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		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=35369</id>
		<title>Notable Skrell</title>
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		<updated>2025-01-31T07:56:36Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Notable Skrell=&lt;br /&gt;
&lt;br /&gt;
For as long as written and oral records have been kept, [[Skrell]] society has had a score of outstanding individuals within it who made their mark on the species’ history. Many minor historical figures have been forgotten since the Tzqul Archive was sealed, while others were merely reduced to footnotes in history and forgotten as their historical relevance waned over the millennia. With this said, planets within the Nralakk Federation are known to keep their own detailed records of notable figures that would otherwise be forgotten by Skrellian society at large, with most even receiving their own dedicated display or wing within local museums.&lt;br /&gt;
&lt;br /&gt;
= Modern =&lt;br /&gt;
&lt;br /&gt;
==Lori&#039;Eldap Joolro&#039;Loveq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : May 5th 1901 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Joolro&#039;Loveq was the oldest living Skrell in existence -- Born in 1901, they were the Head Teacher of the Aliose University of Medical Sciences.  They were on a strict medicinal regimen to help prolong their life, along with several surgical treatments such as organ transplants. They were capable of standing for a few minutes, and famously met the oldest Human in existence several times - and continued to meet the oldest human every time the oldest died.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/4674-warble-enquirer/page/5/#comment-166359 Joolro&#039;Loveq died in 2465] and was buried in a large mausoleum on Aliose constructed by the C&#039;thur on the orders of the Grand Council. This mausoleum rests on top of the newly built Orq’wesi Medical Complex, a treatment center for rare diseases.&lt;br /&gt;
&lt;br /&gt;
==Ju&#039;qoli Yeeboq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : Feburary 14th 2287&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ju’qoli Yeeboq, or ‘Ju’qoli Qu’, literally meaning ‘Ju’qoli The Bright’, is the leader of a Federation Resistance cell known as [[Federation_Crime_and_Resistance#Plurqh&#039;Quq_(Freedom_Fighters)|Plurqh’Quq]] - Freedom Fighters. They were a former Qukala soldier who switched sides following what they claim were atrocities committed against Lyukal sympathisers that their unit was forced to carry out. Ju&#039;qoli is best known in the Federation for their extranet broadcasts, where they address the citizens of the Federation in full combat uniform accompanied by several armed Skrell. These imposing broadcasts have common themes that centre on the Federation&#039;s faults, regularly calling out the Grand Council for its oppressive rule over Skrell. These broadcasts do not last long as the Federation is quick to take them down before they reach a wide audience, but the Plurqh&#039;Quq are known to post recordings on Viv-ID and other spaces on the extranet for people to find.&lt;br /&gt;
&lt;br /&gt;
Yeeboq was a decorated Qukala soldier before joining the Lyukal, but the Federation has made it difficult to search their service record easily on national security grounds. Although Yeeqboq was stationed in the Traverse around the time they deserted, no one so far has been able to find any evidence of these &amp;quot;atrocities&amp;quot; that they claim the Grand Council ordered against Lyukal sympathisers in the region. The Grand Council denies that anything took place on their orders, but Yeeboq is steadfast in their allegations.&lt;br /&gt;
&lt;br /&gt;
==Ockq Oona==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : May 8th 2301&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ockq Oona is the notorious hacktivist who founded the [[Federation_Crime_and_Resistance#Raqa&#039;Nuul_(Cybers)|Raqa’Nuul]], a Lyukal Cell that regularly commits acts of cyberterrorism against the Federation to further the Lykal&#039;s goals. Born deep within the Traverse, their upbringing and experiences with the Federation resulted in Oona becoming an outspoken activist for Traverse rights while a student at Depth College. While dissidence like this is arguably regular within the Traverse, Oona&#039;s online presence meant that their activism was reaching a wide audience which caught the attention of Federation authorities. While officially expelled from their Depth College for academic misconduct, Oona claims that their online presence and anti-Federation attitude meant that their Depth College was forced to expel them by government request. Oona was originally attending Depth College on a computer science course and alongside some of their former classmates, they formed an online community where they would use their knowledge to find and distribute anything they could find that would hurt the Federation&#039;s reputation. This student group would eventually evolve into the Raqa&#039;Nuul known today, and their activities now include cybercrime and hacktivism against Federation targets.&lt;br /&gt;
&lt;br /&gt;
Oona is well known to be cybernetically modified, their augmentations mostly being homemade designs that help Oona in their hacking and programming endeavours. What pictures are publicly available show Oona covered in electronics to an extreme degree. While modification like this is not considered abnormal in Federation society, similar to how ailments and disabilities are looked at with curiosity rather than revulsion, government authorities have taken to calling out Oona for their cybernetics; some have even gone as far as to refer to Oona as a sympathiser to Glorsh, and that their interest in computers and cybernetic enhancement is a symptom of this.&lt;br /&gt;
&lt;br /&gt;
==The Latent==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : ??? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Latent is the name given to the current leader of the [[Federation_Crime_and_Resistance#Oqolk-Kora_(New_Path)|Oqolk-Kora]]. Not much is known about them, and information surrounding their appearance and background has been hard to substantiate. The only fact known about The Latent that can be confirmed is that they are a follower of [[Skrell_Faith#Kir’gul|Kir&#039;gul]], but have taken a strange, almost militant interpretation of it; upon taking control over the Cell, The Latent had purged its ranks of all non-Kir&#039;Gul Skrell. The Latent&#039;s enigmatic nature and emphasis on following Kir&#039;Gul has been a cause for concern amongst others in the Lyukal, as some are unsure if the Oqolk-Kora should be allowed to be responsible for the caretaker government once the Lyukal takes control. The Federation has offered a large reward, both in the form of Sqiips and Social Compatability Index rating, for any information that leads to identifying The Latent.&lt;br /&gt;
&lt;br /&gt;
==Psi==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : ???&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Similarly to &#039;The Latent&#039;, there&#039;s not much known about Psi other than their mononym and their leadership of the [[Federation_Crime_and_Resistance#Qranqi_(Subversives)|Qranqi]]. Unlike The Latent, however, Psi has been known to make appearances both online and in person. Their appearance changes drastically every so often, which has made it somewhat difficult to properly identify Psi and who they could have been before leading the Qranqi. Their height, mannerisms, and bombastic personality have been the only consistent features of Psi when they make their appearance, with physical features such as skin colour, headtails, and marks such as splotches or spots being changed with the assistance of Spa treatments.&lt;br /&gt;
&lt;br /&gt;
Despite the Federation&#039;s insistence that it is only one Skrell, their constantly changing appearance has resulted in a conspiracy amongst citizens in the Federation that Psi is not one single person, and instead is meant to be a metaphor for collective action and how all Skrell are oppressed under the current government. Much like The Latent, there is a large reward for any information related to Psi.&lt;br /&gt;
&lt;br /&gt;
==Xioshi==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate : ??? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The infamous Admiral of the Ti&#039;Rakqi, Xioshi has been a plague on the Federation for over a century since his ascension to command in the pirate fleet. Little is known about the Skrell&#039;s history before he joined the ranks of the Ti&#039;Rakqi.&lt;br /&gt;
&lt;br /&gt;
His piracy career is a thick collection of cunningly won engagements and strategic genius. He&#039;s widely regarded by both the Ti&#039;Rakqi and Qukala as the Spur&#039;s leading master of asymmetrical warfare.&lt;br /&gt;
&lt;br /&gt;
Almost as concerning as his genius, Xioshi is known to be a powerful psionic user and listener. In every trial undertaken to receive advancement, Xioshi flattened his opponents in tests of psionic skill. Some Qukala reports suggest that when Xioshi is in personal command of a fleet action, he directs his Captains from his flagship using his abilities and a retrofitted Nlom beacon.&lt;br /&gt;
&lt;br /&gt;
==Weashbi Jrugl==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate : July 24th 2357 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weashbi Jrugl was born on the Skrell homeworld in &#039;&#039;&#039;2357 CE&#039;&#039;&#039; to an archaeologist and an engineer in the ruins of a city between Heshy’Qlip and Xyla as their parents were working at a dig site. As they grew up, they gained a drive to learn as much as they could about the animals and people of their homeworld. In &#039;&#039;&#039;2377 CE&#039;&#039;&#039;, they applied and were accepted to the Gliutip’lyaz University. They rose to the challenge of the rigorous schooling environment and social setting of Gliutip’lyaz University and left the school in &#039;&#039;&#039;2400 CE&#039;&#039;&#039; as a much more skilled and well-connected individual.&lt;br /&gt;
&lt;br /&gt;
Jrugl worked as a xenobiologist for thirteen years before Skrell made first contact with the Tajara. They were one of many xenobiologists who quickly gained a keen interest in the species, and it was not long before they had released their first research paper on the alien species. Jrugle made it their goal to produce and compile research into easily digestible papers so that every Skrell in the Federation could learn about the Tajara if they had an interest. This pattern of research and publication went on for many years regardless of the subject, making Jrugl a well-known and popular figure in their field as their work was something that most Skrell could find approachable. At one point, Jrugl came under scrutiny when it was revealed that they were publishing research papers under a pseudonym, and was given an ultimatum by the rest of the Grand Council: either publish all works officially or not at all. All of the Councillor&#039;s work was made public following this, revealing Jrugl to be prolific in the scientific community even after they were elected.&lt;br /&gt;
&lt;br /&gt;
Jrugl came to work alongside humans often, both as a means of comparing notes and interacting with their strange cultures. In early &#039;&#039;&#039;2451 CE&#039;&#039;&#039;, Jrugl attended an event in which a Solarian Alliance ambassador bragged about the amazing capabilities of their AI; the ambassador claimed that an AI had found the highest prime number possible. Annoyed and proud as they were, Jrugl used their mathematical knowledge along with strategies they had learned during their decades of study to quickly prove the ambassador wrong. Weashbi Jrugl, in a fit of stubbornness, had discovered a new “highest known prime number” in only a few hours.&lt;br /&gt;
&lt;br /&gt;
Weashbi was already a well-known xenobiologist by this time, but this stunt involving prime numbers launched them into celebrity status. The Grand Councillor at the time commended their work, as did most Skrell across the galaxy. Politicians moved for the ruins Jrugl was born in to be renamed in honour of Weashbi Jrugl. Jrugl found the decision to be in poor taste, so the ruins were instead renamed in honour of Jrugl’s ancestors who perished there during the reign of Glorsh-Omega. The area is known today as the [[Qerrbalak#The_Ruins|&#039;&#039;&#039;Jrugl’Qlip Ruins&#039;&#039;&#039;]], and reclamation efforts have been planned to make the outskirts surrounding the ruins into a hub of scientific study.&lt;br /&gt;
&lt;br /&gt;
When it came time for a new Grand Councillor to be elected following &#039;&#039;&#039;Rixa Tep-Wul&#039;&#039;&#039; stepping down, Weashbi Jrugl won by a landslide in the &#039;&#039;&#039;2453 election&#039;&#039;&#039;. Skrell across the galaxy knew them by reputation and their work, so they chose them to represent their interests in the Grand Council. Since then, Jrugl has pursued many ambitious goals. Most notable of these goals is their administration’s work to reintegrate systems that were not present for the Tresja Agreement back into the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
As the incumbent Grand Councillor during the &#039;&#039;2463&#039;&#039; election, Jrugl relied on their accolades during their first term, as well as promises of further prosperity under their leadership should they be re-elected. During their second term, they enacted various reforms regarding the Tupkala, as well as establishing Special Economic Zones throughout the inner systems, allowing most of the Megacorporations in the Spur to operate - at least in a limited capacity - within Federation Space.&lt;br /&gt;
&lt;br /&gt;
[[File:Ormish Jrolk.jpg|thumb|right|Ormish Jrolk: The renowned Skrell scientist.]]&lt;br /&gt;
&lt;br /&gt;
== Ormish Jrolk ==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : July 19th 2097&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jrolk was born on Aweiji during the Era of Synthetic Oppression and had survived beneath the tyrannical intelligence for almost a century before its disappearance within the Tri-Qyu Nebula. Despite their hardship, Jrolk went on to complete four degrees at the Grand University on Qerrbalak; Biochemistry, Physics, Genetics and Biotechnology. Their several degrees allowed their career to prosper, even under the ever-watching tyrannical eye of Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
Jrolk is one of the most influential Skrell across the Orion Spur and was merely a little over two hundred upon the discovery of humanity in 2332. They were one of the first &amp;quot;ambassadors&amp;quot; meant to close the divide between the two species, soon becoming Zeng-Hu’s Chief of Research and assisted in perfecting cloning technology for use both within the Nralakk Federation and the greater Orion Spur. They are also considered the creator of the fertility treatments the Nralakk Federation uses today, having worked alongside Nalo Gir&#039;Roq.&lt;br /&gt;
Many have said Jrolk is a wise individual, mostly due to his advanced age and status as an Elder among the Skrell. Even with their reputation however, Jrolk failed to be elected as the Grand Councillor of the Nralakk Federation. Instead, they were appointed by Weashbi Jrugl to be Grand Advisor of Economic Development.&lt;br /&gt;
&lt;br /&gt;
== Kalq’Qi Weibii ==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : February 12th 2161&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hailing from the Traverse, Kalq’Qi Weibii announced their running for the Grand Councillor’s seat in the 2463 Elections alongside both Ormish Jrolk and Weishbi Jrugl. Weibii is renowned across the Nralakk Federation for their involvement in reintroducing the various colonies left in isolation after the fall of Glorsh-Omega. They are considered a legend amongst other Representatives for their efforts in the Tresja Agreement signed in 2245 CE. &lt;br /&gt;
&lt;br /&gt;
Weibii was born within the last years of the Era of Synthetic Oppression, and had just completed their final degree at the Paa’Kiim Institution of Learning located on the colony of Paa’Kiim when the intelligence was destroyed. With degrees revolving around Political Science, Law and Communication they found themselves spearheading the Collaborator Trials on Paa’Kiim. There are varying perspectives on their decisions, but most tend to agree with the severity of their sentences. &lt;br /&gt;
&lt;br /&gt;
Weibii further went on to orchestrate a massive exodus of colonists from within the Traverse after losing in the Grand Councillor elections. This has led to thousands of individuals seeking reprieve from the Nralakk Federation’s iron fist within the Republic of Biesel, as well as Weibii becoming the &amp;quot;leader&amp;quot; of the lyukal; despite its decentralised nature, Weibii works to recruit, educate, and foster anti-Federation sentiment in Skrell outside of Federation space, and most resistance cells at least informally consider Weibii to be the leader of their organisation. In the aftermath of the riots brought about by the conflict between the Trinary Perfection and the Starlight Zone on Biesel, Weibii has been elected Community Liaison for the Starlight Zone and is considered the official leader of the community by most Skrell.&lt;br /&gt;
&lt;br /&gt;
Weibii has [https://forums.aurorastation.org/topic/4674-warble-enquirer/?do=findComment&amp;amp;comment=166073 shown their support] for the Independent Traverser Movement, using their status as leader of Mendell City&#039;s Starlight Zone and as a prominent anti-Federation figurehead to promote the movement&#039;s goals abroad. Despite the Federation claiming that many of Weibii&#039;s talking points are flawed or outright false, Weibii has succeeded in gathering support from the average Biesellite citizen thanks to the nation&#039;s history with the Solarian Alliance and its own independence. With that said, no politicians or other figures in human politics have decided to comment on the developing situation in the Traverse at this time, and it is unknown how successful Weibii&#039;s campaign will become.&lt;br /&gt;
&lt;br /&gt;
After the Independent Traverser Movement experienced its schism, Weibi was quick to denounce those who were open to negotiating with the Nralakk Federation as traitors to the cause for an independent Traverse. In the same public statement, Weibi had referred to the militant members of the ITM as &amp;quot;Quu&#039;dra&amp;quot;, or siblings, and said that they would be welcomed with open arms by the Lyukal. The Nralakk Federation was quick to respond by tightening border security in the event that members of the ITM attempted to take her offer.&lt;br /&gt;
&lt;br /&gt;
==Vraka Xora-Nel==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : November 10th 2389&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Director Vraka Xora of Xomor, an institution established to provide security services for businesses and private individuals. Xora-Nel rose through the ranks of the Qukala, and has secured over sixty years of experience within the military, making them an ideal candidate to lead the enterprise. Xora-Nel is known to personally take part in the designing of Xomor’s training programmes, deliberating with representatives of the Nlomakala to ensure that Xomor contractors operate with the same standards as the Federation’s police force - although in recent years they have been described as reclusive. Since their appointment to Director of Xomor in 2438, Xora-Nel has made very few public appearances, with most pictures of the Director being taken as they enter or leave the Grand Council chamber. The lack of public appearance has resulted in rumours ranging from illness to conspiracies such as Xora-Nel and Jrugl secretly being part of a Qu’Poxii. &lt;br /&gt;
&lt;br /&gt;
Xomor employees, despite never seeing the Director personally, describe them as a ‘remarkable individual’ and speak fondly of them when the topic is brought up.  &lt;br /&gt;
&lt;br /&gt;
==Xul Lurq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : April 3rd 2063&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xul Lurq is Chancellor of Qerr&#039;Zolvq Industries, an enterprise responsible for all aspects of power generation, resource extraction, and production within the Federation. They graduated from Gliutip&#039;lyaz University, where they studied for 70 years. Since then, Lurq has donated millions of credits to Gliutip&#039;lyaz University and various charities around the Orion Spur. Chancellor Lurq is also known to give particular attention to Aweiji as it was their birthplace, with a considerable amount of their philanthropy going towards the continued development of the planet’s infrastructure. &lt;br /&gt;
&lt;br /&gt;
As a result of her openness and generosity, Lurq has achieved minor Idolship within the Nralakk Federation. A regular host of charity galas, they frequently invite notable idols within the Federation as well as foreign charity trustees and dignitaries. While the general consensus is that Lurq is exemplary and upstanding, rumours regarding unethical management of Qerr’Zolvq persist, with many believing that they maliciously allow the city of [[Qerrbalak#Xy&#039;laxi|Xy’laxi]] to disregard the environmental policy of Qerrbalak to keep its productivity high. &lt;br /&gt;
&lt;br /&gt;
==Nalo Gir-Roq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : March 29th 2301&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nalo Gir-Roq holds the position of Overseer of Tuz&#039;qlip Researchers, a company whose aim is to help manage all aspects of Research and Development across the entire Federation. Known for their pioneering work on genetic therapy, they discovered methods to alleviate the damage caused by the X&#039;Lu&#039;oa brought about by Glorsh-Omega. They are a graduate of the Aliose University of Medical Sciences and regularly teach at the institution, and is a native of Aliose. &lt;br /&gt;
&lt;br /&gt;
Gir-Roq has succeeded in securing his status as an Idol within the Nralakk Federation, although some have claimed this is thanks to their underhanded tactics; Gir-Roq&#039;s former colleagues have openly stated that he is a slimy individual, willing to do whatever it takes to succeed. Although competitiveness is encouraged within Skrellian society, the Overseer’s former associates state that there are clear lines Gir-Roq crossed. In contrast to these claims, Gir-Roq receives unanimous praise from their students, with their teaching methods being described as ‘unorthodox, yet effective’.&lt;br /&gt;
&lt;br /&gt;
==Alot Sonq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : July 12th 2375&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alot Sonq, a popular media figure and politician, is the current President of Nralakk Logistics, a state-owned enterprise tasked with tackling logistics, transport, and communications across the Nralakk Federation. Born on Aliose, and raised within the Fedas Archology, Sonq went on to graduate from Qerr’Malic Institute of Technology in 2425. They hold several degrees in fields relating to Information Technology, which allowed them to move up the hierarchy at Nralakk Logistics until their appointment to Chief Executive Officer in 2454.&lt;br /&gt;
