglomerate]] as a major security risk due to its close ties with Biesel.&lt;br /&gt;
&lt;br /&gt;
Production of Solarian military equipment was, prior to 2462, the domain of [[Hephaestus Industries]] for shipbuilding and [[Zavodskoi Interstellar]] for almost everything else. With the advent of the SCA in 2463 this production has diversified into a dizzying array of small to medium-scale firms across the Alliance, though Hephaestus facilities on New Hai Phong and Zavodskoi ones on [[Luna]] remain producers, which have at times struggeld to meet the quotas previously reached by megacorporate logistics systems. Despite this diversification in supply sources the SAF has retained a key aspect of its logistical success: its policy of standardization in caliber and uniforms, which has greatly simplified the process of supplying the typical Solarian infantryman. They — with some exceptions — use 5.56 Solarian rounds and a standard set of camouflage-conforming fatigues whether they are a marine in orbit or a system defense force reservist in a muddy foxhole.&lt;br /&gt;
&lt;br /&gt;
Also standardized is the Alliance’s rank system, which it inherited from the Earther governments which preceded it. Alliance military enlisted have ranks which correspond to the enlisted scale, ranging from OR-1 to OR-9, and officers having a similar scale, ranging from OF-1 to OF-10. Both have space for specialist ranks such as the senior enlisted advisors of Joint Military Command officers, and the scale system is used by every organized military and System Defense Force throughout the Alliance. With each branch — Army, Navy, and Marines — having different rank names and the Alliance’s dozens of SDFs having their own variations, this system is vital to preventing confusion during joint operations such as the Martian Campaign or the ending phase of the civil war.&lt;br /&gt;
&lt;br /&gt;
While durable and able to supply the Alliance’s military forces with whatever they need — with units requiring everything from ration-filled crates to artillery shells to naval-grade fuels to toilet paper — the immense amount of investment required to provision the SAF has made it difficult to introduce new weapons and technologies at a large scale. While Biesel, Galatea, and Elyra have moved away from a ballistics-first military and seen their logistics need lessen due to ammunition being rechargeable — though in [[Republic of Elyra|Elyra’s case]], many of their energy-based weapons retain conventional ammunition systems — the Alliance has not due to the prohibitive cost of setting up production capacity to replace the millions of standard-issue M469 assault rifles already in service. Energy weapons remain experimental or limited-issue in Solarian service, and pre-2462 attempts to introduce them were stymied by inefficiency and corruption.&lt;br /&gt;
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Unique among major powers, the Alliance provides a license to produce some military equipment to entities approved by the [[Sol Alliance#Government|Solarian Senate]]. These include approved mercenary units such as the [[Private Military Contracting Group#Eridani Private Military Contractors|Eridanian Golden Fist]], the [[Eridani Federation Military|Eridanian military]], and the [[Dominian Imperial Military]]. The [[Empire of Dominia]] has purchased licenses for several Solarian weapon systems, including incendiary grenades, and produces them locally, while the [[Eridani Federation|Eridani Federation’s]] unique status in the Alliance allows it to both produce local equipment to outfit its private military contractors and to fill gaps with Solarian equipment where needed. Much of the heavy equipment used by [[Private Military Contracting Group#Ringspire|Ringspire]] on [[Adhomai]] was made through this program, with license-produced Solarian Army vehicles performing well in the PMC’s butchery.&lt;br /&gt;
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===Non-Humans in the Solarian Armed Forces===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“As far as I’m concerned? The Ban didn’t go far enough! We should carpet bomb their whole [censored] [[Adhomai|planet]], really give them a [censored] taste of what they did to us [https://forums.aurorastation.org/topic/2816-sol-alliance-news-network/?do=findComment&amp;amp;comment=141866| here]! Send the Navy in and have them clean it up! Get those [censored] [[Unathi|lizards]] too!”&amp;lt;/i&amp;gt; — Anonymous [[New Hai Phong|New Hai Phonger]] speaking to the Solarian Alliance News Network in the aftermath of bombings carried out by the [[Tajaran Emigration#Tajara Revolutionary Army|Tajara Revolutionary Army]]. Unaired due to foul language.&amp;lt;/center&amp;gt;&lt;br /&gt;
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No branch of the Solarian Armed Forces aside from rare System Defense Forces has, at any time, recruited an alien species into its ranks. The reasons for this are rooted in both simple practicality and the entrenched xenophobia common in much of the Solarian Alliance, which contributes to a belief that aliens are simply not to be trusted. Practically speaking the three SAF branches are massive organizations which would only marginally benefit from alien recruits and would have to incur an expensive cost as different species demand wildly different equipment, such as fitted voidsuits and armor, and different accommodations.&lt;br /&gt;
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On the less practical side the Solarian culture of alien distrust has been applied to each species and also argued. To the typical SAF official even the most trustworthy alien is less reliable than the worst human recruit . The SAF is not, and will never be, a force for alien tolerance in the Alliance. From an outright less xenophobic perspective, the Solarian Armed Forces&#039; traditions place a great deal of ideological and cultural importance on the idea of the military as the protector of Solarian humanity. To allow aliens into its ranks has long been considered a betrayal of that ideal, and that compromising this deeply-held tenet would be an unacceptable transgression against the Alliance itself, its human citizens, and the fundamental values of the Alliance&#039;s military.&lt;br /&gt;
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[[Sol Alliance#IPC in the Sol Alliance Military|Positronics]], on the contrary, are highly valued in the SAF. Having had a long history of using [[San Colette#Drone Warfare|drones]], the adoption of positronic intelligence was viewed as the next step in a long line of military robotics. For the longest time, however, IPC and other synthetics have been relegated to support and logistics roles due to mistrust and concerns over their ability to survive in combat scenarios. The collapse has led the SAF to begin looking at IPC in order to fill the gap in its manpower, with the Navy in particular eagerly adopting them in combat roles, placing the machines as both gunners and pilots, and employing traditional shipborne AI to assist and in some cases replace crewmembers. Although assuring the public that combat IPC are a temporary measure given the crisis, some observers note that funding towards further research of combat AI has increased since their adoption.&lt;br /&gt;
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==Dominia and the Solarian Armed Forces==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“By order of my Emperor, Boleslaw Keeser I, I address to you our Fleet and Empire’s highest felicitations and congratulations for your exemplary victory in the northern provinces. Long may [[Sol|Sol’s]] light shine across the [[Orion Spur|Spur]]!”&amp;lt;/i&amp;gt; - Grand Admiral Huiling Zhao of the [[Dominian Imperial Military#His Imperial Majesty’s Fleet|Imperial Fleet]] in an official letter to Secretary of Defense Courtois, July 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Dominian Flag Horizontal.png|thumb|The flag of the Empire of Dominia, an authoritarian state in the Southern Spur aligned with the Solarian Alliance.]]&lt;br /&gt;
The relationship between the [[Empire of Dominia]] and the Solarian military stretches back to before the Empire’s founding, beginning shortly after the Empire’s predecessor states unintentionally contacted the Alliance during the [[Empire of Dominia#The War of Moroz|War of Moroz]]. Both the Solarian Army and Navy sent military observers to the Imperial Alliance’s forces who reported back to the Alliance about its successes, failures, and on the structure of the belligerent nations. Solarian military attachés were some of the first individuals from outside Dominia to write on the planet’s unique culture and history, and reported to Unity Station that the Empire had strategic potential for use as a counterbalance against Elyran influence in the southern region. The Republic, after all, had only seceded in 2302 — a recent memory for the officers on Moroz in the mid-2300s. Military liaisons wrote approvingly of a state which was, though still new, eager to learn and could become a large market for Solarian defense companies such as Zavodskoi Interstellar.&lt;br /&gt;
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With the Empire’s formation in 2385 the Alliance ramped up its aid efforts. With only a scraped-together excuse for what they called the Imperial Fleet, the Empire sent its best naval cadets and officers — generally belonging to houses Zhao or Kaneko — to Luna to study the Alliance’s naval tactics, and they were enrolled in the Solarian Naval Academy in Hangzhou alongside dozens of Solarian officers — mostly Lunarians. These officers, including then-Cadet Jitsuko Kaneko, soon to be a major figure in the nascent Imperial Fleet, excelled at their duties, and several Morozian cadets have been seconded to every academy class, with the exception of the 2460-65 period. Most of the earliest true Imperial Fleet warships were either made in Solarian facilities before being shipped to Mira Sancta or Zhurong for final work, or purchased wholesale from the Alliance’s reserve vessels. This tradition continues symbolically, with one gun of the Moroz-class dreadnought HIMFS Moroz and one gun of the Diyu-class dreadnought SAMV Gunnhildur each having been completed in the other nation’s foundries.&lt;br /&gt;
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The [[Dominian Imperial Military#The Imperial Army|Imperial Army]] likewise benefited from Solarian aid, both in training and in equipment. While they were experienced with planetary warfare the generals of the early Imperial Army were unfamiliar with warfare on an interstellar scale, and Solarian training during the late 24th and early 25th centuries likely helped turn the invasion of Sun Reach in 2422 into a lightning victory for the Empire. While Solarian Army surplus has long vanished into the scrapyards of Jinxiang and Zhurong — though some antiquated stock is used to equip the Home Guard, Sun Reach’s paramilitary scout force — some of the Imperial Army’s equipment remains closely related to — or licensed copies of — their Solarian counterparts.  The Empire and Alliance operate several joint training facilities for ground troops, with Solarian troops sometimes learning IED disposal from Dominian pioneers and their Dominian counterparts learning exosuit operation from Solarian vehicle crews.&lt;br /&gt;
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==The Solarian Navy==&lt;br /&gt;
[[File:Sol_Alliance_Navy.png|thumb|The symbol of the modern Solarian Navy.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Before the Interstellar War, the Solarian Navy was the largest and most perfect fighting force in the galaxy. That is, on the surface level. The admiralty of those years made the greatest mistake of pursuing strength in infinite numbers – a decision that would culminate in the Solarian Civil War.”&amp;lt;/i&amp;gt; – Excerpt from Lucien Courtois’ graduation thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The largest single branch of the SAF is the Solarian Alliance Navy (SAN). With millions of uniformed personnel scattered across dozens — if not hundreds — of planets, garrisons, starbases, fleets, and other facilities it may very well be the largest organized fighting force in the galaxy, and has the influence to match. The Navy has long held significant sway over Solarian politics due to both its size and its vital role in securing safe interstellar commerce and travel in the Alliance. This sway has long ensured the Navy is well-funded and it has long been on the cutting edge of Solarian defense spending. Its role in defending planets and shipping from piracy has historically given it a positive image in the eyes of many Solarians, many of with some notable exceptions such as Callisto -- long at odds with the Navy over the policing of trade and commerce flowing in through the moon’s spaceports. This positive view dimmed during the late 2450s and early 2460s, when the Navy became closely intertwined in the fascistic ATLAS-led government of Prime Minister Michael Frost.&lt;br /&gt;
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By 2462 the broad powers granted to the Navy to ensure the Alliance, then the largest human nation in the Orion Spur, remained safe and secure combined with limited oversight of the Navy to incubate a culture of graft, corruption, and rampant Caesarism in its ranks. As one traveled further from the Inner Ring these problems worsened: Solarian operational thinking prioritized more reliable officers for the defense of the Inner Ring while less reliable officers, and underperforming ones, were sent to the Outer Ring, wits its less strategic worlds. These admirals were given poor troops and little oversight by the Admiralty, allowing them to become their own masters and shape their assigned fleet to be loyal to their admiral over their Alliance.&lt;br /&gt;
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Between 2462 and 2465, defections, reforms, and attrition associated with the Solarian Civil War have taken the Navy from 200 fleets to 100. In 2465 a SISA discovery many officers were funneling supplies to radical warlords such as the Solarian Restoration Front caused a large purge of its upper ranks spearheaded by Secretary of Defense Lucien Courtois, allowing him to further already-existant reforms the Navy began in 2462. The Navy’s rapid defeat of warlords in the Northern Reaches have vindicated Courtois and the reformists, and brought the Navy back much of the prestige it lost in the Solarian Collapse of 2462.&lt;br /&gt;
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Now, in the late 2460s, the Solarian Navy has regained much of its earlier edge through a combination of reforms and ineffective units being disbanded. Most of its units have gained valuable combat experience in the final phase of the Solarian Civil War, which saw the largest interstellar engagements since the Interstellar War, and dated equipment has been replaced by domestically-produced or Einstein-manfactured upgrades able to compete with the Republic of Biesel&#039;s corporate equipment. In the Northern Reaches, it has reconstituted much of its defensive lines against the Coalition, while in the south old ties with the Dominian Imperial Fleet have been reestablished. Recent naval exercises such as OBSIDIAN CAGE 67 have shown the Solarian Navy at some of its highest readiness levels of the century, and it is likely Biesel&#039;s Republican Fleet watches the reinvigorated SAN with great nervousness: wondering when, not if, the old titan will strike it hard.&lt;br /&gt;
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===Solarian Navy Structure===&lt;br /&gt;
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The Solarian admiralty has long devoted a significant amount of its time to the logistics and operation of the increasingly-massive Navy, which peaked at 200 fleets — each, in theory, consisting of 100 ships — shortly before the Solarian Collapse of 2462. These fleets were, prior to the Collapse and Courtois’ reforms which followed it, organized into battlegroups of five fleets for greater cohesion in the event of war, with each fleet led by an Admiral and each battlegroup led by a Fleet Admiral. However, many “battlegroups” in the Outer and Middle Rings were spread across vast distances or contained disloyal elements which prevented them from functioning properly, with only a few — such as the [[Human Wildlands#The Southern Solarian Military District|Visegrad-based 1st Middle Ring Battlegroup]] (1MRB, sometimes referred to as a “Battlefleet” locally) — able to maintain both cohesion and loyalty as the Alliance spiraled towards the Collapse. Reforms by Courtois have reduced the total number of battlegroups by increasing the number of fleets per formation to ten, which has greatly assisted in command due to reducing the number of often-bickering Fleet Admirals by half.&lt;br /&gt;
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Navy fleets themselves are divided into three categories by the admiralty to represent their readiness in the event of an interstellar conflict. These categories are combat battlegroups, patrol battlegroups, and garrison battlegroups. Combat battlegroups are, as the name implies, fully-equipped and ready for combat at a moment’s notice. This classification generally only applied to Inner Ring battlegroups in the months before the Collapse. Standing slightly below combat battlegroups are patrol battlegroups: understrength, but otherwise combat-capable, formations fit for patrol duties but not for engaging full enemy formations. Below this swells the garrison battlegroup: an understrength formation so named as it is only trusted to hold a position and is not expected to perform complicated maneuvers. A fourth, though officially unrecognized, formation is the “ersatz” battlegroup. These formations are improvised and consist of whatever units were available at the time for the area’s Fleet Admiral. Last seen in the Interstellar War, ersatz battlegroups have returned in the Wildlands.&lt;br /&gt;
[[File:Navy graduation.png|A Lunarian officer of the Solarian Navy at her graduation ceremony.|thumb]]&lt;br /&gt;
Unlike the Army the personnel of the Navy are heavily divided by class and background thanks to the Luna-centric nature of its admiralty and officer class, and are even further divided based upon the Ring they are located in — an ironic echo of the Interstellar War. High-ranking officers are almost always Lunan by birth, and graduation photos from the Solarian Naval Academy are dominated by the tall, thin, and pale appearances of Lunans who have grown up in the moon’s characteristically lower gravity. These Lunan officers generally settle into command roles in the Inner, and sometimes Middle, Rings due to their perceived loyalty and familial connections — some families on [[Luna]] have served the Navy since its conception and hold significant influence over it. Officers of “lesser” importance, such as those in the Middle and Outer Rings, such as Fleet Admiral Klaudia Szalai, are often recruited and educated locally, and can be of wildly varying quality and loyalty.&lt;br /&gt;
[[File:Navy loading.png|350px|A Solarian Navy petty officer loading a Zavodskoi-produced &amp;quot;Longbow&amp;quot; naval gun. A common sight on smaller vessels which cannot easily fit larger coilguns.|thumb]]&lt;br /&gt;
Much of the Navy’s enlisted personnel is recruited locally out of convenience and its enlisted ranks are overwhelmingly dominated by those of poorer economic backgrounds, particularly when compared to its Lunan officers, such as Martians, Jintarians, and residents of the Outer and Middle Rings. The men and women which make up the vast majority of the Navy’s fighting force are, like their officers, often of debatable quality due to corruption, graft, and the megalomaniac tendencies of many officers. Prior to the Collapse most of the best enlisted— regardless of their origins — were eventually transferred out of the Outer and Middle Rings and into the Inner Rings due to the Admiralty placing a greater emphasis upon the Inner Ring.&lt;br /&gt;
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Fleet formation was, prior to the Collapse, marred by similar issues. Some fleets were recruited using the “Alliance-wide,” model where ships and personnel were recruited from across the Alliance and trained in the Sol System and its surroundings in order to ensure the best performance. These fleets were then deployed to strategic areas (generally in the Inner or Middle Rings) and placed under the command of a Solarian Naval Academy graduate to ensure the greatest possible quality. While expensive and often taking an extended period to train, these Alliance-wide fleets proved their mettle during the Collapse: no systems garrisoned by them were lost and none defected.&lt;br /&gt;
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But most Solarian fleets were not recruited using this method and were instead mobilized through the “system-wide,” method wherein a fleet’s personnel and officers were recruited and trained in the same system, and generally stationed nearby this system. In theory this was not a horrible idea: logically, military forces would fight harder for their homes than for another system. However, it did not result in the expected outcome: system-wide fleets were often shuffled from system to system and their shared origin made them more loyal to their admirals than the broader Alliance. Though many stayed loyal to the Alliance, and some managed fighting retreats to the Inner Ring, all defected — or otherwise lost — fleets during the Collapse were of the system-wide recruitment model.&lt;br /&gt;
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===Solarian Alliance Merchant Marine===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Often forgotten by historians and naval officers alike, the merchant mariner of the Alliance has been critical to victory or defeat in space throughout the Alliance’s history,”&amp;lt;/i&amp;gt; -  Excerpt from Lucien Courtois’ thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Consisting of Solarian civilian and government-owned merchant vessels above a certain tonnage, the Solarian Alliance Merchant Marine (generally known as the Merchant Marine) is a civilian organization under the Department of the Interior. Its role is to establish a universal set of laws, regulations, and training for Solarian civilian ship crew, and its members are known as merchant mariners. During wartime or other times of crisis the Merchant Marine can be assigned to the Solarian Navy as an auxiliary logistics force, though its members remain subject to civilian maritime law and do not hold military ranks (though their ship captains can be commissioned as deemed necessary).&lt;br /&gt;
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Most Solarian sailors have gone through either the Merchant Marine or one of its training programs, and its safety regulations — such as the presence of oxygen tanks and EVA equipment throughout a ship — have influenced interstellar shipping across the modern Spur. The civilian nature of the Merchant Marine has led to friction with the Navy during wartime, with naval officers coming into conflict with the often unionized crews of merchant ships over the amount of hours they intend their civilian counterparts to work.&lt;br /&gt;
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===Naval Landing Divisions===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“War is too serious a matter to entrust to military men,”&amp;lt;/i&amp;gt; - Georges Clemenceau, Prime Minister of France.&amp;lt;/center&amp;gt;&lt;br /&gt;
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A pre-2462 institution which has mostly been disbanded by the CNO and SecD, Naval Landing Divisions (NLDs) were an attempt by the Solarian Navy’s admiralty to address its lack of ground personnel beyond marines. NLDs were its attempt to address this problem, and – to some scholars of the Solarian military – represent the Navy’s most extreme attempt at achieving total operational independence from the rest of the military, and forming a separate military within the military itself. Generally smaller than a comparative Solarian Army division, they were made up of non-marine Navy personnel – though the Marine Corps often provided advisors and officers – and initially intended to serve as security personnel for planetside naval facilities where the EVA training of marines would not – in the views of Navy and Marine officers – be put to effective use. Mission creep led to these platoon- and company-sized units slowly expanding, acquiring heavier equipment (sometimes diverted from Army stocks and resupplies), and morphing into brigade-sized entities. Never officially approved by the Department of Defense, bureaucrat after bureaucrat opted to look the other way on these divisions until 2462. Many admirals skimped on training for their NLDs, instead viewing them as pet projects and a way to spite the Army. If such an underfunded, maligned branch could do ground warfare, surely the Navy could as well!&lt;br /&gt;
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During the early phase of the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]] these units were heavily utilized by many warlord and secessionist admirals, such as the forces of the Solarian Restoration Front, due to being more well-equipped than many System Defense Forces. Others, such as the 1st Battlegroup, had theirs disbanded out of security concerns. The SRF’s landing divisions – collectively known as the Hopper Group – performed worse than the fleet’s marines and the Lycorii National Armed Forces due to the Group’s poor training standards, and was assigned to rear-line duties where it became responsible for hunting insurgents and enemies of the Front’s “new Solarian state.” Its leader was among those tried and executed for war crimes following the civil war’s end. NLDs from the League of Independent Corporate-Free Systems – known as the Free Sailors’ Union –  engaged in looting and show trials of those accused of corporate sympathies, with its leader tried and imprisoned for thirty years due to looting and mistreatment of Solarian civilians.&lt;br /&gt;
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The use of NLDs by admirals to carve out their own statelets during the Solarian Civil War’s early phase – and the grotesque excesses committed by many – led to dogged attempts by the CNO and SecD to dissolve them and dramatically reduce their sizes, with much of their excess equipment going to the Army. Navy security detachments remain, though reduced to their pre-NLD sizes and often supplemented by marines. NLDs remain a symbol of the Navy’s Caesarism and the threat it once posed to the Solarian government it is meant to protect.&lt;br /&gt;
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===Notable Facilities===&lt;br /&gt;
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Located on [[Luna]] in Harmony City, the &#039;&#039;&#039;Solarian Admiralty&#039;&#039;&#039; serves as high command for the entire Solarian Navy. While it started its existence as a small building mostly responsible for managing armed platforms tasked with destroying asteroids and other potentially harmful celestial objects, the Admiralty has grown over the intervening decades into a massive complex which is a city District unto itself. Solarian Naval Central Command (SNCC) looks over the district at nearly a hundred stories tall and stands as one of, if not the, most important buildings in the modern Alliance. The Admiralty is rumored to have dozens, if not hundreds, of underground facilities scattered across the Admiralty containing everything from mundane paperwork to intelligence on the Stellar Corporate Conglomerate to blacksites for especially infamous prisoners. Though its reputation has been tarnished by the Collapse, the Admiralty remains an unshakable feature of Luna.&lt;br /&gt;
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Located on [[Luna]] in Hangzhou, the &#039;&#039;&#039;Solarian Navy Academy&#039;&#039;&#039; is the premier — and to Lunarians, the only — institute of naval military education in the Alliance. Established in 2115 continuously functional ever since this point the Academy, as it is often simply known, has long had a reputation of producing only the finest naval officers in the Alliance. But this reputation for excellence has made the Academy an extremely difficult institution to gain entry into — particularly if one is not from the Inner Ring. Certain Lunarian families, such as the ancient Varnhagen und Langenburg family, have long held sway over the Academy’s curriculum and membership in such a family — either by blood or covenant — is a near-certain way to gain access to its halls. Academy officers, in addition to their renowned quality, are generally more loyal to the Alliance than their non-Academy counterparts. Few Academy graduates defected during the Collapse and those that have, such as the Solarian Restoration Front’s Florentina von Keyserling, have been stricken from its graduation rolls.&lt;br /&gt;
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Created during the Interstellar War by the SAF as part of operation ULTRAMARINE TOMB, an effort to learn from its defeats during the war, the &#039;&#039;&#039;Korolgrad Solarian Naval Air Forces Interceptor Tactics Academy&#039;&#039;&#039;, otherwise known as &#039;&#039;&#039;TOPGUN&#039;&#039;&#039; (or by its earlier code name, “&#039;&#039;Lawn Darts&#039;&#039;”), is the Solarian Navy’s advanced fighter pilot training program. Despite attempts to establish it on Luna the SAF opted for Pluto, intending to use the nearby Oort Cloud as a proving ground. TOPGUN curriculum is kept at the highest quality through a rigorous internal review process, known as “party committee” by its staff, where mediocre ideas (and instructors) are chaffed out. The program was a major success during the Interstellar War and saw the SAN’s aviation wing end with a dramatic 14:1 kill ratio when the war ended. The Academy maintains a reputation for excellence in the 25th century. The lowest kill ratio of its graduates in Solarian service came during the Solarian Civil War, when classmates turned guns on one another in the Wildlands. TOPGUN saw its first foreign enrollment in 2466, when pilots from the Dominian Imperial Fleet’s air arm arrived for instruction. Its distinctive insignia is a Xanan vessel in stylized gun sights, with the most recent vessel being a Shrike-class corvette.&lt;br /&gt;
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In the orbit of Uranus lies the mundanely-named &#039;&#039;&#039;Solarian Naval Maintenance, Regeneration, and Repair Facility&#039;&#039;&#039; which is, thanks to its awful abbreviation of “&#039;&#039;&#039;SNMRRF&#039;&#039;&#039;” (occasionally phoneticized as “&#039;&#039;&#039;Smurf&#039;&#039;&#039;”), commonly referred to as “the Boneyard.” The Boneyard is a massive facility filled with outdated and mothballed hulls ranging in size from fighter aircraft to battleships which remain on the official Navy registry but are, in reality, either too outdated or too damaged to effectively operate alongside their counterparts. Boneyard vessels are, particularly since the Collapse, often cannibalized for parts or — in rare cases — “refloated” and pressed back into service. The pirate raid which brought Frost into power as Prime Minister targeted the Boneyard and stole multiple warships the former Admiral later returned with, eventually catapulting himself into popularity. Many have long theorized this “raid” and Frost’s success after was an inside job planned by Navy officers to place one of their own in power and have pointed to a multitude of “coincidences” as evidence. The fact that the raiders were never caught but were “engaged and destroyed,” the sensors monitoring Boneyard and its defenses being off at the same time, the raiders only hitting the Boneyard rather than any civilian targets or the nearby Navy sensor stations, the fact that the raiders were able to spoof a brand-new Solarian Navy ID code, and the fact that the leaker — a reformer — was one of the only deaths in the raid.&lt;br /&gt;
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===Notable Navy Forces===&lt;br /&gt;
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&#039;&#039;&#039;1st Battlegroup, “The First”&#039;&#039;&#039;&lt;br /&gt;
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The most venerable and oldest of the Alliance’s battlegroups, the First has fought in every major interstellar conflict the Alliance has officially participated in. It is responsible for decisively destroying the Coalition’s naval forces in the Battle of Xanu and has long preserved the Xanan naval battle standard captured during the battle in the Admiralty. The first five fleets of the First are overwhelmingly Lunan. The next five, which were integrated into it following Courtois’ reforms, are five of the highest-quality Alliance-wide fleets in the Alliance. Officers of the First can easily be identified by their distinctive oak leaves, which are typically placed in the side of their caps. The First is currently commanded by Fleet Admiral Ingrid von Varnhagen und Langenburg, a Lunan graduate of the Solarian Naval Academy firmly in Courtois’ reformist faction. The Fleet Admiral of the First is issued a saber as their badge of office and is expected to wear it at all times while commanding, regardless of practicality. The sword itself, while unnamed, is a priceless heirloom which has been passed down from Fleet Admiral to Fleet Admiral since the founding of the First, and to lose it is simply inconceivable.&lt;br /&gt;
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The First was the Alliance’s vanguard force during the Solarian Intervention in San Colette, with its flagship — the SAMV &#039;&#039;Gunnhildr&#039;&#039; — the first Navy vessel in the [[San Colette|Nueva Patria System]]. After destroying the Solarian Restoration Front’s forces in the system and accepting San Colette back into the Alliance, the first went on to free much of the central Northern Reaches from Front occupation and was the first Navy battlegroup to reach the Coalition’s border. The First has since returned to its berth in the Sol System, but remains ready to deploy anywhere in the Alliance upon short notice using its advanced warp drives.&lt;br /&gt;
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&#039;&#039;&#039;[[Human Wildlands#The Southern Solarian Military District|1st Middle Ring Battlegroup]]&#039;&#039;&#039;&lt;br /&gt;
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Regarded as one of the highest-quality battlegroups prior to the Collapse, the 1MRB under Fleet Admiral Klaudia Szalai, despite never formally defecting from the Alliance, spent much of the Solarian Civil War cut off from the broader Alliance and struggling against difficult odds. The five fleets of the 1MRB were understrength prior to the Collapse and were worn down by fighting against pirates, defected Solarian Navy personnel, and — at times — the Tau Ceti Foreign Legion, which it has engaged during cross-border raids by the 1MRB and border disputes with the CRZ until 2464. The 1MRB was never defeated upon the field of battle and remained steadfast in its loyalty to Sol, though many of its personnel — almost all of which hail from Visegrad or its surrounding systems — became concerned at the Navy’s non-intervention in the Southern Reaches prior to 2465.&lt;br /&gt;
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Following the Solarian reunification the 1MRB has been folded back into the Navy’s roster of active-duty fleets alongside Myo Yunso’s nearby 6MRB, based in Sankt Frederick. The return of Visegrad to the Alliance has seen the 1MRB rearmed and restored to full strength, now equipped with modern Navy vessels and warp drives. It is now one of the major Navy forces in the Southern Reaches, and remains based in Visegrad.&lt;br /&gt;
[[File:Marines SRF.png|300px|thumb|Assembled marines of the 15th Marine Regiment, now serving as part of the Solarian Restoration Front.]]&lt;br /&gt;
&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|35th Fleet]]&#039;&#039;&#039;&lt;br /&gt;
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One of the most infamous Solarian fleets in the Navy’s history, the 35th was formed after the Interstellar War and stationed near Tau Ceti in order to keep the strategic system safe. Tau Ceti’s defection — which many 35th officers hailed from — was viewed by the Fleet as a betrayal, and its rapid embrace of aliens after the defection was viewed as a further compromise of Solarian values. This hatred has, over the years between Tau Ceti’s defection and the Collapse, twisted the 35th into what it was prior to its invasion of Tau Ceti: one of the most xenophobic, fanatical, and nationalistic Solarian fleets. The losses it suffered during the invasion and its seeming betrayal by the broader Alliance further radicalized the 35th, which returned to its berth in Lycoris and declared the Solarian Restoration Front in 2462, and rapidly set about purging aliens — who they blamed for the Collapse — from the area they controlled. Though the Navy has officially disavowed the 35th and declared its officers traitors to the Alliance many, particularly those formerly loyal to Frost, flocked to its banner.&lt;br /&gt;
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In 2465 the Front began the War in the Northern Wildlands through an invasion of the nearby Middle Ring Shield Pact. Though it initially found success the 35th Fleet and its fellow Front fleets were defeated by the Solarian Navy during its intervention and have been officially struck from the Navy’s fleet roster. Many of its flag officers were tried by the Solarian Department of Justice for crimes against humanity following the civil war’s end, and were sentenced to either death or life imprisonment.&lt;br /&gt;
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&#039;&#039;&#039;25th Fleet&#039;&#039;&#039;&lt;br /&gt;
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When the 25th, primarily consisting of Silversunners, was ordered into Biesel to stop rogue Admiral Michael Frost it could have never anticipated the consequences its orders would have for the Spur. Despite the apprehension its officers and enlisted felt when they were ordered into what was, at least officially, a rebellious Solarian system ruled by an illegitimate government, the 25th followed its orders. The 25th was badly mauled by the 33rd in one of the first engagements between Solarian Navy vessels since the Interstellar War, but it pushed the 33rd out of the system and returned Biesel to a modicum of normality. The population of Biesel was understandably cold towards them, but the Admiralty promised rewards for the deed. But no rewards appeared as, nearly as soon as he had been imprisoned, Frost was swept back into power and became Prime Minister. The new PM punished the 25th severely, and sent them to an ignominious duty: to serve as an auxiliary for one of the worst battlegroups in the Navy, the 10th Middle Ring Battlegroup. But the 25th was not broken by this and, thanks to its superior equipment and training, they fought their way back to their original berth of Silversun, arriving battered and bruised — yet unbowed — in summer 2463 to a hero’s welcome. Now the 25th has a new home: the prestigious 1st Battlegroup.&lt;br /&gt;
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The 25th Fleet was the first Solarian Navy force to engage the Solarian Restoration Front in 2465 and was present during the Navy’s intervention in the Nueva Patria System, where it served as the screening force for the dreadnought SAMV &#039;&#039;Gunnhildr&#039;&#039;. Perhaps no Solarian Navy force fought harder than the 25th did, and they were the first fleet to reach the Coalition’s border.&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;
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===Solarian Ship Classes===&lt;br /&gt;
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&#039;&#039;&#039;Carrier&#039;&#039;&#039;&lt;br /&gt;
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The carrier occupies a critical role in Solarian operational doctrine along with the battleships it supports. Carriers are often the largest and most important ships in a Solarian fleet, and typically serve as flagships. The largest of this class are hundreds of meters long and are often regarded as floating cities due to the size of their crews. Carrier classes are generally named after geographic features.&lt;br /&gt;
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&#039;&#039;&#039;Supercarrier&#039;&#039;&#039;&lt;br /&gt;
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With only a handful ever built, the supercarriers of the Solarian Navy are very rarely seen outside of the Jewel Worlds. These gargantuan vessels are nearly a kilometer long and stand as some of the largest vessels ever constructed in the Orion Spur. A supercarrier is always the flagship of its fleet, and none have ever been lost in combat. Supercarriers have a near-mythical reputation in the Alliance due to their rarity and Navy-funded media, which often promotes them as the peak of Solarian military might. Some in the Navy grumble at this deification, instead viewing the tried-and-true dreadnoughts as the peak of the Navy. Ships of the only active supercarrier class used by the Navy, the &amp;lt;i&amp;gt;Thule&amp;lt;/i&amp;gt;-class, derive their names from mythological geographical features.&lt;br /&gt;
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&#039;&#039;&#039;Dreadnought&#039;&#039;&#039;&lt;br /&gt;
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The most well-armed and heavily-armored of the Solarian Navy’s battleship classes are designated as dreadnoughts by the Admiralty. To many the dreadnoughts are the unbeatable pride of the Navy which helped it win victory after victory in the Interstellar War before cowardly politicians snatched it from them. To others they are a reminder of how backwards-facing the Navy can be at times, and how obsessed many of its officers have become with its former glories. Recently reformers have chipped away at much of the dreadnought’s mythical image, and the classification may very well be on its last legs due to recent naval reforms. Fitting their near-mythic reputation, ships of these classes are generally named after mythological figures.&lt;br /&gt;
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&#039;&#039;&#039;Battleship&#039;&#039;&#039;&lt;br /&gt;
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Solarian battleships are heavily-armed and heavily-armored testaments to the unchallenged naval supremacy of the Alliance. Battleships were commonly seen in all three Rings of the Alliance prior to the Collapse and now often serve as flagships of defected or rogue fleets. These ships-of-the-line are often in disrepair due to having been run ragged by their warlord masters and are, generally speaking, outdated compared to contemporary examples still loyal to the Alliance. Both battleships and fast battleships are typically named after cities.&lt;br /&gt;
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&#039;&#039;&#039;Fast Battleship&#039;&#039;&#039;&lt;br /&gt;
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A post-Interstellar War innovation, the fast battleship classes of the Solarian Navy are intended to fill gaps in patrol fleets where a full battleship is unnecessary but a cruiser is insufficient. Fast battleships trade armor and firepower for speed and operational range, making them ideal for patrols in the former Alliance Neutral Zone. During the Solarian Civil War many ships of this class ended up in the hands of warlords due to the class primarily serving in the Middle and Outer Rings. Here they have excelled at a role they were never meant for: raiding and terrorizing the civilian populations they were built to protect.&lt;br /&gt;
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&#039;&#039;&#039;Cruiser&#039;&#039;&#039;&lt;br /&gt;
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Cruisers have long served as the backbone of the Solarian Navy. These vessels are typically divided into two classes: light and heavy. Like their larger counterparts, both categories of destroyers are generally named after cities with light cruisers favoring the cities of the Middle and Outer Rings. Many heavy cruisers are instead named after prominent Solarian figures, perhaps due to their captains wishing to imitate the larger and grander battleships of the Navy.&lt;br /&gt;
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&#039;&#039;&#039;Heavy Cruiser&#039;&#039;&#039;&lt;br /&gt;
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Heavy cruisers such as the Taipei-class represent the peak of Solarian cruiser design. These heavily-armed and heavily-armored vessels closely resemble the battleships they escort but are significantly less expensive due to their smaller size. Many prospective future admirals seek to command a heavy cruiser for both this reason and for the prestige commanding one brings.&lt;br /&gt;
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&#039;&#039;&#039;Light Cruiser&#039;&#039;&#039;&lt;br /&gt;