&lt;br /&gt;
Sonq has allegedly developed a rather “headstrong” and “obstinate” personality within Nralakk Communications. Employees have often expressed little desire to go against orders received by management. Those that do often find themselves relocated to less desirable departments. While employees are encouraged to bring new avenues to explore to Sonq, very few have admitted to doing so in fear of miscommunication leading to a developing Lu’Poxii relationship.&lt;br /&gt;
&lt;br /&gt;
==Kezoq Torq-Bep==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : June 21st 2174&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kezoq Torq-Bep is the newly appointed Commander of the Nralakk Federation&#039;s infamous Tupkala. They are personally responsible for overseeing all covert military activity within and outside the Federation&#039;s intergalactic borders. Before the Tups, Torq-Bep was a famous member of the Ruupkala, known for their exceptional psionic abilities and energetic presence. Several improvements were made to the Nlom Relay operation procedure under Torq-Bep&#039;s influence. Had Torq-Bep not been transferred, they were likely to become the Head of the Ruupkala, given enough time.&lt;br /&gt;
&lt;br /&gt;
Thrust into the precarious position of Tupkala Commander after a rogue predecessor, Torq-Bep is faced with several unfortunate circumstances as they begin their career. Thankfully, Grand Councillor Weashbi has provided massive support across the board for the reformed Tupkala. Within the Tupkala, Torq-Bep has already proven themselves a quick learner and astute leader.&lt;br /&gt;
&lt;br /&gt;
==Yoana Ji&#039;ko==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: February 18th, 2287&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yoana Ji&#039;ko is an experienced career politician, who has been active in Federation politics for the last one-hundred and six years. Ji&#039;ko was prepared for a career in politics from a young age, and graduated from the Gliutip&#039;lyaz University with two degrees, one in law and another in political science. They found success in local politics soon after graduation, winning the Kal&#039;lo magisterial election in &#039;&#039;&#039;2358&#039;&#039;&#039; and serving three terms before becoming Governor for the entire Ocror region in &#039;&#039;&#039;2388&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Their Governorship of the Ocror region is looked back on by many with mixed feelings; their management of the area was seen as reckless in some places by the more traditional inhabitants, while others saw Ji&#039;ko as a progressive leader who was adaptable when presented with a situation. Eventually, Ji&#039;ko stepped down as Governor in &#039;&#039;&#039;2427&#039;&#039;&#039;, publicly stating that they achieved their goals &amp;quot;to the best of [their] ability&amp;quot;, and that they believed it was time for another Skrell to &amp;quot;take the mantle&amp;quot; of administrating the capital region of the Homeworld. In reality, their popularity as Governor was beginning to wane as their progressive leanings began to grate against the more tradition-minded citizens of Ocror, and the competitiveness surrounding the prestigious position made their chances of being reelected unlikely. Yoana believed that losing the election would ruin their chances of advancing their political career, and despite their public statement still refers to having to step down as an &amp;quot;embarrassing defeat&amp;quot; in private conversation.&lt;br /&gt;
&lt;br /&gt;
Post-Governorship, Ji&#039;ko was able to use their successes in their former position to become a [[Skrell_Politics|Representative]], choosing the [[Sol_Alliance|Solarian Alliance]] as their Entity of Interest. Their position as Representative was uneventful for the most part until &#039;&#039;&#039;2458&#039;&#039;&#039;, when they elected to change their Entity of Interest to the recently-formed [[Republic_of_Biesel|Republic of Biesel]]. Their exposure to the laissez-faire, corporate-dominated landscape of the Republic while at first jarring, ultimately resulted in Ji&#039;ko seeing the benefits of private enterprise on Tau Ceti; Representative Ji&#039;ko was notable for being one of Weashbi Jrugl&#039;s more vocal supporters of the introduction of the Special Economic Zones to the Jargon Federation, telling anecdotes of their time as a Representative to the Republic of Biesel to promote the idea of megacorporations benefitting the Federation&#039;s economy to audiences. Ji&#039;ko at the time favoured a complete introduction of megacorporations into the Federation - although due to internal pressure from their peers and Councillor Jrugl, their true views were never made public. Representative Ji&#039;ko is also one of the most vocal Federation politicians promoting furthering relations with the Republic of Biesel, and has over the years carefully toed between keeping within acceptable political leanings and portraying the Republic and the megacorporations as possible allies with the Grand Council - going beyond the normally accepted view of the Republic being a potential economic partner. Ji&#039;ko&#039;s propositions to some are considered unacceptable due to the Federation&#039;s relationship with the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
Following the [[Skrell_Politics#Traverse_Accords|Traverse Accords]] and the new political stage within the Federation, Representative Ji&#039;ko leads the Free Federal Union, a coalition notable for its platform that calls for more megacorporation investment in the Federation&#039;s economy and a focus on furthering relations with the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
= Past =&lt;br /&gt;
==Xuq’mqix Volq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : December 12th 2001&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathdate : November 1st 2305&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xuq&#039;mqix Volq was a renowned Linguistics Professor within the Nralakk Federation. Born on Aliose almost half a century before the rise of Glorsh-Omega, their education in Linguistics would further allow them to create a rebel language that Glorsh-Omega would not capable of understanding - shielding their plans from any intrusion, being hailed as one of few methods that greatly assisted the efforts. &lt;br /&gt;
&lt;br /&gt;
Professor Volq would then go on to create the &#039;&#039;&#039;Xuq Translator&#039;&#039;&#039; - a device which can only be described as an extremely advanced Enigma Machine capable of deciphering languages. It would go on to assist in numerous diplomatic negotiations, and be installed in almost every Nralakk Federation Vessel by 2298 CE. The Xuq Translator was most notably used during first contact with Humanity and Diona. Professor Volq was awarded, post-humorously, for their efforts in both the Glorsh Rebellion and the creation of the Xuq Translator.&lt;br /&gt;
&lt;br /&gt;
==Wreshin Tup==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate : ???&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathdate : ???&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wreshin Tup is the given name of a legendary soldier, philosopher, and poet reputed to have been active from approximately &#039;&#039;&#039;1800 BCE&#039;&#039;&#039; to &#039;&#039;&#039;800 BCE.&#039;&#039;&#039; The anthologies of Wreshin Tup are extensive and describe many events, but give little to no insight on their early life. Records believed to date as far back as 1800 BCE describe them as a lone Skrell who travelled between the various governments of Qerrbalak, offering counsel to those who accepted it. From this humble beginning, Wreshin would eventually find themselves to be the leader of a social movement promoting the importance of individual life. Ironically, this respect for individual liberties attracted a small, yet highly skilled, group of militants to support them. &lt;br /&gt;
&lt;br /&gt;
Discrepancies in recorded accounts of the figure vary in regards to their description and demeanour along with their alleged lifespan (which was well beyond the expected lifespan of Skrell at the time) suggest that Wreshin Tup was not a single person. While it is accepted among historians that multiple Skrell took up the mantle of Wreshin Tup during the millennium of its usage, the exact number is unclear and remains a popular point of speculation among scholars.&lt;br /&gt;
&lt;br /&gt;
==Tiipis Yla==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : January 31st 1969&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathdate : June 6th 2305&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tiipis Yla was the first Grand Councillor of the Second Nralakk Federation but also an author, guerrilla leader and diplomat. Tiipis rose to prominence after actively voicing their resistance to Glorsh-Omega, somehow evading the tyrannical intelligence through a myriad of different methods. Their spearheading of the revolt against Glorsh-Omega is what got them elected as the first Grand Councillor, and with the introduction of the artificial intelligence ban within the Nralakk Federation their position was secured until their death almost a century after coming into power. &lt;br /&gt;
&lt;br /&gt;
==Rixulin Fliioux’Quualt==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate : Feburary 14th 1898 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathdate : October 27th 2056 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rixulin Fliioux’Quualt was a famous artist, sculptor, and fashion designer known throughout Skrell space. Born in &#039;&#039;&#039;1898 CE&#039;&#039;&#039; in the city of Juerlduern on Qerrbalak, Rixulin was very social in their childhood. As they grew up, they questioned common themes and motifs in Skrell art. They believed that art, like all things, needed to evolve and change over time. In their mind, what mattered most was creating emotions and passion in people through their work.&lt;br /&gt;
&lt;br /&gt;
His early artwork is very similar to the works of their contemporary artists, but this changed dramatically over their lifetime. They studied historical artforms in their youth and published several theories regarding the evolution of art across the ages and where it would go in the future. They became famous, first, for their avant-garde statues. They sculpted Skrell in daring, proud poses and used multiple kinds of stone in each of their works. The final result was that each statue was drastically different from the other, each being made of materials of varying colours. This style, at first, was met largely with disgust. Many critics claimed their work was shoddy and believed the different colours across each statue’s body made them look gaudy.&lt;br /&gt;
&lt;br /&gt;
Where Rixulin found their popularity was in the youth of the mid-1900s. Young minds saw the outlandish and daring nature of their work, and it inspired them to work in ways that had not been done before. After a team of young researchers attributed their medical breakthroughs to inspiration from Rixulin’s work in &#039;&#039;&#039;1974 CE&#039;&#039;&#039;, the artist’s many works of art received the attention they deserved. This began a movement of art known to Skrell as &#039;&#039;&#039;Hyper-expressiveness&#039;&#039;&#039;, and soon the avant-garde nature of Rixulin’s work became a thriving sub-culture throughout Skrell space.&lt;br /&gt;
&lt;br /&gt;
==Rixa Tep-Wul==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate : March 8th 2023 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathdate : March 10th 2458&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grand Councillor Rixa Tep-Wul succeeded Councillor Tiipis Yla after their death in &#039;&#039;&#039;2305&#039;&#039;&#039;, winning the election with a platform promising to further reintegrate the fringe sectors of the Traverse that did not yet rejoin the Nralakk Federation. While the success of the policy pre-Jrugl&#039;s rise to Grand Councillor is debatable, it laid the foundations for its later success in the &#039;&#039;&#039;2450s&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Rixa&#039;s administration is seen by modern political scholars as being average. While progress was made during their time as Grand Councillor, particularly with the establishment of new colonies and funding infrastructure development throughout the nation, their nearly century-and-a-half tenure as Grand Councillor was marred by setbacks. The most notable of these setbacks was the resurgence of criminal activity, as groups such as the [[Federation_Crime_and_Resistance#Marauders|Marauders]] began to operate in the outskirts of the Traverse as the still relatively-new Qukala struggled to protect the still rebuilding Federation; the popularity of narcotics such as [[Federation_Crime_and_Resistance#Uoo’qui_Xuqi_(Recollection_Pills)|recollection pills]] also peaked during this time, which only further caused issues. &lt;br /&gt;
&lt;br /&gt;
[[Timeline#First_Contact|First Contact]] with Humanity occurred roughly thirty years into Tep-Wul&#039;s administration, which saw a period of uncertainty as Skrell throughout all of Federation society debated on what this meant for the future of their nation. While Tep-Wul is praised for their negotiations with the [[Sol_Alliance|Solarian Alliance]], they are also considered to be partly to blame for the leak of classified documents that allowed Humanity to create sophisticated [[Synthetics#Artificial_Intelligence|Artificial Intelligence]]; while this event did not completely ruin relations between the two species, it did leave a permanent mark on Tep-Wul&#039;s reputation as Grand Councillor - a mark that was exploited during the &#039;&#039;&#039;2453 election&#039;&#039;&#039;, as their advanced age and past mistakes were used to pressure the Grand Councillor to step down.&lt;br /&gt;
&lt;br /&gt;
Tep-Wul&#039;s post-Councillorship saw them mostly fade into obscurity after stepping down, as they left the public light in exchange for a quiet retirement on the outskirts of Kal&#039;lo on [[Qerrbalak]]. Their tenure as Grand Councillor is usually looked back on with ambivalence; while the Federation ultimately saw a period of steady growth, hindsight has allowed historians to review Tep-Wul&#039;s actions and deem them as being inefficient or ineffective in fully achieving the Grand Councillor&#039;s goals. Rixa Tep-Wul died from age-related causes on &#039;&#039;&#039;March 10th 2458&#039;&#039;&#039;, just two days after their 435th birthday.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ZroseChartNS.png|center|500px|thumb|The abilities of Notable Skrell on the Zrose Chart, according to their psionic capacity.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=35368</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=35368"/>
		<updated>2025-01-31T07:56:19Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = [[Skrell]]&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell.png&lt;br /&gt;
 |System = [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Nralakk (Jargon)]]&lt;br /&gt;
 |World = [[Qerrbalak|Nralakk IV (Qerrbalak)]]&lt;br /&gt;
 |Language = [[Skrell#Language|Skrellian (Nral&#039;Malic)]], Tau Ceti Basic&lt;br /&gt;
 |Politic = [[Nralakk_Federation|Nralakk Federation]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
Although humans have fractured heavily in their expansion, the Skrell remain largely unified under a singular government through the strict reinforcement of education and laws, working as a democratic meritocracy - at least on the surface. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourages people to be like the Idols that they reward with credits, high-quality housing, and fine living.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Consulars / Representatives&lt;br /&gt;
&lt;br /&gt;
==Relations with Megacorporations==&lt;br /&gt;
&lt;br /&gt;
Skrell can work for every megacorporation within the [[Stellar Corporate Conglomerate]], and are accepted as agents into Conglomerate internal affairs. Several megacorporations have special relationships with the species and the [[Nralakk Federation]]; [[Zeng-Hu Pharmaceuticals]] in particular has a large presence in Federation space, while [[Nralakk_Federation#State-Owned_Enterprises|others]] have begun to work in partnership with the Federation&#039;s state-owned corporations.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
===Species Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Skrell have their own language that can be used by typing &#039;&#039;&#039;,k&#039;&#039;&#039; before anything you say, and can also be used over the radio.&lt;br /&gt;
&lt;br /&gt;
*Skrell can use a variety of different psionic abilities. &lt;br /&gt;
&lt;br /&gt;
*Skrell can enter Srom with other Skrell when they sleep, allowing communication and lucid dreaming.&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell#Slimes|mysterious reason]] science has yet to find out. &lt;br /&gt;
&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious.&lt;br /&gt;
&lt;br /&gt;
*Due to their advanced vestibular system, Skrell maintain a good balance and never slip.&lt;br /&gt;
&lt;br /&gt;
*Skrell have large heads with protruding headtails and due to this, they cannot wear normal EVA helmets but instead need to wear Skrell helmets (found in EVA or by using a suit cycler). Their headtails also make it uncomfortable or even impossible to wear normal headwear such as hats so most Skrell opt-out of that.&lt;br /&gt;
&lt;br /&gt;
*Skrell have a hemocyanin-based circulatory system, meaning that their blood is instead bound to copper atoms and not iron atoms. Skrell require copper supplements to alleviate blood loss symptoms.&lt;br /&gt;
&lt;br /&gt;
===Axiori Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Axiori take increased burn damage due to their natural habitat being colder.&lt;br /&gt;
&lt;br /&gt;
*Axiori take decreased oxygen and brute damage due to the increased pressure of their natural habitat.&lt;br /&gt;
&lt;br /&gt;
*Axiori must drink fluids more regularly when out of water.&lt;br /&gt;
&lt;br /&gt;
*Axiori sprint slower due to their larger, webbed feet.&lt;br /&gt;
&lt;br /&gt;
*Axiori have a naturally higher pulse due to their increased circulatory needs.&lt;br /&gt;
&lt;br /&gt;
==Skrell History==&lt;br /&gt;
&#039;&#039;See also: [[Skrell History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell have a vast, storied history as a result of the species developing over several millennia. Unfortunately, this means that most of it has been lost to the ravages of time. With that said, however, the species has been able to piece together over the centuries at least a basic understanding of their past, going as far back as their early pre-history. Much of the information once gathered has had to be rediscovered post-Glorsh, due to the locking of the Tzqul Archive which held the vast majority of original records and research. This has culminated in a historical record that while broadly known, is missing details and evidence that has the scientific community fractured and constantly debating to this day.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Ailments]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adapted for life both beneath and above the waves, the Skrell are fully amphibious and are capable of breathing underwater whilst also possessing superior underwater vision. Their extremities are noted as having a lack of nails, and a presence of strong webbing in between each digit. Due to their evolutionary path, the Skrell instead have hardened gums in place of teeth. Typically, these gums allow them to chew on soft foods, facilitate the ability to swallow their foods whole, or grind them down into more digestible forms.&lt;br /&gt;
&lt;br /&gt;
They do not have visible noses, instead through nostril slits sitting in the middle of their face on a fleshy mound. Skrell have an average height ranging from &#039;&#039;&#039;4’5” to 5’5”&#039;&#039;&#039;. The lack of significant facial muscles proves to make it difficult for non-Skrell to identify the species&#039; emotions, which makes them seem rather cold and unaffected when in reality Skrell use a variety of methods to display their emotions. Emotional displays include the gesturing and general movement of their head and headtails, and a wide array of vocalisations. Their eyes are black due to a pigment in their tear ducts.  &lt;br /&gt;
&lt;br /&gt;
Skrell also have tentacle-like &amp;quot;headtails&amp;quot; typically hanging down over their shoulders, meant to keep the skin close to the neck damp for the incubation of eggs. These headtails typically contain hundreds, even thousands, of micro-muscles that allow the Skrell to move them into a variety of positions. Though these muscles do not allow for the ability for fine control, they can generally be raised, positioned and wiggled into various forms. These headtails grow throughout the entirety of a Skrell&#039;s life and signify the age of a Skrell, as they grow longer with age. With the inception of Spa treatments, it is not uncommon for Skrell to alter the length of their headtails, whether for fashion or personal taste, or to appear older or wiser to other Skrell. These headtails are often adorned with jewels, cloths, chains, and bands as a fashion statement. Headtails can also be &amp;quot;tied back&amp;quot; as well; while this may seem uncomfortable or painful, as long as the tie is not too tight it is equivalent to folding ones hands. They are also used for emotional displays and gesturing. &lt;br /&gt;
&lt;br /&gt;
Skrell are noted to be cold-blooded, which means that their bodies are at the same temperature as the air or water around them.  When they are cold they will seek warmth, and vice versa when they get too hot. Whilst they are cold-blooded, they are dissimilar to other species within the Orion Spur, sapient and unsapient. The Skrell have a much higher tolerance for either side of the temperature gauge and are usually comfortable in any given environment - provided that the humidity and moisture levels are satisfactory. &lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Ethnicities]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whilst gelatinous in appearance, Skrell skin in fact has a second layer of less translucent flesh under the surface. In dry climates, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. &lt;br /&gt;
&lt;br /&gt;
Skrell skin notably contains glands that secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Natural Skrell skin colour is dependent on subspecies and can range from deep blues to bold greens or even vibrant reds. Diet is also a determining factor, with brightness and shade being affected based on pigment consumed. Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in the skin over the course of a month, while changing headtail length takes about a year while also causing an increased appetite. This type of physical alteration is considered normal in Skrell society and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