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While less prestigious than their heavier counterparts, light cruisers fill a valuable niche in the Solarian Navy. Light cruisers are fast vessels which can operate for long distances without resupplying, which easily allows them to serve as the lead vessels of patrols when fast battleships are not available. However, most officers who one day aspire to command a fleet avoid light cruisers for this very reason: while it may mean command of a squadron, it is a command which affords very little prestige and is often assigned to those who lack the money or connections to play the Navy’s influence game. With many commanded by officers of debatable ability or loyalty (and at times a lack of both) prior to 2462 it should come as no great surprise that this ship class often formed the backbone of warlord fleets in the Wildlands.&lt;br /&gt;
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&#039;&#039;&#039;Destroyer&#039;&#039;&#039;&lt;br /&gt;
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Destroyers are well-armed but small vessels designed to assist the Alliance’s battlegroups and to protect the ships that truly matter: cruisers, battleships, and carriers. Prior to the Collapse destroyers were a common sight in the Middle and Outer Ring’s anti-piracy patrols, where they often commanded groups of smaller vessels. During the Solarian Civil War many destroyers fleets of warlords, where they served much the same purpose. Destroyer and destroyer escort class ships derive their names from stellar objects, though exceptions exist due to the sheer number of destroyers in the Solarian Navy.&lt;br /&gt;
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&#039;&#039;&#039;Escort Destroyer&#039;&#039;&#039;&lt;br /&gt;
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Only barely larger than a frigate, escort destroyers are intended to provide a modicum of protection to civilian and military convoys across the Alliance. Faster and fitted with better warp drives than many larger ships, a surprising amount of escort destroyers stationed in the Middle and Outer Ring opted to evacuate to the Inner Ring rather than remaining to assist warlords. Some naval scholars believe this is due to most destroyer escort captains and crews having been local recruits in their systems, and there are many stories from shortly after the Collapse of ships of this class limping into systems such as Sol filled with terrified refugees and exhausted sailors.&lt;br /&gt;
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&#039;&#039;&#039;Frigate&#039;&#039;&#039;&lt;br /&gt;
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Smaller than both destroyer classes and yet larger than a corvette, Solarian Navy frigates were a common sight in all three Rings prior to the Collapse. Though originally intended to serve exclusively as escort vessels for larger ships, frigates have, particularly in recent years, been pressed into a variety of roles they were never meant for such as pirate-hunting operations. Up-gunned variations of common frigate designs were often the best ships available in the Outer Ring for anti-piracy patrols and system defense. These ships proved ill-equipped to fight off the forces of defected warlord fleets, and most were destroyed or themselves defected. A sad fate for the ships of a class of little importance to the Lunan-dominated Admiralty. Due to their sheer number, frigates follow no clear naming scheme.&lt;br /&gt;
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&#039;&#039;&#039;Corvette&#039;&#039;&#039;&lt;br /&gt;
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The smallest rated combat vessels in the Solarian Navy, corvettes are often commanded by new officers or officers deemed failures by their superiors. Few officers wish to command a corvette for long, rightfully viewing them as career-killers in a Navy obsessed with larger ship classes. The Wildlands is covered in wrecks of this ship class as a result of constant squabbles between petty warlords over territory and the 2465 intervention of the SAF. With much of the support structure these warlord fleets relied on gone or unavailable, corvettes were often the first vessels scrapped for spare parts. Some desperate scavengers plunder these plundered wrecks, hoping to find even tiny scraps of useful materials. Like frigates, corvettes follow no consistent naming scheme.&lt;br /&gt;
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&#039;&#039;&#039;Support Craft&#039;&#039;&#039;&lt;br /&gt;
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The unsung and unappreciated wheels which ensure the Solarian Navy continues to turn, support craft and their crews are typically looked down upon by “real” warships and their crews. The classes found under this category are stunningly diverse and include everything from massive Hephaestus-produced fuel tankers to small courier vessels designed to carry the small-scale cargo required to keep a fleet fed and happy. Durring the Solarian Civil War many warlords and rogue admirals had very limited access to these support vessels, making them a target of raids and assaults as the struggle to fuel defected ships intensified.&lt;br /&gt;
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&#039;&#039;&#039;Carrier-Launched Aircraft&#039;&#039;&#039;&lt;br /&gt;
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Covering everything from multi-crew bombers to unmanned drones, carrier-based vessels are a cornerstone of the Navy which has long fought battleships for influence. Most of the time battleships have won this battle of influence, but some believe — particularly with recent reforms — that carriers and their craft will have their day in the limelight soon enough.&lt;br /&gt;
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==The Solarian Marine Corps==&lt;br /&gt;
[[File:SAMC.png|thumb|The symbol of the Solarian Alliance Marine Corps.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Look like you know the joke right like you have to know it come ooooon. The whole joke of like ‘you don’t have to worry about asking if somebody’s a marine since they’ll tell you!‘”&amp;lt;/i&amp;gt; - Unknown Callistean bartender speaking to an Sol Alliance News Network reporter regarding the Navy’s presence on [[Callisto]] (2458).&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Marines training.png|250px|thumb|In order to become a full marine, a Corps recruit must first pass one of the most rigorous EVA training programs in the Spur. Many do not.]]&lt;br /&gt;
Though de facto an independent branch of the SAF, with its own member of the JMC, the Solarian Alliance Marine Corps (SAMC) is de jure an extension of the Navy. They travel in Navy ships, fight the Navy’s battles alongside it, and conduct ground operations they cannot do, though with their assistance. Prior to SecD Courtois&#039; reforms the SAMC had a reputation for avoiding planets, instead giving that duty to the chronically-underfunded Solarian Army or the SAN&#039;s many naval landing divisions. Since the reforms, it has taken a much more active role in taking and holding planetary ground. The SAMC&#039;s close ties to the Navy bring it funding, prestige, and eager recruits thanks to multiple lucrative deals with [[Venus|Cytherean]] media moguls that depict them in a positive light. Many Solarian children and teenagers see marines as heroes who are capable of doing anything they are asked to do as long as it benefits the Alliance.&lt;br /&gt;
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But the reality is often different from the glitzy, Cytherean image projected by popular culture. Many marines are recruited from economically disadvantaged backgrounds and are looked down upon by Navy officers for this reason, and Marine officers are expected to defer to the judgement of their Naval counterparts even if they are of the same rank. The Army looks down upon Marines for a different reason: it has long viewed them a “toy army” subordinate to the Navy, though this has begun to change with their more active role in ground operations following SecD Courtois&#039; reforms. Built-in classism present in the SAN has been harder to dispel, with the humble background of the typical Solarian marine still looked down upon by many officers.&lt;br /&gt;
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Yet the morale of the Marines remains high. The marines wholeheartedly view themselves as elite infantry of the SAF who do what others cannot or will not, even if they die trying. The SAMC brags they make the impossible possible, and intend to make good on their boasting.&lt;br /&gt;
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===Notable Marine Formations===&lt;br /&gt;
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&#039;&#039;&#039;1st Marine Division, &amp;quot;The Old Breed&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The 1st MARDIV has long been the elite 1st Battlegroup of the Solarian Navy&#039;s assigned marine division. Well-trained and well-equipped, the it served with distinction during the Interstellar War and the Solarian Civil War. While originally an Earther formation most of its enlisted marines and officers are now recruited from the Lunan working class, which has led to tensions with the 1st BG&#039;s mostly upper-class- and middle-class-originating officers. Most enlisted sailors come from similar working-class Lunan backgrounds, ensuring there is a great amount of camaraderie between marines and enlisted Navy personnel. The Solarian Army has long had a rivalry with the 1st MARDIV, seeing them as overfunded and underused, but the Joint Military Command&#039;s creation and the 1st MARDIV&#039;s actions during the civil war have patched up this relationship to a remarkable extent. The end of Naval Landing Divisions (NLDs) has also seen 1st MARDIV and Army toopers interacting far more, leading to better joint coordination. 1st MARDIV&#039;s symbol is a blue diamond depicting the Southern Cross with a red one, upon which is written &amp;quot;Guadalcanal,&amp;quot; connecting the division to its Earther roots.&lt;br /&gt;
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&#039;&#039;&#039;2d Marine Division, &amp;quot;The Black Berets&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The 2nd Battlegroup’s assigned marine division, the 2d MARDIV is a more heavily mechanized formation than other SAMC divisions and has been regularly deployed in ground operations by the 2nd Battlegroup. The mostly Soviet-originating marines of the Black Berets – named for their distinctive head cover found in no other SAMC unit – have historically been looked down upon by the Navy for their political beliefs, with most being members of the Solarian Communist Party, but are known to be tough, determined fighters willing to take and hold ground even in the face of incredible resistance. The Black Berets initially rose to prominence during the Siege of Xanu, where they were engaged in heavy urban fighting among the ruins of Kshatragarh and the planet’s other cities. The division proved its urban combat prowess again in 2465, when it became the first SAMC unit to make landfall on Lycoris. The 2d MARDIV’s insignia is a golden anchor on a black, circular badge.&lt;br /&gt;
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&#039;&#039;&#039;23d Marine Regiment, 11th MARDIV (Middle Ring), &amp;quot;The Uhlans&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Having the distinction of being the oldest and most storied marine unit to originate from the rainy world of Visegrad, the 23d Marine Regiment has in recent times become known for its close association with the commander of the fleet to which it is assigned: Fleet Admiral Klaudia Szalai, to whom the 23d had served as the former warlord&#039;s go-to crack unit under her command, being the keystone basis of many of the Fleet Admiral&#039;s military operations. &lt;br /&gt;
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Aside from having the reputation of being one of the most capable reconnaissance units in the Alliance&#039;s military, the 23d is known for sharing an intense rivalry with its Solarian Army counterpart - the 221st Infantry Division - over which unit is superior. This rivalry is characterized by ferocious competition with one another during multi-unit wargames, especially during operations taking place upon Visegrad.&lt;br /&gt;
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&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|15th Marine Regiment]]&#039;&#039;&#039;&lt;br /&gt;
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This regiment, which defected to the Solarian Restoration Front in 2462, served as the Marine detachment for the 35th Fleet of the SAN. Even before their defection they plagued by rumors of corruption and Caesarism, and a documented history of abuse towards non-humans that saw their commanding officer reprimanded by the Admiralty in 2459. Further investigations into the 15th were stopped by ATLAS in 2460, then fully halted by PM Frost when he came to power. During the 35th’s incursion into Tau Ceti the 15th’s behavior became so open it could no longer be hidden, and flickery videos of its marines executing Legionnaires or non-human Biesellites were a common sight on the Biesel extranet during and immediately following the incursion.&lt;br /&gt;
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In the Solarian Civil War the 15th became infamous for its brutality against civilians and opposing forces. It was destroyed during the Battle of D’Anzin by the combined forces of the Colettish Civil Guard and 2nd Venusian Air Cavalry Division, where it fought fanatically even when faced with impossible odds. Few of its marines were taken prisoner by the SAF, but several officers of the 15th were tried and sentenced for crimes against humanity by the Solarian Department of Justice. Like the 33rd, it has been officially struck from the SAMC roster.&lt;br /&gt;
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&#039;&#039;&#039;33rd Marine Regiment&#039;&#039;&#039;&lt;br /&gt;
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Prior to his ascension as Prime Minister the 33rd served under the command of then-Admiral Michael Frost. They participated in his invasion of [[Biesel]] and, despite an internal inquiry by the Solarian Armed Forces, escaped all charges levied against them due to ATLAS interference in the investigation. The 33rd’s loyalty to Frost intrinsically tied their fate to his and saw their trustworthiness decline in the eyes of the broader SAF, then rise dramatically following his election as PM. Frost’s ascension to power saw him restore his loyal regiment to power and use them — at the protest of the Army — as  his personal guards only served to temporarily stop the 33rd&#039;s fall from grace. After Frost’s death they were pounced upon by reformist actors in the Navy and promptly disbanded, with many of its former officers shipped off to undisclosed prisons for crimes against humanity. Even before Frost’s body was cold the 33rd was formally struck from the Corps’ register. It will never return.&lt;br /&gt;
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===Notable Marine Equipment===&lt;br /&gt;
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The &#039;&#039;&#039;Type 4 Extra-Vehicular Armored Suit&#039;&#039;&#039;, known commonly as the “&#039;&#039;&#039;Gargoyle&#039;&#039;&#039;,” is the primary voidsuit of the SAMC. Produced by Zavodskoi Interstellar on behalf of the SAF prior to 2463, and now produced by government contractors, the Gargoyle is a reliable suit which protects its user well against bullets, shrapnel, explosions, and energy weapons and has served admirably since 2448. Abroad, the Gargoyle is a common symbol of Solarian imperialism due to its prominent role in both incursions into Biesel.&lt;br /&gt;
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The &#039;&#039;&#039;Type 9 Heavy Extra-Vehicular Armored Suit&#039;&#039;&#039;, commonly known as the “&#039;&#039;&#039;Vampire&#039;&#039;&#039;,” is the primary hardsuit of the SAMC. Like the lighter Type 4 it was produced by Zavodskoi Interstellar prior to 2463, and is now produced by various government contractors. It features various mounting arrays for hardsuit modules, ensuring it always has mission flexibility, and is commonly used by specialists. Due to its high levels of protection its users are commonly the first marines through a breach during EVA operations.&lt;br /&gt;
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The &#039;&#039;&#039;M49MC&#039;&#039;&#039; is a main battle tank used as the SAMC’s primary MBT alongside the M35A6MC. It is smaller than the earlier M35 in an effort to meet the weight requirements of a dropship, and sacrifices some of the larger tank’s survivability for maneuver capabilities. It saw action in both Solarian Incursions of Biesel and proved readily able to hold its own against TCAF armor and anti-tank weaponry when supported by marines. Despite its smaller size the M49MC mounts an advanced laser/missile defeat device (L/MDD) which employs two gimballed laser turrets controlled by a primitive AI. To shoot down or defect incoming attacks.&lt;br /&gt;
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The &#039;&#039;&#039;M43 All-Terrain Gun Platform (M43 ATGP)&#039;&#039;&#039; is a Solarian Marine Corps armored fighting vehicle designed to replace the aging M15A4MC (Marine Corps) while being lighter and more well-armed than the comparable vehicles of the Solarian Army. Equipped with a heavy gun but fairly light armor, it is intended to carry marines into contact and support them on the ground with its cannon. It can be deployed directly from a dropship’s bay and does not require a dedicated heavy lift vehicle, granting it operational flexibility over the M35A6MC main battle tank used by the SAMC.&lt;br /&gt;
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==The Solarian Army==&lt;br /&gt;
[[File:SolArmy.png|thumb|The symbol of the modern Solarian Army.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“I don’t give a rat’s ass what your Admiral says marine! Unless you can get the PM down here and order me to stand aside, I’m not gonna be letting you into the building! You’re gonna stand down, now! I said now goddammit!”&amp;lt;/i&amp;gt; - 1st Lieutenant Anthony “Andy” Bonaccio moments before the Revolt of the Officers devolved into a gunfight. Bonaccio would later go on to become the Alliance’s Secretary of the Army.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Army embassy.png|400px|thumb|Solarian Army soldiers stationed as guards outside of a Solarian government building.]]&lt;br /&gt;
The second-largest SAF branch is the historically neglected Solarian Army. Chronically underfunded until 2462, the Army existed in the shadow of the Navy and made do with hand-me-down equipment passed over or otherwise discarded by the Marines for decades after the Interstellar War. A culture of bitterness towards the Navy and the Marines, which the Army views as a subordinate branch of the Navy, has engendered a desire in the Army to do better than the Navy despite the challenges, but has likewise impacted joint-branch cooperation even after the creation of the JMC. As an institution it is significantly less corrupt and prone to Caesarism than the Navy is and, thanks to reforms undertaken after the Interstellar War, is viewed by the civilian government as an ally. Army troopers serve as guards for Solarian government institutions aside from Navy facilities, which utilize Marine guards, due to their loyalty to the government.&lt;br /&gt;
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Unlike the Navy the Solarian Army generally recruits entire divisions from individual planets and trains them in local facilities, with only a few divisions recruiting form multiple worlds. These force typically serve as the local garrison of a Solarian member state alongside a System Defense Force until they are needed. Then, they are shipped by the Navy to wherever they are needed. Army Central Command itself has long been headquartered on Unity Station and is located within walking distance of the Prime Minister’s office. Interestingly, Central Command has no fixed unit to guard it: to avoid favoritism, the division tasked with protecting it is rotated on a two-year basis. At the time of the Collapse the chosen unit was the 37th Martian Mechanized Division, more popularly known as the “Red Devils.” Due to the mysterious nature of Prime Minister Frost’s death and his seeming lack of care for Mars, rumors that the 37th killed him have swirled since before his body was cold. The division has since rotated back to Mars, where it served with distinction during the reunification campaign. While currently a volunteer-only force the Solarian Army is, in theory, able to petition the government to institute a draft in times of emergency. It can additionally federalize SDFs in the event of a national emergency, such as the Solarian Civil War (2462-65) or Interstellar War, thus bringing the nominally independent commands of local forces under Army Central Command. The Army&#039;s draft has not been used since the Interstellar War, and it is unlikely a request to reinstate the draft would pass the Senate unless another Interstellar War-like event began.&lt;br /&gt;
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While Army equipment and training, unlike their SDF counterparts, is standardized across the board certain member states have gained a reputation of supplying the Army with higher-quality units than others. Despite its poor reputation with many figures in the broader Alliance the Army generally views [[Mars]] as providing the best units due to many seeing it as one of their only ways to get off-world. [[Silversun]], with the [[Silversun#The Originals|Originals]] forming a similar group, is similarly prized as are units recruited from [[Venus#Jintarian Culture|Venusian Jintarians]]. Luna is viewed by most as providing some of the poorest-quality troops for the Army, with most of its best recruits going into the SAN or SAMC. Some Army officials have accused the Navy of deliberately sabotaging Army recruitment efforts on the moon, and recruiting patterns are unlikely to change in the near future. Pluto historically provided poor-quality troops to the Army as its ruling government reserved its best troops for its internal security forces. Reforms undertaken by SecD Courtois have reversed this trend, with many Plutonian recruits now joining Soviet-originating regiments such as the 1st Guards Proletariat. Pluto has seen a recruitment surge since 2462 as many of its younger residents have joined the Army in hopes of fighting against fascism in the Northern Reaches or capitalism in the Republic of Biesel, which many believe will be a target for the SAF very soon. Very few [[Luna|Lunarian]] units are trusted with anything other than garrison duty.&lt;br /&gt;
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Recently the Army-Navy struggle seems to be shifting towards a more even playing field due to Army successes, Navy failures, the JMC, and SecD Courtois&#039; efforts at reforms. During a period where the Navy was at its lowest before recent reforms the Army proved itself effective in a decisive campaign where it [[Mars#The Solarian Army’s Reunification Campaign|regained control over much of Mars]]. Army Central Command has viewed this as a massive victory and it has secured a great amount of positive press for the chronically underfunded force. The creation of the Joint Military Command further leveled the playing field, with both the Army and Army Air Force receiving a seat at the table.&lt;br /&gt;
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===The Solarian Army Air Force===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Gentlemen, I’ll be straight and level with you. We are going to pound these bastards until they give up, and we are going to save our Alliance,”&amp;lt;/i&amp;gt; - Lieutenant General Richard B. Dwyer, 4th Air Corps, to his assembled aircrews during the [[Xanu Prime#History|Siege of Xanu (2278 - 2284)]].&amp;lt;/center&amp;gt;&lt;br /&gt;
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The non-Navy aviation component of the Solarian Army, the Solarian Army Air Force (&#039;&#039;&#039;SAAF&#039;&#039;&#039;) is a component branch of the Army focused on aerospace operations. It was established shortly before the Interstellar War in an effort to make the Solarian Army’s air and ground components unique, and to reduce the amount of responsibility held by the Army’s ground troop leaders by creating a parallel structure for aerial operations. While it answers to the Chief of Staff for the Army, it is highly independent and has its own seat on the Joint Military Command. The SAAF has no spaceborne capacity and instead only manages in-atmosphere aerial assets, ranging from supersonic aircraft which engage and destroy enemy forces to cumbersome heavy-lift cargo helicopters charged with airlifting the Army’s heavy vehicles. It lacks any ground forces of its own beyond security personnel and military police, and instead relies on the Army itself to secure and hold terrain. SAAF units often show up later in a campaign once the Army, with Navy support, has secured or built a facility for their aircraft to operate from.&lt;br /&gt;
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Most aircraft operated by the SAAF are designed to operate in support of Army ground forces , and are built to be rugged in their designs due to the potential for operating out of poor air facilities in a conventional war or counterinsurgency campaign. These craft, due to lacking the equipment needed to fly through space, may be partially broken down in transit and reassembled on-site by SAAF personnel, requiring their designs be as simple as they are reliable. Like the regular Army, SAAF personnel are drawn from across the Alliance and are often clustered into units with a shared planetary origin, then attached to a matching ground unit from the same planet as their air component. &lt;br /&gt;
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The SAAF’s most iconic plane is the &#039;&#039;&#039;FB-25P “Foxfire”&#039;&#039;&#039; (officially the Fighter-Bomber Mk. 25, Planetary). With a pilot and weapons officer, it is commonly used to provide overwatch to Army units on maneuvers. Designed to fight peer rivals – such as the Coalition – but typically used to bomb insurgencies, the [[San Colette#The Civil Guard|Colettish Civil Guard]] used their wings of FB-25Ps to great effect during the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], where the plane was first used in the pitched battles it was originally designed for. The Foxfire, despite its use as a CAS aircraft, can fight reasonably well in a dogfight if prepared for the role. Like all SAAF aircraft it can only operate in-atmosphere and must be moved from planet to planet in a larger transport, typically while broken down into several parts for storage.&lt;br /&gt;
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===Notable Army Divisions===&lt;br /&gt;
[[File:Army Mars.png|400px|thumb|Soldiers of the 37th Martian Mechanized Division during the Martian Campaign of 2464.]]&lt;br /&gt;
&#039;&#039;&#039;1st Earther Infantry Division, “Big Red One”&#039;&#039;&#039;&lt;br /&gt;
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One of the oldest continuously-serving divisions in the Alliance, the 1st Infantry Division has fought in every major war the SAF has become involved in and its troopers brag the Bloody First has fought for the Alliance on almost every planet worth visiting in the human Spur. The Bloody First is the Army division which thwarted the Revolt of the Officers and the civilian government has not forgotten its loyalty. It has long been one of the first divisions the civilian government pulls guards from, and its troopers have guarded Solarian diplomats in every nation of the Spur. It is recruited from Earth and primarily draws its recruits from the United States, though it contains Earthers from across the globe in its ranks. The First is prominently involved in peacekeeping operations on Lycoris, with most of its strength deployed to the former capital of the SRF. The First&#039;s traditional patch is a large, red numerical one on a green shield.&lt;br /&gt;
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&#039;&#039;&#039;1st Guards Proletariat Mechanized Division, &amp;quot;Red Guards&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The Soviet counterpart of the 1st Infantry, the Guards Proletariat have likewise fought in every major Solarian conflict including the civil war (2462-65) and peacekeeping operations on Lycoris. It has a long history stretching back to the 20th century, where it was involved in the Second World War, Sino-Soviet War, and multiple late Cold War proxy conflicts. It is one of only a few divisions which recruits from multiple worlds, and draws from both Earth and Pluto. The Guards Proletariat are known for their impressive regimental flag which shows the locations of many of its most famous battles including (but not limited to) Königsberg, Shenyang, Kshatragarh, and Nueva Isabela. It is a common joke in the SAF the Guards Proletariat represent the largest voting bloc for the Solarian Communist Party on any planet they are deployed to due to their close ties to Pluto and the USSR. The Guards Proletariat&#039;s traditional patch is a red banner with &amp;quot;GUARDS&amp;quot; written on it, imposed over a golden laurel with a numerical one at the bottom, and a red star in the middle.&lt;br /&gt;
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&#039;&#039;&#039;2nd Venusian Air Cavalry Division, “Jintaria’s Claws”&#039;&#039;&#039;&lt;br /&gt;
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Formed slightly after the Interstellar War from primarily-Jintarian units recruited on Venus, the 2nd Venusian is an elite division intended to be deployed from dropships into the toughest battles. Centuries later it is still primarily made up of Jintarians, though some Cytherean crashouts are present, and values its connection to Venus. Traditionally Jintarian 2nd Venusian recruits, including Cythereans, give themselves a cheek scar to symbolically note their separation from appearance-obsessed Cythereans. The 2nd was not deployed to Mars due to concerns phoron in the air would choke the engines of its dropships and gunships, which left the elite division bitter and eager for action. It received this action in 2465, when it was deployed to D’Anzin and assisted Colettish Civil Guard forces in the defeat of the Solarian Restoration Front’s invasion. The 2nd Venusian is, aside from their scars, well-known for their distinctive “cavalry” hats. Its traditional patch is a screaming hawk perched on an aerostat.&lt;br /&gt;
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&#039;&#039;&#039;37th Martian Mechanized Division, “Red Devils”&#039;&#039;&#039;&lt;br /&gt;
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The oldest continuously-serving Martian division, the “Red Devils” were originally formed from an amalgamation of pro-Sol &amp;quot;Blue&amp;quot; SDF units during the [[Mars#The Martian World War|Martian World War]]. It served with distinction during the Martian World War and earned its nickname from the large amount of dust its units would kick up on the open plains of Mars. Following the War it was formally integrated into the Solarian Army as a division -- one of only a few SDF units in history to make the leap -- and has served with distinction since. It was the most-engaged division during the Mars Campaign of 2464, where the Red Devils drove hard across the Martian plains once again. Few members of the division perished in the Violet Dawn catastrophe thanks to its garrison being located in Kunlun, far in the Martian north. Despite this performance rumors that the 37th assassinated Prime Minister Frost have continued to swirl, and may haunt the division for decades to come. The traditional 37th patch is a red devil on a blue background, and is intended to show Martian unity with the Alliance.&lt;br /&gt;
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&#039;&#039;&#039;3rd Callistean Infantry Division, “Commonwealth Marines”&#039;&#039;&#039;&lt;br /&gt;
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Recruited primarily from the [[Callisto#Government|Port Authority of Callisto]], the Commonwealth Marines are the Army’s only unit which specializes into zero-gravity combat in spaceborne objects such as stations, ships, and EVA environments. The Commonwealth Marines and the Solarian Marines have an infamously poor relationship due to the 3rd Callistean’s use of the term marines in their name, and those of the division are known to get into off-duty brawls with Navy Marines in the Ringpole District. Callistean military police and CMPD officers generally let the Commonwealth Marines, who are quite popular on Callisto, go with barely a slap on the wrist. The division is easily recognized by their black berets with gold-and-red badges — a color choice deliberately designed to resemble the Callistean flag. The Marines&#039; traditional patch is a lion&#039;s head looking right with &amp;quot;BY DEEDS ALONE&amp;quot; written on a banner under it.&lt;br /&gt;
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&#039;&#039;&#039;4th Haiphongese Armored Division, “Habs on Wheels”&#039;&#039;&#039;&lt;br /&gt;
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Many [[New Hai Phong|Haiphongese]] divisions become hopelessly stuck in the quagmire of corruption which defines so much of life on the planet. Not the 4th, which has proven to be resistant to corruption since its founding in the mid-2300s. 4th tankers are primarily recruited from the crime-riddled Ton Gwai Pei, which many young Haiphongers are eager to escape. They are then trained in armored drills in the harsh deserts outside the megalopolises of New Hai Phong in the operation of the Army’s standard M35A6 tank modified for the environment of New Hai Phong. Generally of shorter builds to fit comfortably into their modified tanks, their gas masks — which they almost always wear while in their vehicles — are typically customized in the traditional Haiphongese style. Some are intended to call back to the hab the tanker came from, while others use the colors of gangs the tankers were previously affiliated with. The 4th was a major participant in the Mars Campaign, where its harsh-environment training and NHP-adapted tanks proved an unbeatable force on the Martian plains.  The Fourth&#039;s traditional path is a triangle divided into yellow, blue, and red sections with a tank track and cannons superimposed over the center and a &amp;quot;4&amp;quot; on top, and &amp;quot;HABS ON WHEELS&amp;quot; on the bottom.&lt;br /&gt;
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&#039;&#039;&#039;12th Silversunner Coastal Infantry Division, “Mistral”&#039;&#039;&#039;&lt;br /&gt;
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A relative oddity in the 2400s, the 12th is a unit specialized into waterborne operations due to its origins on [[Silversun]]. In addition to waterborne operations the 12th is trained to fight in harsh environments such as the jungles and rainforests of Silversun, and is often used by the local governor to track down and apprehend criminal elements — such as poachers — who believe the dense undergrowth can hide them from Solarian authorities. This duty has caused them to sometimes be referred to sarcastically as “the Army’s Park Rangers,” by other units, and this is a surefire way to become involved in a brawl if said to most 12th soldiers. Though most commonly known for the green camouflage “Silversunner” boonie caps they often wear on patrol, 12th officers prize their distinctive blue-and-silver kepis they are issued when commissioned -- a locally-permitted uniform modification -- though few wear them in the jungle due to fears of spoiling the cap’s fabric. The 12th&#039;s sleeve patch is a dawnflower on a blue shield.&lt;br /&gt;
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&#039;&#039;&#039;78th Infantry Division, (Colettish) &amp;quot;The Bloody 78th&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Prior to 2462, the 78th was the only regular Solarian Army division formed and active on [[San Colette]]. A typical example of a Solarian infantry division, it was unproven and untested when the civil war began. In the initial phases of the conflict it remained loyal to San Colette and secured government facilities against Navy incursion. It was frequently engaged alongside the [[San Colette#The Civil Guard|Civil Guard]], SDFs, militia units, and police departments during the War in the [[Human Wildlands|Northern Wildlands]], ultimately being split into two units: one on San Colette (1st Brigade), the other on D’Anzin (2nd Brigade). While victorious, the 78th was badly mauled by the conflict and is still in the process of regeneration and replacement, but has been given the nickname of “The Bloody 78th” for its tenacious defenses and its red-and-white unit patch.&lt;br /&gt;
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&#039;&#039;&#039;221st Infantry Division, &amp;quot;The Jäger Division&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Known as the Jäger Division on [[Visegrad]], the 221st is a Visegradi infantry unit of the Army specialized in unconventional warfare. Established by the [[Sol Alliance#Department of Defense|Department of Defense]] to combat any future unrest on Visegrad, the 221st is an airmobile unit with very limited armored assets — only having light vehicles and the occasional exosuit — composed of native Visegradi familiar with the planet’s countryside. Equipped with native-produced equipment — including a domestic rifle design intended to punch more easily through trees and underbrush — the Jäger Division is intended to operate without external support for long periods of time. Secessionist forces believed they had withdrawn in 2462, but were quickly surprised when the 221st began to mount attacks from the near-impenetrable Visegradi countryside. The Jägers were vital both in securing a foothold for Fleet Admiral Szalai’s counterattack and in retaking secessionist territory. The 221&#039;s patch is a szazlabu swinging between trees while holding a M469 rifle.&lt;br /&gt;
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===Notable Army Equipment===&lt;br /&gt;
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The &#039;&#039;&#039;Model 469 (M469) assault rifle&#039;&#039;&#039; is the standard-issue rifle of the Solarian Armed Forces, used by the Army, Marine Corps, Navy, and many System Defense Forces. The Army&#039;s variant is known as the &#039;&#039;&#039;M469A2&#039;&#039;&#039;. A durable, modular, cheap, and highly reliable weapon system, it has dozens of variants across the SAF and millions have been produced. It was originally designed for the Army before being adopted by other branches, and was produced exclusively by [[Zavodskoi Interstellar]] prior to the advent of the Solarian Corporate Authority in 2463 — now, it is produced by hundreds of different Solarian companies, and the SAF Ordnance Corps has acquired the gargantuan task of ensuring these hundreds of companies -- rather than just one -- meet SAF production standards. Despite post-2465 efforts to replace earlier rifles in use by SDFs with M469s, many SDFs and regular SAF reserve units still use the earlier M376 assault rifle.&lt;br /&gt;
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One of the most powerful tools available in Solarian Army operations is the &#039;&#039;&#039;M35A6 main battle tank&#039;&#039;&#039;. Though a thirty year old design at this point, the M35A6 has gone through six updates which have kept it on the level of other, competing tanks such as the [[Dominian Imperial Military#Imperial Army|Dominian Imperial Army’s]] JA-57/2 breakthrough tank. The A6 variant includes an improved targeting matrix and Energy/Laser Reactive Armor (ELRA) on critical surfaces, though it continues to consume a frightening amount of fuel while in operation. The relatively simple construction of the M35A6 has allowed a multitude of variants to be produced, including engineering minesweeping, Marine Corps (the M35A6MC), and bridge-laying variants. One of the most notable variants is the M35A6/NHP (New Hai Phong) used by the 4th Haiphongese Armored Division, a slightly smaller variation of the typical M35A6 which features a large atmospherics filtering system on its rear. The M35A6/NHP’s filters, originally designed to survive the environment of New Hai Phong, allowed it to excel on the Martian surface and on D&#039;Anzin.&lt;br /&gt;
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The &#039;&#039;&#039;M38A2 WAGS&#039;&#039;&#039; (&#039;&#039;&#039;W&#039;&#039;&#039;alking &#039;&#039;&#039;A&#039;&#039;&#039;ssault &#039;&#039;&#039;G&#039;&#039;&#039;un &#039;&#039;&#039;S&#039;&#039;&#039;ystem) is an unusual Solarian Army vehicle intended for use in harsh terrain environments. Packing the same armament as the M35 MBT, the WAGS is instead a large, exosuit-like system that travels on six legs originating from a central body featuring the turret and small crew compartment. Its limbs allow it a greater degree of mobility than a conventional ground vehicle at the cost of greater vulnerability to a mobility kill if its legs are disabled. While deemed ill-suited for the urban and suburban warfare that characterized much of the Army’s operations in the Northern Reaches, WAGS-equipped units saw action in the Martian Campaign and are commonly used as patrol vehicles in the Northern Reaches due to their greater mobility.&lt;br /&gt;
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The &#039;&#039;&#039;M15A4 infantry fighting vehicle&#039;&#039;&#039; (IFV) is an aging vehicle of the Solarian Army slowly being phased out of service, though budget issues have seen it remain in service in many divisions and rear-echelon formations. The M15A4 is stubby and box-like, with a remotely controlled autocannon. It can hold a squad of troops and deploy them in relative safety, then remain to support with its gun. Earlier M15 models known as the A3 can be seen in the hands of anti-riot police units across the Alliance and in Biesel, where the new nation had access to mothballed vehicles. [[Tau Ceti Armed Forces|Biesel models]] are referred to by the Army as the M15(B) and proved to be woefully inadequate at surviving IEDs on [[Mictlan]], leading to the creation of the A4 retrofit as a stopgap measure until the vehicles can be replaced. It is a common sight on Lycoris and [[Mars]], where it is used to carry squads of peacekeepers from place to place. Mechanized infantry are known to ride “boots out” on top of their A4, allowing for more visual observation of the vehicle’s surroundings and quicker dismounting — a potentially leg-shattering fall from atop an A4 is often better than being inside it if it hits a mine.&lt;br /&gt;
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The &#039;&#039;&#039;M58LER&#039;&#039;&#039; (Laser/Energy Resistant) infantry fighting vehicle (IFV) is the next-generation armored personnel carrier of the Solarian Army, having served with distinction in the Martian Campaign and Solarian Civil War. Intended to work in concert with the slightly older M365A6 tank, it is widely regarded as the best APC in the modern Spur. Prior to 2462 budget constraints on the Army ensured it was only present in limited numbers and most units instead relied upon older vehicles such as the M15. With the civil war over and much of the Solarian military-industrial complex now stabilized the M58LER’s production had been dramatically increased, with hundreds rolling off production lines across the Alliance every month.&lt;br /&gt;
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Primarily associated with the 2nd Venusian, the &#039;&#039;&#039;AH-52 “Tarantula Wasp”&#039;&#039;&#039; multi-role helicopter is one of the Solarian Army Air Force’s most beloved designs. First used in 2452, the AH-52 is a modern design and was rapidly produced for the 2nd Venusian to replace its aging helicopter fleet. It is capable of carrying up to a squad of troops and supporting them with a vigorous array of weaponry while easier enduring hits thanks to judicious armor and an on-board shield generator. While not deployed during the Mars Campaign the AH-52 proved its worth during the Solarian Intervention in the Northern Reaches, where it was used to devastating effect by the 2nd Venusian. The AH-52 is currently being upgraded into the AH-52IP (standing for Improvement Package), which enhances its electronic countermeasures (ECM) and energistics ablative countermeasure system (EACS),&lt;br /&gt;
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The &#039;&#039;&#039;Basilisk Armored Exosuit&#039;&#039;&#039; is one of the most common Solarian Army “vehicles” in operation. Though dated in its design, as the Basilisk’s original frame dates to the late 2420s, it is capable of being surprisingly mobile thanks to its four-legged design and can be equipped with a vast array of weaponry and equipment, effectively allowing it to serve in any environment. Basilisks are also used by the Solarian Marine Corps and the Navy, and these variants are almost always more modern designs than their Army equivalents. Thanks to its flexibility and armament the Basilisk is easily capable of handling most ground-based threats short of heavy tanks on the battlefield and readily outclasses the improvised exosuits of the [[Tau Ceti Foreign Legion]], which it demonstrated itself as easily capable of destroying during the 35th Fleet’s incision.&lt;br /&gt;