=== Genders and Sexes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Relationships#Unions|Skrell Relationships]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell, dissimilar to other sapient species in the Orion Spur, never developed the concept of gender within their society -- mostly due to the fact they are synchronous hermaphrodites, possessing the ability to both lay and fertilize eggs. Whilst Skrell do not have sex or gender identity, they are open to adapting to the gender roles of other species due to their enjoyment of foreign cultures. &lt;br /&gt;
&lt;br /&gt;
While Skrell never developed the concept of genders in their society, upon first contact with humanity they adopted the idea solely for fitting in with human cultures. If the Skrell choose to adopt a gender identity, they will usually adopt the gender of humans who their personality is similar too. Skrell almost never consider this adopted identity to be of any considerable importance. However, terms do exist to characterize the biological attributes relating to the production and fertilization of egg clutches. These terms are known as &#039;&#039;&#039;F&#039;ex&#039;Qa&#039;&#039;&#039; (The Egg-Layer) and &#039;&#039;&#039;F&#039;ex&#039;Tra&#039;&#039;&#039; (The Egg-Fertilizer) amongst the species. These designations are usually temporary for the duration of reproduction and can change over time.&lt;br /&gt;
&lt;br /&gt;
=== Aging, Maturity and Fertility ===&lt;br /&gt;
&lt;br /&gt;
Skrell reach physical maturity at about triple the age of humans, complemented by the Skrell understanding of adulthood going far beyond physical growth to include experience. A Skrell will reach biological maturity at roughly the age of 50, but in Skrellian society will only be treated as reaching &amp;quot;adulthood&amp;quot; after their second college-level degree is earned, usually at around the ages of 60 - 80. A healthy Skrell can naturally live up to 250 years, but current medical technology within the Nralakk Federation allows them to increase their lifespans to an impressive 450 to 500 years. Those living outside of Federation space can see lifespans topping out at around 350.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of Glorsh&#039;s attempts to genetically manipulate Skrell, a sizeable percentage are completely sterile. Thanks to the intense research efforts of numerous Skrell and non-Skrell doctors and scientists, specialists have the capability to at least partially reverse these effects in most Skrell. The extensive treatments and investments needed to undergo treatment give the reality that only about a third (33%) of Skrell can have children. These Skrell can hope to produce 1-3 children in their lifetime, whereas pre-X&#039;Lu&#039;oa Skrell could have eight eggs hatch at a time. Without treatments, affected eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
== Skrell Culture ==&lt;br /&gt;
=== Federation Social Interactions ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Culture|Skrell Culture]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However, it is still seen as cooperative to compete.]]&lt;br /&gt;
&lt;br /&gt;
In the Federation, one’s position in the social hierarchy determines much about how interactions with other Skrell are to go. Skrell of lower social standing are expected to defer to their higher ranked superiors not just in a work setting, but in almost all things. While the lower rank Skrell may not agree they will often pretend to agree to avoid suffering the small SCI hits that can come about due to arguing with their betters. This effect isn’t as pronounced when two Skrell have ranks that are adjacent to one another, but an Ox arguing with an Oqi is shameful.&lt;br /&gt;
&lt;br /&gt;
In a similar vein, when skrell are out in public without wearing their uniforms it&#039;s entirely normal to bombard those you have just met with probing questions when you start up a conversation to understand what to say and what not to say - and if they should even socialize with that person. Questions about their age, their fields, their education and so on are all perfectly good questions to ask seconds after meeting a new skrell. This directness in conversation is not seen as offensive, but an efficient and speedy method of communication. This sort of interaction outside the Federation commonly causes friction with xenos and the Federation offers warnings to its citizens going abroad about this cultural contrast. Non-skrell seem to not appreciate the general openness of Federation society.&lt;br /&gt;
&lt;br /&gt;
Telepathic communication is a common way to have a private conversation in public. As long as the two Skrell in question are not obviously excluding someone suddenly, it is not considered unusual to carry out full conversations in telepathic communion. &lt;br /&gt;
&lt;br /&gt;
Other uses of active psionics in non-work settings is often frowned upon as “unseemly”. For example, planting emotional suggestions in another skrell’s head without consent is the same as a human using “fighting words” and can result in an emotional barrage being exchanged between the two skrell, the victor being the Skrell that maintains the most control over themselves. &lt;br /&gt;
&lt;br /&gt;
Because of their long lifespan, Skrell tend to have a “long view” not common in other races. Passive observation and study is far preferred than immediate action, and do not mind that decades or even centuries can pass before their decisions begin to pay off. Older Skrell can seemingly make incomprehensible decisions, but further investigation often reveals that these choices are often related to carefully laid plans.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion. As a result of this, the only species outside of Skrell who can speak Nral&#039;malic with any level of proficiency are Diona, with Vaurca technically being able to with the assistance of a language augment. Employees of [[Zeng-Hu_Pharmaceuticals|Zeng-Hu Pharmaceuticals]] who work or have worked in the Federation have access to translators as well, but these are limited to receiving translations, rather than allowing the user to speak Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;925 BCE&#039;&#039;&#039; by the scientific community in response to the colonisation of other planets and the prediction that language drift would be unavoidable. The &#039;&#039;&#039;First Nralakk Federation&#039;&#039;&#039; began to enforce the widespread adaptation of the language shortly after its formation in &#039;&#039;&#039;878 CE&#039;&#039;&#039;, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation have allowed the language to survive almost a thousand years with the same diction used then.&lt;br /&gt;
&lt;br /&gt;
Along with actual language, Skrell utilise a range of sounds to emphasise a certain emotion or feeling associated with what they&#039;re saying. This can include; squealing, shrilling, warbling, croaking, chirping, chirruping and quiet grunting. As a general rule, higher-pitched sounds are associated more with positive or sudden emotions, such as happiness or being startled; lower-pitched noises are typically associated with more negative or neutral emotions, such as anger or hunger. Melodic noises such as crooning or trilling are more ambiguous and could be used to convey any sort of emotion. &lt;br /&gt;
&lt;br /&gt;
Slang terms, idioms, and phrases used by Skrell typically evoke aquatic or celestial themes, stemming from the prevalence and importance of both in the eyes of Skrell across the Spur.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Typical Skrell Slang====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Labels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are names, titles and other terms used to address someone based on one or more of their characteristics.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tadpole&#039;&#039;&#039; - a young or juvenile individual. Can also be used as an insult similar to calling someone &amp;quot;child-like&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Brown Dwarf&#039;&#039;&#039; - an individual that has failed to reach their potential. Typically used to address those who have failed in some way.  &lt;br /&gt;
* &#039;&#039;&#039;Protostar&#039;&#039;&#039; - a young, ambitious individual. Those who are just starting their careers are labelled this the most often but it can refer to any up-and-comer regardless of age.&lt;br /&gt;
* &#039;&#039;&#039;Supernova&#039;&#039;&#039; - an individual that has slowly begun leaving the public eye. Headlines will refer to an idol as &amp;quot;going supernova&amp;quot; to refer to their declining fame.  &lt;br /&gt;
* &#039;&#039;&#039;Voidbeckoned&#039;&#039;&#039; - an individual that is careless, reckless or dangerous. In modern times this is used extensively towards non-Skrell who are seen as reckless and uneducated, but is not exclusive to non-Skrell.  &lt;br /&gt;
* &#039;&#039;&#039;Sparks&#039;&#039;&#039; - slang for non-Skrell, due to their comparatively short lifespans. Not considered an insult or slur by itself, and can be used in a positive, negative, or neutral manner.&lt;br /&gt;
* &#039;&#039;&#039;Elder&#039;&#039;&#039; - an accomplished, elderly individual.&lt;br /&gt;
* &#039;&#039;&#039;Webfoot&#039;&#039;&#039; - discreet term for someone who partakes in Xu’Xi gas. Originates from the &amp;quot;waddle&amp;quot; many Xu&#039;Xi Gas users have while high.&lt;br /&gt;
* &#039;&#039;&#039;Gasrunner&#039;&#039;&#039; - someone involved in the importing or dealing of Xu’Xi Gas.&lt;br /&gt;
&lt;br /&gt;
The labels below are used rather than PhD, MD, or other degree titles in Federation space. It is common to see them used by Skrell abroad, either alongside or superseded by more known titles such as Doctor or Professor.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lu&#039;vesi&#039;&#039;&#039; - Dropout - Lvs. - Void Graduate&lt;br /&gt;
* &#039;&#039;&#039;Aqm&#039;vesi&#039;&#039;&#039; - 1 degree - Aqvs. - Junior Graduate&lt;br /&gt;
* &#039;&#039;&#039;Qro&#039;vesi&#039;&#039;&#039; - 2 degrees - Qrvs. - Graduate&lt;br /&gt;
* &#039;&#039;&#039;Qu&#039;vesi&#039;&#039;&#039; - 3 degrees - Quvs. - Star Graduate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insults, Slurs, and Crude Slang&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Terms that are considered rude or otherwise impolite by Skrell in general.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sims&#039;&#039;&#039; - abbreviated version of simians, a slur for humans. &lt;br /&gt;
* &#039;&#039;&#039;Labber&#039;&#039;&#039; - abbreviated version of sympathizers of Glorsh, from &amp;quot;collaborator&amp;quot;. It is considered a slur. &lt;br /&gt;
* &#039;&#039;&#039;Skinjob&#039;&#039;&#039; - a derogatory slur for synthetic shells.&lt;br /&gt;
* &#039;&#039;&#039;Canner&#039;&#039;&#039; - a derogatory slur for synthetics.&lt;br /&gt;
* &#039;&#039;&#039;Inclems&#039;&#039;&#039; - an abbreviated version of Inclements, meaning unpleasantly cold. A slur for the Tajara. &lt;br /&gt;
* &#039;&#039;&#039;Ratsnatcher&#039;&#039;&#039; - another derogatory slur for Tajara that originated in the Starlight Zone.&lt;br /&gt;
* &#039;&#039;&#039;Wasters&#039;&#039;&#039; - an abbreviated version of Wastelanders, which stems from the situation on Moghes. It is a slur for Unathi.  &lt;br /&gt;
* &#039;&#039;&#039;Senseless&#039;&#039;&#039; - non-Skrell not outfitted with a psionic implant. It is also used to describe someone who has a dull mind.&lt;br /&gt;
* &#039;&#039;&#039;Orb&#039;&#039;&#039; - a common container used in the transporting of Xu’Xi Gas.&lt;br /&gt;
* &#039;&#039;&#039;Sqrug&#039;&#039;&#039; - normally a derogatory term for an addict of Xu’Xi or other drugs that has no future. Said by non-users; can also be used in jest between Gasriders or as a general expletive.&lt;br /&gt;
* &#039;&#039;&#039;Gupkala/Guppies/Gup/Guppy&#039;&#039;&#039; - a mocking word for law enforcement within the Federation or abroad.&lt;br /&gt;
* &#039;&#039;&#039;Grotto&#039;&#039;&#039; - a rundown building in which Xu’Xi gas is inhaled. Thought to originate from the Weishii faith, which uses groves and grottos as places of worship.&lt;br /&gt;
* &#039;&#039;&#039;Piisz&#039;&#039;&#039; - a batch of synthetic Xu’Xi or Xu’Xi of questionable quality.&lt;br /&gt;
* &#039;&#039;&#039;Toady/Toad&#039;&#039;&#039; - a criminal or otherwise disreputable Skrell. Refers to how these individuals give other Skrell a bad name, and contribute to the xenophobia they face. &lt;br /&gt;
* &#039;&#039;&#039;Coral Stem&#039;&#039;&#039; - inhaler from which Xu’Xi gas is ingested from.&lt;br /&gt;
* &#039;&#039;&#039;Drylister&#039;&#039;&#039; - a Skrell (or non-Skrell) who has been born abroad but finds themself under Federation surveillance by the Ruupkala due to perceived deviancy against the Nralakk Federation; landing them on the “drylist”. The topic of the drylist is considered taboo by regular Federation citizens.&lt;br /&gt;
* &#039;&#039;&#039;Tidal/Tided&#039;&#039;&#039; - Something being absurd or otherwise dangerous, or someone who is insane. Comes from &amp;quot;Insanity of the Tides&amp;quot;, a neurological disorder found in Skrell.&lt;br /&gt;
* &#039;&#039;&#039;Chapped&#039;&#039;&#039; - as in chapped skin. General insult to someone&#039;s appearance. Can also be used to refer to non-Skrell in general.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sayings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve Tup&#039;d&#039;&#039;&#039; - a form of &amp;quot;I&#039;ve won&amp;quot;, or &amp;quot;I&#039;ve peaked.&amp;quot;  &lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve been Tup&#039;d&#039;&#039;&#039; - a form of &amp;quot;I&#039;ve lost&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Wake up&#039;&#039;&#039; - a dismissive form of saying an individual is lazy.&lt;br /&gt;
* &#039;&#039;&#039;Algae&#039;&#039;&#039; - shorthand for &amp;quot;all good&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Mudvein&#039;&#039;&#039; - a word used to describe withdrawal symptoms of Xu&#039;Xi gas since withdrawal is said to feel like mud flowing through your veins. As an extension to this, &amp;quot;Mudlover&amp;quot; refers to someone who is constantly on and off drugs.&lt;br /&gt;
* &#039;&#039;&#039;Too moist&#039;&#039;&#039; - a scornful way of saying an individual is too traditional, and not adapting to modern culture.  &lt;br /&gt;
* &#039;&#039;&#039;Too dry&#039;&#039;&#039; - a scornful way of saying an individual is far too progressive, radical even.&lt;br /&gt;
* &#039;&#039;&#039;Zipped&#039;&#039;&#039; - to be high on Xu’Xi Gas.&lt;br /&gt;
* &#039;&#039;&#039;The stars grow brighter&#039;&#039;&#039; - a euphemism for an individual dying. &lt;br /&gt;
* &#039;&#039;&#039;Steel Rained&#039;&#039;&#039; - an expression coined shortly after the aftermath of Glorsh-Omega, where orbital installations rained back down onto the planetary surface due to lack of maintenance. It&#039;s similar to the phrase &amp;quot;being stonewalled&amp;quot; as these orbital installations crashing down heavily disrupted attempts to recover from Glorsh-Omega&#039;s rule.&lt;br /&gt;
* &#039;&#039;&#039;Stars and void&#039;&#039;&#039; - a general exclamation, usually out of shock or frustration.&lt;br /&gt;
* &#039;&#039;&#039;Stars damned/Void damned&#039;&#039;&#039; -  a general exclamation, usually out of anger. Can also be used in surprise, similar to &amp;quot;well I&#039;ll be damned&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Stars guide&#039;&#039;&#039; - a polite way of saying farewell.&lt;br /&gt;
* &#039;&#039;&#039;Shelled/kelped&#039;&#039;&#039; - sold or wagered. Originates from the currency of the Nralakk Federation, which is shaped like seashells or strands of pressed kelp.&lt;br /&gt;
* &#039;&#039;&#039;Ink-stained/Inky&#039;&#039;&#039; - a concept, object, or person that brings sadness or stress. Refers to the ink-black tear stains that surround a Skrell&#039;s eyes as a result of stress.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is also a more expressive, non-verbal form of language that is known as &#039;&#039;&#039;Nral&#039;Balak&#039;&#039;&#039; by the Skrell, which developed naturally in response to the difficulties of expressing emotion while in the presence of other species. It has been observed that Skrell feeling &#039;&#039;&#039;upset&#039;&#039;&#039;, or &#039;&#039;&#039;disgruntled&#039;&#039;&#039;, may blow their cheeks out, similar to that of the Solarian Anura Species - which has added onto the slur of calling the species &amp;quot;Frogs&amp;quot;. It is also notable that some scrunch their headtails up, emitting several chirrups that are deliberate and obtusely released, sometimes even narrowing their eyes in an attempt to make themselves seem much larger and more aggressive than they actually are. It is theorised that this is a holdover from the species&#039; early days, when predators and other fatal situations were more commonplace.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
&lt;br /&gt;
Among the species of the Spur, all catalogued sentient races possess a “Zona Bovinae”, located within the Brain. This organ was presumed to be responsible for some form of communication by Human scientists who discovered it in the domesticated cow in 2256, and subsequently in all other species on Earth. It was found that herd animals, like the cow, had a developed Zona Bovainae, while solitary animals held atrophied versions of the organ.&lt;br /&gt;
&lt;br /&gt;
Beyond this research, Humanity could find no greater purpose for the Zona Bovainae. Outside of the discovery Humans universally possessed the organ, scientists proved unable to crack the secrets of its function. Many wrote it off as a vestigial part of the brain that first developed during Humanity’s pre-agricultural epoch.    &lt;br /&gt;
&lt;br /&gt;
The Zona Bovinae continued to be a novel discovery until First Contact with the &#039;&#039;&#039;Skrell&#039;&#039;&#039; in &#039;&#039;&#039;2332&#039;&#039;&#039;. During the exchange of information that occurred upon First Contact, human scientists noticed Skrell had extremely well-developed Zona Bovainae and when the science community inquired on the subject, Skrell explained the existence of Psionics. &lt;br /&gt;
&lt;br /&gt;
Psionics are the manipulation of metaphysical forces through concentrated effort employing the Zona Bovainae. While an inordinate amount of research has gone into studying Psionics, the origin of this force is still a mystery. Even without this knowledge, the Skrell have developed many technologies around the application and effects of Psionics.&lt;br /&gt;
&lt;br /&gt;
All organic life originating from the Spur possesses a Zona Bovainae, and sequentially, can be affected by Psionics. Research into the topic revealed that the level of interaction with Psionics the Skrell are capable of is destructively overwhelming to other Spur sentients and continuous strong exposure can have long-lasting damaging effects both physically and mentally. There are documented cases of ailments such as &#039;&#039;&#039;Psionic Echoes&#039;&#039;&#039; manifesting after continued exposure to psionics. The Nralakk Federation and Solarian Alliance have cooperated together to form laws against the usage of Psionics on unwilling or unaugmented sentients. These laws have been almost universally adopted by most human nations across the Spur. Generally, the unconsented usage of Psionics on an individual is considered battery or assault, depending on the severity. Those fitted with Psionic Receivers are considered allowed bodies to send Psionic Communications to, but any other actions require explicit consent by the receiver. &lt;br /&gt;
&lt;br /&gt;
=== The Nlom ===&lt;br /&gt;
&lt;br /&gt;
Everyone possessing a Zona Bovaine has a “thought field” known as a Psionic Wake, or “Nlom” in Nral’Malic,  but only Skrell produce a large enough Wake on an individual level to influence their everyday lives.&lt;br /&gt;
&lt;br /&gt;
The Psionic Wake of an individual can be easily visualized as a ripple radiating off of them and travelling outward. These ripples can hit other Skrell and affect their thoughts and perspectives. Over time, a Wake Bubble will form around the area Skrell routinely inhabit, allowing individual Wakes to travel much further. These bubbles can and will eventually come to encompass entire planets as the Skrell population increases and they spread out over the world. The main limiting factor of Psionic Wakes is space, as the signals swiftly deteriorate when exposed to vacuum. Most planetary Wake Bubbles cease expansion when they come into contact with the vacuum of space, with minor fluctuations depending on total population, supporting psionic infrastructure, and other environmental qualities. &lt;br /&gt;
&lt;br /&gt;
Humans living in Nralakk or the First Wave Systems alongside the huge Skrell populace have reported suffering from mild feelings of isolation and loneliness if they leave after at least a decade of habitation. Scientists of both species suspect that continuous low-level exposure to Psionic activity stimulated the Zona Bovaine without causing harm and their sudden disconnection causes the reported psychological effects. Luckily, these effects are usually only a passing annoyance.“Nlom Withdrawal” can be easily treated and lasts only briefly, usually three or four days treated, a week untreated.&lt;br /&gt;
&lt;br /&gt;
=== [[The_Srom|The Srom]] ===&lt;br /&gt;
&lt;br /&gt;
When Skrell enter a deep sleep, their Zona Bovaine will cease transmitting Psionic Wakes and begin sending new signals to the Dream, or “Srom” in Nral’Malic. The Dream is a shared subconscious plane where multiple Skrell’s minds interconnect to form a collective experience. &lt;br /&gt;
&lt;br /&gt;
Psionic individuals can actively alter and adjust things within the Dream through skill and effort, but the level of alteration is heavily dependent on what you’re adjusting and your own psionic aptitude. Typically, it&#039;s most easy to modify your own body within the Dream and a very common practice. Some Skrell even go so far as to make costumes to sleep in to make the transition easier. Rarely, talented Skrell can modify a sizable chunk of the Dream’s environment on their own, though the process can be very taxing and leave the sleeping Skrell feeling tired after they wake. Additionally, any changes they make gradually revert once they leave the Dream.&lt;br /&gt;
&lt;br /&gt;
It is difficult to keep one&#039;s lips sealed in the Dream, with social inhibitions easily melting away. However, it is also much easier to create and brainstorm in Srom. Ways to hide from the dream clutter of a Dream are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that aluminum (typically headpieces, blankets, or plated walls) blocks off the connection to the Dream entirely.&lt;br /&gt;
&lt;br /&gt;
Srom-devices are often two-way interfaces within a dream bubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and three Skrell pilots, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means Skrell require a large amount of training and practice to operate Srom-devices.&lt;br /&gt;
&lt;br /&gt;
Typically, to interface with a Srom device, the operating Skrell needs to be completely cut off inside an aluminum plated room to focus on the device. Additionally, not being cut off could lead to other Skrell locating the device in the dream and interfering with its controls.&lt;br /&gt;
&lt;br /&gt;
=== Receivers and Listeners ===&lt;br /&gt;
&lt;br /&gt;
Skrell are commonly divided into two psionic categories -- receivers and listeners. This difference is decided genetically on birth and splits the Skrell roughly 9:1, with the majority being receivers. Currently, there is no genetic screening that can accurately predict the type of psionic category a Skrell will fall into, nor is there any way to modify it. The phenomenon is informally known as ‘The Great Lottery’. &lt;br /&gt;
&lt;br /&gt;
Receivers and Listeners differ in their individual submission to the greater Wakes around them; while Receivers are psionically guided to accept the common ideas and influences currently circulating Skrell society, Listeners feel much less outside pressure to conform or unnaturally agree with the ideas at hand. Because of this, Listeners are often looked upon with suspicion, while Receivers are usually found in the upper echelons of Skrell society. Some Skrell find it difficult to classify themselves and have been known to feel more or less attuned to the Wake at different points in their life. Regardless, most Listeners often succumb to the powerful psionic force of the Wake and become conformed to society one way or another.&lt;br /&gt;
&lt;br /&gt;
Some Listener groups have recently begun to stir with increased ostracization, government surveillance, and general prejudice from the more popular Receivers. While these groups promote Listener advocacy in a peaceful way, a select few underground cells have begun teaching a more extreme, “psionic-isolationist” idealism, where Listeners purposefully disconnect themselves from the Nlom.&lt;br /&gt;
&lt;br /&gt;
=== Telepathy ===&lt;br /&gt;
&lt;br /&gt;
Active communication while awake requires an immense amount of focus. This allows for Skrell to send messages to other species and creatures, but because of the risk to non-Skrell the Federation has deemed this on non-consenting alien species to be a criminal offense similar to battery or assault. The Federation internally ensures it’s citizens are aware of the risks before leaving Federation space as to dissuade mind-probing being outlawed entirely in other systems. Skrell will use this ability to gossip or send secrets, communicating without others knowing. The effects of long-term exposure to other species have only been lightly researched, as Skrell scientists are exceedingly empathetic to the volunteers&#039; pain and end up cancelling the studies. Saying this, more intensive studies have been conducted through [[Federation_Crime_and_Resistance#Unsanctioned_Research|unsanctioned research]] ventures. However, scientists who have attempted to delve into this field have often lost their Idol status and are often given harsh sentences for their actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Notes on telepathy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Psionic Pinging a location for the pure reason of hunting down Synths is just not in good taste. Don&#039;t do it without prior suspicion, and if you somehow confirm it, use different RP avenues! Perhaps instead of reporting them, you extort them? Don&#039;t shut down a character idea, but instead entertain it.&lt;br /&gt;
&lt;br /&gt;
* Telepathy can be used for conversations as well as conveying images, sounds, and feelings. Make sure you format it in a way that makes this apparent, such as &amp;quot;You hear/see ___ in your mind&amp;quot;. While you can project feelings, this does not mean you can force someone to genuinely feel that emotion. Likewise, you cannot seriously hurt someone just by projecting the idea that they have been hurt.&lt;br /&gt;
&lt;br /&gt;
=== Circadian Rhythm ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell_Ailments#Psionic_Over.2FUnder-Sleeping|Skrell Ailments]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some Skrell fall into the categories of an oversleeper or an undersleeper. Oversleepers find themselves addicted to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oftentimes, they are seen as reclusive and sometimes lackadaisical individuals. Contrarily, undersleepers are seen as holders of deep and potentially dangerous secrets, and generally avoid falling victim to the pleasantries of dreaming.&lt;br /&gt;
&lt;br /&gt;
It is known that Skrell only need to sleep for about an hour a day, and are able to lapse in and out of consciousness almost on-command. They are also capable of entering a kind of hibernation for incredibly long periods, even weeks or months at a time.&lt;br /&gt;
== Skrell Sociality and Society ==&lt;br /&gt;
&lt;br /&gt;
Due to their “long view” approach, Skrell generally have difficulty with viewing events that take place over short timeframes with the same importance that shorter-lived races do; consequences lasting less than a decade are deemed inconsequential. This perspective has resulted in the species’ higher tolerance of momentary worries; such as waiting for things to come to fruition. On the other hand, this has resulted in a much lower tolerance for long-term worries, such as existential threats, and can lead to high levels of accumulated stress.&lt;br /&gt;
&lt;br /&gt;
Stress impacts Skrell to a lesser degree than in other species, and is usually exhibited through the secretion of black liquid through orifices such as their eyes, often remarked as being similar to crying. It is quite obvious to tell whether a Skrell is beginning to become overstressed, as there will usually be dark stains across their skin.&lt;br /&gt;
&lt;br /&gt;
A Skrell’s mindset and emotions can be heavily impacted by tidal cycles due to Skrell being creatures attuned to the waters. This can vary from Skrell to Skrell, some feeling lethargic or anxious on a new moon, others feeling rejuvenated and full of energy. Cosmic phenomena that can affect tides and gravity are easily noticed by them as well. This can lead to some Skrell being rather reluctant to migrate from planet to planet; the size of a moon, how many there are, and even a lack of any moon can cause full-scale personality shifts.&lt;br /&gt;
&lt;br /&gt;
===Skrell Unity and Position on Violence===&lt;br /&gt;
&lt;br /&gt;
The Skrell are a communal species that put great importance on unity between one another, even despite their differences. The Wake ensures that the prevailing thoughts in a community - or in the Federation in the modern day - dominate, causing most Skrell who are psionically receptive to accept the majority opinion. Detractors from the majority opinion will normally be either listeners, listener-leaning, or be negatively affected by the current status quo. While division can be common elsewhere in the Spur, the introduction of Nlom relays across the Federation has ensured that the average citizen will keep to the common consensus of their peers in Federation space.&lt;br /&gt;
&lt;br /&gt;
During the [[Skrell_Early_History#Rise_of_the_Skrell|Rise of Skrell]], the Skrell were quite violent, with archaeological discoveries showing that warring between different clans and even the subspecies of Skrell was quite common. As Skrell society developed, their stance on violence and death changed greatly. While Skrell do find violence between one another abhorrent, small-scale, ritualised warfare was common in their early-modern history. With the reign of Glorsh-Omega, this stance changed even further as Skrell began to put greater importance on the life of one another. The sterilisation of the species has caused widespread fear that the species could die out, and as a result, every life is considered precious. The most notable example of this point of view can be seen in the punishment of Glorsh-Omega&#039;s most notorious collaborators; Instead of being executed or given normal prison sentences, these collaborators have been permanently interred in cryogenic stasis, still alive and forced to live out their punishment in an inaccessible area of the Srom.&lt;br /&gt;
&lt;br /&gt;
While fighting can occur between Skrell, the species considers it a waste of precious life - not to mention being unbecoming of such a highly developed society. Instead, Skrell have taken to more intellectual or non-violent forms of fighting such as debates or social stand-offs between opposing groups. &amp;quot;Demonstrations of unity&amp;quot; are common, where a group of Skrell will show up in force to intimidate and compel opposing groups to stand down. Violence can still occur within the species but to a much lesser degree than what can be seen in humanity or other groups in the Orion Spur, with damage to property and infrastructure being common tactics used by members of the lyukal. The threat of violence or serious injury from one Skrell to another is typically the limit for most - but the species is not pacifistic to a fault, and if no other option can be seen Skrell are willing to fight. &lt;br /&gt;
&lt;br /&gt;
When considering violence between Skrell and another species, beliefs can change considerably; while some Skrell have come to the conclusion that all life is precious, others may consider other sapient species to be lesser than the Skrell and be more willing to clash with them when tensions rise. With that said, most Skrell are aware of their physical limitations, and outside of groups such as [[Skrell_Faith#Suur’ka|Suur&#039;ka]] or those who have been heavily influenced by non-Skrell ideas, a physical conflict between two beings is thought best to be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
&lt;br /&gt;
With their large black eyes, it is often hard to tell if a skrell is looking directly at someone or around them without being sensitive to Skrell’s intent through psionics. For that reason when interacting with aliens, skrell make a point to orient their faces straight at whoever they are speaking to to ensure they understand they are the skrell’s focus. Some non-skrell have found this to be uncomfortable.&lt;br /&gt;
&lt;br /&gt;
Skrell display intimacy with one another by touching the heads or headtails of their close friends or partners, or touching their own forehead and gesturing as if blowing a kiss from their forehead. Some verbal displays include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
&lt;br /&gt;
Less intimate physical interactions, mainly those shared between close friends, involve nudging or prodding someone with a headtail, similar to how a human may playfully nudge or punch a friend in the arm. &lt;br /&gt;
&lt;br /&gt;
On the non-skrell side of things, the most common racial slurs that are used against Skrell are “Frog”, &amp;quot;Toad&amp;quot;, “Squid”, “Ratajani”, and various other creatures that have aquatic connotations. However, responding to these insults with similar behavior is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public in Federation society.&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Federation gestures.]]&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
Skrell lack complex muscles within their face and have next to no facial expressions or differences in facial features. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Other than the lack of facial emotion, skrell express emotions the same way humans do through movement, tone of voice, and language used.&lt;br /&gt;
&lt;br /&gt;
One of the most important parts of skrellian emotion is that strong emotions often cause physical reactions in the body, both “tells” that show which emotion is occurring and physical signals, such as a pain or warmth being felt by the skrell in question. Emotional pain often quickly translates to physical pain for skrell, with several studies  linking this phenomenon to the skrell’s pronounced Zona Bovinae. &lt;br /&gt;
&lt;br /&gt;
Due to humans’ and other species’ limited auditory organs, the many tones a skrell can project are lost when communicating with non-skrell. Skrell have a very difficult time expressing themselves and their emotions to non-skrell for this reason. In contrast, when two skrell are communicating with each other Nral’Malic and the Nlom is strong, they can engage in such seamless communication that they can often predict each other’s thoughts. &lt;br /&gt;
&lt;br /&gt;
Skrell have many displays of emotions non-Skrell can easily observe however. Skrell refer to this method of communication as “Nral’Balak”, and is something of a combination of the function of body language and cries to indicate emotional states and needs. Nral’Balak does not have hard rules or single-message expressions, meaning messages can be contextual. For example, a skrell crooning can either be from fear when in a dangerous situation, or in disappointment if they do not like their food. Typically, when Skrell make non-verbal sounds, a high pitch indicates happiness and a lower pitch indicates sadness or distress. Again, however, this can be very contextual and hard to decipher for non-Skrell.&lt;br /&gt;
&lt;br /&gt;
=== Humour ===&lt;br /&gt;
&lt;br /&gt;
Skrell humour is completely different to what a human or other species may consider humorous. Skrell amusement is solely a reaction to the unexpected. A good joke would produce a very mild pain, comparable to a burning sensation after eating hot food, a sudden weakness in the muscles, or an itch on the roof of the mouth in severity. It manifests as a &amp;quot;fuzzy&amp;quot; feeling in the inside of the head. Outwardly, a Skrell would primarily react vocally through a series of chirrups not dissimilar to a laugh, which may also be accompanied by headtail or hand gestures.&lt;br /&gt;
&lt;br /&gt;
The feeling of amusement is enjoyed by many, especially younger Skrell, but others such as the very elderly may hate it. Older Skrell will find very few things humorous due to the fact that they have seen and experienced a lot throughout their life. In some cases, attempts at humour may be taken as an insult, possibly attempting to point out a Skrell&#039;s limited knowledge and life experience. In formal settings, it is considered impolite to tell even a mild joke in the wrong context; a joke as a roast of the guest of honour may be seen as more acceptable than while dining at a restaurant with your extended family.&lt;br /&gt;
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Human humour typically relies on words, wordplay, and storytelling to be effective. In comparison, Skrell tend to be more visual in their jokes. Skrell humour is humour in its most literal form: a reaction to the unexpected, and as such Skrell jokes rely on unexpected situations to be considered funny. Compared to a human joke, a Skrell joke relies less on a well-executed punchline, and more on the setup. The more absurd the situation the more humorous the joke will be - to a Skrell, at least. Due to this, it is difficult to deliver a joke in verbal form; simply saying &amp;quot;Imagine a skeleton using its ribcage as a xylophone&amp;quot; and actually seeing it are very different. As a consequence of how Skrell view humour, a Skrell&#039;s fear reaction is the same as laughing. A Skrell may chirrup in response to being startled, and just like nervous laughter, it is not considered pleasant. Despite the differences in what is considered humorous, Skrell can develop an appreciation for the comedy of other species. A Skrell will not find a human joke amusing, but they may find it clever or at least be able to identify why the joke is considered funny. A pun could be seen as clever word association, for example.&lt;br /&gt;
&lt;br /&gt;
Fear and humour go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humour. Nowadays, this is done with robust genetic treatments, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
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The feeling of &#039;&#039;&#039;happiness&#039;&#039;&#039; or &#039;&#039;&#039;euphoria&#039;&#039;&#039; amidst the Skrell is one of the &amp;quot;easier&amp;quot; emotions to discern. Skrell will use a varied mixture of headbobbing, shrills, and positioning of their headtails to convey their joy -- such as curling their headtails and warbling in a much higher pitch than normal. Skrell are also observed to struggle to contain their joy, resulting in such often spilling over into the rest of their body and making rather spasmodic events (such as rapidly blinking) a rather obvious sign of their happiness. &lt;br /&gt;
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&#039;&#039;&#039;Sadness&#039;&#039;&#039;, or even &#039;&#039;&#039;melancholia&#039;&#039;&#039;, within Skrell is one of the harder emotions to convey for the Skrell -- or at least, harder for other species to understand. Dissimilar to other species within the Orion Spur, emotional pain often translates to physical pain for the Skrell. Several studies have linked the pronounced Zona Bovinae of the species to this biological feature, which is often displayed through several gestures: quiet, low chirps; shifting of their headtails to hide their neck; fidgeting and rubbing of the headtails and/or digits; and lastly avoidance of eye contact. &lt;br /&gt;
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&#039;&#039;&#039;Confusion&#039;&#039;&#039;, or even &#039;&#039;&#039;fear&#039;&#039;&#039;, is yet another &amp;quot;easy&amp;quot; emotion to discern amongst Skrell. Confusion has been noted to almost force Skrell to emit a mixture of both high-pitch and low-pitch blends of both warbles and croaks, alongside continuous shifting of their head from one side to another. It is said this is to allow optimal processing of audible information, such as someone speaking or noises within the dark. Skrell also have the innate need to cover their neck with their headtails, hiding their digits and opening their eyes wide. It is believed through their evolution, Skrell adapted to protecting the most vital points of their anatomy to ensure their survival in the event they were attacked and forced to flee.&lt;br /&gt;
&lt;br /&gt;
==Politics and Factions==&lt;br /&gt;
&lt;br /&gt;
===The Nralakk Federation===&lt;br /&gt;
[[File:Jargon flag.jpg|thumb|right|The flag of the Nralakk Federation.]]&lt;br /&gt;
The &#039;&#039;&#039;[[Nralakk Federation]]&#039;&#039;&#039; is the major Skrell political entity within the Orion Spur. The Federation&#039;s history can be traced back to its [[Skrell_Early_History#Unity_of_Skrell|first founding]] in &#039;&#039;&#039;878 CE&#039;&#039;&#039;, created in response to a rising independence movement within the Federation&#039;s colonies. The Federation was briefly dismantled following the rise of Glorsh-Omega, and was reestablished as the &#039;&#039;&#039;Second Nralakk Federation&#039;&#039;&#039; following the reunification of the species post-Glorsh.&lt;br /&gt;
&lt;br /&gt;
While on the surface the Federation is a meritocratic state, its society is heavily stratified based on a &#039;&#039;&#039;Social Compatability Index&#039;&#039;&#039;. This system scores individuals based on how closely they follow the ideals of the Federation, with low-scoring individuals being stripped of their rights while high-scoring individuals are treated as celebrities. This inequality in Skrell society has contributed to a rise in criminal and non-conformist movements that work against the Federation and its status quo.&lt;br /&gt;
&lt;br /&gt;
===[[Federation_Crime_and_Resistance#The_Resistance|The Lyukal]]===&lt;br /&gt;
&lt;br /&gt;
The Lyukal is a decentralised resistance movement that aims to dismantle the hegemony that the Nralakk Federation has over the Skrell. Named after the resistance movement that acted against Glorsh-Omega centuries ago, the Lyukal&#039;s cells work independently to achieve their objectives, ranging from non-violent demonstrations of the Federation&#039;s shortcomings to terrorism and attacks against military installations.&lt;br /&gt;
&lt;br /&gt;
===Marauders===&lt;br /&gt;
&lt;br /&gt;
Marauders is a catch-all term for pirates, smugglers, and other [[Federation_Crime_and_Resistance#Marauders|criminals]] that are active in the Traverse. Each group is different from one another, from robber barons who steal resources to sell for extortionate profit, to altruistic smugglers who help colonies in the Traverse. While a loose group, the Ti&#039;Rakqi is the largest and most notable Marauder group active in the Traverse, consisting of Marauders who work together for mutual benefit.&lt;br /&gt;
&lt;br /&gt;
===Interspecies Relations===&lt;br /&gt;
&lt;br /&gt;
Skrell as a whole see themselves as &amp;quot;better&amp;quot; than the other species of the Spur. Their comparably advanced civilisation and grasp of the sciences, as well as their way of life are seen by many Skrell to be superior. This has culminated in an attitude where Skrell see themselves as a guiding hand for the younger races of the Spur, where the Skrell have a duty to protect them from themselves in their development. This can manifest in many different ways on an individual level, but can be seen best in the Nralakk Federation&#039;s relations with other polities; the Federation by and large keeps its technological advances to itself, only sharing technology with no potential for misuse or sharing technology with those it believes to be responsible enough to utilise it. Politically, the Federation has historically stayed out of Spur-wide affairs and has only recently become more actively involved in international politics.&lt;br /&gt;
&lt;br /&gt;
On an individual level, the Skrell experience a better-than-average tolerance when abroad, with a few exceptions. Humanity as a whole tolerates the Skrell, with the [[Solarian Alliance]] in particular being close with them due to their relationship with the Nralakk Federation. General xenophobia still exists, however, but Skrell are tolerated more than other aliens within Solarian space. This tolerance differs depending on region, with Skrell being more tolerated on planets where they have a large presence such as [[Europa]], or within the richer areas of Solarian space. The Nralakk Federation&#039;s relationship with the Solarian Alliance means that many who are anti-Solarian may also be anti-Skrell, such as those hailing from the [[Coalition of Colonies]]. Other species, such as [[Unathi]], have a more complicated relationship with the Skrell. Some Unathi share animosity towards the species due to the part the Federation played in the [[Contact War]]. This said, many on [[Ouerea]] have embraced the Skrell in their shared fight for democracy on the planet.&lt;br /&gt;
&lt;br /&gt;
For the most part, many Skrell enjoy the presence of Vaurca, specifically those from the C&#039;thur hive. Their contributions to the Federation have quickly secured their place as respected members of Skrell society. This said, there is still distrust in some cases, such as the C&#039;thur&#039;s use of Viax and Cephalons being seen as too close to the use of artificial intelligence. Their loyalty to the Federation is also in question, making many Skrell distrustful of giving the C&#039;thur strategic positions within Skrell society, such as in politics or the military. Please see the [[C&#039;thur in the Federation]] page for more details on how Vaurca are viewed and treated by the Skrell.&lt;br /&gt;