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==System Defense Forces==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Nowhere is the state of our armed forces more obvious than in the miserable condition of many local forces. They are, seemingly as a rule, under-equipped, under-funded, and under-motivated. What I would give for every one of them to resemble [[San Colette]]!”&amp;lt;/i&amp;gt; - Fleet Admiral Ingrid von Varnhagen und Langenburg, commanding officer of the First Battlegroup, in an interview with the SANN recorded on 16 August 2462. &amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Militia Visegrad.png|400px|thumb|Many local military forces, such as those on [[Visegrad]] found themselves sorely tested by the Collapse. Many collapsed, unable to endure the pressure.]]&lt;br /&gt;
An institution that predates the Interstellar War, System Defense Forces (SDFs) are intended to serve as local military forces when the SAF&#039;s regulars are either unavailable or in need of additional forces to support its operations. Many SDFs defected during the Interstellar War, which greatly reduced their prestige in the eyes of the SAF and their importance in the eyes of Unity Station. Loyalist and Coalition SDFs sustained some of the highest rates of losses during the Interstellar War due to their poorer training and equipment, and many on both sides simply dissolved at the war’s end due to these losses.&lt;br /&gt;
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Solarian SDFs historically suffered from much of the same problems their Interstellar War counterparts did. Due to being funded primarily by the system they are stationed in, many have outdated equipment and poor training. This caused a lack of respect from the SAF&#039;s regular forces, which viewed them as underfunded, undertained, undermotivated, under-everything units likely to run at the first sign of combat. While there are some exceptions to this rule, such as the well-funded and, as a result, well-trained and well-equipped [[San Colette#The Civil Guard|Colettish Civil Guard]], most existing SDFs prior to 2462 were barely able to patrol and secure their immediate surroundings without SAF assistance, let alone fight off serious threats. Compounding these issues was a pre-2465 regulation which impacted all SDF vessels: due to the mass defections of many during the Interstellar War no SDF vessels were equipped with warp drives capable of warping without a warp gate’s assistance. Though originally intended as a safeguard against further SDF defections, this regulation greatly limited their capabilities, and has rendered them only able to patrol areas with ready access to warp lanes.&lt;br /&gt;
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During the Solarian Collapse these faults were laid bare for the entire Spur to see in dramatic fashion. Most SDFs stood no chance against [[Human Wildlands#The Southern Fleet Administration|emboldened pirates]] or [[Human Wildlands#The Solarian Restoration Front|rogue Navy forces]] as, for many of them, the largest ships they had access to were outdated and often poorly-maintained frigates, one of the smallest classes of combat-capable ships in the SAN. While some SDFs possessed larger vessels such as cruisers, only a handful possessed anything capable of challenging capital ships. Faced with destruction or defection, many SDFs opted to join local warlords or occupying forces, such as Biesel, for protection and, much like their Interstellar War counterparts, steady pay. Some, motivated by patriotism or a desire to ensure the safety of those they protected, fought to the bitter end or managed to retreat to the Inner Ring.&lt;br /&gt;
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The SDFs that survived the Collapse relatively intact, such as the Civil Guard and other forces of the Middle Ring Shield Pact or the Visegradi NDF, or successfully retreated to the Inner Ring are some of the most battle-hardened forces of the Alliance, and many vessels which retreated to the Inner Ring were retrofitted and integrated into the Navy itself. Though they could not stabilize the Wildlands on their own the SDFs of the Northern and Southern Reaches performed more effectively than almost anyone imagined, and have vindicated themselves in the eyes of the Solarian military. Those which have survived — and remained loyal to Sol — are rapidly being rearmed and modernized. For the first time in modern history, SDFs are being equipped with independent warp drives which will — in theory — give them a greater degree of autonomy and free up Navy assets from patrols.&lt;br /&gt;
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In the late 2460s the Alliance&#039;s remaining SDFs bear little resemblance to the paltry local forces of the pre-civil war Alliance. Though many still rely on hand-me-down equipment, more and more of their regular troops are equipped as well as their counterparts in the regular SAF. Their training and funding have likewise improved, and the SDFs now sit on the JMC alongside the Alliance&#039;s other branches. For the first time in their history, they have the respect they deserve, and the funding they have always desired. When the next war comes, and it may come soon, the Alliance&#039;s local forces will stand tall, proud, and ready for whatever comes at them.&lt;br /&gt;
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===Notable System Defense Forces===&lt;br /&gt;
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The &#039;&#039;&#039;Peorian State Guard&#039;&#039;&#039;, often known as the State Guard, is the standing military of the [[Solarian Reconstruction Mandates#New Peoria|Solarian Republic of New Peoria]]. Taking inspiration from its colonial origins — the United States — the State Guard is composed largely of reservists who hold full-time civilian jobs and is built around a small cadre of full-time officers and administrators. Its use of reservists makes the State Guard one of the Alliance’s largest per capita SDFs, but it is notably smaller than the nearby Colettish Civil Guard. It additionally suffered from equipment issues, with much of the area’s heavy weaponry prior to 2462 instead being routed to [[Konyang]] or [[San Colette]]. It was bloodied during the Solarian Civil War and could not stop the Solarian Restoration Front from temporarily seizing control over the planet in 2465. Several regiments of the State Guard escaped into the planet’s countryside and continued to fight against the SRF until their defeat by the Solarian Navy later that year. The 3rd Peorian Infantry Regiment, &amp;quot;All-Peorian Regiment,&amp;quot; escaped to San Colette and fought valiantly during the battle for the planet’s major cities, where it faced against the SRF-aligned Lycorii National Defense Force in the Battle of Nueva Isabel. Now, in a post-civil war world, it is being re-equipped with heavy weaponry by the [[Sol Alliance|Alliance]], and is set to become a tough nut to crack for any future invader.&lt;br /&gt;
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Also in the Northern Reaches is the now-disbanded &#039;&#039;&#039;Lycorii National Armed Forces&#039;&#039;&#039;, or LNAF. Prior to 2462 the LNAF was one of the best-equipped SDFs in the Alliance and was well-known for the distinctive red lycoris flower its members would wear in their helmet webbing or hat bands. With the start of the Solarian Civil War in 2462 the LNAF, already a right-learning organization due to [[Solarian Reconstruction Mandates#Lycoris|Lycoris]]’ politics, was absorbed into the Solarian Restoration Front and became an instrument of both genocide at home and destructive warfare in the support of fascism abroad, with multiple officers of the LNAF convicted of crimes against humanity in the postwar era. Much of its offensive strength was spent in the [[San Colette#The War in the Northern Reaches|Battle of San Colette]], and many remnants surrendered to the Solarian Army in 2465 with the fall of the SRF. The hardened core of the LNAF – the worst of its worst – fled into the countryside or hid in the cities of Lycoris and now fight against the Alliance as insurgents, striking terror into the very people they swore to protect. Post-civil war Lycoris has no SDF, instead relying on the Solarian military – primarily the Army – for protection, and Army patrols snaking their way through the forested countryside of the former industrial capital of the Northern Reaches have become a common sight.&lt;br /&gt;
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The &#039;&#039;&#039;Igman Defense Service (IDS)&#039;&#039;&#039; another Northern Reaches SDF. Responsible for protecting [[Solarian Reconstruction Mandates#Novo Igman|Novo Igman]], the IDS is a relatively small force built around a core of long-service professionals and is heavily mechanized. IDS troops had better equipment than most other SDFs prior to 2462, and resisted attacks during the civil war for longer than other forces. When the Solarian Restoration Front declared victory over it, the IDS went into the countryside and the cities, where it waged a successful guerrilla war against the SRF that ejected them from the planet. Some units were evacuated prior to the collapse of organized resistance and went on to fight in the Battle of San Colette, where the 22nd Armored Regiment, known as “Raróg Force,” fought alongside Colettish tanks, and the [[San Colette#The War in the Northern Reaches|Battle of D’Anzin]], where the 65th Infantry Regiment (Mechanized) fought alongside a motley collection of mercenaries, [[San Colette#The Civil Guard|Colettish forces]], and other SDF troops to hold the line. In the postwar era the IDS, thanks to the secure nature of Novo Igman,  has seen some of its units deployed to Lycoris to support regular Army troops, where the Igmani have proved themselves capable fighters against the Front’s insurgent forces.&lt;br /&gt;
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[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
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		<title>Solarian Armed Forces</title>
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: Added M58LER&lt;/p&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
[[File:Sol Navy.png|thumb|alt=Flag of the Navy of the Sol Alliance.|The ensign of the Solarian Navy, once flown from Earth to the Solarian Frontier.]]&lt;br /&gt;
Following the Collapse and the start of the Solarian Civil War, an effort was undertaken by reformists in the Solarian military, such as Minister of Defense Lucien Courtois, to reform the SAF and cut out much of the decay and rot which had taken root over the years. While their purges of the Navy’s ranks — and of many SAF staff — hampered a quicker response to the conflict, their efforts have been vindicated by the SAF’s success in bringing a decisive end to the Solarian Civil War in the summer of 2465. Today, the SAF has a new mission: defending the Reconstruction Mandates and protecting the borders of an ascendant Alliance.&lt;br /&gt;
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Some, however, believe the SAF will soon be used for more sinister purposes, and many in Biesel and the Coalition look upon it with alarm as the Alliance begins to exert itself in the Spur once again.&lt;br /&gt;
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==History==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The Solarian military is dedicated to [[Mars#The Violet Dawn Explosion|destroying]] [[Xanu Prime|whatever]] it [[Human Wildlands|touches]], and will not hesitate to destroy [[Gadpathur|you]] if you show them weakness. Show them no mercy, for they showed your [[Gadpathur#The War|ancestors]] none!”&amp;lt;/i&amp;gt; - Excerpt from a [[Gadpathur|Gadpathurian]] anti-Solarian booklet intended to be distributed to children age 8-10.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Armed Forces have a history which stretches back to 17 July 2143, shortly after the founding of the Solarian Alliance. Its origin was not a happy one. Though it took almost a decade to hash out the terms of the Alliance, most parties (with the exception of Switzerland) on Earth agreed to join it by 2140. However, the idea of surrendering military autonomy to a supranational government was a point of concern for many members of the newly-formed supernational union, particular the two superpowers of the USA and USSR. Both were extremely hesitant to surrender their spacebound military capabilities to the Alliance, and, further compounding issues, both argued that they deserved to host the headquarters of the Alliance’s military command structure.&lt;br /&gt;
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It took three grueling years of back-and-forth negotiations between the Alliance and its members to resolve the issue of the SAF. Ultimately a compromise was reached regarding the Alliance’s military command which settled the pressing issue of who would host the admiralty of (and thus be able to exert significant influence in) what is now known as the Solarian Navy. The compromise placed the admiralty on a place where no Earth nation could, in theory, influence it: Harmony City, Luna. While the USA and USSR were not happy, they were both begrudgingly content to accept it, as while one wouldn’t be able to control it, their rivals couldn’t either. The position of the admiralty on Luna and the relative independence offered to it due to this would, in the decades and centuries to come, have truly dire consequences.&lt;br /&gt;
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In the century between the Alliance’s formation and the Interstellar War, the SAF was plagued by interservice rivalry between the Solarian Army and Solarian Navy which, while never turning to violence, defined much of the SAF’s trajectory before 2275. The Navy claimed it was of more importance due to securing Sol’s interstellar lanes of commerce and policing piracy, while the Army claimed it was of more importance due to protecting the colonies themselves and ensuring the Alliance was internally stable. The Army-Navy conflict prior to the Interstellar War has been viewed by some Solarian scholars as a microcosm of the future civil war: the Navy tended to be dominated by Inner Ring citizens, particularly those from Luna, and the Army tended to draw its personnel locally, leading to a large proportion from the Outer Ring and further afield colonies. &lt;br /&gt;
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This conflict, and the broader schism in the Alliance, would be brought to its bloody conclusion in 2275 with the start of the Interstellar War, the SAF’s largest and most costly conflict even two centuries later. It would tip the Army-Navy struggle decisively in the Navy’s favor as many Army units, recruited locally and unpaid for months due to the ongoing financial crisis, defected to the Coalition while few Navy units did the same, and those that did were often swept under the rug or otherwise disowned. While the Navy, and loyal units of the Army, fought fiercely — and in some cases, such as Gadpathur, committed horrific crimes in the name of Solarian unity — they were unable to defeat the Coalition due to its dogged defensive fighting. A peace treaty, the Treaty of Xansan, was ultimately signed in Geneva in 2287, bringing over a decade of warfare to a close and permanently shattering Solarian hegemony over humanity.&lt;br /&gt;
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To the Navy, which believed it could have won the Interstellar War, the Treaty of Xansan was seen as a betrayal of the venerable Navy by spineless politicians — a slap to the collective faces of Navy officers who had put their lives on the line defending the Alliance by cowardly politicians obsessed with their careers who had never spent a day in uniform. It incensed them, and they began to plot against it in secret. Decisive action was needed to ensure Sol remained intact, and who better to take it than the Navy, its most steadfast institution?&lt;br /&gt;
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While it ultimately failed in its goal of revoking the Treaty of Xansan, the Revolt of the Officers on 18 May 2289 forever ensured the Navy would have a voice in politics. The coup attempt’s goals were simple: overthrow the civilian government and declare the Treaty of Xansan null and void, then resume the Interstellar War and fight until the Alliance’s hegemony was once again established. The plan, however, began to fall apart almost immediately due to one factor the coup’s mastermind, Admiral Terrence Hopper, had not accounted for: that the Army guard stationed at the Alliance’s then-capital in New York City would not go along with their conspiracy, leading to an active gunfight outside the capitol building between Army guards and Navy marines. Ultimately the Army, with support from local member state forces and ordinary civilians, repulsed the attack and the coup was seemingly aborted. But it was not as simple as it seemed, however, as the admiralty, in the days after the coup, cut a backroom deal with the civilian government: the Revolt of the Officers would be swept under the metaphorical rug by being blamed on radical elements and the Navy would be given a political voice. In exchange, the Navy would continue to protect the Alliance from interstellar threats. Hopper himself, the Butcher of Gadpathur, would avoid justice once again and remain active in politics until his death on Luna in the 24th century, and ultimately shaped Solarian fascist thought up until the present day.&lt;br /&gt;
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Effectively, the Navy had used its position to extort the government. Emboldened by this, and how close they had come to controlling the government through violence, the Navy became more and more influential as the decades continued on. It also became more corrupt and less efficient, as political connections became more important than ability and Caesarism infected its ranks. Ultimately, the decision to place it on Luna, where it could not be controlled by a power on Earth, had made the Navy accountable primarily to itself rather than the civilian government based upon Earth and, post-2300, Unity Station. Its pet project, the Solarian Marine Corps, was hardly any better. For many Solarians the Navy has failed them time and time again as an institution, and nowhere is this more clear than in the Solarian Collapse of 2462. Rather than protecting the Alliance many Navy forces, more loyal to their Admirals than their nation, defected and have rampaged across the Middle and Outer Rings.&lt;br /&gt;
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The Army, meanwhile, did have civilian authorities to answer to due to being headquartered on Earth. Post-Interstellar War the Army was placed through multiple reforms which transformed it from a sluggish, inefficient institution which lost much of its strength to defections into a force capable of defending the Alliance’s planets and government from all enemies — whether they be foreign or domestic. Where the Navy failed the Army has succeeded, particularly upon Mars, where it — in mere weeks — brought the red planet back into nominal Solarian control.&lt;br /&gt;
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The painful reforms spearheaded by SecD Courtois during the civil war have been dramatically vindicated by the SAF’s performance during its 2465 intervention in the civil war, where it rapidly outmaneuvered and outperformed the Solarian Restoration Front and Coalition-backed League in a rapid campaign. Both warlord statelets collapsed under the SAF’s relentless offensive and the Alliance’s flag once again flew from above capital cities across the Northern Reaches, with the pro-Solarian Middle Ring Shield Pact having been peacefully reintegrated, and both League and SRF authorities totally collapsing. In the Southern Reaches, both local governments — already de facto part of the Alliance — were brought back into the ASSN officially. The Solarian Civil War ended in mid-2465 with a decisive victory for the government, though one tainted by the loss of many systems to the Republic of Biesel.&lt;br /&gt;
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With the end of organized resistance by major secessionist forces the SAF has found itself engaged in mop-up and counterinsurgency operations across the Northern Reaches. In the Southern Reaches it busies itself in piracy suppression and — unofficially — “rat transportation” runs of military equipment to anti-Biesel insurgents still fighting for the Alliance in the Hinterlands. The Alliance’s armed forces stand with their nose bloodied but unbroken, and remain a capable military force — especially with a newly reestablished and growing military relationship with the nearby Empire of Dominia providing them with an effective counterweight to Elyran and Coalition influence in its south.&lt;br /&gt;
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==Operational Strategy==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The size of the imperialist Alliance makes it clumsy and slow to react. We must strike where it is weak, and chip at its foundations. Only through attrition will our victory come,”&amp;lt;/i&amp;gt; - Cadre Leader Naveen Shankar speaking to the crew of his vessel before a patrol, mid-2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Managing the Solarian Armed Forces, the largest organized fighting force in the modern Spur, at the operational level is a titanic undertaking which has seen liter after liter of ink spilled on the pages of military manuals, academic projects, and Solarian government documents. The Alliance has been, in its history, the single largest nation in the Spur, and required a great deal of thought to manage its territory. Its losses in the Interstellar War and its aftermath, including the Elyran Revolution, have shown it does not always succeed in its operational strategy. Furthermore, prior to SecD Courtois’ reforms in 2462-63 the Alliance had long lacked a centralized command and control system, with various military high commands such as the Solarian Navy Admiralty on Luna instead reporting to the Secretary of Defense independently of the other branches. This led to naval over-representation, inefficiency, and virulent interservice rivalries.&lt;br /&gt;
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In December 2462 SecD Courtois chose to address this problem by creating the &#039;&#039;&#039;Joint Military Command&#039;&#039;&#039;, or &#039;&#039;&#039;JMC&#039;&#039;&#039;. Consisting of eight members — one from each service plus a SDF representative, a chair and vice chair (both from different branches), and the military’s chief logistics officer — the JMC is designed to reduce inefficiency in the SAF by fostering cooperation. Its trial by fire, the [[Mars#The Solarian Reunification Campaign_(2462 - present)|Martian Campaign]], was a success, with Army forces fighting using previously unseen levels of naval support from orbit. The Alliance’s rapid victory in the civil war seems to have further vindicated the JMC and Courtois, with its branches having worked together at levels unseen since the Interstellar War, and having won decisively.&lt;br /&gt;
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The overall mission of the Alliance’s military is twofold. First, it must ensure the Alliance’s territorial integrity is maintained and protected against external aggression, such as Biesel’s annexations in 2462, and internal unrest, such as the Solarian Civil War of 2462-65. Second, and less publicly, is to ensure the Alliance’s lost territories can be recovered from those currently occupying it. Prior to 2462 this was centered around the Coalition of Colonies and Republic of Elyra. Since 2462 the Alliance’s strategic thinking has shifted to a potential reunification war against the Republic of Biesel, which is known in its media as the Republic of Tau Ceti. Politicians talk of war and generals plan military exercises, but none can seriously considering the prospect of causing another Interstellar War — right?&lt;br /&gt;
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===Solarian Military Commands===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Persistent Excellence, Persistent Readiness,”&amp;lt;/i&amp;gt; - Motto of Sol Alliance Northern Command.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian military operates in four combat commands — multi-branch organizations that answer to the JMC, though they predate it — responsible for operations in different parts of the Alliance: North, South, Central, and [[Sol|Sol System]]. Though all four commands have been historically dominated by the Navy, post-2462 reforms and an excellent performance in the civil war have seen the Army — and local SDFs, though to a lesser extent — exert more influence over the combat commands, particularly Northern Command. Due to being regional, the four commands all have slightly different responsibilities, though three of four have a point of overlap: [[Republic of Biesel|Biesel]], which has seen itself become a strategic priority for the Alliance since its rapid — and illegal, in Solarian eyes — annexation of great swaths of the Alliance.&lt;br /&gt;
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Northern Command (&#039;&#039;&#039;NORCOM&#039;&#039;&#039;) is based on [[San Colette]] and has responsibility for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Northern Reaches]], the Coalition border near Konyang, and the northern border of Biesel. It is commanded by General Patrick Edwards, a veteran Solarian Army officer who previously served in the Martian and Lycorii theaters. NORCOM’s daily responsibilities are mostly concerned with maintaining the ongoing low-intensity conflict against the remnants of both the Solarian Restoration Front and League of Independent Corporate-Free Systems in the Northern Reaches, with its Army troops stationed on Lycoris and involved in counterinsurgency operations, and many of its naval patrol squadrons policing warp lanes for League remnants. More importantly, it is expected to be the first to defend or attack in the event of a war against the Coalition, being home to the legendary 1st Battlegroup and its vaunted Fleet Admiral, Ingrid von Varnhagen und Landerberg. Also at Edwards’ disposal are the veteran SDFs of the Northern Reaches, sans Lycoris, that cut their teeth in the fighting of the civil war and have seen the quality of their equipment rise dramatically post-2465.&lt;br /&gt;
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Central Command (&#039;&#039;&#039;CENTCOM&#039;&#039;&#039;) is based on Silversun and has responsibility for the Inner Ring and the central border with [[Republic of Biesel|Biesel]]. It was, from 2462 to 2465, home to the orphaned northern and southern commands due to its location. While it shrunk significantly in 2462 — losing its Coalition border and much of its territory to Biesel — it has remained effective under the leadership of Admiral Bahri Özkan, commander of the 25th Fleet prior to assuming command of CENTCOM in 2464. Özkan’s forces face Biesel’s [[Tau Ceti Armed Forces#Zoleth Line|Zoleth Line]] — a multi-layered defensive formation — and are expected to pin down the [[Tau Ceti Armed Forces|Republic’s forces]] by threatening it with an offensive. At his disposal are veteran naval formations and Army troops, many of whom he has seen equipped with electronic warfare and incendiary weapons to counter Biesel’s synthetic and vaurca troops.&lt;br /&gt;
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Sol System Command (&#039;&#039;&#039;SOLCOM&#039;&#039;&#039;) is based on [[Callisto]] and is a unique command that only supervises one system, the Sol System, rather than a region of the Alliance. Considered to be a strategic reserve for any future wars, it is under the command of Admiral Yaoting Kong. Known as “King Kong” by his subordinates due to his large build and love of the Monkey King franchise, Admiral Kong’s combat command is centered around logistics and training rather than combat. He is also responsible for the Sol System’s security, and is the first admiral to work with civilian fleet organizations such as the [[Callisto#Government and Politics|Callistean Port Authority]] in a new anti-smuggling campaign.&lt;br /&gt;
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Southern Command &#039;&#039;&#039;(SOUCOM&#039;&#039;&#039;) is based on Visegrad and is responsible for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Southern Reaches]], the southern border of Biesel and the Hinterlands, the southern border of the Alliance, and coordination with the nearby Empire of Dominia. Managing these operations is Admiral Monika von Schintling, a senior flag officer of the Solarian Navy with experience in the civil war and in the Southern Reaches. Underneath her is the veteran 6th Battlegroup, formed of loyal Middle Ring Battlefleets, and officers seasoned by years of anti-piracy experience. Alongside these duties von Schintling’s command is responsible for the “rat transportation” network of transporting supplies to pro-Solarian insurgents in the Hinterlands and coordinating with the Dominian Imperial Military, which had rebounded in prominence to SOUCOM following the civil war’s end. Once responsible for carrying out a theoretical war against [[Republic of Elyra|Elyra]], SOUCOM is now expected to work with CENTCOM in the event of a war against [[Republic of Biesel|Biesel]] — punching through the south and striking at [[Tau Ceti]] while CENTCOM forces hold the Zoleth Line garrison in place and NORCOM strikes downwards.&lt;br /&gt;
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===Joint Military Command Personnel===&lt;br /&gt;
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The military officers chosen to be part of the Joint Military Command are experienced officers and expected to represent the best of their services — they are perhaps the most experienced military officers in the Spur — and report to the prime minister and Secretary of Defense. The below individuals are the first ever to hold positions in the JMC, with their terms having started in January 2463, and will last until December 2468: a five-year term designed to make them loyal to the government itself rather than whatever SecD appointed them.&lt;br /&gt;
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The Chair of the Joint Military Command (CJMC) is &#039;&#039;&#039;Admiral Giorgio Palazzi&#039;&#039;&#039;, a fifty-year veteran of the Navy and former dean of the Alliance’s primary naval academy. Palazzi is a rare example of a veteran [[Luna|Lunarian officer]] with doctrinally conservative views who remained loyal to Courtois rather than retiring in 2462-63. He is a serious-faced, flint-eyed man who organized the evacuation of Solarian assets from Biesel during its secession and helped coordinate much of the Alliance’s victory in the Northern Reaches in 2465. Palazzi is seen by some as a compromise between the Navy’s conservative and reformist factions, with Courtois and the Chief of Naval Operations firmly reformist but Palazzi representing the best — and perhaps the last — of the Navy’s pre-2462, anti-Coalition operational strategy. As CJMC Palazzi holds no military command — leaving that to other members of the JMC — and serves as both an overall coordinator of its members and is a liaison between the JMC and the civilian government.&lt;br /&gt;
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The Vice Chair of the JMC (VCJMC) is &#039;&#039;&#039;General Valerie Yang Liao&#039;&#039;&#039;, formerly commander of the [[Callisto|Callistean Marines]] and a 35 year veteran of the Army. Commonly known as VYL (pronounced “Vile,” to the general’s amusement), Liao cut her teeth fighting against pirates on Konyang and Port Antilla as a young officer before leading the Callistean Marines during the anti-Frost coup. She is more aligned with Courtois and was given the role of VCJMC after demands by the Army to avoid Navy dominance of the JMC. In her day to day work Liao serves as a ground-based counterpart to Palazzi, and was vital in ensuring the Alliance’s victory on Mars and throughout the Northern Reaches.&lt;br /&gt;
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&#039;&#039;&#039;General Richard B. Sloan&#039;&#039;&#039;, also known as “Mad Dog” to his marines, is the current Commandant of the Solarian Alliance Marine Corps (CSAMC), representing his marines on the JMC. He acquired his nickname when only a Lieutenant with the 1st Marine Division: after his visor was cracked during a boarding operation, he grabbed a nearby roll of tape in the ship, taped over it, and continued leading his unit. On the tape was, appropriately, a dog-themed pattern, and a nickname was born. After replacing the previous commandant — a Frost loyalist — Sloan embarked on a mission to reduce corruption in the ranks and mend fences with the Army and Army Air Force. Multiple units were nearly completely dissolved and reorganized, and he made the unpopular decision to take a funding cut and redirect it to the Army — an act that has done much to repair intraservice relations.  Sloan fought hard for his reforms and was vindicated by his marines’ performance in the Northern Reaches, where they served with distinction and cooperated effectively with the Army.&lt;br /&gt;
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&#039;&#039;&#039;General Chi Hoa Phan&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army (CSSA). Former commander of the [[New Hai Phong|4th Haiphongese Armored Division]], she has been a tireless advocate for the Army’s funding and development in the face of its successes on Mars and in the civil war. Phan — like other members of the JMC — holds no combat command as CSAS but is known to frequently tour the Army’s major mission areas, and has been active in the development of new and better vehicles for the Army. She also abandoned several expensive Frost-era programs to equip the Army with energy rifles instead of their M469A2s, citing it as an unnecessary waste of taxpayer funds and, “corporate welfare,” for [[Zavodskoi Interstellar]], which continues to hold onto chunks of the Solarian defense industry.&lt;br /&gt;
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&#039;&#039;&#039;General Raymond Spaatz&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army Air Force (CSAAF). Originally from [[Silversun]], he has served the SAAF for fifty years — starting as a cadet — and is the oldest member of the JMC. He is expected to retire after his term ends. A bomber pilot by training, Spaatz is widely viewed as one of the preeminent scholars on SAAF operations during the Interstellar War and is a published author on the subject. Building on the successes and failures of the historical SAAF, Spaatz helped to establish a new doctrine for the military’s air component centered around attacking enemy infrastructure targets and providing close support to ground troops. He is additionally responsible for increasing coordination between the SAAF, SDF air forces, and the Navy through his formation of Air-Land-Space Operation Commands on planetary theaters of operation.&lt;br /&gt;
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&#039;&#039;&#039;Admiral Franziska Sibylle von Varnhagen&#039;&#039;&#039; is the current Chief of Naval Operations (CNO). A member of one of the Alliance’s most prominent naval families, von Varnhagen is the aunt of the First Battlegroup’s commander, Fleet Admiral Ingrid von Varnhagen und Langenburg. She was one of the admirals who saw the [[Sol Alliance History#2460-61: Michael Frost Ascends to Power|anti-Frost coup attempt]] was successful by commanding naval forces around Earth to stand down during the crisis. Since 2462 she has worked with Courtois and Solarian law enforcement to ensure the remains of Frost’s loyalists are purged from the Navy’s ranks, and has promoted loyal junior officers to fill these vacancies. However, many of von Varnhagen’s new cadre remain Lunarians — both due to much of the Alliance being cut off until 2465 and due to her status as a member of the moon’s naval aristocracy. Since 2465 she has become a major driver behind the restoration of Unity Station-Moroz naval ties, viewing the Empire as a natural counterweight to Elyra in the south.&lt;br /&gt;
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&#039;&#039;&#039;Lieutenant General Máximo Ruiz Navarro&#039;&#039;&#039;, [[San Colette#The Civil Guard|Colettish Civil Guard]], is the JMC’s current Chief Liaison for System Defense Forces (CSDF). Navarro is the most recent addition to the JMC, having joined it in December 2465, and represents the many SDFs of the Alliance, with his goal being to advocate for their interests and needs. Prior to assuming this position he was involved in the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], fighting on Lhokgon, New Peoria, and D’Anzin during 2465. Cut off from central command on San Colette proper during the final days of the battle for its system, he led an ad-hoc formation of Civil Guard units, SDF forces, militia, and mercenaries to fight against invading Solarian Restoration Front units. This force — called the Navarro Brigade by some — held out until regular Solarian forces arrived, and made its commander a hero of D’Anzin.&lt;br /&gt;
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&#039;&#039;&#039;General Mbwana Oyenusi&#039;&#039;&#039;, Quartermaster General of the Solarian Armed Forces (QMSAF), is a Solarian Army officer who previously served as its chief logistics officer, and now carries out the same duty for the entire SAF. An extremely talented, though doubtlessly overworked, man, Oyenusi has the unenviable task of ensuring the military logistics apparatus is ready to handle any and all situations thrown at it, ranging from military operations to training to disaster relief. While he does not have a combat command, Oyenusi is responsible for the operation of many supply routes run by military, merchant marine, and civilian-operated vessels. Already bald, Oyenusi jokes he would have lost all of his hair from stress if any remained. Prior to joining the SAF, Oyenusi worked as a logistics manager on [[Callisto]], where he helped manage a family-owned logistics firm alongside his father.&lt;br /&gt;
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==Logistics and Standardization==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Equipping millions of soldiers, sailors, and marines – let alone our reserve units in our member-states – is stressful enough to make women gray and men bald, prime minister. They chose me because I was already bald,”&amp;lt;/i&amp;gt; - General Mbwana Oyenusi, Quartermaster General of the SAF, to PM Strom, 29 June 2467.&amp;lt;/center&amp;gt;&lt;br /&gt;
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As the largest organized military in the modern [[Orion Spur]], simply maintaining the SAF requires an extensive logistics network which must be ready to expand quickly — and dramatically — in the event of a war, disaster, or crisis. This logistics system is under the leadership of the &#039;&#039;&#039;Solarian Armed Forces Ordnance Corps&#039;&#039;&#039; and &#039;&#039;&#039;Quartermaster General Mbwana Oyenusi&#039;&#039;&#039;. Both the Navy and Army operate a large fleet of support craft ranging from humble cargo shuttles to the Navy’s massive Atlas-class mobile fleet repair vessels, and numerous civilian businesses and vessels operate in contracts to support the SAF by producing or moving supplies to wherever they are needed. While megacorporations such as Orion Express have expressed interest in acquiring transportation contracts from the SAF, the [[Sol Alliance#Economics|Solarian Corporate Authority (SCA)]] has consistently refused any megacorporation contracts with regard to matters of national security, citing the existence of the [[Stellar Corporate Conglomerate]] as a major security risk due to its close ties with Biesel.&lt;br /&gt;
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Production of Solarian military equipment was, prior to 2462, the domain of [[Hephaestus Industries]] for shipbuilding and [[Zavodskoi Interstellar]] for almost everything else. With the advent of the SCA in 2463 this production has diversified into a dizzying array of small to medium-scale firms across the Alliance, though Hephaestus facilities on New Hai Phong and Zavodskoi ones on [[Luna]] remain producers, which have at times struggeld to meet the quotas previously reached by megacorporate logistics systems. Despite this diversification in supply sources the SAF has retained a key aspect of its logistical success: its policy of standardization in caliber and uniforms, which has greatly simplified the process of supplying the typical Solarian infantryman. They — with some exceptions — use 5.56 Solarian rounds and a standard set of camouflage-conforming fatigues whether they are a marine in orbit or a system defense force reservist in a muddy foxhole.&lt;br /&gt;
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Also standardized is the Alliance’s rank system, which it inherited from the Earther governments which preceded it. Alliance military enlisted have ranks which correspond to the enlisted scale, ranging from OR-1 to OR-9, and officers having a similar scale, ranging from OF-1 to OF-10. Both have space for specialist ranks such as the senior enlisted advisors of Joint Military Command officers, and the scale system is used by every organized military and System Defense Force throughout the Alliance. With each branch — Army, Navy, and Marines — having different rank names and the Alliance’s dozens of SDFs having their own variations, this system is vital to preventing confusion during joint operations such as the Martian Campaign or the ending phase of the civil war.&lt;br /&gt;
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While durable and able to supply the Alliance’s military forces with whatever they need — with units requiring everything from ration-filled crates to artillery shells to naval-grade fuels to toilet paper — the immense amount of investment required to provision the SAF has made it difficult to introduce new weapons and technologies at a large scale. While Biesel, Galatea, and Elyra have moved away from a ballistics-first military and seen their logistics need lessen due to ammunition being rechargeable — though in [[Republic of Elyra|Elyra’s case]], many of their energy-based weapons retain conventional ammunition systems — the Alliance has not due to the prohibitive cost of setting up production capacity to replace the millions of standard-issue M469 assault rifles already in service. Energy weapons remain experimental or limited-issue in Solarian service, and pre-2462 attempts to introduce them were stymied by inefficiency and corruption.&lt;br /&gt;
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Unique among major powers, the Alliance provides a license to produce some military equipment to entities approved by the [[Sol Alliance#Government|Solarian Senate]]. These include approved mercenary units such as the [[Private Military Contracting Group#Eridani Private Military Contractors|Eridanian Golden Fist]], the [[Eridani Federation Military|Eridanian military]], and the [[Dominian Imperial Military]]. The [[Empire of Dominia]] has purchased licenses for several Solarian weapon systems, including incendiary grenades, and produces them locally, while the [[Eridani Federation|Eridani Federation’s]] unique status in the Alliance allows it to both produce local equipment to outfit its private military contractors and to fill gaps with Solarian equipment where needed. Much of the heavy equipment used by [[Private Military Contracting Group#Ringspire|Ringspire]] on [[Adhomai]] was made through this program, with license-produced Solarian Army vehicles performing well in the PMC’s butchery.&lt;br /&gt;
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===Non-Humans in the Solarian Armed Forces===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“As far as I’m concerned? The Ban didn’t go far enough! We should carpet bomb their whole [censored] [[Adhomai|planet]], really give them a [censored] taste of what they did to us [https://forums.aurorastation.org/topic/2816-sol-alliance-news-network/?do=findComment&amp;amp;comment=141866| here]! Send the Navy in and have them clean it up! Get those [censored] [[Unathi|lizards]] too!”&amp;lt;/i&amp;gt; — Anonymous [[New Hai Phong|New Hai Phonger]] speaking to the Solarian Alliance News Network in the aftermath of bombings carried out by the [[Tajaran Emigration#Tajara Revolutionary Army|Tajara Revolutionary Army]]. Unaired due to foul language.&amp;lt;/center&amp;gt;&lt;br /&gt;