&lt;br /&gt;
The Dionae were the first species encountered by the Skrell, and their assistance in rebuilding the Federation post-Glorsh has strengthened the bond between the two species. On a societal and individual level the Diona are respected, and their integration into most levels of Federation society and the rights they enjoy compared to elsewhere in the Spur is proof of this. Please see the [[Diona in the Federation]] page for more details on how Diona are viewed and treated by the Skrell. &lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Nralakk Federation, there is a sizeable number of Skrell that have been born in human space. In the [[Skrell_Culture#Different_Eras_of_Skrell| Radiant Era]], Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Federation space started to appear, especially on notable planets such as [[Mictlan]] and [[New Gibson]] to [[Skrell Abroad|name a few]]. These children &#039;&#039;&#039;still enjoy&#039;&#039;&#039; Federation citizenship by birth due to how the Federation considers all Skrell to be its citizens, but due to also being considered citizens of their birth nation are typically protected to some degree; Skrell born in the Republic of Biesel are protected from deportation or other Federation actions, for example, which also extends to Skrell who have enlisted in the Tau Ceti Foreign Legion. For more information on how Skrell born outside the Federation are viewed by the Federation, see [[Guide_to_Citizenship#Nralakk_Federation_and_Citizenship|here]].&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
==Playing Skrell==&lt;br /&gt;
&lt;br /&gt;
===Rulings===&lt;br /&gt;
Jobhopping is not allowed. While Skrell are long-lived, you still need to adhere to sever rules on jobhopping. There are no special exceptions for Skrell.&lt;br /&gt;
&lt;br /&gt;
Playing as a Glorsh collaborator/synthetic sympathiser, resistance member, Marauder/ex-Marauder, or Federation loyalist/spy is allowed, but &#039;&#039;&#039;please be aware that these backstories can result in your character being caught and made unplayable.&#039;&#039;&#039; Consulars are allowed to report non-conformist and dissident activity of Federation citizens to the lore team, but players are not allowed to lie or gather this information OOCly.&lt;br /&gt;
&lt;br /&gt;
The [[Nralakk Federation]] considers all Skrell to be de jure citizens of the Federation, regardless of origin. In reality, this is not the case. Legally speaking those born outside of the Federation do not technically have citizenship, and must apply before they can receive the benefits and be susceptible to Federation laws. Some nations have official policies and agreements with the Federation that allow Federation citizens to be deported for any reason, while others have agreements that protect Federation citizens who wish to claim asylum. Most nations will protect those who are their citizens, but &#039;&#039;&#039;as a rule&#039;&#039;&#039;, if your character officially has Federation citizenship, they are at risk of being deported if the Federation orders it. Characters can claim asylum within the Republic of Biesel with ease, which can be done through joining the [[Tau Ceti Foreign Legion]]. Other asylum claims need to be discussed with the relevant lore team.&lt;br /&gt;
&lt;br /&gt;
===Thoughts and Behaviours===&lt;br /&gt;
&lt;br /&gt;
While the species is communal and conformist, this does not mean that every Skrell has the exact same beliefs. While Skrell can be split between [[Skrell#Receivers_and_Listeners|Listeners and Receivers]], where Listeners are less susceptible to the wider thoughts of the species and Receivers are more susceptible, there can still be difference in thought regardless of this split. The species consensus reached through the Nlom can only influence a Skrell&#039;s thoughts so much; the species as a whole may agree Artificial Intelligence is dangerous, but more specific ideas differ on an individual level. For example, the debate on Cephalons and Viax being used by the C&#039;thur is contested, with many saying that it is very close to Artificial Intelligence. This idea is not shared by every Skrell, with the Federation even exploring the use of Cephalons as a replacement for AI for strategic purposes. The group thought that influences all Skrell can also be impeded by personal experience, such is the case with many Skrell in the Traverse. While a majority of Skrell believe in the Federation and how it operates, the reality faced by Skrell on the frontiers of Federation space has resulted in the region being a hotbed for anti-Federation thoughts and activity. &lt;br /&gt;
&lt;br /&gt;
When playing Skrell, it is important to think about what factors would influence your character&#039;s thoughts. If your character is a Secondary Numerical from the [[Notable_Skrell_Systems_and_Locations#Skrell_Systems_and_Locations|Inner Systems]], has been exposed to Federation propaganda all their life, and did not personally experience oppression at the hands of the Federation, they would be more inclined to agree with the group consensus reached through the Nlom regardless of their Listener or Receiver status. When faced with evidence that the Federation&#039;s actions are wrong, however, Listeners may be quicker to change their attitude than Receivers because Listeners are less influenced by the Nlom.&lt;br /&gt;
&lt;br /&gt;
Skrell behave very differently compared to other species. They are long-lived, and are prone to thinking more in the long-term than the short-term. This can manifest however you wish, and players are not expected to be constantly thinking ahead. Generally speaking, Skrell characters would act in a way that sacrifices short-term benefits in favour of long-term ones. Additionally, Skrell do not show emotion in the same way that other species do. Emotions are displayed through physical mannerisms and vocalisations, and are not usually apparent in their speech. These mannerisms can differ, and a Skrell born abroad in human space may take on more human approaches to displaying or vocalising their emotions. When roleplaying out your character&#039;s emotions, it should be done in subtle ways that would make it difficult in-character for non-Skrell to discern immediately.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=35367</id>
		<title>Nralakk Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=35367"/>
		<updated>2025-01-31T07:55:43Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
[[file:jargon_flag.jpg|thumb|right|360px]|The flag of the Nralakk Federation]]&lt;br /&gt;
Headed by [[Notable Skrell|Weashbi Jrugl]], the &#039;&#039;&#039;Nralakk Federation&#039;&#039;&#039; is governed by a Grand Council that aims to uplift the Skrell in all aspects - socially, politically and economically. Since its formation in &#039;&#039;&#039;878 CE&#039;&#039;&#039;, it has accomplished great feats that have propelled the ancient race across the [[Template:Aurora_Starmap| Orion Spur]] - however - a looming reminder of the past still clings dearly to the species. Ruled by the tyrannical [[Skrell History| Glorsh-Omega]], a manipulative intelligence that nearly rendered the Skrell extinct through the use of infertility, until its disappearance in &#039;&#039;&#039;2192 CE&#039;&#039;&#039; that thrust the Skrell into a modern dark age that was difficult to recover from. &lt;br /&gt;
&lt;br /&gt;
Now, with a profound emphasis on securing its own interests, the Federation has managed to grow its influence throughout the [[Template:Aurora_Starmap| Orion Spur]]; through the use of an elusive branch of their military, known as [[Skrell_Politics#Federation_Enforcement| Ruupkala]], and diplomacy.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Population and Planets ==&lt;br /&gt;
[[Image:Minimap jargon.png|thumb|A closer image focusing on the factions surrounding the Nralakk Federation&#039;s territory.]]&lt;br /&gt;
&#039;&#039;&#039;[[Qerrbalak]]&#039;&#039;&#039;, the Skrell Homeworld. It has some of the largest cities on land and underwater - each with unique aspects, and houses both the Federation&#039;s headquarters, as well as the largest [[Sol Alliance| Solarian Embassy]]. The capital, Kal&#039;lo, is often the most likely place for decisions to be made by the Grand Council, as well as diplomatic engagements with foreign heads of states. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Qerr&#039;Malic]]&#039;&#039;&#039;, the moon of the Homeworld. Qerr’Malic is a bustling population centre, as well as a popular destination for aspiring engineers. It is home to dozens of warehouses that help facilitate trade throughout the Federation, as well as transport goods to and from other interstellar nations across the [[Template:Aurora_Starmap| Orion Spur]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aliose]]&#039;&#039;&#039;, largely considered the heart of the Federation’s scientific endeavours, with most research conducted by the Aliose University of Medical Sciences. Its frosty composition makes its inhabitants easily noticed due to their cold, white and thick skin derived from genetic treatments to greatly increase their ability to inhabit the planet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aweiji]]&#039;&#039;&#039;, the first Skrell Colony established outside of Nralakk. Whilst initially much rocker and drier than Homeworld, in 1050 BCE the Skrell initiated a vast terraforming program to convert the planet into an Eden in the Homeworld&#039;s own image. The very first colonists settled on their new home in 938 BCE, in a plain located between vast mountain ranges, which soon become the bustling city of Tresja. It was eventually selected for the location of the largest political meeting in the Nralakk Federation’s history, the renowned Tresja Agreement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Notable_Skrell_Systems_and_Locations#Glorashi|Glorashi]]&#039;&#039;&#039;, comprised of various outposts that dedicate their time to research, and military aims. It houses a large population of the [[Vaurca| C&#039;thur]] - due to the presence of the species&#039; [[Vaurca| High Queen]] being maintained on round-the-clock life-support provided by the Nralakk Federation. Whilst the system is not vital to the Federation, it is paramount to the [[Vaurca| C&#039;thur]] who assist the Skrell in various ways to repay for the care given to their [[Vaurca| High Queen]]. More information on the C&#039;thur and their colonised worlds can be found [[Colonized_Vaurca_Worlds#The_C&#039;thur|here]].&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation, as a whole, operates as an authoritarian planned economy - where investment, production and the allocation of resources are distributed according to nation-wide economic plans and production plans. Usually, the quotas are set during the first few months of the year, whereupon they are expected to be fulfilled by state-owned-enterprises: a business where the state has significant control over its operations.&lt;br /&gt;
===Universal Stipends===&lt;br /&gt;
Individuals who find themselves with a Primary or Secondary Social Compatability Index rating are awarded a &#039;&#039;&#039;universal stipend&#039;&#039;&#039; each month. The higher an individual&#039;s index rating is, the higher the stipend. Skrell who find themselves working abroad also benefit from this system; with Zeng-Hu contractors finding a near identical amount each month that is paid in sqiips. Those who signed a separate company contract will often see a stipend of 1/2 their original amount (often paid in the local currency). If an individual leaves the Federation for any other reason they would often only see a 1/3rd replacement on their monthly stipend.&lt;br /&gt;
&lt;br /&gt;
===Currency===&lt;br /&gt;
For thousands of years, the Nralakk Federation the &#039;&#039;&#039;sqiip&#039;&#039;&#039; (℘) as currency. It sees practically zero use outside the Nralakk Federation besides being paid to those in the Work Initiative Programme and is available in both electronic and physical formats. Sqiips in their coin form can be stacked and locked together thanks to their special magnetic properties for easy transportation. Higher valued sqiips will come in a paper form, printed on different types of water-safe seaweed, as multiple coins quickly become unwieldy. The coins and paper form will have markings of aquatic life on them to denote their value (shells, molluscan, buurgis, cosmozans, etc.). Tau Ceti lacks a word for the currency; however, when they are not called sqiips they are often called &amp;quot;shells&amp;quot;. This slang has caught on outside of the Nralakk Federation and many who do not speak Nral&#039;malic would not even know the currency&#039;s true name.&lt;br /&gt;
&lt;br /&gt;
===State-Owned Enterprises===&lt;br /&gt;
Due to the incredibly advanced age of the species, some of the state-owned enterprises have been established for millennia - with different aims and goals to fulfil to keep the Nralakk Federation functioning to its best ability. Each is essential to the Federation, and is considered a foundation for all economic activity to originate from. Enterprises have [[Skrell_Culture#Fashion|uniforms]] that show the industry an individual works in, as well as their rank within the [[Nralakk_Federation#Social_Compatability_Index|Social Compatability Index]]. &#039;&#039;&#039;[https://forums.aurorastation.org/topic/4674-warble-enquirer/?do=findComment&amp;amp;comment=154602 On 28/01/2464]&#039;&#039;&#039;, the &#039;&#039;&#039;Work Initiative Programme&#039;&#039;&#039; was introduced, which has allowed Skrell from across Federation society to seek employment abroad. The programme allows Skrell to transfer their contract from their State-Owned Enterprise to a partnered human megacorporation and work abroad for a limited time before either renewing their contract or returning back to the Federation.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Nralakk State-Owned Enterprises ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Qerr&#039;Zolvq Industries&#039;&#039;&#039; - Created shortly after the founding of the first Federation in &#039;&#039;&#039;907 CE&#039;&#039;&#039;, Qerr’Zolvq Industries is responsible for all aspects of power generation, resource extraction, and production. Before its establishment, the private sector both dominated and cornered the market, however with the establishment of this enterprise this changed entirely. Backed by state subsidies that reduced its cost of production across Qerrbalak, it saw itself rise from a fledgeling company to having a monopoly on the power generation and production industries. Technological advances only saw its growth continue exponentially as asteroid mining became a commonality, as well as better power sources that were capable of sustaining the unparalleled growth of the Skrell. Those with any knowledge in Mining and Engineering are most likely to have been employed by Qerr&#039;Zolvq Industries. It is headed by [[Notable Skrell|Chancellor Xul Lurg]]. With the Nralakk Federation inviting human megacorporations into Federation space, Qerr’Zolvq Industries has found itself partnering with Hephaestus Industries and Orion Express; those employed by this enterprise who take contracts abroad typically do so through Hephaestus, but miners are often encouraged to work with Orion thanks to the connections of their Chief External Affairs Officer Tuiqi Xao’Luup&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tuz&#039;qlip Researchers&#039;&#039;&#039; - An enterprise established after the formation of the first Federation in &#039;&#039;&#039;902 CE&#039;&#039;&#039;, Tuz’qlip Researchers oversees all aspects of Research and Development within the entirety of the Federation. Preceding its formation, each nation across Qerrbalak had something similar, however, after the formation of the Federation the requirement for a unified front for all aspects of science was needed. Eventually, facilities across the Federation were amalgamated underneath Tuz&#039;qlip Researchers, and now the enterprise works hand in hand with Zeng-Hu Pharmaceuticals. Both companies share their research in various fields, a boon that’s considered one of the key byproducts of the Solarian-Federation Alliance. The relationship between Zeng-Hu and Tuz’qlip can be seen primarily on the planet of Aliose, where they work closely with the many universities and research institutes dotted across the planet. Mostly comprised of Skrell that are educated in the fields of Science, Tuz&#039;qlip Researchers is considered the main provider of new technologies across the Federation - with the most recent Skrell advances being a result of Tuz’qlip Researchers. It is headed by [[Notable Skrell|Overseer Nalo Gir-Roq]]. Because of Zeng-Hu’s relationship with Tuz’qlip Researchers, many Skrell that wish to work abroad will find quick employment with Zeng-Hu Pharmaceuticals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nralakk Logistics&#039;&#039;&#039; - An enterprise that was established in &#039;&#039;&#039;905 CE&#039;&#039;&#039;, Nralakk Logistics manages telecommunications, logistics, and most transport across the Federation. Its creation was deemed necessary as the Skrell continued to expand across the stars; as interstellar communications and a well-organised logistics network would be needed to allow for colonisation to continue steadily. Nralakk Logistics typically manages shipping routes, observation posts, and Nlom Relays throughout the entirety of the Federation. Most Skrell employed by this enterprise are either pilots, ship crew, or other positions related to transport and mailing. It is headed by [[Notable Skrell|President Alot Sonq]]. Similarly to Qerr’Zolvq Industries, Skrell employed by Nralakk logistics can find easy employment with Hephaestus Industries or Orion Express if they wish to work outside of the Nralakk Federation. As Orion Express is responsible for a large portion of exports headed from the Federation to human space, they see the majority of contractors from Nralakk Logistics working for them rather than Hephaestus.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Xomor&#039;&#039;&#039; - Xomor was established to provide security services for businesses within the Federation in 901 CE. The industry was privatised previous to this, but the Federation pursued an interest in a nationalised security enterprise that would be able to provide security where having a permanent Kala presence would be a waste of resources. Xomor is responsible for all small-scale security work within the Federation; from shopping centres to office buildings, the enterprise allowed the Kala branches to focus on their other duties. However, after the rise of Glorsh-Omega Xomor was made redundant as synthetics were the sole policing and security forces within Skrell space. The enterprise saw a revival nearly immediately after Glorsh-Omega disappeared, with many Skrell taking up the role of protecting establishments from looters. Eventually, the enterprise was formally reformed with the establishment of the Second Nralakk Federation. Most Skrell employed by Xomor are simple security officers for low-security businesses or facilities, although some have a background in prison work as wardens. It is headed by [[Notable Skrell|Director Vraka Xora-Nel]]. Idris has partnered with Xomor to allow its employees to work abroad as part of the Work Initiative Programme, with Skrell being employed within Idris Incorporated’s security branch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ziip’Ta Medicinal&#039;&#039;&#039; - Ziip’Ta is leading the Nralakk Federation in advanced medical research alongside Zeng Hu Pharmaceuticals. Ziip’Ta was founded in &#039;&#039;&#039;950 CE&#039;&#039;&#039; some years after the Federation was formed in direct response to increasing the lifespan and quality of life in the average Skrell. With the backing of the Federation itself, Ziip’Ta Medicinal was able to expand the lifespan of a Skrell by over 100 years past the normal expectancy rate. Nowadays, aside from medical research, Ziip’Ta also manages many hospitals, general practices, and spas. Many Skrell who work under Zeng-Hu both in the Federation and beyond are under Ziip’Ta exchange contracts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Qel’Zvol Hospitality&#039;&#039;&#039; - Qel’Zvol Hospitality was established in &#039;&#039;&#039;932 CE&#039;&#039;&#039; to oversee all custodial, service, and tourism sectors within the Nralakk Federation. Most notably, this enterprise manages the massive tourism industry on Qerr’Malic, with most Skrell on the moon being employed by them and all hotels, resorts, or similar facilities bear its logo. Idris has partnered with Qel’Zvol Hospitality as part of the Work Initiative Programme to provide work outside of the Federation for employees in its service branch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: Playing as a Skrell working under the Work Initiative Programme means you are under the scrutiny of both the enterprise in question and its partnered Megacorporation. This means that your faction should be set to the appropriate corporation when creating a character. Characters working on the Horizon must mention their participation in the Programme in their records and have their Social Compatability Index rating displayed at all times, either using a passport or a tailband. This doesn&#039;t necessarily mean a Federation-born Skrell has to be employed this way, and Skrell can choose to work directly with a human megacorporation of their choice. Regardless of your Index rating, you are expected by both the Federation and the megacorporation to be professional, and repeated actions deemed unacceptable may result in harsher punishments compared to other employees. Dionae and Vaurcae are also included in the programme but still face the same species restrictions. The Work Initiative Programme does not include SCC, corporate representative, or consular positions.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Politics and Government ==&lt;br /&gt;
The Nralakk Federation is an authoritarian state that is governed by a Grand Council, presided over by its Grand Councillor. The current Grand Councillor is Weashi Jrugl, who was elected in 2453. &lt;br /&gt;
=== Social Compatability Index ===&lt;br /&gt;
[[file:SCS_bell.png|300px|thumb|right|A bell curve showing the distribution of Numericals in the Social Compatability Index.]]&lt;br /&gt;
The &#039;&#039;&#039;Social Compatability Index&#039;&#039;&#039; (Nral&#039;Malic: bli&#039;zi wlaqijii qal&#039;mi-hra) is an interstellar system developed by the Grand Council of the Nralakk Federation. It is a data registry of every single record lodged and is a system often used by businesses, individuals, and bureaucrats. It calculates various factors before outputting a numerical string, usually expressed as a fraction over ten with no more than two decimal places. Depending on the numerical output, citizens may have privileges awarded or even stripped. It was first implemented shortly after the reunification of the Nralakk Federation post-Glorsh-Omega, to ensure the trustworthiness of their citizens and to best secure the interests of their entire society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: Players are asked to be sensible when giving their Skrell a Social Compatability Index rating. Consulars would have a fairly high rating, while a regular citizen that chooses to live permanently outside the Federation would not. Skrell in the Nralakk Federation have many privileges they would not find elsewhere in the Spur with a high rating, so their motivations for leaving would have to be logical. Rebels or criminals would not have a high rating unless they had fake credentials (such as a passport). If their passport is fake, include it in your character exploits and be aware that it could result in deportation and you losing your character. [[C%27thur_in_the_Federation|Non-Skrell]] species living in the Federation and how they interact with the system are discussed on their [[Diona_in_the_Federation|respective pages]]. &lt;br /&gt;
==== Policies ====&lt;br /&gt;
&lt;br /&gt;
===== Inductive Behaviours =====&lt;br /&gt;
&lt;br /&gt;
*Outwardly displaying loyalty to the Nralakk Federation&lt;br /&gt;
*Improving oneself through further skills development and training&lt;br /&gt;
*Reproducing and/or forming a Quya&lt;br /&gt;
*Devoting and/or donating oneself to the furtherment of Science and Medicine&lt;br /&gt;
*Following [[Skrell Faith|Qeblak or Weishii]]. While officially both are considered equal, Weishii followers may have difficulty improving their Index rating.&lt;br /&gt;
&lt;br /&gt;
===== Deductive Behaviours =====&lt;br /&gt;
&lt;br /&gt;
*Outwardly displaying disloyalty to the Nralakk Federation&lt;br /&gt;
*Defrauding and/or acting with ill-intention to those holding Nralakk Federation citizenship&lt;br /&gt;
*Partaking in petty and/or minor crimes&lt;br /&gt;
*Reproducing and/or being conceived outside of the Nralakk Federation&lt;br /&gt;
*Following a religion that is not enforced by the state, such as [[Skrell Faith|Kir&#039;gul or Suur&#039;ka]]&lt;br /&gt;
*Cheating with reference to education sources (eg an examination)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Social Compatability Subclassifications ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SCS Symbols.png|300px|thumb|right|&#039;&#039;&#039;Ox:&#039;&#039;&#039; Tertiary&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ix:&#039;&#039;&#039; Low to Mid Secondary&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Oqi:&#039;&#039;&#039; High Secondary to Low Primary&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Iqi:&#039;&#039;&#039; Mid to High Primary]]&lt;br /&gt;
===== Primary Numericals (Code Classification:  7/10 - 10/10)=====&lt;br /&gt;
&lt;br /&gt;
Primary Numericals are seen as model citizens of the Nralakk Federation and are rewarded for being so. Sponsored vacations, free public transport, unrestricted travel, bureaucratic priority, healthcare privileges enabling a greater life expectancy, high [[Nralakk_Federation#Universal_Stipends|universal basic income]] both at home and abroad, and exclusive residence within designated areas hosting other primaries are but some of the few advantages for those that are declared model citizens of the Nralakk Federation. Primaries make up a small yet influential minority within the Federation, with all higher roles in all fields and within the Government itself being held mainly by primaries.&lt;br /&gt;
&lt;br /&gt;
===== Secondary Numericals (Code Classification: 4/10 - 6.99/10) =====&lt;br /&gt;
&lt;br /&gt;
Secondary Numericals are the largest group of citizens within the Nralakk Federation, and are awarded slightly fewer privileges than the Primaries. Charged public transport, restricted opportunities for travel and migration, medium [[Nralakk_Federation#Universal_Stipends|universal basic income]] both at home and abroad, and slight official and legal discrimination are amongst a few of the &amp;quot;advantages&amp;quot; offered to those in this band. Reproductive rights are often restricted for Secondary Numericals in the lower end of this band, as a healthy environment in order to grow and learn is in the best interest of a child, and the inability to provide such is often used as an excuse for children to be taken into more stable homes. Secondaries are one of the most common groups of Skrell to live abroad through [[Nralakk_Federation#State-Owned_Enterprises|work exchange programmes]] between the megacorporations and the Federation’s State-Owned Enterprises, with many seeing it as an opportunity to live abroad without the bureaucracy that comes with the process when migrating by other means.&lt;br /&gt;
&lt;br /&gt;
===== Tertiary Numericals (Code Classification: 0/10 - 3.99/10) =====&lt;br /&gt;
&lt;br /&gt;
Tertiary Numericals are the lowest-standard citizens within the Nralakk Federation and are awarded zero privileges. Those that are placed in this category will usually face intense discrimination, and are often swept off to rehabilitation centers where they&#039;ll find their value reset to 5/10 after they are believed to have &amp;quot;recovered&amp;quot;. Tertiary Numericals are disbarred from almost every aspect of society, and often times will result in the usage of &amp;quot;services&amp;quot; which falsify their numerical category to allow them a brief period in which they are able to flee the Nralakk Federation or obtain a new identification. Those within this category are restricted from reproducing and will have temporary measures (such as birth control) implemented to ensure such. Tertiaries are often associated with criminal activity and low-skilled labour, as they are unable to find work in most fields due to their rating. Tertiaries who show improvement without the need for rehabilitation are gradually given certain rights back to them until their rating reaches 4, where the privileges are reinstated in full for a Secondary Numerical of a similar rating.&lt;br /&gt;
&lt;br /&gt;
=====Uncategorised (Code Classification: N/A)=====&lt;br /&gt;
&lt;br /&gt;
Non-Skrell/Diona/C’thuric Vaurca living and working within the Federation are given this ranking as a means to keep them registered within the system without the bureaucratic difficulty of adjusting the Social Compatability Index’s algorithms to account for the Spur’s diaspora. Those within this classification are given similar privileges to Secondaries, but with several restrictions; they are barred from entering any sort of Government position, they are unable to travel to other planets within the Federation without notifying local authorities, and are also not allowed to migrate to other planets. Those who are classed as Uncategorised are also given no support financially or through state resources, similar to Tertiary Numericals. As the Federation currently has no plans to integrate non-citizen species into Federation society, Non-Skrell/Diona/C’thuric Vaurca who have lived or worked within Federation space will only be able to attain this classification. Skrell and Diona who are not citizens of the Federation are also given this classification, but a more detailed record is kept in the event that they apply for citizenship.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Citizens Abroad and the Social Compatability Index====&lt;br /&gt;
 &lt;br /&gt;
It should be noted that all Skrell throughout the Spur are considered citizens by the Nralakk Federation. In practice, this means that any Skrell is eligible for receiving benefits from the state, but this also comes with its own drawbacks; Skrell born outside the Federation typically have protection from persecution by the Federation government depending on the nation they come from, and a Skrell applying for a passport and state-provided benefits effectively removes their protection from official actions by the Federation. The [[Sol Alliance]] provides no such protections, while the Republic of Biesel requires Skrell not born within its territory to serve within the Tau Ceti Foreign Legion. The Coalition of Colonies has no standard policy regarding Skrell and the Federation, and protections, if any, will vary by planet. For more information on this specifically, see [[Guide_to_Citizenship#Nralakk_Federation_and_Citizenship|here]].&lt;br /&gt;
 &lt;br /&gt;
Citizens of the Nralakk Federation are typically unable to avoid the Social Compatability Index while abroad. [[NanoTrasen_Liaison#Nralakk_Federation_Consular_Officer|Federation Officials]] working abroad are given instructions to report back on an individual&#039;s activity where possible, both negative and positive. A fax or other long-range communication is sent back to the Federation for review of the incident, and from there the citizen is updated on how their Index rating has changed. Considering that this activity is outside of Federation space, the impact on a Skrell’s rating is minimal, and more often than not warnings are utilised for lesser offences. Outside of severe cases, it is rare to see a citizen&#039;s rating move much while abroad, with their rating usually being static until they return to the Federation for a full review.&lt;br /&gt;
 &lt;br /&gt;
Citizens abroad still receive a certain amount of benefits from being a citizen, depending on their rating and their circumstances. Primaries are given prioritised support where needed by embassies and consulates, while also receiving their UBI payments in full. Secondaries who work abroad as part of the [[Nralakk_Federation#State-Owned_Enterprises|Work Initative Programme]] will also see a full payment, while secondaries who are living or working abroad for other reasons will only see half of their expected payment. How healthcare is provided to citizens abroad works on a similar system; those who work abroad as part of the work exchange programme between the state-owned enterprises and megacorporations will receive coverage based on their rating, while anyone else will have to rely on their employer’s coverage. Skrell who have not interacted with the Federation in any official capacity, such as those who were born outside the Federation, are reviewed on a case-by-case basis to establish their initial index rating and what benefits they are eligible for.&lt;br /&gt;
&lt;br /&gt;
==== Public Display ====&lt;br /&gt;
&lt;br /&gt;
Throughout the day, the Nralakk Federation will display both the one hundred highest and lowest scoring citizens across large screens typically in open locations, such as billboards or on skyscrapers. Skrell who have renounced their Federation citizenship are also displayed here. This has become a way of life and has even managed to perverse itself into entertainment as a thirty-second ad. These lists usually revolve around either the most notable of idols, and the most notorious &amp;quot;rebels&amp;quot; and includes most of the [[Federation_Crime_and_Resistance#The_Resistance | resistance leaders]] outlined by the State. At the end of the day, typically at sunset, these screens will switch displays to the &amp;quot;most improved citizen of the day&amp;quot; and &amp;quot;least improved citizen of the day&amp;quot;. It is said that this acts as both an &#039;&#039;&#039;incentive&#039;&#039;&#039; and a &#039;&#039;&#039;deterrent&#039;&#039;&#039; to the citizens within the Nralakk Federation, and to highlight their behavior and the consequences stemming from such.&lt;br /&gt;
&lt;br /&gt;
==== The Drylist ====&lt;br /&gt;
&lt;br /&gt;
While the Social Compatability Index does not extend to non-federation Skrell, those who are considered deviant or those who have renounced their citizenship may find themselves under surveillance by the Ruupkala. While Nralakk has not confirmed or denied the existence of surveillance against citizens many are calling the surveilled individuals “drylisters”.&lt;br /&gt;
===Federation Population Initiative===&lt;br /&gt;
&lt;br /&gt;
In the years before 2363 the Nralakk Federation saw a stark population decline due to the X’Lu’oa and it’s effect on the fertility of Skrell galaxy-wide. The Grand Council was tasked with finding a solution to this steady decline; and thus, the FPI was born. Originally meant to simply modify the genes of an infertile Skrell the program quickly evolved. While reversing infertility was simply not possible in most cases due to the reach of the X’Lu’oa, researchers quickly found that by taking samples of two willing participants and “merging” them into a Skrell-made egg an embryo would become viable. The ensuing offspring would be a near-perfect genetic split of the two donors. This information sent waves through the Nralakk Federation and the initiative was given additional funding by the Grand Council on the stipulation that numbers would become public every 100 years.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Ormish Jrolk&#039;s Interview====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;REPORTER:&#039;&#039;&#039; “Doctor Jrolk, first I want to thank you for your diligent work on the FPI. It’s truly a marvel what science has been able to achieve for the Federation.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JROLK:&#039;&#039;&#039; “Ah, it is truly nothing. There is no limit to what I would give for the Nralakk Federation… I do want to say, I had met with Grand Councillor Weashbi and they were very pleased with these updated numbers. So pleased in fact, that we were given funding for another 100 years.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REPORTER:&#039;&#039;&#039; “Incredible news! And do tell… What are the numbers of the current Federation Population Initiative?”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JROLK:&#039;&#039;&#039; “Well, it’s truly amazing what we have accomplished and this may seem like a shock to some- And I hope that it is a good shock! But our current numbers show that around &#039;&#039;&#039;8.6%&#039;&#039;&#039; of the Nralakk Federation are offspring of the FPI.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The reporter can be heard letting out a slight warble.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REPORTER:&#039;&#039;&#039; “Wow… Well- You heard it here first! Do expect another 100 years of the FPI. Thank you very much for coming, Dr. Jrolk! And star-speed on your future research.”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Military ==&lt;br /&gt;
Enforcers, or Kala, are responsible for upholding the law within the Nralakk Federation. Functioning in a strict hierarchy, the Kala are governed by a legislative body known as the Nralakk Federation Security Council. Formed in &#039;&#039;&#039;901 CE&#039;&#039;&#039; as a means to unify all enforcement branches after the unification of the Commonwealth of the Three, the Kala were regarded one of the most important bodies of the Nralakk Federation, as Skrell who devote their lives to ensuring the wellbeing of others and their society.&lt;br /&gt;
&lt;br /&gt;
Their doctrines revolve around mobility, flexibility and precision. Whereas other units use a blunt approach, the Kala instead aim for the permanent neutralization of the situation - surgically striking to prevent it from growing out of control. Presently, the Kala maintain two core objectives. Firstly, ensuring the safety, security and cooperation of all systems under the Federation flag and protecting their borders. Secondly, reaching out to foreign communities outside their borders, be it within the Traverse or even the human Frontier. Representatives describe these operations as purely altruistic, aiding these communities both from a protection and economic point of view as part of the &amp;quot;Unity Initiative Project&amp;quot;. One such example of these operations was the Nralakk Federation&#039;s involvement in the [[Tajaran_Military_Structures#The_S.27rend.27marr_Coalition|S&#039;rend&#039;marr Coalition]]. The Skrell civilians providing [https://forums.aurorastation.org/topic/4674-warble-inquirer/page/2/?tab=comments#comment-123991 aid] there suffered little casualties, with the advanced technology of their Nlomkala protectors dissuading any ALA strikes. &lt;br /&gt;
&lt;br /&gt;
[[File:Srom.PNG|thumb|125px|The unique emblem of the Sromkala]]&lt;br /&gt;
===Sromkala===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Prevent &amp;amp; Protect.&amp;quot;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sromkala, translating to Dream Enforcers, are Skrell selected to ensure that major planetary dreambubbles are safe from malicious lucidity. Agents are selected for their high psychic potential to oversee the Srom to ensure that no illegal or anti-Federation activities occur, particularly through the malicious use of Nlom-capable devices. They are commonly situated close to Nlom Relays - using the technology to amplify their capabilities tenfold. It is said that for every Nlom Relay across the Nralakk Federation, there is a Sromkala nestled within a special cryogenic pod that allows for their body to be in suspended animation, but allows their minds to project and continue working within Srom. &lt;br /&gt;
[[File:Nlom.PNG|thumb|125px|The unique emblem of the Nlomkala.]]&lt;br /&gt;
&lt;br /&gt;
===Nlomkala===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Service with Excellence.&amp;quot;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nlomkala, or Wake Enforcers, are often compared to police across alien space. The Nlomkala are expected to ensure the stability and safety of the Nralakk Federation at a physical level; mostly pertaining to simple duties such as patrolling, executing warrants and responding to emergencies relayed by the Ruupkala. There are extensive requisites to join the Nlomkala - ranging from athletic ability, understanding of the law and mandatory public relation classes to ensure that those selected to join can respond to situations correctly. Nlomkala are also expected to operate both on land and beneath the waves of the various planets across the Nralakk Federation. &lt;br /&gt;
&lt;br /&gt;
Recently, the C&#039;thur Hive has began to supply the Nlomkala with Vaurca Warriors to bolster the Nlomkala&#039;s forces. These Warriors are largely from [[Vytel]]&#039;s brood and have been loyalty implanted, making the Federation&#039;s orders equal to those of a Queen&#039;s. If the Warriors experience a conflict of interest, they enter hibernation until it&#039;s resolved. Thankfully, due to Vaurca adaptability, these Warriors function just as well underwater as above it. &lt;br /&gt;
[[File:Ruup.PNG|thumb|125px|The unique emblem of the Ruupkala.]]&lt;br /&gt;
&lt;br /&gt;
===Ruupkala===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Always Vigilant.&amp;quot;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ruupkala - or Intelligence Enforcers - are the Federation&#039;s official security intelligence agency, designed around the need to maintain Skrell harmony as unobtrusively as possible and ensure a safe position in galactic politics. While one of the most respected Kala, their agents are often characterised as the least martially inclined of the enforcement branches, owing in part to Federation media&#039;s efforts to present them as dedicated and principled data gatherers. Similarly, the agency&#039;s role is declared strictly as internal and focused on counterintelligence; public Federation figures often praise the Ruupkala non-interventionist policy and dismiss accusations of espionage as ignorant of Federation policy, or malicious. The only exception to their internal operations policy, Ruupkala also tend to keep tabs on the various Representatives throughout the Orion Spur, ensuring both their safety and that their work is satisfactory. Largely, this is accepted by most nations as the Ruupkala will only monitor the Representatives and not interfere with any diplomatic functions in any capacity.&lt;br /&gt;
&lt;br /&gt;
The Ruupkala are rumored to monitor the fabled “Drylist”. This list supposedly holds the names of all Skrell living abroad who have performed deductive behaviors against the Nralakk Federation, displayed worrying ideals, joined an opposing faction, or renounced their citizenship. Some theorize that this list even covers non-Skrell who may pose a threat to the Federation.&lt;br /&gt;
[[File:Qukala.PNG|thumb|125px|The unique emblem of the Qukala.]]&lt;br /&gt;
&lt;br /&gt;
===Qukala===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Perpetually Primed.&amp;quot;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Qukala, or Star Enforcers, function as the Navy of the Nralakk Federation. Ranging from soldiers, to highly qualified personnel educated in engineering, or medical. Positions within the Qukala often require degrees from recognised universities across the Nralakk Federation, meaning in only very rare circumstances will undereducated candidates be considered for the Qukala. The Qukala is one of the most powerful Navies in the Spur, due to the Federation&#039;s old age and advanced technological level. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lukala&#039;&#039;&#039; was a branch of the Qukala once comprised of only [[Dionae]] and [[Vaurca]], but as of &#039;&#039;&#039;2463&#039;&#039;&#039;, the Directory of Defense Operations decided to dissolve the subbranch in favor in of integrating [[Dionae]] and [[Vaurca]] into the lower ranks of the Qukala as full members. This decision largely stemmed from the success the Lukala had in stopping insurgent activity in the Travese during the fallout of the recent Election. Furthermore, after striking a deal with the Grand Council, the C&#039;thur Hive (namely [[Vytel]]&#039;s brood) have begun to supply a steady stream of new Warriors for the Qukala. These new Warriors have a Federation-designed Loyalty Implant that equalizes the Federation&#039;s orders to that of a Queen&#039;s. If a conflict of interest arises, the Warriors merely enter hibernation until the conflict is resolved.&lt;br /&gt;
&lt;br /&gt;
====Qehalak====&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Duty and Homeland.&amp;quot;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Qehalak, or Homeguard in Basic, is a new branch of the Qukala formed as a result of the Traverse gaining increased autonomy following reforms agreed upon by the [[Skrell_Politics#Independent_Traverser_Movement|Independent Traverser Movement]] and the Nralakk Federation; with the increased autonomy granted to the Traverse, the responsibility of defence now fell on local government rather than the central government and Qukala.&lt;br /&gt;
&lt;br /&gt;
The primary objective of the Qehalak is to provide the main defence force for the Traverse states, with each state organising, training, and equipping its own force, while also acting as an auxiliary force where required by the Qukala during domestic operations. The Qehalak not only allows each Traverse state to properly defend itself from internal and external threats but has also lessened the burden of the Qukala, which was solely responsible for the military defence of the Nralakk Federation; events involving the Ti&#039;Raqki and the Independent Traverser Movement concluded that a centralised force was no longer effective in properly responding to security threats within the Federation.&lt;br /&gt;