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No branch of the Solarian Armed Forces aside from rare System Defense Forces has, at any time, recruited an alien species into its ranks. The reasons for this are rooted in both simple practicality and the entrenched xenophobia common in much of the Solarian Alliance, which contributes to a belief that aliens are simply not to be trusted. Practically speaking the three SAF branches are massive organizations which would only marginally benefit from alien recruits and would have to incur an expensive cost as different species demand wildly different equipment, such as fitted voidsuits and armor, and different accommodations.&lt;br /&gt;
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On the less practical side the Solarian culture of alien distrust has been applied to each species and also argued. To the typical SAF official even the most trustworthy alien is less reliable than the worst human recruit . The SAF is not, and will never be, a force for alien tolerance in the Alliance. From an outright less xenophobic perspective, the Solarian Armed Forces&#039; traditions place a great deal of ideological and cultural importance on the idea of the military as the protector of Solarian humanity. To allow aliens into its ranks has long been considered a betrayal of that ideal, and that compromising this deeply-held tenet would be an unacceptable transgression against the Alliance itself, its human citizens, and the fundamental values of the Alliance&#039;s military.&lt;br /&gt;
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[[Sol Alliance#IPC in the Sol Alliance Military|Positronics]], on the contrary, are highly valued in the SAF. Having had a long history of using [[San Colette#Drone Warfare|drones]], the adoption of positronic intelligence was viewed as the next step in a long line of military robotics. For the longest time, however, IPC and other synthetics have been relegated to support and logistics roles due to mistrust and concerns over their ability to survive in combat scenarios. The collapse has led the SAF to begin looking at IPC in order to fill the gap in its manpower, with the Navy in particular eagerly adopting them in combat roles, placing the machines as both gunners and pilots, and employing traditional shipborne AI to assist and in some cases replace crewmembers. Although assuring the public that combat IPC are a temporary measure given the crisis, some observers note that funding towards further research of combat AI has increased since their adoption.&lt;br /&gt;
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==Dominia and the Solarian Armed Forces==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“By order of my Emperor, Boleslaw Keeser I, I address to you our Fleet and Empire’s highest felicitations and congratulations for your exemplary victory in the northern provinces. Long may [[Sol|Sol’s]] light shine across the [[Orion Spur|Spur]]!”&amp;lt;/i&amp;gt; - Grand Admiral Huiling Zhao of the [[Dominian Imperial Military#His Imperial Majesty’s Fleet|Imperial Fleet]] in an official letter to Secretary of Defense Courtois, July 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Dominian Flag Horizontal.png|thumb|The flag of the Empire of Dominia, an authoritarian state in the Southern Spur aligned with the Solarian Alliance.]]&lt;br /&gt;
The relationship between the [[Empire of Dominia]] and the Solarian military stretches back to before the Empire’s founding, beginning shortly after the Empire’s predecessor states unintentionally contacted the Alliance during the [[Empire of Dominia#The War of Moroz|War of Moroz]]. Both the Solarian Army and Navy sent military observers to the Imperial Alliance’s forces who reported back to the Alliance about its successes, failures, and on the structure of the belligerent nations. Solarian military attachés were some of the first individuals from outside Dominia to write on the planet’s unique culture and history, and reported to Unity Station that the Empire had strategic potential for use as a counterbalance against Elyran influence in the southern region. The Republic, after all, had only seceded in 2302 — a recent memory for the officers on Moroz in the mid-2300s. Military liaisons wrote approvingly of a state which was, though still new, eager to learn and could become a large market for Solarian defense companies such as Zavodskoi Interstellar.&lt;br /&gt;
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With the Empire’s formation in 2385 the Alliance ramped up its aid efforts. With only a scraped-together excuse for what they called the Imperial Fleet, the Empire sent its best naval cadets and officers — generally belonging to houses Zhao or Kaneko — to Luna to study the Alliance’s naval tactics, and they were enrolled in the Solarian Naval Academy in Hangzhou alongside dozens of Solarian officers — mostly Lunarians. These officers, including then-Cadet Jitsuko Kaneko, soon to be a major figure in the nascent Imperial Fleet, excelled at their duties, and several Morozian cadets have been seconded to every academy class, with the exception of the 2460-65 period. Most of the earliest true Imperial Fleet warships were either made in Solarian facilities before being shipped to Mira Sancta or Zhurong for final work, or purchased wholesale from the Alliance’s reserve vessels. This tradition continues symbolically, with one gun of the Moroz-class dreadnought HIMFS Moroz and one gun of the Diyu-class dreadnought SAMV Gunnhildur each having been completed in the other nation’s foundries.&lt;br /&gt;
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The [[Dominian Imperial Military#The Imperial Army|Imperial Army]] likewise benefited from Solarian aid, both in training and in equipment. While they were experienced with planetary warfare the generals of the early Imperial Army were unfamiliar with warfare on an interstellar scale, and Solarian training during the late 24th and early 25th centuries likely helped turn the invasion of Sun Reach in 2422 into a lightning victory for the Empire. While Solarian Army surplus has long vanished into the scrapyards of Jinxiang and Zhurong — though some antiquated stock is used to equip the Home Guard, Sun Reach’s paramilitary scout force — some of the Imperial Army’s equipment remains closely related to — or licensed copies of — their Solarian counterparts.  The Empire and Alliance operate several joint training facilities for ground troops, with Solarian troops sometimes learning IED disposal from Dominian pioneers and their Dominian counterparts learning exosuit operation from Solarian vehicle crews.&lt;br /&gt;
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==The Solarian Navy==&lt;br /&gt;
[[File:Sol_Alliance_Navy.png|thumb|The symbol of the modern Solarian Navy.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Before the Interstellar War, the Solarian Navy was the largest and most perfect fighting force in the galaxy. That is, on the surface level. The admiralty of those years made the greatest mistake of pursuing strength in infinite numbers – a decision that would culminate in the Solarian Civil War.”&amp;lt;/i&amp;gt; – Excerpt from Lucien Courtois’ graduation thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The largest single branch of the SAF is the Solarian Alliance Navy (SAN). With millions of uniformed personnel scattered across dozens — if not hundreds — of planets, garrisons, starbases, fleets, and other facilities it may very well be the largest organized fighting force in the galaxy, and has the influence to match. The Navy has long held significant sway over Solarian politics due to both its size and its vital role in securing safe interstellar commerce and travel in the Alliance. This sway has long ensured the Navy is well-funded and it has long been on the cutting edge of Solarian defense spending. Its role in defending planets and shipping from piracy has historically given it a positive image in the eyes of many Solarians, many of with some notable exceptions such as Callisto -- long at odds with the Navy over the policing of trade and commerce flowing in through the moon’s spaceports. This positive view dimmed during the late 2450s and early 2460s, when the Navy became closely intertwined in the fascistic ATLAS-led government of Prime Minister Michael Frost.&lt;br /&gt;
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By 2462 the broad powers granted to the Navy to ensure the Alliance, then the largest human nation in the Orion Spur, remained safe and secure combined with limited oversight of the Navy to incubate a culture of graft, corruption, and rampant Caesarism in its ranks. As one traveled further from the Inner Ring these problems worsened: Solarian operational thinking prioritized more reliable officers for the defense of the Inner Ring while less reliable officers, and underperforming ones, were sent to the Outer Ring, wits its less strategic worlds. These admirals were given poor troops and little oversight by the Admiralty, allowing them to become their own masters and shape their assigned fleet to be loyal to their admiral over their Alliance.&lt;br /&gt;
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Between 2462 and 2465, defections, reforms, and attrition associated with the Solarian Civil War have taken the Navy from 200 fleets to 100. In 2465 a SISA discovery many officers were funneling supplies to radical warlords such as the Solarian Restoration Front caused a large purge of its upper ranks spearheaded by Secretary of Defense Lucien Courtois, allowing him to further already-existant reforms the Navy began in 2462. The Navy’s rapid defeat of warlords in the Northern Reaches have vindicated Courtois and the reformists, and brought the Navy back much of the prestige it lost in the Solarian Collapse of 2462.&lt;br /&gt;
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Now, in the late 2460s, the Solarian Navy has regained much of its earlier edge through a combination of reforms and ineffective units being disbanded. Most of its units have gained valuable combat experience in the final phase of the Solarian Civil War, which saw the largest interstellar engagements since the Interstellar War, and dated equipment has been replaced by domestically-produced or Einstein-manfactured upgrades able to compete with the Republic of Biesel&#039;s corporate equipment. In the Northern Reaches, it has reconstituted much of its defensive lines against the Coalition, while in the south old ties with the Dominian Imperial Fleet have been reestablished. Recent naval exercises such as OBSIDIAN CAGE 67 have shown the Solarian Navy at some of its highest readiness levels of the century, and it is likely Biesel&#039;s Republican Fleet watches the reinvigorated SAN with great nervousness: wondering when, not if, the old titan will strike it hard.&lt;br /&gt;
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===Solarian Navy Structure===&lt;br /&gt;
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The Solarian admiralty has long devoted a significant amount of its time to the logistics and operation of the increasingly-massive Navy, which peaked at 200 fleets — each, in theory, consisting of 100 ships — shortly before the Solarian Collapse of 2462. These fleets were, prior to the Collapse and Courtois’ reforms which followed it, organized into battlegroups of five fleets for greater cohesion in the event of war, with each fleet led by an Admiral and each battlegroup led by a Fleet Admiral. However, many “battlegroups” in the Outer and Middle Rings were spread across vast distances or contained disloyal elements which prevented them from functioning properly, with only a few — such as the [[Human Wildlands#The Southern Solarian Military District|Visegrad-based 1st Middle Ring Battlegroup]] (1MRB, sometimes referred to as a “Battlefleet” locally) — able to maintain both cohesion and loyalty as the Alliance spiraled towards the Collapse. Reforms by Courtois have reduced the total number of battlegroups by increasing the number of fleets per formation to ten, which has greatly assisted in command due to reducing the number of often-bickering Fleet Admirals by half.&lt;br /&gt;
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Navy fleets themselves are divided into three categories by the admiralty to represent their readiness in the event of an interstellar conflict. These categories are combat battlegroups, patrol battlegroups, and garrison battlegroups. Combat battlegroups are, as the name implies, fully-equipped and ready for combat at a moment’s notice. This classification generally only applied to Inner Ring battlegroups in the months before the Collapse. Standing slightly below combat battlegroups are patrol battlegroups: understrength, but otherwise combat-capable, formations fit for patrol duties but not for engaging full enemy formations. Below this swells the garrison battlegroup: an understrength formation so named as it is only trusted to hold a position and is not expected to perform complicated maneuvers. A fourth, though officially unrecognized, formation is the “ersatz” battlegroup. These formations are improvised and consist of whatever units were available at the time for the area’s Fleet Admiral. Last seen in the Interstellar War, ersatz battlegroups have returned in the Wildlands.&lt;br /&gt;
[[File:Navy graduation.png|A Lunarian officer of the Solarian Navy at her graduation ceremony.|thumb]]&lt;br /&gt;
Unlike the Army the personnel of the Navy are heavily divided by class and background thanks to the Luna-centric nature of its admiralty and officer class, and are even further divided based upon the Ring they are located in — an ironic echo of the Interstellar War. High-ranking officers are almost always Lunan by birth, and graduation photos from the Solarian Naval Academy are dominated by the tall, thin, and pale appearances of Lunans who have grown up in the moon’s characteristically lower gravity. These Lunan officers generally settle into command roles in the Inner, and sometimes Middle, Rings due to their perceived loyalty and familial connections — some families on [[Luna]] have served the Navy since its conception and hold significant influence over it. Officers of “lesser” importance, such as those in the Middle and Outer Rings, such as Fleet Admiral Klaudia Szalai, are often recruited and educated locally, and can be of wildly varying quality and loyalty.&lt;br /&gt;
[[File:Navy loading.png|350px|A Solarian Navy petty officer loading a Zavodskoi-produced &amp;quot;Longbow&amp;quot; naval gun. A common sight on smaller vessels which cannot easily fit larger coilguns.|thumb]]&lt;br /&gt;
Much of the Navy’s enlisted personnel is recruited locally out of convenience and its enlisted ranks are overwhelmingly dominated by those of poorer economic backgrounds, particularly when compared to its Lunan officers, such as Martians, Jintarians, and residents of the Outer and Middle Rings. The men and women which make up the vast majority of the Navy’s fighting force are, like their officers, often of debatable quality due to corruption, graft, and the megalomaniac tendencies of many officers. Prior to the Collapse most of the best enlisted— regardless of their origins — were eventually transferred out of the Outer and Middle Rings and into the Inner Rings due to the Admiralty placing a greater emphasis upon the Inner Ring.&lt;br /&gt;
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Fleet formation was, prior to the Collapse, marred by similar issues. Some fleets were recruited using the “Alliance-wide,” model where ships and personnel were recruited from across the Alliance and trained in the Sol System and its surroundings in order to ensure the best performance. These fleets were then deployed to strategic areas (generally in the Inner or Middle Rings) and placed under the command of a Solarian Naval Academy graduate to ensure the greatest possible quality. While expensive and often taking an extended period to train, these Alliance-wide fleets proved their mettle during the Collapse: no systems garrisoned by them were lost and none defected.&lt;br /&gt;
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But most Solarian fleets were not recruited using this method and were instead mobilized through the “system-wide,” method wherein a fleet’s personnel and officers were recruited and trained in the same system, and generally stationed nearby this system. In theory this was not a horrible idea: logically, military forces would fight harder for their homes than for another system. However, it did not result in the expected outcome: system-wide fleets were often shuffled from system to system and their shared origin made them more loyal to their admirals than the broader Alliance. Though many stayed loyal to the Alliance, and some managed fighting retreats to the Inner Ring, all defected — or otherwise lost — fleets during the Collapse were of the system-wide recruitment model.&lt;br /&gt;
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===Solarian Alliance Merchant Marine===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Often forgotten by historians and naval officers alike, the merchant mariner of the Alliance has been critical to victory or defeat in space throughout the Alliance’s history,”&amp;lt;/i&amp;gt; -  Excerpt from Lucien Courtois’ thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Consisting of Solarian civilian and government-owned merchant vessels above a certain tonnage, the Solarian Alliance Merchant Marine (generally known as the Merchant Marine) is a civilian organization under the Department of the Interior. Its role is to establish a universal set of laws, regulations, and training for Solarian civilian ship crew, and its members are known as merchant mariners. During wartime or other times of crisis the Merchant Marine can be assigned to the Solarian Navy as an auxiliary logistics force, though its members remain subject to civilian maritime law and do not hold military ranks (though their ship captains can be commissioned as deemed necessary).&lt;br /&gt;
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Most Solarian sailors have gone through either the Merchant Marine or one of its training programs, and its safety regulations — such as the presence of oxygen tanks and EVA equipment throughout a ship — have influenced interstellar shipping across the modern Spur. The civilian nature of the Merchant Marine has led to friction with the Navy during wartime, with naval officers coming into conflict with the often unionized crews of merchant ships over the amount of hours they intend their civilian counterparts to work.&lt;br /&gt;
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===Naval Landing Divisions===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“War is too serious a matter to entrust to military men,”&amp;lt;/i&amp;gt; - Georges Clemenceau, Prime Minister of France.&amp;lt;/center&amp;gt;&lt;br /&gt;
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A pre-2462 institution which has mostly been disbanded by the CNO and SecD, Naval Landing Divisions (NLDs) were an attempt by the Solarian Navy’s admiralty to address its lack of ground personnel beyond marines. NLDs were its attempt to address this problem, and – to some scholars of the Solarian military – represent the Navy’s most extreme attempt at achieving total operational independence from the rest of the military, and forming a separate military within the military itself. Generally smaller than a comparative Solarian Army division, they were made up of non-marine Navy personnel – though the Marine Corps often provided advisors and officers – and initially intended to serve as security personnel for planetside naval facilities where the EVA training of marines would not – in the views of Navy and Marine officers – be put to effective use. Mission creep led to these platoon- and company-sized units slowly expanding, acquiring heavier equipment (sometimes diverted from Army stocks and resupplies), and morphing into brigade-sized entities. Never officially approved by the Department of Defense, bureaucrat after bureaucrat opted to look the other way on these divisions until 2462. Many admirals skimped on training for their NLDs, instead viewing them as pet projects and a way to spite the Army. If such an underfunded, maligned branch could do ground warfare, surely the Navy could as well!&lt;br /&gt;
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During the early phase of the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]] these units were heavily utilized by many warlord and secessionist admirals, such as the forces of the Solarian Restoration Front, due to being more well-equipped than many System Defense Forces. Others, such as the 1st Battlegroup, had theirs disbanded out of security concerns. The SRF’s landing divisions – collectively known as the Hopper Group – performed worse than the fleet’s marines and the Lycorii National Armed Forces due to the Group’s poor training standards, and was assigned to rear-line duties where it became responsible for hunting insurgents and enemies of the Front’s “new Solarian state.” Its leader was among those tried and executed for war crimes following the civil war’s end. NLDs from the League of Independent Corporate-Free Systems – known as the Free Sailors’ Union –  engaged in looting and show trials of those accused of corporate sympathies, with its leader tried and imprisoned for thirty years due to looting and mistreatment of Solarian civilians.&lt;br /&gt;
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The use of NLDs by admirals to carve out their own statelets during the Solarian Civil War’s early phase – and the grotesque excesses committed by many – led to dogged attempts by the CNO and SecD to dissolve them and dramatically reduce their sizes, with much of their excess equipment going to the Army. Navy security detachments remain, though reduced to their pre-NLD sizes and often supplemented by marines. NLDs remain a symbol of the Navy’s Caesarism and the threat it once posed to the Solarian government it is meant to protect.&lt;br /&gt;
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===Notable Facilities===&lt;br /&gt;
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Located on [[Luna]] in Harmony City, the &#039;&#039;&#039;Solarian Admiralty&#039;&#039;&#039; serves as high command for the entire Solarian Navy. While it started its existence as a small building mostly responsible for managing armed platforms tasked with destroying asteroids and other potentially harmful celestial objects, the Admiralty has grown over the intervening decades into a massive complex which is a city District unto itself. Solarian Naval Central Command (SNCC) looks over the district at nearly a hundred stories tall and stands as one of, if not the, most important buildings in the modern Alliance. The Admiralty is rumored to have dozens, if not hundreds, of underground facilities scattered across the Admiralty containing everything from mundane paperwork to intelligence on the Stellar Corporate Conglomerate to blacksites for especially infamous prisoners. Though its reputation has been tarnished by the Collapse, the Admiralty remains an unshakable feature of Luna.&lt;br /&gt;
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Located on [[Luna]] in Hangzhou, the &#039;&#039;&#039;Solarian Navy Academy&#039;&#039;&#039; is the premier — and to Lunarians, the only — institute of naval military education in the Alliance. Established in 2115 continuously functional ever since this point the Academy, as it is often simply known, has long had a reputation of producing only the finest naval officers in the Alliance. But this reputation for excellence has made the Academy an extremely difficult institution to gain entry into — particularly if one is not from the Inner Ring. Certain Lunarian families, such as the ancient Varnhagen und Langenburg family, have long held sway over the Academy’s curriculum and membership in such a family — either by blood or covenant — is a near-certain way to gain access to its halls. Academy officers, in addition to their renowned quality, are generally more loyal to the Alliance than their non-Academy counterparts. Few Academy graduates defected during the Collapse and those that have, such as the Solarian Restoration Front’s Florentina von Keyserling, have been stricken from its graduation rolls.&lt;br /&gt;
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Created during the Interstellar War by the SAF as part of operation ULTRAMARINE TOMB, an effort to learn from its defeats during the war, the &#039;&#039;&#039;Korolgrad Solarian Naval Air Forces Interceptor Tactics Academy&#039;&#039;&#039;, otherwise known as &#039;&#039;&#039;TOPGUN&#039;&#039;&#039; (or by its earlier code name, “&#039;&#039;Lawn Darts&#039;&#039;”), is the Solarian Navy’s advanced fighter pilot training program. Despite attempts to establish it on Luna the SAF opted for Pluto, intending to use the nearby Oort Cloud as a proving ground. TOPGUN curriculum is kept at the highest quality through a rigorous internal review process, known as “party committee” by its staff, where mediocre ideas (and instructors) are chaffed out. The program was a major success during the Interstellar War and saw the SAN’s aviation wing end with a dramatic 14:1 kill ratio when the war ended. The Academy maintains a reputation for excellence in the 25th century. The lowest kill ratio of its graduates in Solarian service came during the Solarian Civil War, when classmates turned guns on one another in the Wildlands. TOPGUN saw its first foreign enrollment in 2466, when pilots from the Dominian Imperial Fleet’s air arm arrived for instruction. Its distinctive insignia is a Xanan vessel in stylized gun sights, with the most recent vessel being a Shrike-class corvette.&lt;br /&gt;
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In the orbit of Uranus lies the mundanely-named &#039;&#039;&#039;Solarian Naval Maintenance, Regeneration, and Repair Facility&#039;&#039;&#039; which is, thanks to its awful abbreviation of “&#039;&#039;&#039;SNMRRF&#039;&#039;&#039;” (occasionally phoneticized as “&#039;&#039;&#039;Smurf&#039;&#039;&#039;”), commonly referred to as “the Boneyard.” The Boneyard is a massive facility filled with outdated and mothballed hulls ranging in size from fighter aircraft to battleships which remain on the official Navy registry but are, in reality, either too outdated or too damaged to effectively operate alongside their counterparts. Boneyard vessels are, particularly since the Collapse, often cannibalized for parts or — in rare cases — “refloated” and pressed back into service. The pirate raid which brought Frost into power as Prime Minister targeted the Boneyard and stole multiple warships the former Admiral later returned with, eventually catapulting himself into popularity. Many have long theorized this “raid” and Frost’s success after was an inside job planned by Navy officers to place one of their own in power and have pointed to a multitude of “coincidences” as evidence. The fact that the raiders were never caught but were “engaged and destroyed,” the sensors monitoring Boneyard and its defenses being off at the same time, the raiders only hitting the Boneyard rather than any civilian targets or the nearby Navy sensor stations, the fact that the raiders were able to spoof a brand-new Solarian Navy ID code, and the fact that the leaker — a reformer — was one of the only deaths in the raid.&lt;br /&gt;
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===Notable Navy Forces===&lt;br /&gt;
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&#039;&#039;&#039;1st Battlegroup, “The First”&#039;&#039;&#039;&lt;br /&gt;
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The most venerable and oldest of the Alliance’s battlegroups, the First has fought in every major interstellar conflict the Alliance has officially participated in. It is responsible for decisively destroying the Coalition’s naval forces in the Battle of Xanu and has long preserved the Xanan naval battle standard captured during the battle in the Admiralty. The first five fleets of the First are overwhelmingly Lunan. The next five, which were integrated into it following Courtois’ reforms, are five of the highest-quality Alliance-wide fleets in the Alliance. Officers of the First can easily be identified by their distinctive oak leaves, which are typically placed in the side of their caps. The First is currently commanded by Fleet Admiral Ingrid von Varnhagen und Langenburg, a Lunan graduate of the Solarian Naval Academy firmly in Courtois’ reformist faction. The Fleet Admiral of the First is issued a saber as their badge of office and is expected to wear it at all times while commanding, regardless of practicality. The sword itself, while unnamed, is a priceless heirloom which has been passed down from Fleet Admiral to Fleet Admiral since the founding of the First, and to lose it is simply inconceivable.&lt;br /&gt;
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The First was the Alliance’s vanguard force during the Solarian Intervention in San Colette, with its flagship — the SAMV &#039;&#039;Gunnhildr&#039;&#039; — the first Navy vessel in the [[San Colette|Nueva Patria System]]. After destroying the Solarian Restoration Front’s forces in the system and accepting San Colette back into the Alliance, the first went on to free much of the central Northern Reaches from Front occupation and was the first Navy battlegroup to reach the Coalition’s border. The First has since returned to its berth in the Sol System, but remains ready to deploy anywhere in the Alliance upon short notice using its advanced warp drives.&lt;br /&gt;
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&#039;&#039;&#039;[[Human Wildlands#The Southern Solarian Military District|1st Middle Ring Battlegroup]]&#039;&#039;&#039;&lt;br /&gt;
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Regarded as one of the highest-quality battlegroups prior to the Collapse, the 1MRB under Fleet Admiral Klaudia Szalai, despite never formally defecting from the Alliance, spent much of the Solarian Civil War cut off from the broader Alliance and struggling against difficult odds. The five fleets of the 1MRB were understrength prior to the Collapse and were worn down by fighting against pirates, defected Solarian Navy personnel, and — at times — the Tau Ceti Foreign Legion, which it has engaged during cross-border raids by the 1MRB and border disputes with the CRZ until 2464. The 1MRB was never defeated upon the field of battle and remained steadfast in its loyalty to Sol, though many of its personnel — almost all of which hail from Visegrad or its surrounding systems — became concerned at the Navy’s non-intervention in the Southern Reaches prior to 2465.&lt;br /&gt;
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Following the Solarian reunification the 1MRB has been folded back into the Navy’s roster of active-duty fleets alongside Myo Yunso’s nearby 6MRB, based in Sankt Frederick. The return of Visegrad to the Alliance has seen the 1MRB rearmed and restored to full strength, now equipped with modern Navy vessels and warp drives. It is now one of the major Navy forces in the Southern Reaches, and remains based in Visegrad.&lt;br /&gt;
[[File:Marines SRF.png|300px|thumb|Assembled marines of the 15th Marine Regiment, now serving as part of the Solarian Restoration Front.]]&lt;br /&gt;
&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|35th Fleet]]&#039;&#039;&#039;&lt;br /&gt;
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One of the most infamous Solarian fleets in the Navy’s history, the 35th was formed after the Interstellar War and stationed near Tau Ceti in order to keep the strategic system safe. Tau Ceti’s defection — which many 35th officers hailed from — was viewed by the Fleet as a betrayal, and its rapid embrace of aliens after the defection was viewed as a further compromise of Solarian values. This hatred has, over the years between Tau Ceti’s defection and the Collapse, twisted the 35th into what it was prior to its invasion of Tau Ceti: one of the most xenophobic, fanatical, and nationalistic Solarian fleets. The losses it suffered during the invasion and its seeming betrayal by the broader Alliance further radicalized the 35th, which returned to its berth in Lycoris and declared the Solarian Restoration Front in 2462, and rapidly set about purging aliens — who they blamed for the Collapse — from the area they controlled. Though the Navy has officially disavowed the 35th and declared its officers traitors to the Alliance many, particularly those formerly loyal to Frost, flocked to its banner.&lt;br /&gt;
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In 2465 the Front began the War in the Northern Wildlands through an invasion of the nearby Middle Ring Shield Pact. Though it initially found success the 35th Fleet and its fellow Front fleets were defeated by the Solarian Navy during its intervention and have been officially struck from the Navy’s fleet roster. Many of its flag officers were tried by the Solarian Department of Justice for crimes against humanity following the civil war’s end, and were sentenced to either death or life imprisonment.&lt;br /&gt;
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&#039;&#039;&#039;25th Fleet&#039;&#039;&#039;&lt;br /&gt;
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When the 25th, primarily consisting of Silversunners, was ordered into Biesel to stop rogue Admiral Michael Frost it could have never anticipated the consequences its orders would have for the Spur. Despite the apprehension its officers and enlisted felt when they were ordered into what was, at least officially, a rebellious Solarian system ruled by an illegitimate government, the 25th followed its orders. The 25th was badly mauled by the 33rd in one of the first engagements between Solarian Navy vessels since the Interstellar War, but it pushed the 33rd out of the system and returned Biesel to a modicum of normality. The population of Biesel was understandably cold towards them, but the Admiralty promised rewards for the deed. But no rewards appeared as, nearly as soon as he had been imprisoned, Frost was swept back into power and became Prime Minister. The new PM punished the 25th severely, and sent them to an ignominious duty: to serve as an auxiliary for one of the worst battlegroups in the Navy, the 10th Middle Ring Battlegroup. But the 25th was not broken by this and, thanks to its superior equipment and training, they fought their way back to their original berth of Silversun, arriving battered and bruised — yet unbowed — in summer 2463 to a hero’s welcome. Now the 25th has a new home: the prestigious 1st Battlegroup.&lt;br /&gt;
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The 25th Fleet was the first Solarian Navy force to engage the Solarian Restoration Front in 2465 and was present during the Navy’s intervention in the Nueva Patria System, where it served as the screening force for the dreadnought SAMV &#039;&#039;Gunnhildr&#039;&#039;. Perhaps no Solarian Navy force fought harder than the 25th did, and they were the first fleet to reach the Coalition’s border.&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;
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===Solarian Ship Classes===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Carrier&#039;&#039;&#039;&lt;br /&gt;
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The carrier occupies a critical role in Solarian operational doctrine along with the battleships it supports. Carriers are often the largest and most important ships in a Solarian fleet, and typically serve as flagships. The largest of this class are hundreds of meters long and are often regarded as floating cities due to the size of their crews. Carrier classes are generally named after geographic features.&lt;br /&gt;
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&#039;&#039;&#039;Supercarrier&#039;&#039;&#039;&lt;br /&gt;
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With only a handful ever built, the supercarriers of the Solarian Navy are very rarely seen outside of the Jewel Worlds. These gargantuan vessels are nearly a kilometer long and stand as some of the largest vessels ever constructed in the Orion Spur. A supercarrier is always the flagship of its fleet, and none have ever been lost in combat. Supercarriers have a near-mythical reputation in the Alliance due to their rarity and Navy-funded media, which often promotes them as the peak of Solarian military might. Some in the Navy grumble at this deification, instead viewing the tried-and-true dreadnoughts as the peak of the Navy. Ships of the only active supercarrier class used by the Navy, the &amp;lt;i&amp;gt;Thule&amp;lt;/i&amp;gt;-class, derive their names from mythological geographical features.&lt;br /&gt;
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&#039;&#039;&#039;Dreadnought&#039;&#039;&#039;&lt;br /&gt;
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The most well-armed and heavily-armored of the Solarian Navy’s battleship classes are designated as dreadnoughts by the Admiralty. To many the dreadnoughts are the unbeatable pride of the Navy which helped it win victory after victory in the Interstellar War before cowardly politicians snatched it from them. To others they are a reminder of how backwards-facing the Navy can be at times, and how obsessed many of its officers have become with its former glories. Recently reformers have chipped away at much of the dreadnought’s mythical image, and the classification may very well be on its last legs due to recent naval reforms. Fitting their near-mythic reputation, ships of these classes are generally named after mythological figures.&lt;br /&gt;
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&#039;&#039;&#039;Battleship&#039;&#039;&#039;&lt;br /&gt;
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Solarian battleships are heavily-armed and heavily-armored testaments to the unchallenged naval supremacy of the Alliance. Battleships were commonly seen in all three Rings of the Alliance prior to the Collapse and now often serve as flagships of defected or rogue fleets. These ships-of-the-line are often in disrepair due to having been run ragged by their warlord masters and are, generally speaking, outdated compared to contemporary examples still loyal to the Alliance. Both battleships and fast battleships are typically named after cities.&lt;br /&gt;
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&#039;&#039;&#039;Fast Battleship&#039;&#039;&#039;&lt;br /&gt;
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A post-Interstellar War innovation, the fast battleship classes of the Solarian Navy are intended to fill gaps in patrol fleets where a full battleship is unnecessary but a cruiser is insufficient. Fast battleships trade armor and firepower for speed and operational range, making them ideal for patrols in the former Alliance Neutral Zone. During the Solarian Civil War many ships of this class ended up in the hands of warlords due to the class primarily serving in the Middle and Outer Rings. Here they have excelled at a role they were never meant for: raiding and terrorizing the civilian populations they were built to protect.&lt;br /&gt;
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&#039;&#039;&#039;Cruiser&#039;&#039;&#039;&lt;br /&gt;
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Cruisers have long served as the backbone of the Solarian Navy. These vessels are typically divided into two classes: light and heavy. Like their larger counterparts, both categories of destroyers are generally named after cities with light cruisers favoring the cities of the Middle and Outer Rings. Many heavy cruisers are instead named after prominent Solarian figures, perhaps due to their captains wishing to imitate the larger and grander battleships of the Navy.&lt;br /&gt;
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&#039;&#039;&#039;Heavy Cruiser&#039;&#039;&#039;&lt;br /&gt;
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Heavy cruisers such as the Taipei-class represent the peak of Solarian cruiser design. These heavily-armed and heavily-armored vessels closely resemble the battleships they escort but are significantly less expensive due to their smaller size. Many prospective future admirals seek to command a heavy cruiser for both this reason and for the prestige commanding one brings.&lt;br /&gt;
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&#039;&#039;&#039;Light Cruiser&#039;&#039;&#039;&lt;br /&gt;
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While less prestigious than their heavier counterparts, light cruisers fill a valuable niche in the Solarian Navy. Light cruisers are fast vessels which can operate for long distances without resupplying, which easily allows them to serve as the lead vessels of patrols when fast battleships are not available. However, most officers who one day aspire to command a fleet avoid light cruisers for this very reason: while it may mean command of a squadron, it is a command which affords very little prestige and is often assigned to those who lack the money or connections to play the Navy’s influence game. With many commanded by officers of debatable ability or loyalty (and at times a lack of both) prior to 2462 it should come as no great surprise that this ship class often formed the backbone of warlord fleets in the Wildlands.&lt;br /&gt;
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&#039;&#039;&#039;Destroyer&#039;&#039;&#039;&lt;br /&gt;
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Destroyers are well-armed but small vessels designed to assist the Alliance’s battlegroups and to protect the ships that truly matter: cruisers, battleships, and carriers. Prior to the Collapse destroyers were a common sight in the Middle and Outer Ring’s anti-piracy patrols, where they often commanded groups of smaller vessels. During the Solarian Civil War many destroyers fleets of warlords, where they served much the same purpose. Destroyer and destroyer escort class ships derive their names from stellar objects, though exceptions exist due to the sheer number of destroyers in the Solarian Navy.&lt;br /&gt;
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&#039;&#039;&#039;Escort Destroyer&#039;&#039;&#039;&lt;br /&gt;
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Only barely larger than a frigate, escort destroyers are intended to provide a modicum of protection to civilian and military convoys across the Alliance. Faster and fitted with better warp drives than many larger ships, a surprising amount of escort destroyers stationed in the Middle and Outer Ring opted to evacuate to the Inner Ring rather than remaining to assist warlords. Some naval scholars believe this is due to most destroyer escort captains and crews having been local recruits in their systems, and there are many stories from shortly after the Collapse of ships of this class limping into systems such as Sol filled with terrified refugees and exhausted sailors.&lt;br /&gt;
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&#039;&#039;&#039;Frigate&#039;&#039;&#039;&lt;br /&gt;
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Smaller than both destroyer classes and yet larger than a corvette, Solarian Navy frigates were a common sight in all three Rings prior to the Collapse. Though originally intended to serve exclusively as escort vessels for larger ships, frigates have, particularly in recent years, been pressed into a variety of roles they were never meant for such as pirate-hunting operations. Up-gunned variations of common frigate designs were often the best ships available in the Outer Ring for anti-piracy patrols and system defense. These ships proved ill-equipped to fight off the forces of defected warlord fleets, and most were destroyed or themselves defected. A sad fate for the ships of a class of little importance to the Lunan-dominated Admiralty. Due to their sheer number, frigates follow no clear naming scheme.&lt;br /&gt;
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&#039;&#039;&#039;Corvette&#039;&#039;&#039;&lt;br /&gt;
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The smallest rated combat vessels in the Solarian Navy, corvettes are often commanded by new officers or officers deemed failures by their superiors. Few officers wish to command a corvette for long, rightfully viewing them as career-killers in a Navy obsessed with larger ship classes. The Wildlands is covered in wrecks of this ship class as a result of constant squabbles between petty warlords over territory and the 2465 intervention of the SAF. With much of the support structure these warlord fleets relied on gone or unavailable, corvettes were often the first vessels scrapped for spare parts. Some desperate scavengers plunder these plundered wrecks, hoping to find even tiny scraps of useful materials. Like frigates, corvettes follow no consistent naming scheme.&lt;br /&gt;
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&#039;&#039;&#039;Support Craft&#039;&#039;&#039;&lt;br /&gt;