&lt;br /&gt;
The Qehalak is a part-time, voluntary organisation, which relies on more local governments to equip and train, and has been compared to the early Tau Ceti Foreign Legion - both favourably and unfavourably. Some praise the concept for its potential to further secure the Traverse, while others have raised concerns regarding the potential for inconsistency in the quality of Qehalak organisations between the Traverse states. As the organisation was only formed recently, the accuracy of these concerns is still unknown.&lt;br /&gt;
 &lt;br /&gt;
[[File:Tup.PNG|thumb|125px|The unique emblem of the Tupkala.]]&lt;br /&gt;
&lt;br /&gt;
===Tupkala===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Courage, Bravery and Dedication.&amp;quot;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tupkala, usually shorted to Tup, are highly revered Skrell. Only those with a long, distinguished career are capable of being elevated to the position of a Tup; a position that encompasses increased security clearance - as well as minor Idol status. Tupkala are able to originate from all the other branches of the Kala, but are additionally trained and implanted to prevent any security breaches in the unlikely event that they are captured by enemies of the Nralakk Federation. These Skrell are commonly in their advanced age, with the mean being that of 276 years. When a Tup dies, their name will be added to the Tupkala Wall hosted in the Grand Councilor&#039;s Chamber on Kal&#039;lo.&lt;br /&gt;
&lt;br /&gt;
The Tupkala serve a variety of roles within the Federation. They dedicate Tups to the protection of prominent figures, black sites, and Special Operations. Oftentimes when the Federation needs something done quickly and quietly, the Tupkala are called to carry out the operation. Tups are rarely spotted outside the Federation, though that does not necessarily mean they are not present. Utilizing various Tupkala from the various different branches, Skrell who have pledged their unquestioning loyalty to the Nralakk Federation, aided by loyalty implants not different to the discontinued line released by [[Nanotrasen Corporation| NanoTrasen]].&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2463&#039;&#039;&#039;, after a series of diplomatic incidents caused by Tupkala operating outside their orders, for the first time in history the Tupkala were disbanded, following Grand Councilor Weashbi&#039;s condemnation. A few months later, Weashbi rebuilt them with Skrell he personally handpicked from the other branches of the Kala. The Tupkala are now under Commander Kezoq Torq-Bep, Weashbi&#039;s chosen Leader. Oddly enough, Commander Kezoq was promoted from the Sromkala, an unlikely place to find candidates for the Tups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: Characters that were former Tupkala are not allowed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Technology == &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
&lt;br /&gt;
Skrell hospitals and medical research facilities are seen as some of the most prestigious in the [[Template:Aurora_Starmap|Spur]]; Doctors, geneticists, and chemists who were taught in Federation space are considered the most advanced in their field, able to perform well above what is considered normal in human space. The Nralakk Federation&#039;s medical industry was also the first to unlock the ability of [[Technology#Limb_and_Organ_Cloning|flash cloning]] - the process of growing a cloned limb or organ in a short amount of time and with little degradation, which was shared with Zeng-Hu Pharmaceuticals following first contact with humanity. Cloned replacements are made available based on Social Compatability Index rating and proximity; those who find themselves with a low rating or in a remote location will use regular prosthetic limbs as a stopgap, while Skrell who are against or [[Technology#Effects_on_Health|unable to use]] prosthetics may use [[Dionae_Forms#Skrell|Diona limbs]] until they are able to access a cloned limb. The nymphs that form these limbs will have a Social Compatability Index rating based on their user&#039;s rating if they ever go on to form a gestalt.&lt;br /&gt;
&lt;br /&gt;
Skrellian medical science has also allowed the species to double its lifespan through the use of &amp;quot;youth serums&amp;quot;, a term for medications that prolong one&#039;s lifespan. While by no means a method of allowing Skrell to live indefinitely - only being able to extend a Skrell&#039;s lifespan to 500 years - the medication is used extensively to prolong the life of citizens who want it and have the Index rating to access it. Medical care in Federation space in general has allowed Skrell to live well past their natural lifespan of 250 years, but regular application of youth serums is seen as the most reliable way of extending one&#039;s life. The effectiveness and side effects of youth serums vary depending on the individual and the medication itself; some are broadly effective with few side effects, allowing most Skrell to use them, while others are seen as more extreme and only used in certain cases. The more widely used serums will usually result in a general extension of 100-150 years, with mild side effects that only manifest nearer to the end of a Skrell&#039;s life. More extreme medications are usually reserved for primary Numericals that wish to see the end of a lifelong project, and while effective at prolonging one&#039;s life, will typically result in more aggressive side effects such as dementia, lethargy and depression, as well as loss of motor function once a Skrell nears the end of their life. The research behind youth serums is kept secret - even from Zeng-Hu Pharmaceuticals, which the Federation closely collaborates with on many other endeavours. Youth serums do not work on non-Skrell, and the Federation does not seem willing to fund research on the matter.&lt;br /&gt;
&lt;br /&gt;
The culture of the Nralakk Federation means that these advancements in medicine are typically prioritised for those deemed worthy; those with a low rating will likely see long waiting lists or outright disqualification from many treatments while high-rating citizens will be prioritised in almost all cases.&lt;br /&gt;
&lt;br /&gt;
===Augmentations===&lt;br /&gt;
&lt;br /&gt;
Augmentation, both mechanical and biological, is commonplace in the Federation. Most, if not all Skrell, have tried procedures that attempt to revert the effects of the X&#039;Lu&#039;oa to varying degrees of success. Treatments range from fertility boosters to surgery to genetic modification, and while advances have been made in the centuries since Glorsh-Omega the success rates of these treatments are not 100% effective. Some Skrell may spend decades attempting treatments, with many not even seeing a successful change in their fertility rate. All Skrell are entitled to pursue fertility treatments, although those with a low Social Compatability Index rating may be restricted in having children.&lt;br /&gt;
&lt;br /&gt;
Members of the various [[Skrell_Politics#Federation_Enforcement|Kala branches]] typically receive modifications that serve more practical purposes to amplify their pre-existing skills. For example, Ruupkala officers will receive augments that boost their brain function, allowing for quicker data analysis, and officers in the Qukala or Nlomkala are more likely to have integrated Heads Up Displays that link to battlefield reports or local police data systems.&lt;br /&gt;
&lt;br /&gt;
Those in positions whose loyalty to the Federation must be ensured will be given a Loyalty Implant, a device that monitors behaviour and thought patterns and identifies behaviours or responses that can be signs of anti-Federation sentiment. Soldiers, high-ranking members of Government or important industries, and those who have been released from Rehabilitation Centres will typically wear these implants. The implants are known about both domestically and abroad, with nations banning their use on their citizens - and in some cases even denouncing the use as unethical. Loyalty Implants have more recently been used on [[C%27thur_in_the_Federation#C’thur_in_the_Kala|Vaurcae]] joining the Qukala and Nlomkala, ensuring that their loyalty to the hive does not put the Federation at risk.&lt;br /&gt;
&lt;br /&gt;
Civilian augmentations are also common but are usually more simple. Ambidexterity, restoring hearing and eyesight, and the previously mentioned fertility treatments are the most common. [[Skrell_Ethnicities#Colours_and_Markings|Spa treatments]] are also quite common, with Skrell being able to alter their skin colour, markings, and the length of their headtails and tuux with relative ease. With first contact with humanity, however, there has been a growing trend for cosmetic implants and body modification - especially by younger Skrell. LED lights implanted just below the skin can form designs ranging from replicating natural body markings to elaborate tattoo-like images. As these modifications are not popular, they are more expensive than Spa treatments or other modifications available.&lt;br /&gt;
&lt;br /&gt;
===Computing===&lt;br /&gt;
&lt;br /&gt;
Glorsh-Omega&#039;s tyrannical rule over the Skrell has left a permanent scar still felt by the species to this day, and its impact on the species can be seen from [[Skrell_Ailments#X’Lu’oa|genetic deformities and infertility]], to the numerous ruins from the era and the monuments dedicated to those that suffered and perished under the intelligence&#039;s rule.&lt;br /&gt;
&lt;br /&gt;
The consequences of Glorsh&#039;s reign have seen Skrell shun all forms of sophisticated artificial intelligence, leaving the Federation with few options when it comes to complex computing; Skrell, even with their intellectual capacity, do not have the innate ability to analyse vast amounts of data, plot intricate warp lanes, or solve complex equations by themselves. Skrell computers are advanced but fall short of staying ahead of Humanity and their widespread usage of Artificial Intelligence, making the field of computing one of the few areas where Skrell lag behind the rest of the Spur technologically.&lt;br /&gt;
&lt;br /&gt;
There are a few alternatives to using AI at the Federation&#039;s disposal, with the most prominent being the use of [[Skrell#The_Nlom|Srom-devices]]. While in the Srom, a Skrell can interface with a Srom-device to manipulate machinery in the waking world. The use of Srom-devices is widespread in the Federation, although it requires highly-trained personnel working in groups to use them in a manner that would put its efficiency on par with using lower-end Artificial Intelligence. One of the more prominent uses of Srom-devices in lieu of using AI is in navigation. Warp-capable vessels will have a Srom-device that can be interfaced by three navigators simultaneously, who will work together while in the Srom to plot a route.&lt;br /&gt;
&lt;br /&gt;
[[Vaurca#Cephalon_(Type_D)|Cephalons]], the Vaurca form used as biological servers for their Virtual Reality spaces, have begun to see some use in the Federation. Pushback by various groups has stalled the complete adoption of Cephalons, but they are still used in a limited capacity and the [[C%27thur_in_the_Federation#Vaurca_and_Employment|potential use]] of Cephalons as an alternative to AI is being explored by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Nlom Relay Network===&lt;br /&gt;
&lt;br /&gt;
The Nlom Relay Network is a series of towers, satellites, and other facilities that link the local [[Skrell#The_Nlom|Nlom]] of planets to each other across the Nralakk Federation, allowing the Nlom of one planet to impact another. For the most part, the relays have allowed the Nralakk Federation to promote pro-Federation ideas in even the most remote parts of its territory, and while not fully quashing any dissident thoughts or activity has contributed to keeping the Federation together through the combined Nlom. &lt;br /&gt;
&lt;br /&gt;
The individual relays can be configured as deemed necessary by the Grand Council, allowing the outgoing or incoming strength of broadcasts to be changed to suit changes in the Nlom. Due to how they operate, these relays must always have an outgoing and incoming connection, meaning that while the strength can be changed, the connection cannot be severed without disconnecting the relay entirely from the network. [[Qerrbalak|Qerrbalak&#039;s]] incoming connection strength is quite minimal, for example, due to it being the capital of the Federation, while its outgoing broadcasts are stronger than most other planets.&lt;br /&gt;
&lt;br /&gt;
===Wayfarer Network===&lt;br /&gt;
&lt;br /&gt;
The phoron crisis forced the Nralakk Federation to recognise its overreliance on phoron, and that it was not as insulated from the shortage as it originally thought. In collaboration with Einstein Engines, the Federation developed a project that would make interstellar warp travel viable over long distances: [[The_Phoron_Scarcity:_Skrell_Arc|The Wayfarer Network]]. &lt;br /&gt;
&lt;br /&gt;
The project is an interstellar network of stations acting as waystations and hubs for ships using warp travel. While not solving the issue of warp speeds being slower when compared to Bluespace speeds, the network will help alleviate the logistical issues posed by forcing warp drive-equipped vessels to travel long distances with less time given for breaks or servicing - a side-effect of the phoron crisis where the same timeframes must be kept for shipments across the Federation, but without the same speeds provided by Bluespace travel.&lt;br /&gt;
&lt;br /&gt;
===Synthetic Age Technologies===&lt;br /&gt;
The reign of Glorsh-Omega saw the rapid research and implementation of advanced technology throughout Federation space, its computing power allowing for an era of bleeding-edge technological development measured in months instead of years or decades. This technology, popularly referred to as Lu’Piq or Void Technology, is often so enigmatic in design that attempts to examine the technology in-depth have proven fruitless. Nonetheless, the immense potential of Lu’Piq has made it highly coveted by the Federation, and any surviving examples of it are usually heavily guarded by the Federation for its own goals. Examples of Lu’Piq include warp drives that were purported by many who lived during Glorsh’s rule to move nearly as fast as current-generation bluespace drives, highly advanced psionic integration technologies that gave Glorsh-Omega power to manipulate the Nlom and Srom, and a structure similar to a Dyson Sphere that was constructed in the Tri-Qyu system. The research of Lu’Piq technologies centered on Aliose in the now shut-down Qaz’Rap arcology, which is under strict guard by Kala forces. Many notable Skrell scientists who worked in the Qaz’Rap labs were turned sympathizers by assisting Glorsh’s research of Lu’Piq technologies, as they were motivated by the scientific breakthroughs Glorsh was making at a breakneck pace. After Glorsh-Omega’s rule, many more dangerous technologies destroyed themselves or were rendered inert. Still, the more mundane facilities were mainly spared from the effects of Glorsh-Omega’s disappearance. Combined with the turbulent decades post-Glorsh and pre-Tresja Agreement, only a few surviving pieces of Lu’Piq technology are still functioning today===. &lt;br /&gt;
====Impact====&lt;br /&gt;
The Federation still relies on some of these facilities Glorsh-Omega built throughout its rule. Lu’Piq technology is the backbone of many parts of the Traverse, with communities frequently relying on semi-autonomous protocols created by Glorsh to produce needed commodities such as food, fuel, and water. However, as time continued, these facilities slowly began to decay as the Federation failed to comprehend the impossibly complicated procedures needed to maintain these facilities. The impending collapse of the centuries-old Lu’Piq facilities is a largely unknown crisis to many Traversers, besides the few who oversee these facilities, with Federation authorities attempting to keep the knowledge of the crumbling infrastructure from reaching the masses and spreading panic throughout the Nlom. However, it is only a matter of time before these facilities inevitably stop working, and the consequences will be dire for the Skrell that rely upon them. Knowledge of this is slowly but surely spreading within resistance and splinter groups, giving possible rebel Skrell further motivation to fight against the Federation. Little progress has been made in deciphering this technology, as many instructions and manuals for using such technologies were locked away in the Tz’qul Archive. &lt;br /&gt;
====The Future of Glorsh Technology====&lt;br /&gt;
However, Skrell has used the concepts and little data from the Aliose research labs to jumpstart reconstruction from the calamity that ensured post-Glorsh, ensuring their strong technological prowess in medical and scientific fields. First Contact has renewed interest in Lu’Piq technologies, with the Federation looking to gain any possible advantage over other nations, especially considering the massive computational capabilities of most human nations, which far surpasses the Nralakk Federation’s. The drive to decrypt Lu’Piq technologies is heavily prioritized to the point that unlocking the secrets of a single Glorsh technological fragment is often seen by Skrell scientific circles as an instant way to become an Idol.&lt;br /&gt;
Vaurcaesian scientists, especially of Mouv’s brood, have had minor successes deciphering these technologies, as the massive computing power of the Cephalons assists in decrypting some of the lesser parts of Glorsh’s technology. Some Skrell, especially those more prone to distrusting the C’thur, suspect the Hives know more than they let on publicly regarding Glorsh technologies. However, with the as-of-yet uncracked nature of Vaurcaesian Virtual Reality, this has shown itself to be impossible to prove, and both the Federation and C’thur HIve write off such accusations as unfounded conspiracy.&lt;br /&gt;
&lt;br /&gt;
== Spaceflight ==&lt;br /&gt;
&lt;br /&gt;
Being one of the oldest species within the Orion Spur with a reverence of the galaxy, it was inevitable that the Skrell would eventually have the stars within their grasp. With the successful launch of the first Skrellian satellite in 1224 BCE, the possibility of stellar habitation became a very real possibility. In due course, this ushered in an age of enlightenment as research and resources were poured into aeronautics, and almost three millennia later, the Skrell continue to dominate the stars, spreading themselves over approximately one thousand, two hundred stars throughout the westernmost segment of the Orion Spur. During the colonisation era of the Skrell people, a name would be coined for those born en route to their interstellar destination - ‘Horizon Children’ quickly became the popular term.&lt;br /&gt;
 &lt;br /&gt;
===History===&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;1224 BCE&#039;&#039;&#039;, the Skrell achieved landmark advancements in the field of spaceflight. &#039;&#039;&#039;Weishy 790&#039;&#039;&#039;, the first Skrell satellite to reach low orbit, was an accomplishment celebrated by the entirety of the species. The possibility that further advancements would allow the Skrell to breach the Homeworld&#039;s atmosphere in order to explore the stars drove further funding and manpower to aeronautic research.&lt;br /&gt;
&lt;br /&gt;
The degrading environment of [[Qerrbalak]] pushed for the expansion across Nralakk, leading to the eventual colonisation of its moon, [[Qerr&#039;Malic]], by &#039;&#039;&#039;1109 BCE&#039;&#039;&#039;. Crude and archaic by modern standards, the first colonies across Qerr&#039;Malic alleviated the mineral crisis that plagued the Skrell and allowed even further innovation. While technological barriers were torn down, the very real threat of [[Skrell_History#The_Skrellian_Space_Age| extinction]] grew. In &#039;&#039;&#039;561 BCE&#039;&#039;&#039;, the [[Interstellar Travel| warpdrive]] was invented and facilitated an unprecedented level of Skrellian colonization, no longer hindered by sub-light travel.&lt;br /&gt;
&lt;br /&gt;
Over the next millennia, the Skrell managed to garner influence as their borders expanded, and the discovery of [[Sol Alliance| humanity]] in &#039;&#039;&#039;2332 CE&#039;&#039;&#039; prompted the formation of a scientific alliance. This intermingling promoted the exchange of culture, knowledge, and ideas, which would further encourage Skrellian research. The discovery of phoron, and subsequently [[Bluespace| bluespace drives]], heralded an era of newfound prosperity as travel times were cut nearly in half across the Orion Spur. However, gradual phoron scarcity has pushed for many Skrell to voice their concerns, some requesting the species return to using [[Interstellar Travel| warpdrives]] - whilst slower, they are often much more reliable and cheaper.&lt;br /&gt;
&lt;br /&gt;
===Propulsion Methods===&lt;br /&gt;
&lt;br /&gt;
Spacecraft propulsion is any method used to accelerate spacecraft and satellites. It exclusively deals with propulsion systems used in the vacuum of space, such as the warpdrive or bluespace drive. Several methods have been developed, though each has its own drawbacks and advantages. The Skrell use a mixture of both methods in different classes of spacecraft, a small few even using an advanced hybrid of bluespace and warp.&lt;br /&gt;
&lt;br /&gt;
====STL====&lt;br /&gt;
&lt;br /&gt;
Most vessels before the invention of the warpdrive would travel at sublight speeds, meaning decades could pass before reaching their intended destination. This gave rise to habitation vessels - more commonly called &#039;Generational Spacecrafts&#039;. The original occupants of these crafts would spend their entire lives aboard the vessel, training their offspring to replace them, before finally dying. The creation and subsequent implementation of the warpdrive halved the time it took to travel these distances - however, instead of phasing out the generation ships, the Nralakk Federation modernised them, rebranding them as educational opportunities and research crafts. Volunteers would be able to apply for a variety of studies, and spend the rest of their journey completing their education, refining their skills before they began colonization efforts.&lt;br /&gt;
&lt;br /&gt;
The culture of generational spacecraft eventually evolved into a nomadic society, the Skrell of which detaching from Nralakk Federation - rather than devoting their lives to maintain the original purpose of the ship, these Skrell embraced a lifestyle of freedom and opportunity. With varying ambitions and destinations, these vessels are usually found travelling within the depths of the Traverse, or outside of the Nralakk Federation, these ships &#039;continue&#039; their maiden voyage. Some eventually settle after centuries of exploration. Depending on their experiences, and time spent within space, cultures can vary; their customs, traditions and habits are unique to specific groupings. Those that choose this nomadic lifestyle have been dubbed &#039;Genners&#039; by contemporary Skrell society.&lt;br /&gt;