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The unsung and unappreciated wheels which ensure the Solarian Navy continues to turn, support craft and their crews are typically looked down upon by “real” warships and their crews. The classes found under this category are stunningly diverse and include everything from massive Hephaestus-produced fuel tankers to small courier vessels designed to carry the small-scale cargo required to keep a fleet fed and happy. Durring the Solarian Civil War many warlords and rogue admirals had very limited access to these support vessels, making them a target of raids and assaults as the struggle to fuel defected ships intensified.&lt;br /&gt;
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&#039;&#039;&#039;Carrier-Launched Aircraft&#039;&#039;&#039;&lt;br /&gt;
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Covering everything from multi-crew bombers to unmanned drones, carrier-based vessels are a cornerstone of the Navy which has long fought battleships for influence. Most of the time battleships have won this battle of influence, but some believe — particularly with recent reforms — that carriers and their craft will have their day in the limelight soon enough.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==The Solarian Marine Corps==&lt;br /&gt;
[[File:SAMC.png|thumb|The symbol of the Solarian Alliance Marine Corps.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Look like you know the joke right like you have to know it come ooooon. The whole joke of like ‘you don’t have to worry about asking if somebody’s a marine since they’ll tell you!‘”&amp;lt;/i&amp;gt; - Unknown Callistean bartender speaking to an Sol Alliance News Network reporter regarding the Navy’s presence on [[Callisto]] (2458).&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Marines training.png|250px|thumb|In order to become a full marine, a Corps recruit must first pass one of the most rigorous EVA training programs in the Spur. Many do not.]]&lt;br /&gt;
Though de facto an independent branch of the SAF, with its own member of the JMC, the Solarian Alliance Marine Corps (SAMC) is de jure an extension of the Navy. They travel in Navy ships, fight the Navy’s battles alongside it, and conduct ground operations they cannot do, though with their assistance. Prior to SecD Courtois&#039; reforms the SAMC had a reputation for avoiding planets, instead giving that duty to the chronically-underfunded Solarian Army or the SAN&#039;s many naval landing divisions. Since the reforms, it has taken a much more active role in taking and holding planetary ground. The SAMC&#039;s close ties to the Navy bring it funding, prestige, and eager recruits thanks to multiple lucrative deals with [[Venus|Cytherean]] media moguls that depict them in a positive light. Many Solarian children and teenagers see marines as heroes who are capable of doing anything they are asked to do as long as it benefits the Alliance.&lt;br /&gt;
&lt;br /&gt;
But the reality is often different from the glitzy, Cytherean image projected by popular culture. Many marines are recruited from economically disadvantaged backgrounds and are looked down upon by Navy officers for this reason, and Marine officers are expected to defer to the judgement of their Naval counterparts even if they are of the same rank. The Army looks down upon Marines for a different reason: it has long viewed them a “toy army” subordinate to the Navy, though this has begun to change with their more active role in ground operations following SecD Courtois&#039; reforms. Built-in classism present in the SAN has been harder to dispel, with the humble background of the typical Solarian marine still looked down upon by many officers.&lt;br /&gt;
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Yet the morale of the Marines remains high. The marines wholeheartedly view themselves as elite infantry of the SAF who do what others cannot or will not, even if they die trying. The SAMC brags they make the impossible possible, and intend to make good on their boasting.&lt;br /&gt;
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===Notable Marine Formations===&lt;br /&gt;
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&#039;&#039;&#039;1st Marine Division, &amp;quot;The Old Breed&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The 1st MARDIV has long been the elite 1st Battlegroup of the Solarian Navy&#039;s assigned marine division. Well-trained and well-equipped, the it served with distinction during the Interstellar War and the Solarian Civil War. While originally an Earther formation most of its enlisted marines and officers are now recruited from the Lunan working class, which has led to tensions with the 1st BG&#039;s mostly upper-class- and middle-class-originating officers. Most enlisted sailors come from similar working-class Lunan backgrounds, ensuring there is a great amount of camaraderie between marines and enlisted Navy personnel. The Solarian Army has long had a rivalry with the 1st MARDIV, seeing them as overfunded and underused, but the Joint Military Command&#039;s creation and the 1st MARDIV&#039;s actions during the civil war have patched up this relationship to a remarkable extent. The end of Naval Landing Divisions (NLDs) has also seen 1st MARDIV and Army toopers interacting far more, leading to better joint coordination. 1st MARDIV&#039;s symbol is a blue diamond depicting the Southern Cross with a red one, upon which is written &amp;quot;Guadalcanal,&amp;quot; connecting the division to its Earther roots.&lt;br /&gt;
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&#039;&#039;&#039;2d Marine Division, &amp;quot;The Black Berets&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The 2nd Battlegroup’s assigned marine division, the 2d MARDIV is a more heavily mechanized formation than other SAMC divisions and has been regularly deployed in ground operations by the 2nd Battlegroup. The mostly Soviet-originating marines of the Black Berets – named for their distinctive head cover found in no other SAMC unit – have historically been looked down upon by the Navy for their political beliefs, with most being members of the Solarian Communist Party, but are known to be tough, determined fighters willing to take and hold ground even in the face of incredible resistance. The Black Berets initially rose to prominence during the Siege of Xanu, where they were engaged in heavy urban fighting among the ruins of Kshatragarh and the planet’s other cities. The division proved its urban combat prowess again in 2465, when it became the first SAMC unit to make landfall on Lycoris. The 2d MARDIV’s insignia is a golden anchor on a black, circular badge.&lt;br /&gt;
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&#039;&#039;&#039;23d Marine Regiment, 11th MARDIV (Middle Ring), &amp;quot;The Uhlans&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Having the distinction of being the oldest and most storied marine unit to originate from the rainy world of Visegrad, the 23d Marine Regiment has in recent times become known for its close association with the commander of the fleet to which it is assigned: Fleet Admiral Klaudia Szalai, to whom the 23d had served as the former warlord&#039;s go-to crack unit under her command, being the keystone basis of many of the Fleet Admiral&#039;s military operations. &lt;br /&gt;
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Aside from having the reputation of being one of the most capable reconnaissance units in the Alliance&#039;s military, the 23d is known for sharing an intense rivalry with its Solarian Army counterpart - the 221st Infantry Division - over which unit is superior. This rivalry is characterized by ferocious competition with one another during multi-unit wargames, especially during operations taking place upon Visegrad.&lt;br /&gt;
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&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|15th Marine Regiment]]&#039;&#039;&#039;&lt;br /&gt;
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This regiment, which defected to the Solarian Restoration Front in 2462, served as the Marine detachment for the 35th Fleet of the SAN. Even before their defection they plagued by rumors of corruption and Caesarism, and a documented history of abuse towards non-humans that saw their commanding officer reprimanded by the Admiralty in 2459. Further investigations into the 15th were stopped by ATLAS in 2460, then fully halted by PM Frost when he came to power. During the 35th’s incursion into Tau Ceti the 15th’s behavior became so open it could no longer be hidden, and flickery videos of its marines executing Legionnaires or non-human Biesellites were a common sight on the Biesel extranet during and immediately following the incursion.&lt;br /&gt;
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In the Solarian Civil War the 15th became infamous for its brutality against civilians and opposing forces. It was destroyed during the Battle of D’Anzin by the combined forces of the Colettish Civil Guard and 2nd Venusian Air Cavalry Division, where it fought fanatically even when faced with impossible odds. Few of its marines were taken prisoner by the SAF, but several officers of the 15th were tried and sentenced for crimes against humanity by the Solarian Department of Justice. Like the 33rd, it has been officially struck from the SAMC roster.&lt;br /&gt;
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&#039;&#039;&#039;33rd Marine Regiment&#039;&#039;&#039;&lt;br /&gt;
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Prior to his ascension as Prime Minister the 33rd served under the command of then-Admiral Michael Frost. They participated in his invasion of [[Biesel]] and, despite an internal inquiry by the Solarian Armed Forces, escaped all charges levied against them due to ATLAS interference in the investigation. The 33rd’s loyalty to Frost intrinsically tied their fate to his and saw their trustworthiness decline in the eyes of the broader SAF, then rise dramatically following his election as PM. Frost’s ascension to power saw him restore his loyal regiment to power and use them — at the protest of the Army — as  his personal guards only served to temporarily stop the 33rd&#039;s fall from grace. After Frost’s death they were pounced upon by reformist actors in the Navy and promptly disbanded, with many of its former officers shipped off to undisclosed prisons for crimes against humanity. Even before Frost’s body was cold the 33rd was formally struck from the Corps’ register. It will never return.&lt;br /&gt;
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===Notable Marine Equipment===&lt;br /&gt;
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I dropped my crayons sarnt&lt;br /&gt;
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The &#039;&#039;&#039;Type 4 Extra-Vehicular Armored Suit&#039;&#039;&#039;, known commonly as the “&#039;&#039;&#039;Gargoyle&#039;&#039;&#039;,” is the primary voidsuit of the SAMC. Produced by Zavodskoi Interstellar on behalf of the SAF prior to 2463, and now produced by government contractors, the Gargoyle is a reliable suit which protects its user well against bullets, shrapnel, explosions, and energy weapons and has served admirably since 2448. Abroad, the Gargoyle is a common symbol of Solarian imperialism due to its prominent role in both incursions into Biesel.&lt;br /&gt;
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The &#039;&#039;&#039;Type 9 Heavy Extra-Vehicular Armored Suit&#039;&#039;&#039;, commonly known as the “&#039;&#039;&#039;Vampire&#039;&#039;&#039;,” is the primary hardsuit of the SAMC. Like the lighter Type 4 it was produced by Zavodskoi Interstellar prior to 2463, and is now produced by various government contractors. It features various mounting arrays for hardsuit modules, ensuring it always has mission flexibility, and is commonly used by specialists. Due to its high levels of protection its users are commonly the first marines through a breach during EVA operations.&lt;br /&gt;
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The &#039;&#039;&#039;M49MC&#039;&#039;&#039; is a main battle tank used as the SAMC’s primary MBT alongside the M35A6MC. It is smaller than the earlier M35 in an effort to meet the weight requirements of a dropship, and sacrifices some of the larger tank’s survivability for maneuver capabilities. It saw action in both Solarian Incursions of Biesel and proved readily able to hold its own against TCAF armor and anti-tank weaponry when supported by marines. Despite its smaller size the M49MC mounts an advanced laser/missile defeat device (L/MDD) which employs two gimballed laser turrets controlled by a primitive AI. To shoot down or defect incoming attacks.&lt;br /&gt;
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The &#039;&#039;&#039;M43 All-Terrain Gun Platform (M43 ATGP)&#039;&#039;&#039; is a Solarian Marine Corps armored fighting vehicle designed to replace the aging M15A4MC (Marine Corps) while being lighter and more well-armed than the comparable vehicles of the Solarian Army. Equipped with a heavy gun but fairly light armor, it is intended to carry marines into contact and support them on the ground with its cannon. It can be deployed directly from a dropship’s bay and does not require a dedicated heavy lift vehicle, granting it operational flexibility over the M35A6MC main battle tank used by the SAMC.&lt;br /&gt;
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==The Solarian Army==&lt;br /&gt;
[[File:SolArmy.png|thumb|The symbol of the modern Solarian Army.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“I don’t give a rat’s ass what your Admiral says marine! Unless you can get the PM down here and order me to stand aside, I’m not gonna be letting you into the building! You’re gonna stand down, now! I said now goddammit!”&amp;lt;/i&amp;gt; - 1st Lieutenant Anthony “Andy” Bonaccio moments before the Revolt of the Officers devolved into a gunfight. Bonaccio would later go on to become the Alliance’s Secretary of the Army.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Army embassy.png|400px|thumb|Solarian Army soldiers stationed as guards outside of a Solarian government building.]]&lt;br /&gt;
The second-largest SAF branch is the historically neglected Solarian Army. Chronically underfunded until 2462, the Army existed in the shadow of the Navy and made do with hand-me-down equipment passed over or otherwise discarded by the Marines for decades after the Interstellar War. A culture of bitterness towards the Navy and the Marines, which the Army views as a subordinate branch of the Navy, has engendered a desire in the Army to do better than the Navy despite the challenges, but has likewise impacted joint-branch cooperation even after the creation of the JMC. As an institution it is significantly less corrupt and prone to Caesarism than the Navy is and, thanks to reforms undertaken after the Interstellar War, is viewed by the civilian government as an ally. Army troopers serve as guards for Solarian government institutions aside from Navy facilities, which utilize Marine guards, due to their loyalty to the government.&lt;br /&gt;
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Unlike the Navy the Solarian Army generally recruits entire divisions from individual planets and trains them in local facilities, with only a few divisions recruiting form multiple worlds. These force typically serve as the local garrison of a Solarian member state alongside a System Defense Force until they are needed. Then, they are shipped by the Navy to wherever they are needed. Army Central Command itself has long been headquartered on Unity Station and is located within walking distance of the Prime Minister’s office. Interestingly, Central Command has no fixed unit to guard it: to avoid favoritism, the division tasked with protecting it is rotated on a two-year basis. At the time of the Collapse the chosen unit was the 37th Martian Mechanized Division, more popularly known as the “Red Devils.” Due to the mysterious nature of Prime Minister Frost’s death and his seeming lack of care for Mars, rumors that the 37th killed him have swirled since before his body was cold. The division has since rotated back to Mars, where it served with distinction during the reunification campaign. While currently a volunteer-only force the Solarian Army is, in theory, able to petition the government to institute a draft in times of emergency. It can additionally federalize SDFs in the event of a national emergency, such as the Solarian Civil War (2462-65) or Interstellar War, thus bringing the nominally independent commands of local forces under Army Central Command. The Army&#039;s draft has not been used since the Interstellar War, and it is unlikely a request to reinstate the draft would pass the Senate unless another Interstellar War-like event began.&lt;br /&gt;
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While Army equipment and training, unlike their SDF counterparts, is standardized across the board certain member states have gained a reputation of supplying the Army with higher-quality units than others. Despite its poor reputation with many figures in the broader Alliance the Army generally views [[Mars]] as providing the best units due to many seeing it as one of their only ways to get off-world. [[Silversun]], with the [[Silversun#The Originals|Originals]] forming a similar group, is similarly prized as are units recruited from [[Venus#Jintarian Culture|Venusian Jintarians]]. Luna is viewed by most as providing some of the poorest-quality troops for the Army, with most of its best recruits going into the SAN or SAMC. Some Army officials have accused the Navy of deliberately sabotaging Army recruitment efforts on the moon, and recruiting patterns are unlikely to change in the near future. Pluto historically provided poor-quality troops to the Army as its ruling government reserved its best troops for its internal security forces. Reforms undertaken by SecD Courtois have reversed this trend, with many Plutonian recruits now joining Soviet-originating regiments such as the 1st Guards Proletariat. Pluto has seen a recruitment surge since 2462 as many of its younger residents have joined the Army in hopes of fighting against fascism in the Northern Reaches or capitalism in the Republic of Biesel, which many believe will be a target for the SAF very soon. Very few [[Luna|Lunarian]] units are trusted with anything other than garrison duty.&lt;br /&gt;
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Recently the Army-Navy struggle seems to be shifting towards a more even playing field due to Army successes, Navy failures, the JMC, and SecD Courtois&#039; efforts at reforms. During a period where the Navy was at its lowest before recent reforms the Army proved itself effective in a decisive campaign where it [[Mars#The Solarian Army’s Reunification Campaign|regained control over much of Mars]]. Army Central Command has viewed this as a massive victory and it has secured a great amount of positive press for the chronically underfunded force. The creation of the Joint Military Command further leveled the playing field, with both the Army and Army Air Force receiving a seat at the table.&lt;br /&gt;
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===The Solarian Army Air Force===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Gentlemen, I’ll be straight and level with you. We are going to pound these bastards until they give up, and we are going to save our Alliance,”&amp;lt;/i&amp;gt; - Lieutenant General Richard B. Dwyer, 4th Air Corps, to his assembled aircrews during the [[Xanu Prime#History|Siege of Xanu (2278 - 2284)]].&amp;lt;/center&amp;gt;&lt;br /&gt;
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The non-Navy aviation component of the Solarian Army, the Solarian Army Air Force (&#039;&#039;&#039;SAAF&#039;&#039;&#039;) is a component branch of the Army focused on aerospace operations. It was established shortly before the Interstellar War in an effort to make the Solarian Army’s air and ground components unique, and to reduce the amount of responsibility held by the Army’s ground troop leaders by creating a parallel structure for aerial operations. While it answers to the Chief of Staff for the Army, it is highly independent and has its own seat on the Joint Military Command. The SAAF has no spaceborne capacity and instead only manages in-atmosphere aerial assets, ranging from supersonic aircraft which engage and destroy enemy forces to cumbersome heavy-lift cargo helicopters charged with airlifting the Army’s heavy vehicles. It lacks any ground forces of its own beyond security personnel and military police, and instead relies on the Army itself to secure and hold terrain. SAAF units often show up later in a campaign once the Army, with Navy support, has secured or built a facility for their aircraft to operate from.&lt;br /&gt;
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Most aircraft operated by the SAAF are designed to operate in support of Army ground forces , and are built to be rugged in their designs due to the potential for operating out of poor air facilities in a conventional war or counterinsurgency campaign. These craft, due to lacking the equipment needed to fly through space, may be partially broken down in transit and reassembled on-site by SAAF personnel, requiring their designs be as simple as they are reliable. Like the regular Army, SAAF personnel are drawn from across the Alliance and are often clustered into units with a shared planetary origin, then attached to a matching ground unit from the same planet as their air component. &lt;br /&gt;
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The SAAF’s most iconic plane is the &#039;&#039;&#039;FB-25P “Foxfire”&#039;&#039;&#039; (officially the Fighter-Bomber Mk. 25, Planetary). With a pilot and weapons officer, it is commonly used to provide overwatch to Army units on maneuvers. Designed to fight peer rivals – such as the Coalition – but typically used to bomb insurgencies, the [[San Colette#The Civil Guard|Colettish Civil Guard]] used their wings of FB-25Ps to great effect during the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], where the plane was first used in the pitched battles it was originally designed for. The Foxfire, despite its use as a CAS aircraft, can fight reasonably well in a dogfight if prepared for the role. Like all SAAF aircraft it can only operate in-atmosphere and must be moved from planet to planet in a larger transport, typically while broken down into several parts for storage.&lt;br /&gt;
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===Notable Army Divisions===&lt;br /&gt;
[[File:Army Mars.png|400px|thumb|Soldiers of the 37th Martian Mechanized Division during the Martian Campaign of 2464.]]&lt;br /&gt;
&#039;&#039;&#039;1st Earther Infantry Division, “Big Red One”&#039;&#039;&#039;&lt;br /&gt;
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One of the oldest continuously-serving divisions in the Alliance, the 1st Infantry Division has fought in every major war the SAF has become involved in and its troopers brag the Bloody First has fought for the Alliance on almost every planet worth visiting in the human Spur. The Bloody First is the Army division which thwarted the Revolt of the Officers and the civilian government has not forgotten its loyalty. It has long been one of the first divisions the civilian government pulls guards from, and its troopers have guarded Solarian diplomats in every nation of the Spur. It is recruited from Earth and primarily draws its recruits from the United States, though it contains Earthers from across the globe in its ranks. The First is prominently involved in peacekeeping operations on Lycoris, with most of its strength deployed to the former capital of the SRF. The First&#039;s traditional patch is a large, red numerical one on a green shield.&lt;br /&gt;
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&#039;&#039;&#039;1st Guards Proletariat Mechanized Division, &amp;quot;Red Guards&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The Soviet counterpart of the 1st Infantry, the Guards Proletariat have likewise fought in every major Solarian conflict including the civil war (2462-65) and peacekeeping operations on Lycoris. It has a long history stretching back to the 20th century, where it was involved in the Second World War, Sino-Soviet War, and multiple late Cold War proxy conflicts. It is one of only a few divisions which recruits from multiple worlds, and draws from both Earth and Pluto. The Guards Proletariat are known for their impressive regimental flag which shows the locations of many of its most famous battles including (but not limited to) Königsberg, Shenyang, Kshatragarh, and Nueva Isabela. It is a common joke in the SAF the Guards Proletariat represent the largest voting bloc for the Solarian Communist Party on any planet they are deployed to due to their close ties to Pluto and the USSR. The Guards Proletariat&#039;s traditional patch is a red banner with &amp;quot;GUARDS&amp;quot; written on it, imposed over a golden laurel with a numerical one at the bottom, and a red star in the middle.&lt;br /&gt;
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&#039;&#039;&#039;2nd Venusian Air Cavalry Division, “Jintaria’s Claws”&#039;&#039;&#039;&lt;br /&gt;
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Formed slightly after the Interstellar War from primarily-Jintarian units recruited on Venus, the 2nd Venusian is an elite division intended to be deployed from dropships into the toughest battles. Centuries later it is still primarily made up of Jintarians, though some Cytherean crashouts are present, and values its connection to Venus. Traditionally Jintarian 2nd Venusian recruits, including Cythereans, give themselves a cheek scar to symbolically note their separation from appearance-obsessed Cythereans. The 2nd was not deployed to Mars due to concerns phoron in the air would choke the engines of its dropships and gunships, which left the elite division bitter and eager for action. It received this action in 2465, when it was deployed to D’Anzin and assisted Colettish Civil Guard forces in the defeat of the Solarian Restoration Front’s invasion. The 2nd Venusian is, aside from their scars, well-known for their distinctive “cavalry” hats. Its traditional patch is a screaming hawk perched on an aerostat.&lt;br /&gt;
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&#039;&#039;&#039;37th Martian Mechanized Division, “Red Devils”&#039;&#039;&#039;&lt;br /&gt;
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The oldest continuously-serving Martian division, the “Red Devils” were originally formed from an amalgamation of pro-Sol &amp;quot;Blue&amp;quot; SDF units during the [[Mars#The Martian World War|Martian World War]]. It served with distinction during the Martian World War and earned its nickname from the large amount of dust its units would kick up on the open plains of Mars. Following the War it was formally integrated into the Solarian Army as a division -- one of only a few SDF units in history to make the leap -- and has served with distinction since. It was the most-engaged division during the Mars Campaign of 2464, where the Red Devils drove hard across the Martian plains once again. Few members of the division perished in the Violet Dawn catastrophe thanks to its garrison being located in Kunlun, far in the Martian north. Despite this performance rumors that the 37th assassinated Prime Minister Frost have continued to swirl, and may haunt the division for decades to come. The traditional 37th patch is a red devil on a blue background, and is intended to show Martian unity with the Alliance.&lt;br /&gt;
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&#039;&#039;&#039;3rd Callistean Infantry Division, “Commonwealth Marines”&#039;&#039;&#039;&lt;br /&gt;
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Recruited primarily from the [[Callisto#Government|Port Authority of Callisto]], the Commonwealth Marines are the Army’s only unit which specializes into zero-gravity combat in spaceborne objects such as stations, ships, and EVA environments. The Commonwealth Marines and the Solarian Marines have an infamously poor relationship due to the 3rd Callistean’s use of the term marines in their name, and those of the division are known to get into off-duty brawls with Navy Marines in the Ringpole District. Callistean military police and CMPD officers generally let the Commonwealth Marines, who are quite popular on Callisto, go with barely a slap on the wrist. The division is easily recognized by their black berets with gold-and-red badges — a color choice deliberately designed to resemble the Callistean flag. The Marines&#039; traditional patch is a lion&#039;s head looking right with &amp;quot;BY DEEDS ALONE&amp;quot; written on a banner under it.&lt;br /&gt;
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&#039;&#039;&#039;4th Haiphongese Armored Division, “Habs on Wheels”&#039;&#039;&#039;&lt;br /&gt;
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Many [[New Hai Phong|Haiphongese]] divisions become hopelessly stuck in the quagmire of corruption which defines so much of life on the planet. Not the 4th, which has proven to be resistant to corruption since its founding in the mid-2300s. 4th tankers are primarily recruited from the crime-riddled Ton Gwai Pei, which many young Haiphongers are eager to escape. They are then trained in armored drills in the harsh deserts outside the megalopolises of New Hai Phong in the operation of the Army’s standard M35A6 tank modified for the environment of New Hai Phong. Generally of shorter builds to fit comfortably into their modified tanks, their gas masks — which they almost always wear while in their vehicles — are typically customized in the traditional Haiphongese style. Some are intended to call back to the hab the tanker came from, while others use the colors of gangs the tankers were previously affiliated with. The 4th was a major participant in the Mars Campaign, where its harsh-environment training and NHP-adapted tanks proved an unbeatable force on the Martian plains.  The Fourth&#039;s traditional path is a triangle divided into yellow, blue, and red sections with a tank track and cannons superimposed over the center and a &amp;quot;4&amp;quot; on top, and &amp;quot;HABS ON WHEELS&amp;quot; on the bottom.&lt;br /&gt;
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&#039;&#039;&#039;12th Silversunner Coastal Infantry Division, “Mistral”&#039;&#039;&#039;&lt;br /&gt;
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A relative oddity in the 2400s, the 12th is a unit specialized into waterborne operations due to its origins on [[Silversun]]. In addition to waterborne operations the 12th is trained to fight in harsh environments such as the jungles and rainforests of Silversun, and is often used by the local governor to track down and apprehend criminal elements — such as poachers — who believe the dense undergrowth can hide them from Solarian authorities. This duty has caused them to sometimes be referred to sarcastically as “the Army’s Park Rangers,” by other units, and this is a surefire way to become involved in a brawl if said to most 12th soldiers. Though most commonly known for the green camouflage “Silversunner” boonie caps they often wear on patrol, 12th officers prize their distinctive blue-and-silver kepis they are issued when commissioned -- a locally-permitted uniform modification -- though few wear them in the jungle due to fears of spoiling the cap’s fabric. The 12th&#039;s sleeve patch is a dawnflower on a blue shield.&lt;br /&gt;
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&#039;&#039;&#039;78th Infantry Division, (Colettish) &amp;quot;The Bloody 78th&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Prior to 2462, the 78th was the only regular Solarian Army division formed and active on [[San Colette]]. A typical example of a Solarian infantry division, it was unproven and untested when the civil war began. In the initial phases of the conflict it remained loyal to San Colette and secured government facilities against Navy incursion. It was frequently engaged alongside the [[San Colette#The Civil Guard|Civil Guard]], SDFs, militia units, and police departments during the War in the [[Human Wildlands|Northern Wildlands]], ultimately being split into two units: one on San Colette (1st Brigade), the other on D’Anzin (2nd Brigade). While victorious, the 78th was badly mauled by the conflict and is still in the process of regeneration and replacement, but has been given the nickname of “The Bloody 78th” for its tenacious defenses and its red-and-white unit patch.&lt;br /&gt;
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&#039;&#039;&#039;221st Infantry Division, &amp;quot;The Jäger Division&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Known as the Jäger Division on [[Visegrad]], the 221st is a Visegradi infantry unit of the Army specialized in unconventional warfare. Established by the [[Sol Alliance#Department of Defense|Department of Defense]] to combat any future unrest on Visegrad, the 221st is an airmobile unit with very limited armored assets — only having light vehicles and the occasional exosuit — composed of native Visegradi familiar with the planet’s countryside. Equipped with native-produced equipment — including a domestic rifle design intended to punch more easily through trees and underbrush — the Jäger Division is intended to operate without external support for long periods of time. Secessionist forces believed they had withdrawn in 2462, but were quickly surprised when the 221st began to mount attacks from the near-impenetrable Visegradi countryside. The Jägers were vital both in securing a foothold for Fleet Admiral Szalai’s counterattack and in retaking secessionist territory. The 221&#039;s patch is a szazlabu swinging between trees while holding a M469 rifle.&lt;br /&gt;
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===Notable Army Equipment===&lt;br /&gt;
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The &#039;&#039;&#039;Model 469 (M469) assault rifle&#039;&#039;&#039; is the standard-issue rifle of the Solarian Armed Forces, used by the Army, Marine Corps, Navy, and many System Defense Forces. The Army&#039;s variant is known as the &#039;&#039;&#039;M469A2&#039;&#039;&#039;. A durable, modular, cheap, and highly reliable weapon system, it has dozens of variants across the SAF and millions have been produced. It was originally designed for the Army before being adopted by other branches, and was produced exclusively by [[Zavodskoi Interstellar]] prior to the advent of the Solarian Corporate Authority in 2463 — now, it is produced by hundreds of different Solarian companies, and the SAF Ordnance Corps has acquired the gargantuan task of ensuring these hundreds of companies -- rather than just one -- meet SAF production standards. Despite post-2465 efforts to replace earlier rifles in use by SDFs with M469s, many SDFs and regular SAF reserve units still use the earlier M376 assault rifle.&lt;br /&gt;
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One of the most powerful tools available in Solarian Army operations is the &#039;&#039;&#039;M35A6 main battle tank&#039;&#039;&#039;. Though a thirty year old design at this point, the M35A6 has gone through six updates which have kept it on the level of other, competing tanks such as the [[Dominian Imperial Military#Imperial Army|Dominian Imperial Army’s]] JA-57/2 breakthrough tank. The A6 variant includes an improved targeting matrix and Energy/Laser Reactive Armor (ELRA) on critical surfaces, though it continues to consume a frightening amount of fuel while in operation. The relatively simple construction of the M35A6 has allowed a multitude of variants to be produced, including engineering minesweeping, Marine Corps (the M35A6MC), and bridge-laying variants. One of the most notable variants is the M35A6/NHP (New Hai Phong) used by the 4th Haiphongese Armored Division, a slightly smaller variation of the typical M35A6 which features a large atmospherics filtering system on its rear. The M35A6/NHP’s filters, originally designed to survive the environment of New Hai Phong, allowed it to excel on the Martian surface and on D&#039;Anzin.&lt;br /&gt;
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The &#039;&#039;&#039;M38A2 WAGS&#039;&#039;&#039; (&#039;&#039;&#039;W&#039;&#039;&#039;alking &#039;&#039;&#039;A&#039;&#039;&#039;ssault &#039;&#039;&#039;G&#039;&#039;&#039;un &#039;&#039;&#039;S&#039;&#039;&#039;ystem) is an unusual Solarian Army vehicle intended for use in harsh terrain environments. Packing the same armament as the M35 MBT, the WAGS is instead a large, exosuit-like system that travels on six legs originating from a central body featuring the turret and small crew compartment. Its limbs allow it a greater degree of mobility than a conventional ground vehicle at the cost of greater vulnerability to a mobility kill if its legs are disabled. While deemed ill-suited for the urban and suburban warfare that characterized much of the Army’s operations in the Northern Reaches, WAGS-equipped units saw action in the Martian Campaign and are commonly used as patrol vehicles in the Northern Reaches due to their greater mobility.&lt;br /&gt;
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The &#039;&#039;&#039;M15A4 infantry fighting vehicle&#039;&#039;&#039; (IFV) is an aging vehicle of the Solarian Army slowly being phased out of service, though budget issues have seen it remain in service in many divisions and rear-echelon formations. The M15A4 is stubby and box-like, with a remotely controlled autocannon. It can hold a squad of troops and deploy them in relative safety, then remain to support with its gun. Earlier M15 models known as the A3 can be seen in the hands of anti-riot police units across the Alliance and in Biesel, where the new nation had access to mothballed vehicles. [[Tau Ceti Armed Forces|Biesel models]] are referred to by the Army as the M15(B) and proved to be woefully inadequate at surviving IEDs on [[Mictlan]], leading to the creation of the A4 retrofit as a stopgap measure until the vehicles can be replaced. It is a common sight on Lycoris and [[Mars]], where it is used to carry squads of peacekeepers from place to place. Mechanized infantry are known to ride “boots out” on top of their A4, allowing for more visual observation of the vehicle’s surroundings and quicker dismounting — a potentially leg-shattering fall from atop an A4 is often better than being inside it if it hits a mine.&lt;br /&gt;
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The &#039;&#039;&#039;M58LER&#039;&#039;&#039; (Laser/Energy Resistant) infantry fighting vehicle (IFV) is the next-generation armored personnel carrier of the Solarian Army, having served with distinction in the Martian Campaign and Solarian Civil War. Intended to work in concert with the slightly older M365A6 tank, it is widely regarded as the best APC in the modern Spur. Prior to 2462 budget constraints on the Army ensured it was only present in limited numbers and most units instead relied upon older vehicles such as the M15. With the civil war over and much of the Solarian military-industrial complex now stabilized the M58LER’s production had been dramatically increased, with hundreds rolling off production lines across the Alliance every month.&lt;br /&gt;
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Primarily associated with the 2nd Venusian, the &#039;&#039;&#039;AH-52 “Tarantula Wasp”&#039;&#039;&#039; multi-role helicopter is one of the Solarian Army Air Force’s most beloved designs. First used in 2452, the AH-52 is a modern design and was rapidly produced for the 2nd Venusian to replace its aging helicopter fleet. It is capable of carrying up to a squad of troops and supporting them with a vigorous array of weaponry while easier enduring hits thanks to judicious armor and an on-board shield generator. While not deployed during the Mars Campaign the AH-52 proved its worth during the Solarian Intervention in the Northern Reaches, where it was used to devastating effect by the 2nd Venusian. The AH-52 is currently being upgraded into the AH-52IP (standing for Improvement Package), which enhances its electronic countermeasures (ECM) and energistics ablative countermeasure system (EACS),&lt;br /&gt;
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The &#039;&#039;&#039;Basilisk Armored Exosuit&#039;&#039;&#039; is one of the most common Solarian Army “vehicles” in operation. Though dated in its design, as the Basilisk’s original frame dates to the late 2420s, it is capable of being surprisingly mobile thanks to its four-legged design and can be equipped with a vast array of weaponry and equipment, effectively allowing it to serve in any environment. Basilisks are also used by the Solarian Marine Corps and the Navy, and these variants are almost always more modern designs than their Army equivalents. Thanks to its flexibility and armament the Basilisk is easily capable of handling most ground-based threats short of heavy tanks on the battlefield and readily outclasses the improvised exosuits of the [[Tau Ceti Foreign Legion]], which it demonstrated itself as easily capable of destroying during the 35th Fleet’s incision.&lt;br /&gt;
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==System Defense Forces==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Nowhere is the state of our armed forces more obvious than in the miserable condition of many local forces. They are, seemingly as a rule, under-equipped, under-funded, and under-motivated. What I would give for every one of them to resemble [[San Colette]]!”&amp;lt;/i&amp;gt; - Fleet Admiral Ingrid von Varnhagen und Langenburg, commanding officer of the First Battlegroup, in an interview with the SANN recorded on 16 August 2462. &amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Militia Visegrad.png|400px|thumb|Many local military forces, such as those on [[Visegrad]] found themselves sorely tested by the Collapse. Many collapsed, unable to endure the pressure.]]&lt;br /&gt;
An institution that predates the Interstellar War, System Defense Forces (SDFs) are intended to serve as local military forces when the SAF&#039;s regulars are either unavailable or in need of additional forces to support its operations. Many SDFs defected during the Interstellar War, which greatly reduced their prestige in the eyes of the SAF and their importance in the eyes of Unity Station. Loyalist and Coalition SDFs sustained some of the highest rates of losses during the Interstellar War due to their poorer training and equipment, and many on both sides simply dissolved at the war’s end due to these losses.&lt;br /&gt;
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Solarian SDFs historically suffered from much of the same problems their Interstellar War counterparts did. Due to being funded primarily by the system they are stationed in, many have outdated equipment and poor training. This caused a lack of respect from the SAF&#039;s regular forces, which viewed them as underfunded, undertained, undermotivated, under-everything units likely to run at the first sign of combat. While there are some exceptions to this rule, such as the well-funded and, as a result, well-trained and well-equipped [[San Colette#The Civil Guard|Colettish Civil Guard]], most existing SDFs prior to 2462 were barely able to patrol and secure their immediate surroundings without SAF assistance, let alone fight off serious threats. Compounding these issues was a pre-2465 regulation which impacted all SDF vessels: due to the mass defections of many during the Interstellar War no SDF vessels were equipped with warp drives capable of warping without a warp gate’s assistance. Though originally intended as a safeguard against further SDF defections, this regulation greatly limited their capabilities, and has rendered them only able to patrol areas with ready access to warp lanes.&lt;br /&gt;
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During the Solarian Collapse these faults were laid bare for the entire Spur to see in dramatic fashion. Most SDFs stood no chance against [[Human Wildlands#The Southern Fleet Administration|emboldened pirates]] or [[Human Wildlands#The Solarian Restoration Front|rogue Navy forces]] as, for many of them, the largest ships they had access to were outdated and often poorly-maintained frigates, one of the smallest classes of combat-capable ships in the SAN. While some SDFs possessed larger vessels such as cruisers, only a handful possessed anything capable of challenging capital ships. Faced with destruction or defection, many SDFs opted to join local warlords or occupying forces, such as Biesel, for protection and, much like their Interstellar War counterparts, steady pay. Some, motivated by patriotism or a desire to ensure the safety of those they protected, fought to the bitter end or managed to retreat to the Inner Ring.&lt;br /&gt;
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The SDFs that survived the Collapse relatively intact, such as the Civil Guard and other forces of the Middle Ring Shield Pact or the Visegradi NDF, or successfully retreated to the Inner Ring are some of the most battle-hardened forces of the Alliance, and many vessels which retreated to the Inner Ring were retrofitted and integrated into the Navy itself. Though they could not stabilize the Wildlands on their own the SDFs of the Northern and Southern Reaches performed more effectively than almost anyone imagined, and have vindicated themselves in the eyes of the Solarian military. Those which have survived — and remained loyal to Sol — are rapidly being rearmed and modernized. For the first time in modern history, SDFs are being equipped with independent warp drives which will — in theory — give them a greater degree of autonomy and free up Navy assets from patrols.&lt;br /&gt;
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In the late 2460s the Alliance&#039;s remaining SDFs bear little resemblance to the paltry local forces of the pre-civil war Alliance. Though many still rely on hand-me-down equipment, more and more of their regular troops are equipped as well as their counterparts in the regular SAF. Their training and funding have likewise improved, and the SDFs now sit on the JMC alongside the Alliance&#039;s other branches. For the first time in their history, they have the respect they deserve, and the funding they have always desired. When the next war comes, and it may come soon, the Alliance&#039;s local forces will stand tall, proud, and ready for whatever comes at them.&lt;br /&gt;
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===Notable System Defense Forces===&lt;br /&gt;
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The &#039;&#039;&#039;Peorian State Guard&#039;&#039;&#039;, often known as the State Guard, is the standing military of the [[Solarian Reconstruction Mandates#New Peoria|Solarian Republic of New Peoria]]. Taking inspiration from its colonial origins — the United States — the State Guard is composed largely of reservists who hold full-time civilian jobs and is built around a small cadre of full-time officers and administrators. Its use of reservists makes the State Guard one of the Alliance’s largest per capita SDFs, but it is notably smaller than the nearby Colettish Civil Guard. It additionally suffered from equipment issues, with much of the area’s heavy weaponry prior to 2462 instead being routed to [[Konyang]] or [[San Colette]]. It was bloodied during the Solarian Civil War and could not stop the Solarian Restoration Front from temporarily seizing control over the planet in 2465. Several regiments of the State Guard escaped into the planet’s countryside and continued to fight against the SRF until their defeat by the Solarian Navy later that year. The 3rd Peorian Infantry Regiment, &amp;quot;All-Peorian Regiment,&amp;quot; escaped to San Colette and fought valiantly during the battle for the planet’s major cities, where it faced against the SRF-aligned Lycorii National Defense Force in the Battle of Nueva Isabel. Now, in a post-civil war world, it is being re-equipped with heavy weaponry by the [[Sol Alliance|Alliance]], and is set to become a tough nut to crack for any future invader.&lt;br /&gt;
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Also in the Northern Reaches is the now-disbanded &#039;&#039;&#039;Lycorii National Armed Forces&#039;&#039;&#039;, or LNAF. Prior to 2462 the LNAF was one of the best-equipped SDFs in the Alliance and was well-known for the distinctive red lycoris flower its members would wear in their helmet webbing or hat bands. With the start of the Solarian Civil War in 2462 the LNAF, already a right-learning organization due to [[Solarian Reconstruction Mandates#Lycoris|Lycoris]]’ politics, was absorbed into the Solarian Restoration Front and became an instrument of both genocide at home and destructive warfare in the support of fascism abroad, with multiple officers of the LNAF convicted of crimes against humanity in the postwar era. Much of its offensive strength was spent in the [[San Colette#The War in the Northern Reaches|Battle of San Colette]], and many remnants surrendered to the Solarian Army in 2465 with the fall of the SRF. The hardened core of the LNAF – the worst of its worst – fled into the countryside or hid in the cities of Lycoris and now fight against the Alliance as insurgents, striking terror into the very people they swore to protect. Post-civil war Lycoris has no SDF, instead relying on the Solarian military – primarily the Army – for protection, and Army patrols snaking their way through the forested countryside of the former industrial capital of the Northern Reaches have become a common sight.&lt;br /&gt;
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The &#039;&#039;&#039;Igman Defense Service (IDS)&#039;&#039;&#039; another Northern Reaches SDF. Responsible for protecting [[Solarian Reconstruction Mandates#Novo Igman|Novo Igman]], the IDS is a relatively small force built around a core of long-service professionals and is heavily mechanized. IDS troops had better equipment than most other SDFs prior to 2462, and resisted attacks during the civil war for longer than other forces. When the Solarian Restoration Front declared victory over it, the IDS went into the countryside and the cities, where it waged a successful guerrilla war against the SRF that ejected them from the planet. Some units were evacuated prior to the collapse of organized resistance and went on to fight in the Battle of San Colette, where the 22nd Armored Regiment, known as “Raróg Force,” fought alongside Colettish tanks, and the [[San Colette#The War in the Northern Reaches|Battle of D’Anzin]], where the 65th Infantry Regiment (Mechanized) fought alongside a motley collection of mercenaries, [[San Colette#The Civil Guard|Colettish forces]], and other SDF troops to hold the line. In the postwar era the IDS, thanks to the secure nature of Novo Igman,  has seen some of its units deployed to Lycoris to support regular Army troops, where the Igmani have proved themselves capable fighters against the Front’s insurgent forces.&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Solarian_Armed_Forces&amp;diff=38882</id>
		<title>Solarian Armed Forces</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Solarian_Armed_Forces&amp;diff=38882"/>
		<updated>2026-04-01T21:49:21Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: Not an April Fool&amp;#039;s Day joke.&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Sol Navy.png|thumb|alt=Flag of the Navy of the Sol Alliance.|The ensign of the Solarian Navy, once flown from Earth to the Solarian Frontier.]]&lt;br /&gt;
Following the Collapse and the start of the Solarian Civil War, an effort was undertaken by reformists in the Solarian military, such as Minister of Defense Lucien Courtois, to reform the SAF and cut out much of the decay and rot which had taken root over the years. While their purges of the Navy’s ranks — and of many SAF staff — hampered a quicker response to the conflict, their efforts have been vindicated by the SAF’s success in bringing a decisive end to the Solarian Civil War in the summer of 2465. Today, the SAF has a new mission: defending the Reconstruction Mandates and protecting the borders of an ascendant Alliance.&lt;br /&gt;
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Some, however, believe the SAF will soon be used for more sinister purposes, and many in Biesel and the Coalition look upon it with alarm as the Alliance begins to exert itself in the Spur once again.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The Solarian military is dedicated to [[Mars#The Violet Dawn Explosion|destroying]] [[Xanu Prime|whatever]] it [[Human Wildlands|touches]], and will not hesitate to destroy [[Gadpathur|you]] if you show them weakness. Show them no mercy, for they showed your [[Gadpathur#The War|ancestors]] none!”&amp;lt;/i&amp;gt; - Excerpt from a [[Gadpathur|Gadpathurian]] anti-Solarian booklet intended to be distributed to children age 8-10.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Armed Forces have a history which stretches back to 17 July 2143, shortly after the founding of the Solarian Alliance. Its origin was not a happy one. Though it took almost a decade to hash out the terms of the Alliance, most parties (with the exception of Switzerland) on Earth agreed to join it by 2140. However, the idea of surrendering military autonomy to a supranational government was a point of concern for many members of the newly-formed supernational union, particular the two superpowers of the USA and USSR. Both were extremely hesitant to surrender their spacebound military capabilities to the Alliance, and, further compounding issues, both argued that they deserved to host the headquarters of the Alliance’s military command structure.&lt;br /&gt;
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It took three grueling years of back-and-forth negotiations between the Alliance and its members to resolve the issue of the SAF. Ultimately a compromise was reached regarding the Alliance’s military command which settled the pressing issue of who would host the admiralty of (and thus be able to exert significant influence in) what is now known as the Solarian Navy. The compromise placed the admiralty on a place where no Earth nation could, in theory, influence it: Harmony City, Luna. While the USA and USSR were not happy, they were both begrudgingly content to accept it, as while one wouldn’t be able to control it, their rivals couldn’t either. The position of the admiralty on Luna and the relative independence offered to it due to this would, in the decades and centuries to come, have truly dire consequences.&lt;br /&gt;
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In the century between the Alliance’s formation and the Interstellar War, the SAF was plagued by interservice rivalry between the Solarian Army and Solarian Navy which, while never turning to violence, defined much of the SAF’s trajectory before 2275. The Navy claimed it was of more importance due to securing Sol’s interstellar lanes of commerce and policing piracy, while the Army claimed it was of more importance due to protecting the colonies themselves and ensuring the Alliance was internally stable. The Army-Navy conflict prior to the Interstellar War has been viewed by some Solarian scholars as a microcosm of the future civil war: the Navy tended to be dominated by Inner Ring citizens, particularly those from Luna, and the Army tended to draw its personnel locally, leading to a large proportion from the Outer Ring and further afield colonies. &lt;br /&gt;
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This conflict, and the broader schism in the Alliance, would be brought to its bloody conclusion in 2275 with the start of the Interstellar War, the SAF’s largest and most costly conflict even two centuries later. It would tip the Army-Navy struggle decisively in the Navy’s favor as many Army units, recruited locally and unpaid for months due to the ongoing financial crisis, defected to the Coalition while few Navy units did the same, and those that did were often swept under the rug or otherwise disowned. While the Navy, and loyal units of the Army, fought fiercely — and in some cases, such as Gadpathur, committed horrific crimes in the name of Solarian unity — they were unable to defeat the Coalition due to its dogged defensive fighting. A peace treaty, the Treaty of Xansan, was ultimately signed in Geneva in 2287, bringing over a decade of warfare to a close and permanently shattering Solarian hegemony over humanity.&lt;br /&gt;
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To the Navy, which believed it could have won the Interstellar War, the Treaty of Xansan was seen as a betrayal of the venerable Navy by spineless politicians — a slap to the collective faces of Navy officers who had put their lives on the line defending the Alliance by cowardly politicians obsessed with their careers who had never spent a day in uniform. It incensed them, and they began to plot against it in secret. Decisive action was needed to ensure Sol remained intact, and who better to take it than the Navy, its most steadfast institution?&lt;br /&gt;
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While it ultimately failed in its goal of revoking the Treaty of Xansan, the Revolt of the Officers on 18 May 2289 forever ensured the Navy would have a voice in politics. The coup attempt’s goals were simple: overthrow the civilian government and declare the Treaty of Xansan null and void, then resume the Interstellar War and fight until the Alliance’s hegemony was once again established. The plan, however, began to fall apart almost immediately due to one factor the coup’s mastermind, Admiral Terrence Hopper, had not accounted for: that the Army guard stationed at the Alliance’s then-capital in New York City would not go along with their conspiracy, leading to an active gunfight outside the capitol building between Army guards and Navy marines. Ultimately the Army, with support from local member state forces and ordinary civilians, repulsed the attack and the coup was seemingly aborted. But it was not as simple as it seemed, however, as the admiralty, in the days after the coup, cut a backroom deal with the civilian government: the Revolt of the Officers would be swept under the metaphorical rug by being blamed on radical elements and the Navy would be given a political voice. In exchange, the Navy would continue to protect the Alliance from interstellar threats. Hopper himself, the Butcher of Gadpathur, would avoid justice once again and remain active in politics until his death on Luna in the 24th century, and ultimately shaped Solarian fascist thought up until the present day.&lt;br /&gt;
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Effectively, the Navy had used its position to extort the government. Emboldened by this, and how close they had come to controlling the government through violence, the Navy became more and more influential as the decades continued on. It also became more corrupt and less efficient, as political connections became more important than ability and Caesarism infected its ranks. Ultimately, the decision to place it on Luna, where it could not be controlled by a power on Earth, had made the Navy accountable primarily to itself rather than the civilian government based upon Earth and, post-2300, Unity Station. Its pet project, the Solarian Marine Corps, was hardly any better. For many Solarians the Navy has failed them time and time again as an institution, and nowhere is this more clear than in the Solarian Collapse of 2462. Rather than protecting the Alliance many Navy forces, more loyal to their Admirals than their nation, defected and have rampaged across the Middle and Outer Rings.&lt;br /&gt;
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The Army, meanwhile, did have civilian authorities to answer to due to being headquartered on Earth. Post-Interstellar War the Army was placed through multiple reforms which transformed it from a sluggish, inefficient institution which lost much of its strength to defections into a force capable of defending the Alliance’s planets and government from all enemies — whether they be foreign or domestic. Where the Navy failed the Army has succeeded, particularly upon Mars, where it — in mere weeks — brought the red planet back into nominal Solarian control.&lt;br /&gt;
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The painful reforms spearheaded by SecD Courtois during the civil war have been dramatically vindicated by the SAF’s performance during its 2465 intervention in the civil war, where it rapidly outmaneuvered and outperformed the Solarian Restoration Front and Coalition-backed League in a rapid campaign. Both warlord statelets collapsed under the SAF’s relentless offensive and the Alliance’s flag once again flew from above capital cities across the Northern Reaches, with the pro-Solarian Middle Ring Shield Pact having been peacefully reintegrated, and both League and SRF authorities totally collapsing. In the Southern Reaches, both local governments — already de facto part of the Alliance — were brought back into the ASSN officially. The Solarian Civil War ended in mid-2465 with a decisive victory for the government, though one tainted by the loss of many systems to the Republic of Biesel.&lt;br /&gt;
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With the end of organized resistance by major secessionist forces the SAF has found itself engaged in mop-up and counterinsurgency operations across the Northern Reaches. In the Southern Reaches it busies itself in piracy suppression and — unofficially — “rat transportation” runs of military equipment to anti-Biesel insurgents still fighting for the Alliance in the Hinterlands. The Alliance’s armed forces stand with their nose bloodied but unbroken, and remain a capable military force — especially with a newly reestablished and growing military relationship with the nearby Empire of Dominia providing them with an effective counterweight to Elyran and Coalition influence in its south.&lt;br /&gt;
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==Operational Strategy==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The size of the imperialist Alliance makes it clumsy and slow to react. We must strike where it is weak, and chip at its foundations. Only through attrition will our victory come,”&amp;lt;/i&amp;gt; - Cadre Leader Naveen Shankar speaking to the crew of his vessel before a patrol, mid-2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Managing the Solarian Armed Forces, the largest organized fighting force in the modern Spur, at the operational level is a titanic undertaking which has seen liter after liter of ink spilled on the pages of military manuals, academic projects, and Solarian government documents. The Alliance has been, in its history, the single largest nation in the Spur, and required a great deal of thought to manage its territory. Its losses in the Interstellar War and its aftermath, including the Elyran Revolution, have shown it does not always succeed in its operational strategy. Furthermore, prior to SecD Courtois’ reforms in 2462-63 the Alliance had long lacked a centralized command and control system, with various military high commands such as the Solarian Navy Admiralty on Luna instead reporting to the Secretary of Defense independently of the other branches. This led to naval over-representation, inefficiency, and virulent interservice rivalries.&lt;br /&gt;
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In December 2462 SecD Courtois chose to address this problem by creating the &#039;&#039;&#039;Joint Military Command&#039;&#039;&#039;, or &#039;&#039;&#039;JMC&#039;&#039;&#039;. Consisting of eight members — one from each service plus a SDF representative, a chair and vice chair (both from different branches), and the military’s chief logistics officer — the JMC is designed to reduce inefficiency in the SAF by fostering cooperation. Its trial by fire, the [[Mars#The Solarian Reunification Campaign_(2462 - present)|Martian Campaign]], was a success, with Army forces fighting using previously unseen levels of naval support from orbit. The Alliance’s rapid victory in the civil war seems to have further vindicated the JMC and Courtois, with its branches having worked together at levels unseen since the Interstellar War, and having won decisively.&lt;br /&gt;
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The overall mission of the Alliance’s military is twofold. First, it must ensure the Alliance’s territorial integrity is maintained and protected against external aggression, such as Biesel’s annexations in 2462, and internal unrest, such as the Solarian Civil War of 2462-65. Second, and less publicly, is to ensure the Alliance’s lost territories can be recovered from those currently occupying it. Prior to 2462 this was centered around the Coalition of Colonies and Republic of Elyra. Since 2462 the Alliance’s strategic thinking has shifted to a potential reunification war against the Republic of Biesel, which is known in its media as the Republic of Tau Ceti. Politicians talk of war and generals plan military exercises, but none can seriously considering the prospect of causing another Interstellar War — right?&lt;br /&gt;
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===Solarian Military Commands===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Persistent Excellence, Persistent Readiness,”&amp;lt;/i&amp;gt; - Motto of Sol Alliance Northern Command.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian military operates in four combat commands — multi-branch organizations that answer to the JMC, though they predate it — responsible for operations in different parts of the Alliance: North, South, Central, and [[Sol|Sol System]]. Though all four commands have been historically dominated by the Navy, post-2462 reforms and an excellent performance in the civil war have seen the Army — and local SDFs, though to a lesser extent — exert more influence over the combat commands, particularly Northern Command. Due to being regional, the four commands all have slightly different responsibilities, though three of four have a point of overlap: [[Republic of Biesel|Biesel]], which has seen itself become a strategic priority for the Alliance since its rapid — and illegal, in Solarian eyes — annexation of great swaths of the Alliance.&lt;br /&gt;
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Northern Command (&#039;&#039;&#039;NORCOM&#039;&#039;&#039;) is based on [[San Colette]] and has responsibility for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Northern Reaches]], the Coalition border near Konyang, and the northern border of Biesel. It is commanded by General Patrick Edwards, a veteran Solarian Army officer who previously served in the Martian and Lycorii theaters. NORCOM’s daily responsibilities are mostly concerned with maintaining the ongoing low-intensity conflict against the remnants of both the Solarian Restoration Front and League of Independent Corporate-Free Systems in the Northern Reaches, with its Army troops stationed on Lycoris and involved in counterinsurgency operations, and many of its naval patrol squadrons policing warp lanes for League remnants. More importantly, it is expected to be the first to defend or attack in the event of a war against the Coalition, being home to the legendary 1st Battlegroup and its vaunted Fleet Admiral, Ingrid von Varnhagen und Landerberg. Also at Edwards’ disposal are the veteran SDFs of the Northern Reaches, sans Lycoris, that cut their teeth in the fighting of the civil war and have seen the quality of their equipment rise dramatically post-2465.&lt;br /&gt;
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Central Command (&#039;&#039;&#039;CENTCOM&#039;&#039;&#039;) is based on Silversun and has responsibility for the Inner Ring and the central border with [[Republic of Biesel|Biesel]]. It was, from 2462 to 2465, home to the orphaned northern and southern commands due to its location. While it shrunk significantly in 2462 — losing its Coalition border and much of its territory to Biesel — it has remained effective under the leadership of Admiral Bahri Özkan, commander of the 25th Fleet prior to assuming command of CENTCOM in 2464. Özkan’s forces face Biesel’s [[Tau Ceti Armed Forces#Zoleth Line|Zoleth Line]] — a multi-layered defensive formation — and are expected to pin down the [[Tau Ceti Armed Forces|Republic’s forces]] by threatening it with an offensive. At his disposal are veteran naval formations and Army troops, many of whom he has seen equipped with electronic warfare and incendiary weapons to counter Biesel’s synthetic and vaurca troops.&lt;br /&gt;
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Sol System Command (&#039;&#039;&#039;SOLCOM&#039;&#039;&#039;) is based on [[Callisto]] and is a unique command that only supervises one system, the Sol System, rather than a region of the Alliance. Considered to be a strategic reserve for any future wars, it is under the command of Admiral Yaoting Kong. Known as “King Kong” by his subordinates due to his large build and love of the Monkey King franchise, Admiral Kong’s combat command is centered around logistics and training rather than combat. He is also responsible for the Sol System’s security, and is the first admiral to work with civilian fleet organizations such as the [[Callisto#Government and Politics|Callistean Port Authority]] in a new anti-smuggling campaign.&lt;br /&gt;
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Southern Command &#039;&#039;&#039;(SOUCOM&#039;&#039;&#039;) is based on Visegrad and is responsible for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Southern Reaches]], the southern border of Biesel and the Hinterlands, the southern border of the Alliance, and coordination with the nearby Empire of Dominia. Managing these operations is Admiral Monika von Schintling, a senior flag officer of the Solarian Navy with experience in the civil war and in the Southern Reaches. Underneath her is the veteran 6th Battlegroup, formed of loyal Middle Ring Battlefleets, and officers seasoned by years of anti-piracy experience. Alongside these duties von Schintling’s command is responsible for the “rat transportation” network of transporting supplies to pro-Solarian insurgents in the Hinterlands and coordinating with the Dominian Imperial Military, which had rebounded in prominence to SOUCOM following the civil war’s end. Once responsible for carrying out a theoretical war against [[Republic of Elyra|Elyra]], SOUCOM is now expected to work with CENTCOM in the event of a war against [[Republic of Biesel|Biesel]] — punching through the south and striking at [[Tau Ceti]] while CENTCOM forces hold the Zoleth Line garrison in place and NORCOM strikes downwards.&lt;br /&gt;
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===Joint Military Command Personnel===&lt;br /&gt;
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The military officers chosen to be part of the Joint Military Command are experienced officers and expected to represent the best of their services — they are perhaps the most experienced military officers in the Spur — and report to the prime minister and Secretary of Defense. The below individuals are the first ever to hold positions in the JMC, with their terms having started in January 2463, and will last until December 2468: a five-year term designed to make them loyal to the government itself rather than whatever SecD appointed them.&lt;br /&gt;
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The Chair of the Joint Military Command (CJMC) is &#039;&#039;&#039;Admiral Giorgio Palazzi&#039;&#039;&#039;, a fifty-year veteran of the Navy and former dean of the Alliance’s primary naval academy. Palazzi is a rare example of a veteran [[Luna|Lunarian officer]] with doctrinally conservative views who remained loyal to Courtois rather than retiring in 2462-63. He is a serious-faced, flint-eyed man who organized the evacuation of Solarian assets from Biesel during its secession and helped coordinate much of the Alliance’s victory in the Northern Reaches in 2465. Palazzi is seen by some as a compromise between the Navy’s conservative and reformist factions, with Courtois and the Chief of Naval Operations firmly reformist but Palazzi representing the best — and perhaps the last — of the Navy’s pre-2462, anti-Coalition operational strategy. As CJMC Palazzi holds no military command — leaving that to other members of the JMC — and serves as both an overall coordinator of its members and is a liaison between the JMC and the civilian government.&lt;br /&gt;
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The Vice Chair of the JMC (VCJMC) is &#039;&#039;&#039;General Valerie Yang Liao&#039;&#039;&#039;, formerly commander of the [[Callisto|Callistean Marines]] and a 35 year veteran of the Army. Commonly known as VYL (pronounced “Vile,” to the general’s amusement), Liao cut her teeth fighting against pirates on Konyang and Port Antilla as a young officer before leading the Callistean Marines during the anti-Frost coup. She is more aligned with Courtois and was given the role of VCJMC after demands by the Army to avoid Navy dominance of the JMC. In her day to day work Liao serves as a ground-based counterpart to Palazzi, and was vital in ensuring the Alliance’s victory on Mars and throughout the Northern Reaches.&lt;br /&gt;
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&#039;&#039;&#039;General Richard B. Sloan&#039;&#039;&#039;, also known as “Mad Dog” to his marines, is the current Commandant of the Solarian Alliance Marine Corps (CSAMC), representing his marines on the JMC. He acquired his nickname when only a Lieutenant with the 1st Marine Division: after his visor was cracked during a boarding operation, he grabbed a nearby roll of tape in the ship, taped over it, and continued leading his unit. On the tape was, appropriately, a dog-themed pattern, and a nickname was born. After replacing the previous commandant — a Frost loyalist — Sloan embarked on a mission to reduce corruption in the ranks and mend fences with the Army and Army Air Force. Multiple units were nearly completely dissolved and reorganized, and he made the unpopular decision to take a funding cut and redirect it to the Army — an act that has done much to repair intraservice relations.  Sloan fought hard for his reforms and was vindicated by his marines’ performance in the Northern Reaches, where they served with distinction and cooperated effectively with the Army.&lt;br /&gt;
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&#039;&#039;&#039;General Chi Hoa Phan&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army (CSSA). Former commander of the [[New Hai Phong|4th Haiphongese Armored Division]], she has been a tireless advocate for the Army’s funding and development in the face of its successes on Mars and in the civil war. Phan — like other members of the JMC — holds no combat command as CSAS but is known to frequently tour the Army’s major mission areas, and has been active in the development of new and better vehicles for the Army. She also abandoned several expensive Frost-era programs to equip the Army with energy rifles instead of their M469A2s, citing it as an unnecessary waste of taxpayer funds and, “corporate welfare,” for [[Zavodskoi Interstellar]], which continues to hold onto chunks of the Solarian defense industry.&lt;br /&gt;
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&#039;&#039;&#039;General Raymond Spaatz&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army Air Force (CSAAF). Originally from [[Silversun]], he has served the SAAF for fifty years — starting as a cadet — and is the oldest member of the JMC. He is expected to retire after his term ends. A bomber pilot by training, Spaatz is widely viewed as one of the preeminent scholars on SAAF operations during the Interstellar War and is a published author on the subject. Building on the successes and failures of the historical SAAF, Spaatz helped to establish a new doctrine for the military’s air component centered around attacking enemy infrastructure targets and providing close support to ground troops. He is additionally responsible for increasing coordination between the SAAF, SDF air forces, and the Navy through his formation of Air-Land-Space Operation Commands on planetary theaters of operation.&lt;br /&gt;
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&#039;&#039;&#039;Admiral Franziska Sibylle von Varnhagen&#039;&#039;&#039; is the current Chief of Naval Operations (CNO). A member of one of the Alliance’s most prominent naval families, von Varnhagen is the aunt of the First Battlegroup’s commander, Fleet Admiral Ingrid von Varnhagen und Langenburg. She was one of the admirals who saw the [[Sol Alliance History#2460-61: Michael Frost Ascends to Power|anti-Frost coup attempt]] was successful by commanding naval forces around Earth to stand down during the crisis. Since 2462 she has worked with Courtois and Solarian law enforcement to ensure the remains of Frost’s loyalists are purged from the Navy’s ranks, and has promoted loyal junior officers to fill these vacancies. However, many of von Varnhagen’s new cadre remain Lunarians — both due to much of the Alliance being cut off until 2465 and due to her status as a member of the moon’s naval aristocracy. Since 2465 she has become a major driver behind the restoration of Unity Station-Moroz naval ties, viewing the Empire as a natural counterweight to Elyra in the south.&lt;br /&gt;
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&#039;&#039;&#039;Lieutenant General Máximo Ruiz Navarro&#039;&#039;&#039;, [[San Colette#The Civil Guard|Colettish Civil Guard]], is the JMC’s current Chief Liaison for System Defense Forces (CSDF). Navarro is the most recent addition to the JMC, having joined it in December 2465, and represents the many SDFs of the Alliance, with his goal being to advocate for their interests and needs. Prior to assuming this position he was involved in the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], fighting on Lhokgon, New Peoria, and D’Anzin during 2465. Cut off from central command on San Colette proper during the final days of the battle for its system, he led an ad-hoc formation of Civil Guard units, SDF forces, militia, and mercenaries to fight against invading Solarian Restoration Front units. This force — called the Navarro Brigade by some — held out until regular Solarian forces arrived, and made its commander a hero of D’Anzin.&lt;br /&gt;
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&#039;&#039;&#039;General Mbwana Oyenusi&#039;&#039;&#039;, Quartermaster General of the Solarian Armed Forces (QMSAF), is a Solarian Army officer who previously served as its chief logistics officer, and now carries out the same duty for the entire SAF. An extremely talented, though doubtlessly overworked, man, Oyenusi has the unenviable task of ensuring the military logistics apparatus is ready to handle any and all situations thrown at it, ranging from military operations to training to disaster relief. While he does not have a combat command, Oyenusi is responsible for the operation of many supply routes run by military, merchant marine, and civilian-operated vessels. Already bald, Oyenusi jokes he would have lost all of his hair from stress if any remained. Prior to joining the SAF, Oyenusi worked as a logistics manager on [[Callisto]], where he helped manage a family-owned logistics firm alongside his father.&lt;br /&gt;
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==Logistics and Standardization==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Equipping millions of soldiers, sailors, and marines – let alone our reserve units in our member-states – is stressful enough to make women gray and men bald, prime minister. They chose me because I was already bald,”&amp;lt;/i&amp;gt; - General Mbwana Oyenusi, Quartermaster General of the SAF, to PM Strom, 29 June 2467.&amp;lt;/center&amp;gt;&lt;br /&gt;
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As the largest organized military in the modern [[Orion Spur]], simply maintaining the SAF requires an extensive logistics network which must be ready to expand quickly — and dramatically — in the event of a war, disaster, or crisis. This logistics system is under the leadership of the &#039;&#039;&#039;Solarian Armed Forces Ordnance Corps&#039;&#039;&#039; and &#039;&#039;&#039;Quartermaster General Mbwana Oyenusi&#039;&#039;&#039;. Both the Navy and Army operate a large fleet of support craft ranging from humble cargo shuttles to the Navy’s massive Atlas-class mobile fleet repair vessels, and numerous civilian businesses and vessels operate in contracts to support the SAF by producing or moving supplies to wherever they are needed. While megacorporations such as Orion Express have expressed interest in acquiring transportation contracts from the SAF, the [[Sol Alliance#Economics|Solarian Corporate Authority (SCA)]] has consistently refused any megacorporation contracts with regard to matters of national security, citing the existence of the [[Stellar Corporate Conglomerate]] as a major security risk due to its close ties with Biesel.&lt;br /&gt;
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Production of Solarian military equipment was, prior to 2462, the domain of [[Hephaestus Industries]] for shipbuilding and [[Zavodskoi Interstellar]] for almost everything else. With the advent of the SCA in 2463 this production has diversified into a dizzying array of small to medium-scale firms across the Alliance, though Hephaestus facilities on New Hai Phong and Zavodskoi ones on [[Luna]] remain producers, which have at times struggeld to meet the quotas previously reached by megacorporate logistics systems. Despite this diversification in supply sources the SAF has retained a key aspect of its logistical success: its policy of standardization in caliber and uniforms, which has greatly simplified the process of supplying the typical Solarian infantryman. They — with some exceptions — use 5.56 Solarian rounds and a standard set of camouflage-conforming fatigues whether they are a marine in orbit or a system defense force reservist in a muddy foxhole.&lt;br /&gt;
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Also standardized is the Alliance’s rank system, which it inherited from the Earther governments which preceded it. Alliance military enlisted have ranks which correspond to the enlisted scale, ranging from OR-1 to OR-9, and officers having a similar scale, ranging from OF-1 to OF-10. Both have space for specialist ranks such as the senior enlisted advisors of Joint Military Command officers, and the scale system is used by every organized military and System Defense Force throughout the Alliance. With each branch — Army, Navy, and Marines — having different rank names and the Alliance’s dozens of SDFs having their own variations, this system is vital to preventing confusion during joint operations such as the Martian Campaign or the ending phase of the civil war.&lt;br /&gt;
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While durable and able to supply the Alliance’s military forces with whatever they need — with units requiring everything from ration-filled crates to artillery shells to naval-grade fuels to toilet paper — the immense amount of investment required to provision the SAF has made it difficult to introduce new weapons and technologies at a large scale. While Biesel, Galatea, and Elyra have moved away from a ballistics-first military and seen their logistics need lessen due to ammunition being rechargeable — though in [[Republic of Elyra|Elyra’s case]], many of their energy-based weapons retain conventional ammunition systems — the Alliance has not due to the prohibitive cost of setting up production capacity to replace the millions of standard-issue M469 assault rifles already in service. Energy weapons remain experimental or limited-issue in Solarian service, and pre-2462 attempts to introduce them were stymied by inefficiency and corruption.&lt;br /&gt;
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Unique among major powers, the Alliance provides a license to produce some military equipment to entities approved by the [[Sol Alliance#Government|Solarian Senate]]. These include approved mercenary units such as the [[Private Military Contracting Group#Eridani Private Military Contractors|Eridanian Golden Fist]], the [[Eridani Federation Military|Eridanian military]], and the [[Dominian Imperial Military]]. The [[Empire of Dominia]] has purchased licenses for several Solarian weapon systems, including incendiary grenades, and produces them locally, while the [[Eridani Federation|Eridani Federation’s]] unique status in the Alliance allows it to both produce local equipment to outfit its private military contractors and to fill gaps with Solarian equipment where needed. Much of the heavy equipment used by [[Private Military Contracting Group#Ringspire|Ringspire]] on [[Adhomai]] was made through this program, with license-produced Solarian Army vehicles performing well in the PMC’s butchery.&lt;br /&gt;
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===Non-Humans in the Solarian Armed Forces===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“As far as I’m concerned? The Ban didn’t go far enough! We should carpet bomb their whole [censored] [[Adhomai|planet]], really give them a [censored] taste of what they did to us [https://forums.aurorastation.org/topic/2816-sol-alliance-news-network/?do=findComment&amp;amp;comment=141866| here]! Send the Navy in and have them clean it up! Get those [censored] [[Unathi|lizards]] too!”&amp;lt;/i&amp;gt; — Anonymous [[New Hai Phong|New Hai Phonger]] speaking to the Solarian Alliance News Network in the aftermath of bombings carried out by the [[Tajaran Emigration#Tajara Revolutionary Army|Tajara Revolutionary Army]]. Unaired due to foul language.&amp;lt;/center&amp;gt;&lt;br /&gt;
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No branch of the Solarian Armed Forces aside from rare System Defense Forces has, at any time, recruited an alien species into its ranks. The reasons for this are rooted in both simple practicality and the entrenched xenophobia common in much of the Solarian Alliance, which contributes to a belief that aliens are simply not to be trusted. Practically speaking the three SAF branches are massive organizations which would only marginally benefit from alien recruits and would have to incur an expensive cost as different species demand wildly different equipment, such as fitted voidsuits and armor, and different accommodations.&lt;br /&gt;
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On the less practical side the Solarian culture of alien distrust has been applied to each species and also argued. To the typical SAF official even the most trustworthy alien is less reliable than the worst human recruit . The SAF is not, and will never be, a force for alien tolerance in the Alliance. From an outright less xenophobic perspective, the Solarian Armed Forces&#039; traditions place a great deal of ideological and cultural importance on the idea of the military as the protector of Solarian humanity. To allow aliens into its ranks has long been considered a betrayal of that ideal, and that compromising this deeply-held tenet would be an unacceptable transgression against the Alliance itself, its human citizens, and the fundamental values of the Alliance&#039;s military.&lt;br /&gt;
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[[Sol Alliance#IPC in the Sol Alliance Military|Positronics]], on the contrary, are highly valued in the SAF. Having had a long history of using [[San Colette#Drone Warfare|drones]], the adoption of positronic intelligence was viewed as the next step in a long line of military robotics. For the longest time, however, IPC and other synthetics have been relegated to support and logistics roles due to mistrust and concerns over their ability to survive in combat scenarios. The collapse has led the SAF to begin looking at IPC in order to fill the gap in its manpower, with the Navy in particular eagerly adopting them in combat roles, placing the machines as both gunners and pilots, and employing traditional shipborne AI to assist and in some cases replace crewmembers. Although assuring the public that combat IPC are a temporary measure given the crisis, some observers note that funding towards further research of combat AI has increased since their adoption.&lt;br /&gt;
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==Dominia and the Solarian Armed Forces==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“By order of my Emperor, Boleslaw Keeser I, I address to you our Fleet and Empire’s highest felicitations and congratulations for your exemplary victory in the northern provinces. Long may [[Sol|Sol’s]] light shine across the [[Orion Spur|Spur]]!”&amp;lt;/i&amp;gt; - Grand Admiral Huiling Zhao of the [[Dominian Imperial Military#His Imperial Majesty’s Fleet|Imperial Fleet]] in an official letter to Secretary of Defense Courtois, July 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Dominian Flag Horizontal.png|thumb|The flag of the Empire of Dominia, an authoritarian state in the Southern Spur aligned with the Solarian Alliance.]]&lt;br /&gt;
The relationship between the [[Empire of Dominia]] and the Solarian military stretches back to before the Empire’s founding, beginning shortly after the Empire’s predecessor states unintentionally contacted the Alliance during the [[Empire of Dominia#The War of Moroz|War of Moroz]]. Both the Solarian Army and Navy sent military observers to the Imperial Alliance’s forces who reported back to the Alliance about its successes, failures, and on the structure of the belligerent nations. Solarian military attachés were some of the first individuals from outside Dominia to write on the planet’s unique culture and history, and reported to Unity Station that the Empire had strategic potential for use as a counterbalance against Elyran influence in the southern region. The Republic, after all, had only seceded in 2302 — a recent memory for the officers on Moroz in the mid-2300s. Military liaisons wrote approvingly of a state which was, though still new, eager to learn and could become a large market for Solarian defense companies such as Zavodskoi Interstellar.&lt;br /&gt;
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With the Empire’s formation in 2385 the Alliance ramped up its aid efforts. With only a scraped-together excuse for what they called the Imperial Fleet, the Empire sent its best naval cadets and officers — generally belonging to houses Zhao or Kaneko — to Luna to study the Alliance’s naval tactics, and they were enrolled in the Solarian Naval Academy in Hangzhou alongside dozens of Solarian officers — mostly Lunarians. These officers, including then-Cadet Jitsuko Kaneko, soon to be a major figure in the nascent Imperial Fleet, excelled at their duties, and several Morozian cadets have been seconded to every academy class, with the exception of the 2460-65 period. Most of the earliest true Imperial Fleet warships were either made in Solarian facilities before being shipped to Mira Sancta or Zhurong for final work, or purchased wholesale from the Alliance’s reserve vessels. This tradition continues symbolically, with one gun of the Moroz-class dreadnought HIMFS Moroz and one gun of the Diyu-class dreadnought SAMV Gunnhildur each having been completed in the other nation’s foundries.&lt;br /&gt;
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The [[Dominian Imperial Military#The Imperial Army|Imperial Army]] likewise benefited from Solarian aid, both in training and in equipment. While they were experienced with planetary warfare the generals of the early Imperial Army were unfamiliar with warfare on an interstellar scale, and Solarian training during the late 24th and early 25th centuries likely helped turn the invasion of Sun Reach in 2422 into a lightning victory for the Empire. While Solarian Army surplus has long vanished into the scrapyards of Jinxiang and Zhurong — though some antiquated stock is used to equip the Home Guard, Sun Reach’s paramilitary scout force — some of the Imperial Army’s equipment remains closely related to — or licensed copies of — their Solarian counterparts.  The Empire and Alliance operate several joint training facilities for ground troops, with Solarian troops sometimes learning IED disposal from Dominian pioneers and their Dominian counterparts learning exosuit operation from Solarian vehicle crews.&lt;br /&gt;
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==The Solarian Navy==&lt;br /&gt;
[[File:Sol_Alliance_Navy.png|thumb|The symbol of the modern Solarian Navy.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Before the Interstellar War, the Solarian Navy was the largest and most perfect fighting force in the galaxy. That is, on the surface level. The admiralty of those years made the greatest mistake of pursuing strength in infinite numbers – a decision that would culminate in the Solarian Civil War.”&amp;lt;/i&amp;gt; – Excerpt from Lucien Courtois’ graduation thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The largest single branch of the SAF is the Solarian Alliance Navy (SAN). With millions of uniformed personnel scattered across dozens — if not hundreds — of planets, garrisons, starbases, fleets, and other facilities it may very well be the largest organized fighting force in the galaxy, and has the influence to match. The Navy has long held significant sway over Solarian politics due to both its size and its vital role in securing safe interstellar commerce and travel in the Alliance. This sway has long ensured the Navy is well-funded and it has long been on the cutting edge of Solarian defense spending. Its role in defending planets and shipping from piracy has historically given it a positive image in the eyes of many Solarians, many of with some notable exceptions such as Callisto -- long at odds with the Navy over the policing of trade and commerce flowing in through the moon’s spaceports. This positive view dimmed during the late 2450s and early 2460s, when the Navy became closely intertwined in the fascistic ATLAS-led government of Prime Minister Michael Frost.&lt;br /&gt;
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By 2462 the broad powers granted to the Navy to ensure the Alliance, then the largest human nation in the Orion Spur, remained safe and secure combined with limited oversight of the Navy to incubate a culture of graft, corruption, and rampant Caesarism in its ranks. As one traveled further from the Inner Ring these problems worsened: Solarian operational thinking prioritized more reliable officers for the defense of the Inner Ring while less reliable officers, and underperforming ones, were sent to the Outer Ring, wits its less strategic worlds. These admirals were given poor troops and little oversight by the Admiralty, allowing them to become their own masters and shape their assigned fleet to be loyal to their admiral over their Alliance.&lt;br /&gt;
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Between 2462 and 2465, defections, reforms, and attrition associated with the Solarian Civil War have taken the Navy from 200 fleets to 100. In 2465 a SISA discovery many officers were funneling supplies to radical warlords such as the Solarian Restoration Front caused a large purge of its upper ranks spearheaded by Secretary of Defense Lucien Courtois, allowing him to further already-existant reforms the Navy began in 2462. The Navy’s rapid defeat of warlords in the Northern Reaches have vindicated Courtois and the reformists, and brought the Navy back much of the prestige it lost in the Solarian Collapse of 2462.&lt;br /&gt;
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Now, in the late 2460s, the Solarian Navy has regained much of its earlier edge through a combination of reforms and ineffective units being disbanded. Most of its units have gained valuable combat experience in the final phase of the Solarian Civil War, which saw the largest interstellar engagements since the Interstellar War, and dated equipment has been replaced by domestically-produced or Einstein-manfactured upgrades able to compete with the Republic of Biesel&#039;s corporate equipment. In the Northern Reaches, it has reconstituted much of its defensive lines against the Coalition, while in the south old ties with the Dominian Imperial Fleet have been reestablished. Recent naval exercises such as OBSIDIAN CAGE 67 have shown the Solarian Navy at some of its highest readiness levels of the century, and it is likely Biesel&#039;s Republican Fleet watches the reinvigorated SAN with great nervousness: wondering when, not if, the old titan will strike it hard.&lt;br /&gt;
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===Solarian Navy Structure===&lt;br /&gt;
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The Solarian admiralty has long devoted a significant amount of its time to the logistics and operation of the increasingly-massive Navy, which peaked at 200 fleets — each, in theory, consisting of 100 ships — shortly before the Solarian Collapse of 2462. These fleets were, prior to the Collapse and Courtois’ reforms which followed it, organized into battlegroups of five fleets for greater cohesion in the event of war, with each fleet led by an Admiral and each battlegroup led by a Fleet Admiral. However, many “battlegroups” in the Outer and Middle Rings were spread across vast distances or contained disloyal elements which prevented them from functioning properly, with only a few — such as the [[Human Wildlands#The Southern Solarian Military District|Visegrad-based 1st Middle Ring Battlegroup]] (1MRB, sometimes referred to as a “Battlefleet” locally) — able to maintain both cohesion and loyalty as the Alliance spiraled towards the Collapse. Reforms by Courtois have reduced the total number of battlegroups by increasing the number of fleets per formation to ten, which has greatly assisted in command due to reducing the number of often-bickering Fleet Admirals by half.&lt;br /&gt;
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Navy fleets themselves are divided into three categories by the admiralty to represent their readiness in the event of an interstellar conflict. These categories are combat battlegroups, patrol battlegroups, and garrison battlegroups. Combat battlegroups are, as the name implies, fully-equipped and ready for combat at a moment’s notice. This classification generally only applied to Inner Ring battlegroups in the months before the Collapse. Standing slightly below combat battlegroups are patrol battlegroups: understrength, but otherwise combat-capable, formations fit for patrol duties but not for engaging full enemy formations. Below this swells the garrison battlegroup: an understrength formation so named as it is only trusted to hold a position and is not expected to perform complicated maneuvers. A fourth, though officially unrecognized, formation is the “ersatz” battlegroup. These formations are improvised and consist of whatever units were available at the time for the area’s Fleet Admiral. Last seen in the Interstellar War, ersatz battlegroups have returned in the Wildlands.&lt;br /&gt;
[[File:Navy graduation.png|A Lunarian officer of the Solarian Navy at her graduation ceremony.|thumb]]&lt;br /&gt;
Unlike the Army the personnel of the Navy are heavily divided by class and background thanks to the Luna-centric nature of its admiralty and officer class, and are even further divided based upon the Ring they are located in — an ironic echo of the Interstellar War. High-ranking officers are almost always Lunan by birth, and graduation photos from the Solarian Naval Academy are dominated by the tall, thin, and pale appearances of Lunans who have grown up in the moon’s characteristically lower gravity. These Lunan officers generally settle into command roles in the Inner, and sometimes Middle, Rings due to their perceived loyalty and familial connections — some families on [[Luna]] have served the Navy since its conception and hold significant influence over it. Officers of “lesser” importance, such as those in the Middle and Outer Rings, such as Fleet Admiral Klaudia Szalai, are often recruited and educated locally, and can be of wildly varying quality and loyalty.&lt;br /&gt;
[[File:Navy loading.png|350px|A Solarian Navy petty officer loading a Zavodskoi-produced &amp;quot;Longbow&amp;quot; naval gun. A common sight on smaller vessels which cannot easily fit larger coilguns.|thumb]]&lt;br /&gt;
Much of the Navy’s enlisted personnel is recruited locally out of convenience and its enlisted ranks are overwhelmingly dominated by those of poorer economic backgrounds, particularly when compared to its Lunan officers, such as Martians, Jintarians, and residents of the Outer and Middle Rings. The men and women which make up the vast majority of the Navy’s fighting force are, like their officers, often of debatable quality due to corruption, graft, and the megalomaniac tendencies of many officers. Prior to the Collapse most of the best enlisted— regardless of their origins — were eventually transferred out of the Outer and Middle Rings and into the Inner Rings due to the Admiralty placing a greater emphasis upon the Inner Ring.&lt;br /&gt;
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Fleet formation was, prior to the Collapse, marred by similar issues. Some fleets were recruited using the “Alliance-wide,” model where ships and personnel were recruited from across the Alliance and trained in the Sol System and its surroundings in order to ensure the best performance. These fleets were then deployed to strategic areas (generally in the Inner or Middle Rings) and placed under the command of a Solarian Naval Academy graduate to ensure the greatest possible quality. While expensive and often taking an extended period to train, these Alliance-wide fleets proved their mettle during the Collapse: no systems garrisoned by them were lost and none defected.&lt;br /&gt;
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But most Solarian fleets were not recruited using this method and were instead mobilized through the “system-wide,” method wherein a fleet’s personnel and officers were recruited and trained in the same system, and generally stationed nearby this system. In theory this was not a horrible idea: logically, military forces would fight harder for their homes than for another system. However, it did not result in the expected outcome: system-wide fleets were often shuffled from system to system and their shared origin made them more loyal to their admirals than the broader Alliance. Though many stayed loyal to the Alliance, and some managed fighting retreats to the Inner Ring, all defected — or otherwise lost — fleets during the Collapse were of the system-wide recruitment model.&lt;br /&gt;
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===Solarian Alliance Merchant Marine===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Often forgotten by historians and naval officers alike, the merchant mariner of the Alliance has been critical to victory or defeat in space throughout the Alliance’s history,”&amp;lt;/i&amp;gt; -  Excerpt from Lucien Courtois’ thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Consisting of Solarian civilian and government-owned merchant vessels above a certain tonnage, the Solarian Alliance Merchant Marine (generally known as the Merchant Marine) is a civilian organization under the Department of the Interior. Its role is to establish a universal set of laws, regulations, and training for Solarian civilian ship crew, and its members are known as merchant mariners. During wartime or other times of crisis the Merchant Marine can be assigned to the Solarian Navy as an auxiliary logistics force, though its members remain subject to civilian maritime law and do not hold military ranks (though their ship captains can be commissioned as deemed necessary).&lt;br /&gt;
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Most Solarian sailors have gone through either the Merchant Marine or one of its training programs, and its safety regulations — such as the presence of oxygen tanks and EVA equipment throughout a ship — have influenced interstellar shipping across the modern Spur. The civilian nature of the Merchant Marine has led to friction with the Navy during wartime, with naval officers coming into conflict with the often unionized crews of merchant ships over the amount of hours they intend their civilian counterparts to work.&lt;br /&gt;
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===Naval Landing Divisions===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“War is too serious a matter to entrust to military men,”&amp;lt;/i&amp;gt; - Georges Clemenceau, Prime Minister of France.&amp;lt;/center&amp;gt;&lt;br /&gt;
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A pre-2462 institution which has mostly been disbanded by the CNO and SecD, Naval Landing Divisions (NLDs) were an attempt by the Solarian Navy’s admiralty to address its lack of ground personnel beyond marines. NLDs were its attempt to address this problem, and – to some scholars of the Solarian military – represent the Navy’s most extreme attempt at achieving total operational independence from the rest of the military, and forming a separate military within the military itself. Generally smaller than a comparative Solarian Army division, they were made up of non-marine Navy personnel – though the Marine Corps often provided advisors and officers – and initially intended to serve as security personnel for planetside naval facilities where the EVA training of marines would not – in the views of Navy and Marine officers – be put to effective use. Mission creep led to these platoon- and company-sized units slowly expanding, acquiring heavier equipment (sometimes diverted from Army stocks and resupplies), and morphing into brigade-sized entities. Never officially approved by the Department of Defense, bureaucrat after bureaucrat opted to look the other way on these divisions until 2462. Many admirals skimped on training for their NLDs, instead viewing them as pet projects and a way to spite the Army. If such an underfunded, maligned branch could do ground warfare, surely the Navy could as well!&lt;br /&gt;
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During the early phase of the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]] these units were heavily utilized by many warlord and secessionist admirals, such as the forces of the Solarian Restoration Front, due to being more well-equipped than many System Defense Forces. Others, such as the 1st Battlegroup, had theirs disbanded out of security concerns. The SRF’s landing divisions – collectively known as the Hopper Group – performed worse than the fleet’s marines and the Lycorii National Armed Forces due to the Group’s poor training standards, and was assigned to rear-line duties where it became responsible for hunting insurgents and enemies of the Front’s “new Solarian state.” Its leader was among those tried and executed for war crimes following the civil war’s end. NLDs from the League of Independent Corporate-Free Systems – known as the Free Sailors’ Union –  engaged in looting and show trials of those accused of corporate sympathies, with its leader tried and imprisoned for thirty years due to looting and mistreatment of Solarian civilians.&lt;br /&gt;
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The use of NLDs by admirals to carve out their own statelets during the Solarian Civil War’s early phase – and the grotesque excesses committed by many – led to dogged attempts by the CNO and SecD to dissolve them and dramatically reduce their sizes, with much of their excess equipment going to the Army. Navy security detachments remain, though reduced to their pre-NLD sizes and often supplemented by marines. NLDs remain a symbol of the Navy’s Caesarism and the threat it once posed to the Solarian government it is meant to protect.&lt;br /&gt;
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===Notable Facilities===&lt;br /&gt;
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Located on [[Luna]] in Harmony City, the &#039;&#039;&#039;Solarian Admiralty&#039;&#039;&#039; serves as high command for the entire Solarian Navy. While it started its existence as a small building mostly responsible for managing armed platforms tasked with destroying asteroids and other potentially harmful celestial objects, the Admiralty has grown over the intervening decades into a massive complex which is a city District unto itself. Solarian Naval Central Command (SNCC) looks over the district at nearly a hundred stories tall and stands as one of, if not the, most important buildings in the modern Alliance. The Admiralty is rumored to have dozens, if not hundreds, of underground facilities scattered across the Admiralty containing everything from mundane paperwork to intelligence on the Stellar Corporate Conglomerate to blacksites for especially infamous prisoners. Though its reputation has been tarnished by the Collapse, the Admiralty remains an unshakable feature of Luna.&lt;br /&gt;
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Located on [[Luna]] in Hangzhou, the &#039;&#039;&#039;Solarian Navy Academy&#039;&#039;&#039; is the premier — and to Lunarians, the only — institute of naval military education in the Alliance. Established in 2115 continuously functional ever since this point the Academy, as it is often simply known, has long had a reputation of producing only the finest naval officers in the Alliance. But this reputation for excellence has made the Academy an extremely difficult institution to gain entry into — particularly if one is not from the Inner Ring. Certain Lunarian families, such as the ancient Varnhagen und Langenburg family, have long held sway over the Academy’s curriculum and membership in such a family — either by blood or covenant — is a near-certain way to gain access to its halls. Academy officers, in addition to their renowned quality, are generally more loyal to the Alliance than their non-Academy counterparts. Few Academy graduates defected during the Collapse and those that have, such as the Solarian Restoration Front’s Florentina von Keyserling, have been stricken from its graduation rolls.&lt;br /&gt;
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Created during the Interstellar War by the SAF as part of operation ULTRAMARINE TOMB, an effort to learn from its defeats during the war, the &#039;&#039;&#039;Korolgrad Solarian Naval Air Forces Interceptor Tactics Academy&#039;&#039;&#039;, otherwise known as &#039;&#039;&#039;TOPGUN&#039;&#039;&#039; (or by its earlier code name, “&#039;&#039;Lawn Darts&#039;&#039;”), is the Solarian Navy’s advanced fighter pilot training program. Despite attempts to establish it on Luna the SAF opted for Pluto, intending to use the nearby Oort Cloud as a proving ground. TOPGUN curriculum is kept at the highest quality through a rigorous internal review process, known as “party committee” by its staff, where mediocre ideas (and instructors) are chaffed out. The program was a major success during the Interstellar War and saw the SAN’s aviation wing end with a dramatic 14:1 kill ratio when the war ended. The Academy maintains a reputation for excellence in the 25th century. The lowest kill ratio of its graduates in Solarian service came during the Solarian Civil War, when classmates turned guns on one another in the Wildlands. TOPGUN saw its first foreign enrollment in 2466, when pilots from the Dominian Imperial Fleet’s air arm arrived for instruction. Its distinctive insignia is a Xanan vessel in stylized gun sights, with the most recent vessel being a Shrike-class corvette.&lt;br /&gt;
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In the orbit of Uranus lies the mundanely-named &#039;&#039;&#039;Solarian Naval Maintenance, Regeneration, and Repair Facility&#039;&#039;&#039; which is, thanks to its awful abbreviation of “&#039;&#039;&#039;SNMRRF&#039;&#039;&#039;” (occasionally phoneticized as “&#039;&#039;&#039;Smurf&#039;&#039;&#039;”), commonly referred to as “the Boneyard.” The Boneyard is a massive facility filled with outdated and mothballed hulls ranging in size from fighter aircraft to battleships which remain on the official Navy registry but are, in reality, either too outdated or too damaged to effectively operate alongside their counterparts. Boneyard vessels are, particularly since the Collapse, often cannibalized for parts or — in rare cases — “refloated” and pressed back into service. The pirate raid which brought Frost into power as Prime Minister targeted the Boneyard and stole multiple warships the former Admiral later returned with, eventually catapulting himself into popularity. Many have long theorized this “raid” and Frost’s success after was an inside job planned by Navy officers to place one of their own in power and have pointed to a multitude of “coincidences” as evidence. The fact that the raiders were never caught but were “engaged and destroyed,” the sensors monitoring Boneyard and its defenses being off at the same time, the raiders only hitting the Boneyard rather than any civilian targets or the nearby Navy sensor stations, the fact that the raiders were able to spoof a brand-new Solarian Navy ID code, and the fact that the leaker — a reformer — was one of the only deaths in the raid.&lt;br /&gt;
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===Notable Navy Forces===&lt;br /&gt;
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&#039;&#039;&#039;1st Battlegroup, “The First”&#039;&#039;&#039;&lt;br /&gt;
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The most venerable and oldest of the Alliance’s battlegroups, the First has fought in every major interstellar conflict the Alliance has officially participated in. It is responsible for decisively destroying the Coalition’s naval forces in the Battle of Xanu and has long preserved the Xanan naval battle standard captured during the battle in the Admiralty. The first five fleets of the First are overwhelmingly Lunan. The next five, which were integrated into it following Courtois’ reforms, are five of the highest-quality Alliance-wide fleets in the Alliance. Officers of the First can easily be identified by their distinctive oak leaves, which are typically placed in the side of their caps. The First is currently commanded by Fleet Admiral Ingrid von Varnhagen und Langenburg, a Lunan graduate of the Solarian Naval Academy firmly in Courtois’ reformist faction. The Fleet Admiral of the First is issued a saber as their badge of office and is expected to wear it at all times while commanding, regardless of practicality. The sword itself, while unnamed, is a priceless heirloom which has been passed down from Fleet Admiral to Fleet Admiral since the founding of the First, and to lose it is simply inconceivable.&lt;br /&gt;
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The First was the Alliance’s vanguard force during the Solarian Intervention in San Colette, with its flagship — the SAMV &#039;&#039;Gunnhildr&#039;&#039; — the first Navy vessel in the [[San Colette|Nueva Patria System]]. After destroying the Solarian Restoration Front’s forces in the system and accepting San Colette back into the Alliance, the first went on to free much of the central Northern Reaches from Front occupation and was the first Navy battlegroup to reach the Coalition’s border. The First has since returned to its berth in the Sol System, but remains ready to deploy anywhere in the Alliance upon short notice using its advanced warp drives.&lt;br /&gt;
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&#039;&#039;&#039;[[Human Wildlands#The Southern Solarian Military District|1st Middle Ring Battlegroup]]&#039;&#039;&#039;&lt;br /&gt;
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Regarded as one of the highest-quality battlegroups prior to the Collapse, the 1MRB under Fleet Admiral Klaudia Szalai, despite never formally defecting from the Alliance, spent much of the Solarian Civil War cut off from the broader Alliance and struggling against difficult odds. The five fleets of the 1MRB were understrength prior to the Collapse and were worn down by fighting against pirates, defected Solarian Navy personnel, and — at times — the Tau Ceti Foreign Legion, which it has engaged during cross-border raids by the 1MRB and border disputes with the CRZ until 2464. The 1MRB was never defeated upon the field of battle and remained steadfast in its loyalty to Sol, though many of its personnel — almost all of which hail from Visegrad or its surrounding systems — became concerned at the Navy’s non-intervention in the Southern Reaches prior to 2465.&lt;br /&gt;
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Following the Solarian reunification the 1MRB has been folded back into the Navy’s roster of active-duty fleets alongside Myo Yunso’s nearby 6MRB, based in Sankt Frederick. The return of Visegrad to the Alliance has seen the 1MRB rearmed and restored to full strength, now equipped with modern Navy vessels and warp drives. It is now one of the major Navy forces in the Southern Reaches, and remains based in Visegrad.&lt;br /&gt;
[[File:Marines SRF.png|300px|thumb|Assembled marines of the 15th Marine Regiment, now serving as part of the Solarian Restoration Front.]]&lt;br /&gt;
&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|35th Fleet]]&#039;&#039;&#039;&lt;br /&gt;
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One of the most infamous Solarian fleets in the Navy’s history, the 35th was formed after the Interstellar War and stationed near Tau Ceti in order to keep the strategic system safe. Tau Ceti’s defection — which many 35th officers hailed from — was viewed by the Fleet as a betrayal, and its rapid embrace of aliens after the defection was viewed as a further compromise of Solarian values. This hatred has, over the years between Tau Ceti’s defection and the Collapse, twisted the 35th into what it was prior to its invasion of Tau Ceti: one of the most xenophobic, fanatical, and nationalistic Solarian fleets. The losses it suffered during the invasion and its seeming betrayal by the broader Alliance further radicalized the 35th, which returned to its berth in Lycoris and declared the Solarian Restoration Front in 2462, and rapidly set about purging aliens — who they blamed for the Collapse — from the area they controlled. Though the Navy has officially disavowed the 35th and declared its officers traitors to the Alliance many, particularly those formerly loyal to Frost, flocked to its banner.&lt;br /&gt;
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In 2465 the Front began the War in the Northern Wildlands through an invasion of the nearby Middle Ring Shield Pact. Though it initially found success the 35th Fleet and its fellow Front fleets were defeated by the Solarian Navy during its intervention and have been officially struck from the Navy’s fleet roster. Many of its flag officers were tried by the Solarian Department of Justice for crimes against humanity following the civil war’s end, and were sentenced to either death or life imprisonment.&lt;br /&gt;
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&#039;&#039;&#039;25th Fleet&#039;&#039;&#039;&lt;br /&gt;
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When the 25th, primarily consisting of Silversunners, was ordered into Biesel to stop rogue Admiral Michael Frost it could have never anticipated the consequences its orders would have for the Spur. Despite the apprehension its officers and enlisted felt when they were ordered into what was, at least officially, a rebellious Solarian system ruled by an illegitimate government, the 25th followed its orders. The 25th was badly mauled by the 33rd in one of the first engagements between Solarian Navy vessels since the Interstellar War, but it pushed the 33rd out of the system and returned Biesel to a modicum of normality. The population of Biesel was understandably cold towards them, but the Admiralty promised rewards for the deed. But no rewards appeared as, nearly as soon as he had been imprisoned, Frost was swept back into power and became Prime Minister. The new PM punished the 25th severely, and sent them to an ignominious duty: to serve as an auxiliary for one of the worst battlegroups in the Navy, the 10th Middle Ring Battlegroup. But the 25th was not broken by this and, thanks to its superior equipment and training, they fought their way back to their original berth of Silversun, arriving battered and bruised — yet unbowed — in summer 2463 to a hero’s welcome. Now the 25th has a new home: the prestigious 1st Battlegroup.&lt;br /&gt;
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The 25th Fleet was the first Solarian Navy force to engage the Solarian Restoration Front in 2465 and was present during the Navy’s intervention in the Nueva Patria System, where it served as the screening force for the dreadnought SAMV &#039;&#039;Gunnhildr&#039;&#039;. Perhaps no Solarian Navy force fought harder than the 25th did, and they were the first fleet to reach the Coalition’s border.&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;
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===Solarian Ship Classes===&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;Carrier&#039;&#039;&#039;&lt;br /&gt;
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The carrier occupies a critical role in Solarian operational doctrine along with the battleships it supports. Carriers are often the largest and most important ships in a Solarian fleet, and typically serve as flagships. The largest of this class are hundreds of meters long and are often regarded as floating cities due to the size of their crews. Carrier classes are generally named after geographic features.&lt;br /&gt;
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&#039;&#039;&#039;Supercarrier&#039;&#039;&#039;&lt;br /&gt;
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With only a handful ever built, the supercarriers of the Solarian Navy are very rarely seen outside of the Jewel Worlds. These gargantuan vessels are nearly a kilometer long and stand as some of the largest vessels ever constructed in the Orion Spur. A supercarrier is always the flagship of its fleet, and none have ever been lost in combat. Supercarriers have a near-mythical reputation in the Alliance due to their rarity and Navy-funded media, which often promotes them as the peak of Solarian military might. Some in the Navy grumble at this deification, instead viewing the tried-and-true dreadnoughts as the peak of the Navy. Ships of the only active supercarrier class used by the Navy, the &amp;lt;i&amp;gt;Thule&amp;lt;/i&amp;gt;-class, derive their names from mythological geographical features.&lt;br /&gt;
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&#039;&#039;&#039;Dreadnought&#039;&#039;&#039;&lt;br /&gt;
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The most well-armed and heavily-armored of the Solarian Navy’s battleship classes are designated as dreadnoughts by the Admiralty. To many the dreadnoughts are the unbeatable pride of the Navy which helped it win victory after victory in the Interstellar War before cowardly politicians snatched it from them. To others they are a reminder of how backwards-facing the Navy can be at times, and how obsessed many of its officers have become with its former glories. Recently reformers have chipped away at much of the dreadnought’s mythical image, and the classification may very well be on its last legs due to recent naval reforms. Fitting their near-mythic reputation, ships of these classes are generally named after mythological figures.&lt;br /&gt;
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&#039;&#039;&#039;Battleship&#039;&#039;&#039;&lt;br /&gt;
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Solarian battleships are heavily-armed and heavily-armored testaments to the unchallenged naval supremacy of the Alliance. Battleships were commonly seen in all three Rings of the Alliance prior to the Collapse and now often serve as flagships of defected or rogue fleets. These ships-of-the-line are often in disrepair due to having been run ragged by their warlord masters and are, generally speaking, outdated compared to contemporary examples still loyal to the Alliance. Both battleships and fast battleships are typically named after cities.&lt;br /&gt;
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&#039;&#039;&#039;Fast Battleship&#039;&#039;&#039;&lt;br /&gt;
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A post-Interstellar War innovation, the fast battleship classes of the Solarian Navy are intended to fill gaps in patrol fleets where a full battleship is unnecessary but a cruiser is insufficient. Fast battleships trade armor and firepower for speed and operational range, making them ideal for patrols in the former Alliance Neutral Zone. During the Solarian Civil War many ships of this class ended up in the hands of warlords due to the class primarily serving in the Middle and Outer Rings. Here they have excelled at a role they were never meant for: raiding and terrorizing the civilian populations they were built to protect.&lt;br /&gt;
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&#039;&#039;&#039;Cruiser&#039;&#039;&#039;&lt;br /&gt;
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Cruisers have long served as the backbone of the Solarian Navy. These vessels are typically divided into two classes: light and heavy. Like their larger counterparts, both categories of destroyers are generally named after cities with light cruisers favoring the cities of the Middle and Outer Rings. Many heavy cruisers are instead named after prominent Solarian figures, perhaps due to their captains wishing to imitate the larger and grander battleships of the Navy.&lt;br /&gt;
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&#039;&#039;&#039;Heavy Cruiser&#039;&#039;&#039;&lt;br /&gt;
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Heavy cruisers such as the Taipei-class represent the peak of Solarian cruiser design. These heavily-armed and heavily-armored vessels closely resemble the battleships they escort but are significantly less expensive due to their smaller size. Many prospective future admirals seek to command a heavy cruiser for both this reason and for the prestige commanding one brings.&lt;br /&gt;
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&#039;&#039;&#039;Light Cruiser&#039;&#039;&#039;&lt;br /&gt;
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While less prestigious than their heavier counterparts, light cruisers fill a valuable niche in the Solarian Navy. Light cruisers are fast vessels which can operate for long distances without resupplying, which easily allows them to serve as the lead vessels of patrols when fast battleships are not available. However, most officers who one day aspire to command a fleet avoid light cruisers for this very reason: while it may mean command of a squadron, it is a command which affords very little prestige and is often assigned to those who lack the money or connections to play the Navy’s influence game. With many commanded by officers of debatable ability or loyalty (and at times a lack of both) prior to 2462 it should come as no great surprise that this ship class often formed the backbone of warlord fleets in the Wildlands.&lt;br /&gt;
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&#039;&#039;&#039;Destroyer&#039;&#039;&#039;&lt;br /&gt;
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Destroyers are well-armed but small vessels designed to assist the Alliance’s battlegroups and to protect the ships that truly matter: cruisers, battleships, and carriers. Prior to the Collapse destroyers were a common sight in the Middle and Outer Ring’s anti-piracy patrols, where they often commanded groups of smaller vessels. During the Solarian Civil War many destroyers fleets of warlords, where they served much the same purpose. Destroyer and destroyer escort class ships derive their names from stellar objects, though exceptions exist due to the sheer number of destroyers in the Solarian Navy.&lt;br /&gt;
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&#039;&#039;&#039;Escort Destroyer&#039;&#039;&#039;&lt;br /&gt;
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Only barely larger than a frigate, escort destroyers are intended to provide a modicum of protection to civilian and military convoys across the Alliance. Faster and fitted with better warp drives than many larger ships, a surprising amount of escort destroyers stationed in the Middle and Outer Ring opted to evacuate to the Inner Ring rather than remaining to assist warlords. Some naval scholars believe this is due to most destroyer escort captains and crews having been local recruits in their systems, and there are many stories from shortly after the Collapse of ships of this class limping into systems such as Sol filled with terrified refugees and exhausted sailors.&lt;br /&gt;
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&#039;&#039;&#039;Frigate&#039;&#039;&#039;&lt;br /&gt;
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Smaller than both destroyer classes and yet larger than a corvette, Solarian Navy frigates were a common sight in all three Rings prior to the Collapse. Though originally intended to serve exclusively as escort vessels for larger ships, frigates have, particularly in recent years, been pressed into a variety of roles they were never meant for such as pirate-hunting operations. Up-gunned variations of common frigate designs were often the best ships available in the Outer Ring for anti-piracy patrols and system defense. These ships proved ill-equipped to fight off the forces of defected warlord fleets, and most were destroyed or themselves defected. A sad fate for the ships of a class of little importance to the Lunan-dominated Admiralty. Due to their sheer number, frigates follow no clear naming scheme.&lt;br /&gt;
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&#039;&#039;&#039;Corvette&#039;&#039;&#039;&lt;br /&gt;
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The smallest rated combat vessels in the Solarian Navy, corvettes are often commanded by new officers or officers deemed failures by their superiors. Few officers wish to command a corvette for long, rightfully viewing them as career-killers in a Navy obsessed with larger ship classes. The Wildlands is covered in wrecks of this ship class as a result of constant squabbles between petty warlords over territory and the 2465 intervention of the SAF. With much of the support structure these warlord fleets relied on gone or unavailable, corvettes were often the first vessels scrapped for spare parts. Some desperate scavengers plunder these plundered wrecks, hoping to find even tiny scraps of useful materials. Like frigates, corvettes follow no consistent naming scheme.&lt;br /&gt;
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&#039;&#039;&#039;Support Craft&#039;&#039;&#039;&lt;br /&gt;
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The unsung and unappreciated wheels which ensure the Solarian Navy continues to turn, support craft and their crews are typically looked down upon by “real” warships and their crews. The classes found under this category are stunningly diverse and include everything from massive Hephaestus-produced fuel tankers to small courier vessels designed to carry the small-scale cargo required to keep a fleet fed and happy. Durring the Solarian Civil War many warlords and rogue admirals had very limited access to these support vessels, making them a target of raids and assaults as the struggle to fuel defected ships intensified.&lt;br /&gt;
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&#039;&#039;&#039;Carrier-Launched Aircraft&#039;&#039;&#039;&lt;br /&gt;
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Covering everything from multi-crew bombers to unmanned drones, carrier-based vessels are a cornerstone of the Navy which has long fought battleships for influence. Most of the time battleships have won this battle of influence, but some believe — particularly with recent reforms — that carriers and their craft will have their day in the limelight soon enough.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==The Solarian Marine Corps==&lt;br /&gt;
[[File:SAMC.png|thumb|The symbol of the Solarian Alliance Marine Corps.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Look like you know the joke right like you have to know it come ooooon. The whole joke of like ‘you don’t have to worry about asking if somebody’s a marine since they’ll tell you!‘”&amp;lt;/i&amp;gt; - Unknown Callistean bartender speaking to an Sol Alliance News Network reporter regarding the Navy’s presence on [[Callisto]] (2458).&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Marines training.png|250px|thumb|In order to become a full marine, a Corps recruit must first pass one of the most rigorous EVA training programs in the Spur. Many do not.]]&lt;br /&gt;
Though de facto an independent branch of the SAF, with its own member of the JMC, the Solarian Alliance Marine Corps (SAMC) is de jure an extension of the Navy. They travel in Navy ships, fight the Navy’s battles alongside it, and conduct ground operations they cannot do, though with their assistance. Prior to SecD Courtois&#039; reforms the SAMC had a reputation for avoiding planets, instead giving that duty to the chronically-underfunded Solarian Army or the SAN&#039;s many naval landing divisions. Since the reforms, it has taken a much more active role in taking and holding planetary ground. The SAMC&#039;s close ties to the Navy bring it funding, prestige, and eager recruits thanks to multiple lucrative deals with [[Venus|Cytherean]] media moguls that depict them in a positive light. Many Solarian children and teenagers see marines as heroes who are capable of doing anything they are asked to do as long as it benefits the Alliance.&lt;br /&gt;
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But the reality is often different from the glitzy, Cytherean image projected by popular culture. Many marines are recruited from economically disadvantaged backgrounds and are looked down upon by Navy officers for this reason, and Marine officers are expected to defer to the judgement of their Naval counterparts even if they are of the same rank. The Army looks down upon Marines for a different reason: it has long viewed them a “toy army” subordinate to the Navy, though this has begun to change with their more active role in ground operations following SecD Courtois&#039; reforms. Built-in classism present in the SAN has been harder to dispel, with the humble background of the typical Solarian marine still looked down upon by many officers.&lt;br /&gt;
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Yet the morale of the Marines remains high. The marines wholeheartedly view themselves as elite infantry of the SAF who do what others cannot or will not, even if they die trying. The SAMC brags they make the impossible possible, and intend to make good on their boasting.&lt;br /&gt;
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===Notable Marine Formations===&lt;br /&gt;
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&#039;&#039;&#039;1st Marine Division, &amp;quot;The Old Breed&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The 1st MARDIV has long been the elite 1st Battlegroup of the Solarian Navy&#039;s assigned marine division. Well-trained and well-equipped, the it served with distinction during the Interstellar War and the Solarian Civil War. While originally an Earther formation most of its enlisted marines and officers are now recruited from the Lunan working class, which has led to tensions with the 1st BG&#039;s mostly upper-class- and middle-class-originating officers. Most enlisted sailors come from similar working-class Lunan backgrounds, ensuring there is a great amount of camaraderie between marines and enlisted Navy personnel. The Solarian Army has long had a rivalry with the 1st MARDIV, seeing them as overfunded and underused, but the Joint Military Command&#039;s creation and the 1st MARDIV&#039;s actions during the civil war have patched up this relationship to a remarkable extent. The end of Naval Landing Divisions (NLDs) has also seen 1st MARDIV and Army toopers interacting far more, leading to better joint coordination. 1st MARDIV&#039;s symbol is a blue diamond depicting the Southern Cross with a red one, upon which is written &amp;quot;Guadalcanal,&amp;quot; connecting the division to its Earther roots.&lt;br /&gt;
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&#039;&#039;&#039;2d Marine Division, &amp;quot;The Black Berets&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The 2nd Battlegroup’s assigned marine division, the 2d MARDIV is a more heavily mechanized formation than other SAMC divisions and has been regularly deployed in ground operations by the 2nd Battlegroup. The mostly Soviet-originating marines of the Black Berets – named for their distinctive head cover found in no other SAMC unit – have historically been looked down upon by the Navy for their political beliefs, with most being members of the Solarian Communist Party, but are known to be tough, determined fighters willing to take and hold ground even in the face of incredible resistance. The Black Berets initially rose to prominence during the Siege of Xanu, where they were engaged in heavy urban fighting among the ruins of Kshatragarh and the planet’s other cities. The division proved its urban combat prowess again in 2465, when it became the first SAMC unit to make landfall on Lycoris. The 2d MARDIV’s insignia is a golden anchor on a black, circular badge.&lt;br /&gt;
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&#039;&#039;&#039;23d Marine Regiment, 11th MARDIV (Middle Ring), &amp;quot;The Uhlans&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Having the distinction of being the oldest and most storied marine unit to originate from the rainy world of Visegrad, the 23d Marine Regiment has in recent times become known for its close association with the commander of the fleet to which it is assigned: Fleet Admiral Klaudia Szalai, to whom the 23d had served as the former warlord&#039;s go-to crack unit under her command, being the keystone basis of many of the Fleet Admiral&#039;s military operations. &lt;br /&gt;
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Aside from having the reputation of being one of the most capable reconnaissance units in the Alliance&#039;s military, the 23d is known for sharing an intense rivalry with its Solarian Army counterpart - the 221st Infantry Division - over which unit is superior. This rivalry is characterized by ferocious competition with one another during multi-unit wargames, especially during operations taking place upon Visegrad.&lt;br /&gt;
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&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|15th Marine Regiment]]&#039;&#039;&#039;&lt;br /&gt;
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This regiment, which defected to the Solarian Restoration Front in 2462, served as the Marine detachment for the 35th Fleet of the SAN. Even before their defection they plagued by rumors of corruption and Caesarism, and a documented history of abuse towards non-humans that saw their commanding officer reprimanded by the Admiralty in 2459. Further investigations into the 15th were stopped by ATLAS in 2460, then fully halted by PM Frost when he came to power. During the 35th’s incursion into Tau Ceti the 15th’s behavior became so open it could no longer be hidden, and flickery videos of its marines executing Legionnaires or non-human Biesellites were a common sight on the Biesel extranet during and immediately following the incursion.&lt;br /&gt;
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In the Solarian Civil War the 15th became infamous for its brutality against civilians and opposing forces. It was destroyed during the Battle of D’Anzin by the combined forces of the Colettish Civil Guard and 2nd Venusian Air Cavalry Division, where it fought fanatically even when faced with impossible odds. Few of its marines were taken prisoner by the SAF, but several officers of the 15th were tried and sentenced for crimes against humanity by the Solarian Department of Justice. Like the 33rd, it has been officially struck from the SAMC roster.&lt;br /&gt;
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&#039;&#039;&#039;33rd Marine Regiment&#039;&#039;&#039;&lt;br /&gt;
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Prior to his ascension as Prime Minister the 33rd served under the command of then-Admiral Michael Frost. They participated in his invasion of [[Biesel]] and, despite an internal inquiry by the Solarian Armed Forces, escaped all charges levied against them due to ATLAS interference in the investigation. The 33rd’s loyalty to Frost intrinsically tied their fate to his and saw their trustworthiness decline in the eyes of the broader SAF, then rise dramatically following his election as PM. Frost’s ascension to power saw him restore his loyal regiment to power and use them — at the protest of the Army — as  his personal guards only served to temporarily stop the 33rd&#039;s fall from grace. After Frost’s death they were pounced upon by reformist actors in the Navy and promptly disbanded, with many of its former officers shipped off to undisclosed prisons for crimes against humanity. Even before Frost’s body was cold the 33rd was formally struck from the Corps’ register. It will never return.&lt;br /&gt;
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===Notable Marine Equipment===&lt;br /&gt;
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I dropped my crayons sarnt&lt;br /&gt;
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The &#039;&#039;&#039;Type 4 Extra-Vehicular Armored Suit&#039;&#039;&#039;, known commonly as the “&#039;&#039;&#039;Gargoyle&#039;&#039;&#039;,” is the primary voidsuit of the SAMC. Produced by Zavodskoi Interstellar on behalf of the SAF prior to 2463, and now produced by government contractors, the Gargoyle is a reliable suit which protects its user well against bullets, shrapnel, explosions, and energy weapons and has served admirably since 2448. Abroad, the Gargoyle is a common symbol of Solarian imperialism due to its prominent role in both incursions into Biesel.&lt;br /&gt;
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The &#039;&#039;&#039;Type 9 Heavy Extra-Vehicular Armored Suit&#039;&#039;&#039;, commonly known as the “&#039;&#039;&#039;Vampire&#039;&#039;&#039;,” is the primary hardsuit of the SAMC. Like the lighter Type 4 it was produced by Zavodskoi Interstellar prior to 2463, and is now produced by various government contractors. It features various mounting arrays for hardsuit modules, ensuring it always has mission flexibility, and is commonly used by specialists. Due to its high levels of protection its users are commonly the first marines through a breach during EVA operations.&lt;br /&gt;
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The &#039;&#039;&#039;M49MC&#039;&#039;&#039; is a main battle tank used as the SAMC’s primary MBT alongside the M35A6MC. It is smaller than the earlier M35 in an effort to meet the weight requirements of a dropship, and sacrifices some of the larger tank’s survivability for maneuver capabilities. It saw action in both Solarian Incursions of Biesel and proved readily able to hold its own against TCAF armor and anti-tank weaponry when supported by marines. Despite its smaller size the M49MC mounts an advanced laser/missile defeat device (L/MDD) which employs two gimballed laser turrets controlled by a primitive AI. To shoot down or defect incoming attacks.&lt;br /&gt;
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The &#039;&#039;&#039;M43 All-Terrain Gun Platform (M43 ATGP)&#039;&#039;&#039; is a Solarian Marine Corps armored fighting vehicle designed to replace the aging M15A4MC (Marine Corps) while being lighter and more well-armed than the comparable vehicles of the Solarian Army. Equipped with a heavy gun but fairly light armor, it is intended to carry marines into contact and support them on the ground with its cannon. It can be deployed directly from a dropship’s bay and does not require a dedicated heavy lift vehicle, granting it operational flexibility over the M35A6MC main battle tank used by the SAMC.&lt;br /&gt;
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==The Solarian Army==&lt;br /&gt;
[[File:SolArmy.png|thumb|The symbol of the modern Solarian Army.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“I don’t give a rat’s ass what your Admiral says marine! Unless you can get the PM down here and order me to stand aside, I’m not gonna be letting you into the building! You’re gonna stand down, now! I said now goddammit!”&amp;lt;/i&amp;gt; - 1st Lieutenant Anthony “Andy” Bonaccio moments before the Revolt of the Officers devolved into a gunfight. Bonaccio would later go on to become the Alliance’s Secretary of the Army.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Army embassy.png|400px|thumb|Solarian Army soldiers stationed as guards outside of a Solarian government building.]]&lt;br /&gt;
The second-largest SAF branch is the historically neglected Solarian Army. Chronically underfunded until 2462, the Army existed in the shadow of the Navy and made do with hand-me-down equipment passed over or otherwise discarded by the Marines for decades after the Interstellar War. A culture of bitterness towards the Navy and the Marines, which the Army views as a subordinate branch of the Navy, has engendered a desire in the Army to do better than the Navy despite the challenges, but has likewise impacted joint-branch cooperation even after the creation of the JMC. As an institution it is significantly less corrupt and prone to Caesarism than the Navy is and, thanks to reforms undertaken after the Interstellar War, is viewed by the civilian government as an ally. Army troopers serve as guards for Solarian government institutions aside from Navy facilities, which utilize Marine guards, due to their loyalty to the government.&lt;br /&gt;
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Unlike the Navy the Solarian Army generally recruits entire divisions from individual planets and trains them in local facilities, with only a few divisions recruiting form multiple worlds. These force typically serve as the local garrison of a Solarian member state alongside a System Defense Force until they are needed. Then, they are shipped by the Navy to wherever they are needed. Army Central Command itself has long been headquartered on Unity Station and is located within walking distance of the Prime Minister’s office. Interestingly, Central Command has no fixed unit to guard it: to avoid favoritism, the division tasked with protecting it is rotated on a two-year basis. At the time of the Collapse the chosen unit was the 37th Martian Mechanized Division, more popularly known as the “Red Devils.” Due to the mysterious nature of Prime Minister Frost’s death and his seeming lack of care for Mars, rumors that the 37th killed him have swirled since before his body was cold. The division has since rotated back to Mars, where it served with distinction during the reunification campaign. While currently a volunteer-only force the Solarian Army is, in theory, able to petition the government to institute a draft in times of emergency. It can additionally federalize SDFs in the event of a national emergency, such as the Solarian Civil War (2462-65) or Interstellar War, thus bringing the nominally independent commands of local forces under Army Central Command. The Army&#039;s draft has not been used since the Interstellar War, and it is unlikely a request to reinstate the draft would pass the Senate unless another Interstellar War-like event began.&lt;br /&gt;
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While Army equipment and training, unlike their SDF counterparts, is standardized across the board certain member states have gained a reputation of supplying the Army with higher-quality units than others. Despite its poor reputation with many figures in the broader Alliance the Army generally views [[Mars]] as providing the best units due to many seeing it as one of their only ways to get off-world. [[Silversun]], with the [[Silversun#The Originals|Originals]] forming a similar group, is similarly prized as are units recruited from [[Venus#Jintarian Culture|Venusian Jintarians]]. Luna is viewed by most as providing some of the poorest-quality troops for the Army, with most of its best recruits going into the SAN or SAMC. Some Army officials have accused the Navy of deliberately sabotaging Army recruitment efforts on the moon, and recruiting patterns are unlikely to change in the near future. Pluto historically provided poor-quality troops to the Army as its ruling government reserved its best troops for its internal security forces. Reforms undertaken by SecD Courtois have reversed this trend, with many Plutonian recruits now joining Soviet-originating regiments such as the 1st Guards Proletariat. Pluto has seen a recruitment surge since 2462 as many of its younger residents have joined the Army in hopes of fighting against fascism in the Northern Reaches or capitalism in the Republic of Biesel, which many believe will be a target for the SAF very soon. Very few [[Luna|Lunarian]] units are trusted with anything other than garrison duty.&lt;br /&gt;
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Recently the Army-Navy struggle seems to be shifting towards a more even playing field due to Army successes, Navy failures, the JMC, and SecD Courtois&#039; efforts at reforms. During a period where the Navy was at its lowest before recent reforms the Army proved itself effective in a decisive campaign where it [[Mars#The Solarian Army’s Reunification Campaign|regained control over much of Mars]]. Army Central Command has viewed this as a massive victory and it has secured a great amount of positive press for the chronically underfunded force. The creation of the Joint Military Command further leveled the playing field, with both the Army and Army Air Force receiving a seat at the table.&lt;br /&gt;
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===The Solarian Army Air Force===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Gentlemen, I’ll be straight and level with you. We are going to pound these bastards until they give up, and we are going to save our Alliance,”&amp;lt;/i&amp;gt; - Lieutenant General Richard B. Dwyer, 4th Air Corps, to his assembled aircrews during the [[Xanu Prime#History|Siege of Xanu (2278 - 2284)]].&amp;lt;/center&amp;gt;&lt;br /&gt;
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The non-Navy aviation component of the Solarian Army, the Solarian Army Air Force (&#039;&#039;&#039;SAAF&#039;&#039;&#039;) is a component branch of the Army focused on aerospace operations. It was established shortly before the Interstellar War in an effort to make the Solarian Army’s air and ground components unique, and to reduce the amount of responsibility held by the Army’s ground troop leaders by creating a parallel structure for aerial operations. While it answers to the Chief of Staff for the Army, it is highly independent and has its own seat on the Joint Military Command. The SAAF has no spaceborne capacity and instead only manages in-atmosphere aerial assets, ranging from supersonic aircraft which engage and destroy enemy forces to cumbersome heavy-lift cargo helicopters charged with airlifting the Army’s heavy vehicles. It lacks any ground forces of its own beyond security personnel and military police, and instead relies on the Army itself to secure and hold terrain. SAAF units often show up later in a campaign once the Army, with Navy support, has secured or built a facility for their aircraft to operate from.&lt;br /&gt;
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Most aircraft operated by the SAAF are designed to operate in support of Army ground forces , and are built to be rugged in their designs due to the potential for operating out of poor air facilities in a conventional war or counterinsurgency campaign. These craft, due to lacking the equipment needed to fly through space, may be partially broken down in transit and reassembled on-site by SAAF personnel, requiring their designs be as simple as they are reliable. Like the regular Army, SAAF personnel are drawn from across the Alliance and are often clustered into units with a shared planetary origin, then attached to a matching ground unit from the same planet as their air component. &lt;br /&gt;
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The SAAF’s most iconic plane is the &#039;&#039;&#039;FB-25P “Foxfire”&#039;&#039;&#039; (officially the Fighter-Bomber Mk. 25, Planetary). With a pilot and weapons officer, it is commonly used to provide overwatch to Army units on maneuvers. Designed to fight peer rivals – such as the Coalition – but typically used to bomb insurgencies, the [[San Colette#The Civil Guard|Colettish Civil Guard]] used their wings of FB-25Ps to great effect during the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], where the plane was first used in the pitched battles it was originally designed for. The Foxfire, despite its use as a CAS aircraft, can fight reasonably well in a dogfight if prepared for the role. Like all SAAF aircraft it can only operate in-atmosphere and must be moved from planet to planet in a larger transport, typically while broken down into several parts for storage.&lt;br /&gt;
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===Notable Army Divisions===&lt;br /&gt;
[[File:Army Mars.png|400px|thumb|Soldiers of the 37th Martian Mechanized Division during the Martian Campaign of 2464.]]&lt;br /&gt;
&#039;&#039;&#039;1st Earther Infantry Division, “Big Red One”&#039;&#039;&#039;&lt;br /&gt;
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One of the oldest continuously-serving divisions in the Alliance, the 1st Infantry Division has fought in every major war the SAF has become involved in and its troopers brag the Bloody First has fought for the Alliance on almost every planet worth visiting in the human Spur. The Bloody First is the Army division which thwarted the Revolt of the Officers and the civilian government has not forgotten its loyalty. It has long been one of the first divisions the civilian government pulls guards from, and its troopers have guarded Solarian diplomats in every nation of the Spur. It is recruited from Earth and primarily draws its recruits from the United States, though it contains Earthers from across the globe in its ranks. The First is prominently involved in peacekeeping operations on Lycoris, with most of its strength deployed to the former capital of the SRF. The First&#039;s traditional patch is a large, red numerical one on a green shield.&lt;br /&gt;
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&#039;&#039;&#039;1st Guards Proletariat Mechanized Division, &amp;quot;Red Guards&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The Soviet counterpart of the 1st Infantry, the Guards Proletariat have likewise fought in every major Solarian conflict including the civil war (2462-65) and peacekeeping operations on Lycoris. It has a long history stretching back to the 20th century, where it was involved in the Second World War, Sino-Soviet War, and multiple late Cold War proxy conflicts. It is one of only a few divisions which recruits from multiple worlds, and draws from both Earth and Pluto. The Guards Proletariat are known for their impressive regimental flag which shows the locations of many of its most famous battles including (but not limited to) Königsberg, Shenyang, Kshatragarh, and Nueva Isabela. It is a common joke in the SAF the Guards Proletariat represent the largest voting bloc for the Solarian Communist Party on any planet they are deployed to due to their close ties to Pluto and the USSR. The Guards Proletariat&#039;s traditional patch is a red banner with &amp;quot;GUARDS&amp;quot; written on it, imposed over a golden laurel with a numerical one at the bottom, and a red star in the middle.&lt;br /&gt;
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&#039;&#039;&#039;2nd Venusian Air Cavalry Division, “Jintaria’s Claws”&#039;&#039;&#039;&lt;br /&gt;
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Formed slightly after the Interstellar War from primarily-Jintarian units recruited on Venus, the 2nd Venusian is an elite division intended to be deployed from dropships into the toughest battles. Centuries later it is still primarily made up of Jintarians, though some Cytherean crashouts are present, and values its connection to Venus. Traditionally Jintarian 2nd Venusian recruits, including Cythereans, give themselves a cheek scar to symbolically note their separation from appearance-obsessed Cythereans. The 2nd was not deployed to Mars due to concerns phoron in the air would choke the engines of its dropships and gunships, which left the elite division bitter and eager for action. It received this action in 2465, when it was deployed to D’Anzin and assisted Colettish Civil Guard forces in the defeat of the Solarian Restoration Front’s invasion. The 2nd Venusian is, aside from their scars, well-known for their distinctive “cavalry” hats. Its traditional patch is a screaming hawk perched on an aerostat.&lt;br /&gt;
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&#039;&#039;&#039;37th Martian Mechanized Division, “Red Devils”&#039;&#039;&#039;&lt;br /&gt;
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The oldest continuously-serving Martian division, the “Red Devils” were originally formed from an amalgamation of pro-Sol &amp;quot;Blue&amp;quot; SDF units during the [[Mars#The Martian World War|Martian World War]]. It served with distinction during the Martian World War and earned its nickname from the large amount of dust its units would kick up on the open plains of Mars. Following the War it was formally integrated into the Solarian Army as a division -- one of only a few SDF units in history to make the leap -- and has served with distinction since. It was the most-engaged division during the Mars Campaign of 2464, where the Red Devils drove hard across the Martian plains once again. Few members of the division perished in the Violet Dawn catastrophe thanks to its garrison being located in Kunlun, far in the Martian north. Despite this performance rumors that the 37th assassinated Prime Minister Frost have continued to swirl, and may haunt the division for decades to come. The traditional 37th patch is a red devil on a blue background, and is intended to show Martian unity with the Alliance.&lt;br /&gt;
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&#039;&#039;&#039;3rd Callistean Infantry Division, “Commonwealth Marines”&#039;&#039;&#039;&lt;br /&gt;
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Recruited primarily from the [[Callisto#Government|Port Authority of Callisto]], the Commonwealth Marines are the Army’s only unit which specializes into zero-gravity combat in spaceborne objects such as stations, ships, and EVA environments. The Commonwealth Marines and the Solarian Marines have an infamously poor relationship due to the 3rd Callistean’s use of the term marines in their name, and those of the division are known to get into off-duty brawls with Navy Marines in the Ringpole District. Callistean military police and CMPD officers generally let the Commonwealth Marines, who are quite popular on Callisto, go with barely a slap on the wrist. The division is easily recognized by their black berets with gold-and-red badges — a color choice deliberately designed to resemble the Callistean flag. The Marines&#039; traditional patch is a lion&#039;s head looking right with &amp;quot;BY DEEDS ALONE&amp;quot; written on a banner under it.&lt;br /&gt;
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&#039;&#039;&#039;4th Haiphongese Armored Division, “Habs on Wheels”&#039;&#039;&#039;&lt;br /&gt;
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Many [[New Hai Phong|Haiphongese]] divisions become hopelessly stuck in the quagmire of corruption which defines so much of life on the planet. Not the 4th, which has proven to be resistant to corruption since its founding in the mid-2300s. 4th tankers are primarily recruited from the crime-riddled Ton Gwai Pei, which many young Haiphongers are eager to escape. They are then trained in armored drills in the harsh deserts outside the megalopolises of New Hai Phong in the operation of the Army’s standard M35A6 tank modified for the environment of New Hai Phong. Generally of shorter builds to fit comfortably into their modified tanks, their gas masks — which they almost always wear while in their vehicles — are typically customized in the traditional Haiphongese style. Some are intended to call back to the hab the tanker came from, while others use the colors of gangs the tankers were previously affiliated with. The 4th was a major participant in the Mars Campaign, where its harsh-environment training and NHP-adapted tanks proved an unbeatable force on the Martian plains.  The Fourth&#039;s traditional path is a triangle divided into yellow, blue, and red sections with a tank track and cannons superimposed over the center and a &amp;quot;4&amp;quot; on top, and &amp;quot;HABS ON WHEELS&amp;quot; on the bottom.&lt;br /&gt;
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&#039;&#039;&#039;12th Silversunner Coastal Infantry Division, “Mistral”&#039;&#039;&#039;&lt;br /&gt;
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A relative oddity in the 2400s, the 12th is a unit specialized into waterborne operations due to its origins on [[Silversun]]. In addition to waterborne operations the 12th is trained to fight in harsh environments such as the jungles and rainforests of Silversun, and is often used by the local governor to track down and apprehend criminal elements — such as poachers — who believe the dense undergrowth can hide them from Solarian authorities. This duty has caused them to sometimes be referred to sarcastically as “the Army’s Park Rangers,” by other units, and this is a surefire way to become involved in a brawl if said to most 12th soldiers. Though most commonly known for the green camouflage “Silversunner” boonie caps they often wear on patrol, 12th officers prize their distinctive blue-and-silver kepis they are issued when commissioned -- a locally-permitted uniform modification -- though few wear them in the jungle due to fears of spoiling the cap’s fabric. The 12th&#039;s sleeve patch is a dawnflower on a blue shield.&lt;br /&gt;
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&#039;&#039;&#039;78th Infantry Division, (Colettish) &amp;quot;The Bloody 78th&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Prior to 2462, the 78th was the only regular Solarian Army division formed and active on [[San Colette]]. A typical example of a Solarian infantry division, it was unproven and untested when the civil war began. In the initial phases of the conflict it remained loyal to San Colette and secured government facilities against Navy incursion. It was frequently engaged alongside the [[San Colette#The Civil Guard|Civil Guard]], SDFs, militia units, and police departments during the War in the [[Human Wildlands|Northern Wildlands]], ultimately being split into two units: one on San Colette (1st Brigade), the other on D’Anzin (2nd Brigade). While victorious, the 78th was badly mauled by the conflict and is still in the process of regeneration and replacement, but has been given the nickname of “The Bloody 78th” for its tenacious defenses and its red-and-white unit patch.&lt;br /&gt;
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&#039;&#039;&#039;221st Infantry Division, &amp;quot;The Jäger Division&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Known as the Jäger Division on [[Visegrad]], the 221st is a Visegradi infantry unit of the Army specialized in unconventional warfare. Established by the [[Sol Alliance#Department of Defense|Department of Defense]] to combat any future unrest on Visegrad, the 221st is an airmobile unit with very limited armored assets — only having light vehicles and the occasional exosuit — composed of native Visegradi familiar with the planet’s countryside. Equipped with native-produced equipment — including a domestic rifle design intended to punch more easily through trees and underbrush — the Jäger Division is intended to operate without external support for long periods of time. Secessionist forces believed they had withdrawn in 2462, but were quickly surprised when the 221st began to mount attacks from the near-impenetrable Visegradi countryside. The Jägers were vital both in securing a foothold for Fleet Admiral Szalai’s counterattack and in retaking secessionist territory. The 221&#039;s patch is a szazlabu swinging between trees while holding a M469 rifle.&lt;br /&gt;
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===Notable Army Equipment===&lt;br /&gt;
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The &#039;&#039;&#039;Model 469 (M469) assault rifle&#039;&#039;&#039; is the standard-issue rifle of the Solarian Armed Forces, used by the Army, Marine Corps, Navy, and many System Defense Forces. The Army&#039;s variant is known as the &#039;&#039;&#039;M469A2&#039;&#039;&#039;. A durable, modular, cheap, and highly reliable weapon system, it has dozens of variants across the SAF and millions have been produced. It was originally designed for the Army before being adopted by other branches, and was produced exclusively by [[Zavodskoi Interstellar]] prior to the advent of the Solarian Corporate Authority in 2463 — now, it is produced by hundreds of different Solarian companies, and the SAF Ordnance Corps has acquired the gargantuan task of ensuring these hundreds of companies -- rather than just one -- meet SAF production standards. Despite post-2465 efforts to replace earlier rifles in use by SDFs with M469s, many SDFs and regular SAF reserve units still use the earlier M376 assault rifle.&lt;br /&gt;
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One of the most powerful tools available in Solarian Army operations is the &#039;&#039;&#039;M35A6 main battle tank&#039;&#039;&#039;. Though a thirty year old design at this point, the M35A6 has gone through six updates which have kept it on the level of other, competing tanks such as the [[Dominian Imperial Military#Imperial Army|Dominian Imperial Army’s]] JA-57/2 breakthrough tank. The A6 variant includes an improved targeting matrix and Energy/Laser Reactive Armor (ELRA) on critical surfaces, though it continues to consume a frightening amount of fuel while in operation. The relatively simple construction of the M35A6 has allowed a multitude of variants to be produced, including engineering minesweeping, Marine Corps (the M35A6MC), and bridge-laying variants. One of the most notable variants is the M35A6/NHP (New Hai Phong) used by the 4th Haiphongese Armored Division, a slightly smaller variation of the typical M35A6 which features a large atmospherics filtering system on its rear. The M35A6/NHP’s filters, originally designed to survive the environment of New Hai Phong, allowed it to excel on the Martian surface and on D&#039;Anzin.&lt;br /&gt;
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The &#039;&#039;&#039;M38A2 WAGS&#039;&#039;&#039; (&#039;&#039;&#039;W&#039;&#039;&#039;alking &#039;&#039;&#039;A&#039;&#039;&#039;ssault &#039;&#039;&#039;G&#039;&#039;&#039;un &#039;&#039;&#039;S&#039;&#039;&#039;ystem) is an unusual Solarian Army vehicle intended for use in harsh terrain environments. Packing the same armament as the M35 MBT, the WAGS is instead a large, exosuit-like system that travels on six legs originating from a central body featuring the turret and small crew compartment. Its limbs allow it a greater degree of mobility than a conventional ground vehicle at the cost of greater vulnerability to a mobility kill if its legs are disabled. While deemed ill-suited for the urban and suburban warfare that characterized much of the Army’s operations in the Northern Reaches, WAGS-equipped units saw action in the Martian Campaign and are commonly used as patrol vehicles in the Northern Reaches due to their greater mobility.&lt;br /&gt;
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The &#039;&#039;&#039;M15A4 infantry fighting vehicle&#039;&#039;&#039; (IFV) is an aging vehicle of the Solarian Army slowly being phased out of service, though budget issues have seen it remain in service in many divisions and rear-echelon formations. The M15A4 is stubby and box-like, with a remotely controlled autocannon. It can hold a squad of troops and deploy them in relative safety, then remain to support with its gun. Earlier M15 models known as the A3 can be seen in the hands of anti-riot police units across the Alliance and in Biesel, where the new nation had access to mothballed vehicles. [[Tau Ceti Armed Forces|Biesel models]] are referred to by the Army as the M15(B) and proved to be woefully inadequate at surviving IEDs on [[Mictlan]], leading to the creation of the A4 retrofit as a stopgap measure until the vehicles can be replaced. It is a common sight on Lycoris and [[Mars]], where it is used to carry squads of peacekeepers from place to place. Mechanized infantry are known to ride “boots out” on top of their A4, allowing for more visual observation of the vehicle’s surroundings and quicker dismounting — a potentially leg-shattering fall from atop an A4 is often better than being inside it if it hits a mine.&lt;br /&gt;
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Primarily associated with the 2nd Venusian, the &#039;&#039;&#039;AH-52 “Tarantula Wasp”&#039;&#039;&#039; multi-role helicopter is one of the Solarian Army Air Force’s most beloved designs. First used in 2452, the AH-52 is a modern design and was rapidly produced for the 2nd Venusian to replace its aging helicopter fleet. It is capable of carrying up to a squad of troops and supporting them with a vigorous array of weaponry while easier enduring hits thanks to judicious armor and an on-board shield generator. While not deployed during the Mars Campaign the AH-52 proved its worth during the Solarian Intervention in the Northern Reaches, where it was used to devastating effect by the 2nd Venusian. The AH-52 is currently being upgraded into the AH-52IP (standing for Improvement Package), which enhances its electronic countermeasures (ECM) and energistics ablative countermeasure system (EACS),&lt;br /&gt;
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The &#039;&#039;&#039;Basilisk Armored Exosuit&#039;&#039;&#039; is one of the most common Solarian Army “vehicles” in operation. Though dated in its design, as the Basilisk’s original frame dates to the late 2420s, it is capable of being surprisingly mobile thanks to its four-legged design and can be equipped with a vast array of weaponry and equipment, effectively allowing it to serve in any environment. Basilisks are also used by the Solarian Marine Corps and the Navy, and these variants are almost always more modern designs than their Army equivalents. Thanks to its flexibility and armament the Basilisk is easily capable of handling most ground-based threats short of heavy tanks on the battlefield and readily outclasses the improvised exosuits of the [[Tau Ceti Foreign Legion]], which it demonstrated itself as easily capable of destroying during the 35th Fleet’s incision.&lt;br /&gt;
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==System Defense Forces==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Nowhere is the state of our armed forces more obvious than in the miserable condition of many local forces. They are, seemingly as a rule, under-equipped, under-funded, and under-motivated. What I would give for every one of them to resemble [[San Colette]]!”&amp;lt;/i&amp;gt; - Fleet Admiral Ingrid von Varnhagen und Langenburg, commanding officer of the First Battlegroup, in an interview with the SANN recorded on 16 August 2462. &amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Militia Visegrad.png|400px|thumb|Many local military forces, such as those on [[Visegrad]] found themselves sorely tested by the Collapse. Many collapsed, unable to endure the pressure.]]&lt;br /&gt;
An institution that predates the Interstellar War, System Defense Forces (SDFs) are intended to serve as local military forces when the SAF&#039;s regulars are either unavailable or in need of additional forces to support its operations. Many SDFs defected during the Interstellar War, which greatly reduced their prestige in the eyes of the SAF and their importance in the eyes of Unity Station. Loyalist and Coalition SDFs sustained some of the highest rates of losses during the Interstellar War due to their poorer training and equipment, and many on both sides simply dissolved at the war’s end due to these losses.&lt;br /&gt;
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Solarian SDFs historically suffered from much of the same problems their Interstellar War counterparts did. Due to being funded primarily by the system they are stationed in, many have outdated equipment and poor training. This caused a lack of respect from the SAF&#039;s regular forces, which viewed them as underfunded, undertained, undermotivated, under-everything units likely to run at the first sign of combat. While there are some exceptions to this rule, such as the well-funded and, as a result, well-trained and well-equipped [[San Colette#The Civil Guard|Colettish Civil Guard]], most existing SDFs prior to 2462 were barely able to patrol and secure their immediate surroundings without SAF assistance, let alone fight off serious threats. Compounding these issues was a pre-2465 regulation which impacted all SDF vessels: due to the mass defections of many during the Interstellar War no SDF vessels were equipped with warp drives capable of warping without a warp gate’s assistance. Though originally intended as a safeguard against further SDF defections, this regulation greatly limited their capabilities, and has rendered them only able to patrol areas with ready access to warp lanes.&lt;br /&gt;
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During the Solarian Collapse these faults were laid bare for the entire Spur to see in dramatic fashion. Most SDFs stood no chance against [[Human Wildlands#The Southern Fleet Administration|emboldened pirates]] or [[Human Wildlands#The Solarian Restoration Front|rogue Navy forces]] as, for many of them, the largest ships they had access to were outdated and often poorly-maintained frigates, one of the smallest classes of combat-capable ships in the SAN. While some SDFs possessed larger vessels such as cruisers, only a handful possessed anything capable of challenging capital ships. Faced with destruction or defection, many SDFs opted to join local warlords or occupying forces, such as Biesel, for protection and, much like their Interstellar War counterparts, steady pay. Some, motivated by patriotism or a desire to ensure the safety of those they protected, fought to the bitter end or managed to retreat to the Inner Ring.&lt;br /&gt;
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The SDFs that survived the Collapse relatively intact, such as the Civil Guard and other forces of the Middle Ring Shield Pact or the Visegradi NDF, or successfully retreated to the Inner Ring are some of the most battle-hardened forces of the Alliance, and many vessels which retreated to the Inner Ring were retrofitted and integrated into the Navy itself. Though they could not stabilize the Wildlands on their own the SDFs of the Northern and Southern Reaches performed more effectively than almost anyone imagined, and have vindicated themselves in the eyes of the Solarian military. Those which have survived — and remained loyal to Sol — are rapidly being rearmed and modernized. For the first time in modern history, SDFs are being equipped with independent warp drives which will — in theory — give them a greater degree of autonomy and free up Navy assets from patrols.&lt;br /&gt;
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In the late 2460s the Alliance&#039;s remaining SDFs bear little resemblance to the paltry local forces of the pre-civil war Alliance. Though many still rely on hand-me-down equipment, more and more of their regular troops are equipped as well as their counterparts in the regular SAF. Their training and funding have likewise improved, and the SDFs now sit on the JMC alongside the Alliance&#039;s other branches. For the first time in their history, they have the respect they deserve, and the funding they have always desired. When the next war comes, and it may come soon, the Alliance&#039;s local forces will stand tall, proud, and ready for whatever comes at them.&lt;br /&gt;
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===Notable System Defense Forces===&lt;br /&gt;
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The &#039;&#039;&#039;Peorian State Guard&#039;&#039;&#039;, often known as the State Guard, is the standing military of the [[Solarian Reconstruction Mandates#New Peoria|Solarian Republic of New Peoria]]. Taking inspiration from its colonial origins — the United States — the State Guard is composed largely of reservists who hold full-time civilian jobs and is built around a small cadre of full-time officers and administrators. Its use of reservists makes the State Guard one of the Alliance’s largest per capita SDFs, but it is notably smaller than the nearby Colettish Civil Guard. It additionally suffered from equipment issues, with much of the area’s heavy weaponry prior to 2462 instead being routed to [[Konyang]] or [[San Colette]]. It was bloodied during the Solarian Civil War and could not stop the Solarian Restoration Front from temporarily seizing control over the planet in 2465. Several regiments of the State Guard escaped into the planet’s countryside and continued to fight against the SRF until their defeat by the Solarian Navy later that year. The 3rd Peorian Infantry Regiment, &amp;quot;All-Peorian Regiment,&amp;quot; escaped to San Colette and fought valiantly during the battle for the planet’s major cities, where it faced against the SRF-aligned Lycorii National Defense Force in the Battle of Nueva Isabel. Now, in a post-civil war world, it is being re-equipped with heavy weaponry by the [[Sol Alliance|Alliance]], and is set to become a tough nut to crack for any future invader.&lt;br /&gt;
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Also in the Northern Reaches is the now-disbanded &#039;&#039;&#039;Lycorii National Armed Forces&#039;&#039;&#039;, or LNAF. Prior to 2462 the LNAF was one of the best-equipped SDFs in the Alliance and was well-known for the distinctive red lycoris flower its members would wear in their helmet webbing or hat bands. With the start of the Solarian Civil War in 2462 the LNAF, already a right-learning organization due to [[Solarian Reconstruction Mandates#Lycoris|Lycoris]]’ politics, was absorbed into the Solarian Restoration Front and became an instrument of both genocide at home and destructive warfare in the support of fascism abroad, with multiple officers of the LNAF convicted of crimes against humanity in the postwar era. Much of its offensive strength was spent in the [[San Colette#The War in the Northern Reaches|Battle of San Colette]], and many remnants surrendered to the Solarian Army in 2465 with the fall of the SRF. The hardened core of the LNAF – the worst of its worst – fled into the countryside or hid in the cities of Lycoris and now fight against the Alliance as insurgents, striking terror into the very people they swore to protect. Post-civil war Lycoris has no SDF, instead relying on the Solarian military – primarily the Army – for protection, and Army patrols snaking their way through the forested countryside of the former industrial capital of the Northern Reaches have become a common sight.&lt;br /&gt;
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The &#039;&#039;&#039;Igman Defense Service (IDS)&#039;&#039;&#039; another Northern Reaches SDF. Responsible for protecting [[Solarian Reconstruction Mandates#Novo Igman|Novo Igman]], the IDS is a relatively small force built around a core of long-service professionals and is heavily mechanized. IDS troops had better equipment than most other SDFs prior to 2462, and resisted attacks during the civil war for longer than other forces. When the Solarian Restoration Front declared victory over it, the IDS went into the countryside and the cities, where it waged a successful guerrilla war against the SRF that ejected them from the planet. Some units were evacuated prior to the collapse of organized resistance and went on to fight in the Battle of San Colette, where the 22nd Armored Regiment, known as “Raróg Force,” fought alongside Colettish tanks, and the [[San Colette#The War in the Northern Reaches|Battle of D’Anzin]], where the 65th Infantry Regiment (Mechanized) fought alongside a motley collection of mercenaries, [[San Colette#The Civil Guard|Colettish forces]], and other SDF troops to hold the line. In the postwar era the IDS, thanks to the secure nature of Novo Igman,  has seen some of its units deployed to Lycoris to support regular Army troops, where the Igmani have proved themselves capable fighters against the Front’s insurgent forces.&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
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