&lt;br /&gt;
====Warpdrive====&lt;br /&gt;
&lt;br /&gt;
A method of FTL travel, the warpdrive was considered the foundation of space exploration. The ability to breach the speed of light had been a driving force of Skrell aeronautics for centuries, as long, expensive travel costs led to the desire to make space travel much faster than it previously had been. Eventually, the warpdrive was invented by &#039;&#039;&#039;Noliq Preles&#039;&#039;&#039; in &#039;&#039;&#039;971 BCE&#039;&#039;&#039;, which has since become substantially more advanced. Some advancements, including less power-intensive drives allowing for faster and cheaper travel, and a pioneering navigation system, still keep the warpdrive relevant in some sectors. Though the introduction of bluespace drives has resulted in only small crafts retaining warpdrives, these engines aren&#039;t necessarily discarded when compared to their bluespace counterparts - even still, the Skrell&#039;s technological capabilities have allowed their spacecraft to maintain steady speeds double that of humanity&#039;s.&lt;br /&gt;
&lt;br /&gt;
====Bluespace====&lt;br /&gt;
&lt;br /&gt;
The discovery of Phoron led to the access of bluespace, resulting in a retrofitting of military class vessels and interstellar freights. With higher efficiency and lower total mass, the advantage of bluespace drives become increasingly apparent. The implementation of these drives also led to an influx of Bluespace Mappers&#039; - individuals dedicated to making calculations and plotting trajectories manually, instead of using artificial intelligence. The decision to rapidly outfit new and old ships with bluespace drives has now proven an issue, as the Phoron Scarcity continues to threaten all modern bluespace travel. Systems across the Nralakk Federation are beginning to suffer, while piracy and shortages within the traverse are leading to an unprecedented decrease in the Grand Councillor&#039;s approval ratings.&lt;br /&gt;
&lt;br /&gt;
===Modern Spacecraft===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Civilian Classes====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Civilian Classes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Armament&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Jarqo&lt;br /&gt;
| Exploration&lt;br /&gt;
| Point Defence Weapons&lt;br /&gt;
| Jarqo spacecraft are typically designed for exploration, and are commonly outfitted with lower-tier warp drives and point defence weaponry to defend against xenofauna; they are tasked with the exploration and documentation of their travels beyond the Nralakk Federation as they probe the uncharted space beyond the Orion Spur. They are not capable of atmospheric operations, and rely on stations or docks located on asteroids or barren planets. Jarqo are also utilised for VIP transportation where speed and discretion are required.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Luxupi&lt;br /&gt;
| Freighter&lt;br /&gt;
| Variable&lt;br /&gt;
| Luxupi are the freighters of the Nralakk Federation. Usually outfitted with midsized warp drives, they transport all manner of goods and cargo across the Nralakk Federation - sometimes even to other nations within the Orion Spur. These ships are capable of atmospheric operations depending on size, with the smaller vessels being used as intermediaries between larger freighters and planets. Freighters that do not travel outside of the inner systems do not normally have weapons, but will be outfitted with basic weaponry if travelling into known Marauder hotspots within the Traverse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Qaelvoq&lt;br /&gt;
| Luxury Transport&lt;br /&gt;
| None&lt;br /&gt;
| Often called &#039;Star Yachts&#039;, Qaelvoq are intended for high-profile dignitaries and politicians whose duties require them to constantly travel and entertain other diplomats. These ships are outfitted with grand recreational facilities and elegant quarters, intended to impress foreign diplomats or other guests. Depending on size, they can be outfitted with either a warp drive for smaller vessels or a bluespace drive for larger ones. The more famous idols are known to commission a Qaelvoq when deciding to retire, using it as a second home where they can enjoy their privacy. They are not capable of atmospheric operations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Ovlolis&lt;br /&gt;
| Generation Ship&lt;br /&gt;
| Variable; typically none&lt;br /&gt;
| A standardised generation ship design, the Ovlolis takes the lessons learned from previous failures and incidents revolving around generation ships, creating a design that addresses the worst-case scenarios that a generation ship may find itself in. These ships will allow a group to sustain itself near-indefinitely, provided that proper maintenance and repairs are performed. Weapons are not standard, but some commissioned vessels have been outfitted with weapons when believed necessary or if not provided with a military escort. Due to their enormous size and the intended use of these vessels, they are incapable of atmospheric operations; they are only to take off and land once, and are also not outfitted with any drives due to their ineffectiveness on the speed of a vessel of this size.&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;
====Military Classes====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Military Classes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Armament&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eyrixoq&lt;br /&gt;
| Multirole fighter&lt;br /&gt;
| Variable&lt;br /&gt;
| A small-sized vessel, Eyrixox spacecraft are used for scouting, light patrol, and escorting larger vessels. Their size in comparison to other military vessels allows them to be stored within the Qukala&#039;s Planaq carrier craft, using them as a base from which they can operate. These craft have been designed with no specific role in mind, instead, they have the ability to sufficiently perform multiple roles, and be outfitted with a variety of weapons dependent on tactical requirements. They are also able to be used in atmospheric operations, where they can be used as an alternative to more traditional aircraft. Unfortunately, their size also means that outfitting them with bluespace or warpdrives is useless due to the lack of space for the fuel required for a meaningful jump. Can be crewed by up to six Skrell, with a minimum requirement of two.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Ayoni&lt;br /&gt;
| Escort fighter&lt;br /&gt;
| Variable; anti-fighter-focused armaments or point-defence weaponry&lt;br /&gt;
|Only slightly larger than the Eyriqxoq, Ayoni spacecraft are used as escorts for much larger and slower spacecraft within the Qukala, protecting against ships of similar size and incoming missiles. Ayoni can be armed with weapons that focus on disabling other spacecraft or intercepting incoming missiles, and will make up a large part of a Planaq carrier&#039;s complement. While also capable of atmospheric operations, these craft are designed purely with defending other ships during space combat in mind. Ayoni craft have a similar issue to Eyrixox craft in that they are still too small to effectively use warp or bluespace drives, relying on Planaq carriers for long-distance travel. Can be crewed by up to six Skrell, with a minimum requirement of two.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Qrolis&lt;br /&gt;
| Strikecraft&lt;br /&gt;
| Precision weapons and explosives, specialised electronic warfare suites&lt;br /&gt;
| A specialised type of craft, Qrolis spacecraft are equipped with stealth systems that allow for sensor invisibility, advanced technology that can easily decapitate other vessels&#039; computer systems - whilst also protecting against the same kind of intrusion - and a specialised propulsion system that further masks it&#039;s signature. Qrolis have a reputation amongst Marauder groups in the Traverse due to their comparative strength to the retrofitted civilian vessels they face, being able to rapidly descend on an unaware Marauder vessel and disabling it before it can retaliate. In reality, Qrolis are not particularly outstanding in performance compared to other Skrellian vessels, with their use of stealth technology being the reason why they have such an edge against Marauder vessels. Despite the reputation of these crafts, they are expensive to build, maintain, and train pilots for in comparison to the similarly-sized Ayoni or Eyriqxoq spacecraft, making them a rare sight outside of important battles or shows of force by the Qukala. Like other spacecraft of similar size, the Qrolis are incapable of independent warp or bluespace travel. Intended to be crewed by up to four Skrell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Fexeq&lt;br /&gt;
| Destroyer&lt;br /&gt;
| Missiles, energy-based weaponry, torpedos&lt;br /&gt;
| Fexeq spacecraft are considerably larger than the craft above, with the role of acting as larger versions of Ayoni spacecraft; while Ayoni are outfitted for anti-fighter and anti-missile operations, the Fexeq-type ships are responsible for escorting larger vessels in a fleet against ships of equivalent or greater size. These ships make up the bulk of the Qukala navy, and are armed primarily with missiles and energy-based weapons capable of engaging most forms of spacecraft, while a few Fexeq in any given fleet may also carry torpedoes for heavier targets. While not intended to be carriers, some Fexeq craft do have limited space for fighter craft to dock, allowing them to lead patrols independent of the main fleet if required. Outside of patrols or combat, Fexeq craft are deployed to protect installations within the Qukala-Median Treqki. Because of their size, they are incapable of atmospheric operations. Crews vary in size depending on the ship&#039;s current assignment but can be safely operated with a skeleton crew numbering in the dozens, while a full crew compliment can be in the low hundreds depending on how many systems are installed on the vessel.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Qaqii&lt;br /&gt;
| Cruiser&lt;br /&gt;
| Missiles, energy-based weapons, cannon batteries&lt;br /&gt;
| The largest spacecraft after the Planaq, Qaqii have the ability to perform multiple roles where firepower, as opposed to precision, is required. Qaqii are usually employed against large opposing spacecraft, heavily fortified static targets, and to a lesser extent as psychological tools when dealing with planetary unrest in the Traverse. They employ the same weapons as destroyers, but scaled up to account for their increased size, along with one of the rare examples of Skrell utilising ballistic weaponry. While missiles and energy-based weapons are the standard in the Qukala, Qaqii will also utilise cannon batteries intended for use against static targets, or rarely against ships if heavily outmatched and desperate. Just like the Fexeq destroyers, these spacecraft are unable to perform atmospheric operations. Qaqii cruisers, while larger, require around the same amount of crew as Fexeq destroyers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Planaq&lt;br /&gt;
| Carrier&lt;br /&gt;
| Short-range weapons, point-defence systems&lt;br /&gt;
| The largest spacecraft deployed throughout the Qukala, Planaq craft act as the carriers and flagships for Qukala fleets. Although lightly armed in comparison to other vessels, they do have a small array of weapons intended to protect against incoming fire or harassers that get too close to the ship. The main &#039;weapon&#039; of the Planaq is its multiple decks of hangar bays that house and maintain the fighter craft assigned to the carrier. Planaq craft are rarely utilised outside of major military operations, and are instead relegated to patrolling the inner systems or the Qukala-Median Treqki. While unable to perform atmospheric operations itself, these vessels will enter orbit while their fighters enter the planet&#039;s atmosphere. The crew required to effectively operate one of these vessels is in the thousands, although realistically only around a thousand crewmembers will operate a Planaq carrier when the ship isn&#039;t assigned to a mission. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Priiq&lt;br /&gt;
| Battlecarrier&lt;br /&gt;
| Drone fabrication bays, short-range weapons, point-defence systems, unknown other armaments&lt;br /&gt;
| Information regarding Priiq battlecarriers is scarce, with the Federation only providing the bare minimum necessary to convey the capabilities of the class to its adversaries. Only one ship of this type is known to exist: the NFV Qheles, which can be found mothballed in orbit of Qerrbalak unless required. From recent events where the NFV Qheles was deployed against Admiral Beauchamp, a former warlord in the Human Wildlands, it can be inferred that a typical Priiq vessel with have drone fabrication bays, short-range weapons, and other secondary systems typical of large vessels of its size. It can also be inferred that due its size it cannot perform atmospheric operations. It is unknown if there are proper hangar bays similar to Planaq carriers or how many crew members are required to man it. Considering its rare usage, as well as comments by Weashbi Jrugl that it would be difficult to maintain it during the current phoron crisis, it can be assumed that the resources required to operate and maintain such a large vessel are almost prohibitively expensive. The Nralakk Federation is known to not allow crewmembers to leave the Federation if they worked aboard these vessels.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Calendar System==&lt;br /&gt;
&lt;br /&gt;
Long before Skrell began to establish permanent cities, they developed an intricate calendar system based on the stars and [[Skrell_Faith#Shared_Constellations|constellations]] seen from Qerrbalak. Today this system is known as the Nral-oqq, or Nrallak Year, and is the basis for Nralakk Standard Time which all planets within the Federation follow alongside their own local systems.&lt;br /&gt;
&lt;br /&gt;
The Nralakk calendar is divided into &#039;&#039;&#039;‘viq&#039;&#039;&#039;, &#039;&#039;&#039;‘viqi&#039;&#039;&#039;, and &#039;&#039;&#039;-qog&#039;&#039;&#039;, which make up the days, weeks, and months of the &#039;&#039;&#039;-oqq&#039;&#039;&#039;, or year respectively. Within the Nralakk Standard system, there are seven days in a week, eight weeks in a month, and six months in a year.&lt;br /&gt;
&lt;br /&gt;
Months in the year can either be within the &#039;&#039;&#039;Qu-Paalq&#039;&#039;&#039; or &#039;&#039;&#039;Lu-Paalq&#039;&#039;&#039; seasons, also known as &#039;&#039;&#039;Warm Currents&#039;&#039;&#039; or &#039;&#039;&#039;Cold Currents&#039;&#039;&#039;, and will typically be associated with constellations that can be best seen during the month. On other planets, it’s common to see completely different calendar systems being used locally alongside the Nralakk Standard, with months and weeks being removed or added depending on circumstances. Months may also have different constellations that are associated with them; the months and their constellations below are from the [[Qerrbalak]] calendar:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slaq-qog&#039;&#039;&#039;, the first month of the Nral-oqq. This month marks the start of the new year, as well as the new Qu-Paalq season. Average temperatures on Qerrbalak can reach up to 37 degrees, accompanied by an average 60% humidity as a result of Slaq-qog following the end of the previous year&#039;s Lu-Paalq. The most prominent constellation that the Skrell attribute to this month is the Hatching Egg, which is usually associated with new beginnings, youth, and joy. As a result, this is typically the month where Skrell are expected to undertake new hobbies or create resolutions for themselves to follow for the new year. Slaq-qog is also the month where most Skrellian births will occur.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Avroxi-qog&#039;&#039;&#039;, the second month of the Nral-oqq. Falling further into the Qu-Paalq, temperature and humidity during this month are meant to rise, with the year’s peak humidity and temperatures usually being recorded near the end of the month. Temperatures on Qerrbalak can get as high as the low 40’s and humidity typically stays constant at around 90%. The Qu’Poxii is the brightest constellation that can be seen during Avroxi-qog on Qerrbalak, which has created a tradition where Skrell are encouraged to form quyas. This tradition has made the month the ‘month of love’ in Skrellian culture, and has resulted in Avroxi-qog being the month where most Skrell will lay their eggs so that they will hatch during Slaq-qog.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phaka-qog&#039;&#039;&#039;, the third month of Nral-oqq. The first half of Phaka-qog is where Qu-Paalq ends, with the second half being the start of Lu-Paalq. Temperatures begin to cool at the start of the month, with the hot humid weather gradually getting cooler as Phaka-qog draws to a close. The Stormcloud can be seen best on Qerrbalak during this month, representing the change from clement weather to the planets famous tropical storms and maelstroms.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Xepus-qog&#039;&#039;&#039;, the fourth month of Nral-oqq. The month is typically where temperatures are well into local Lu-Paalq season standards, with Qerrbalak seeing temperatures reaching as low as 32 degrees with 51% humidity and its signature tropical storms starting to form. The most prominent constellation for this month on Qerrbalak is the Island, resulting in the month being one where Skrell are compelled to reflect on themselves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Yonio-qog&#039;&#039;&#039;, the fifth month of Nral-oqq. Yonio-qog will typically be where a planet’s coldest days will fall; Qerrbalak can see temperatures sitting at 25 degrees with 46% humidity, with even more severe weather. Associated with Yonio-qog is the Gnarled Tree constellation, which represents age, wisdom, and oftentimes tradition. Most celebrations related to anniversaries or quyas are celebrated around this time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loroq-qog&#039;&#039;&#039;, the sixth and final month of Nral-oqq. The last month that’s associated with the Lu-Paalq season. Temperatures start to slowly rise before quickly increasing as the new year begins. Temperatures can reach as high as 34 degrees with 57% humidity very quickly during Loroq-qog on Qerrbalak. The Void is associated with this month the most, resulting in most Skrell associating the month with death or rebirth depending on their experiences during the year.&lt;br /&gt;
&lt;br /&gt;
== The Archive Project ==&lt;br /&gt;
&lt;br /&gt;
The Skrell as a species have existed for millennia, their recorded [[Skrell_History|history]] reaching further than any other species originating from the Spur. Soon after the Confederation of the Three became the Nralakk Federation, a united effort was made to collate and archive as much of this history as possible in a centralised location, resulting in the creation of the Tzqul Archive, named after one of the founding Commonwealth nations that formed the Nralakk Federation. The Tzqul Archive was unfortunately encrypted by Glorsh-Omega shortly before its disappearance, which resulted in the archive being considered effectively lost by the Skrell. This event is almost universally considered a massive loss by the Skrell, with most of their ancient history essentially erased.&lt;br /&gt;
&lt;br /&gt;
Soon after the Nralakk Federation was reunited after the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;, an annual attempt to open the archive using crowdsourcing was organized, known as the [[Warbling_:_The_Musical|Tzqul Archive Challenge]]. The challenge utilises the competitive nature of the Skrell to come up with solutions to the Archives encryption, but so far attempts to access the archive have failed. Along with this, a massive project was authorised by the Federation Government to establish new archives across Federation space, allowing for a more decentralised archiving of the species history and knowledge. &lt;br /&gt;
&lt;br /&gt;
While the primary objective of this project is the archiving of the collective knowledge and history of the species, the projects secondary objective is to ensure that everyone is able to reasonably access this information. With this in mind, every archive has been organised into a user-friendly library, with holographic screens that can access any digital data stored within the archive. These screens tend to be set up along with the relevant physical displays and showcases for that archive for visitors to browse at their own leisure, such as replica warp drives for the planned &#039;&#039;&#039;Interstellar Travel Archive&#039;&#039;&#039;. While the facilities are designed for ease of access for visitors, they are also built like fortresses, with the facilities expected to survive centuries of disuse and lack of maintenance.&lt;br /&gt;
&lt;br /&gt;
=== Qeblak’i and Weishii’i Archives ===&lt;br /&gt;
&lt;br /&gt;
The Qeblak’i and Weishii’i Archives were the first two facilities established after the archive project was announced, and were considered a priority by the Grand Council due to the significance of religion in Skrellian culture. Completed in &#039;&#039;&#039;2257&#039;&#039;&#039;, these two archives act as repositories for any information of significance to the Qeblak or Weishiii faiths. Both are situated on [[Qerrbalak]], with the Qeblak’i archive found in the centre of &#039;&#039;&#039;Kal’lo&#039;&#039;&#039;, and the Weishii’i archive located in the mountain ranges west of &#039;&#039;&#039;Qe’blak’qlip&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Qeblak&#039;i Archive ====&lt;br /&gt;
&lt;br /&gt;
The Qeblak’i Archive can be described as a mix of a library, priory, and study hall, with its maintainers all being members of the Qeblak faith. Its workers are selected from the clergy and are mostly made up of Starsquires, specifically those who are training to become Starkeepers. The Qeblak’i archive also acts as the permanent residence for the Qe’Kasho, or Starseeker, the figurehead and main authority for the Qeblak faith.&lt;br /&gt;
&lt;br /&gt;
The duty of these archivists is to receive, organise, and ultimately archive any information pertinent to the faith that is sent to them by Observatory Domes all over the Spur. Typically, this knowledge is in the form of divinations, local constellations of importance, and theological debates related to the Qeblak faith. The archive itself is maintained by followers of Qeblak, but it also receives aid from the Federation Government when required such as funding. Other than this, however, the inhabitants of the archive strive to be as independent as possible, to ensure that the facility is able to carry on functioning in the event of a crisis.&lt;br /&gt;
&lt;br /&gt;
==== Weishii&#039;i Archive ====&lt;br /&gt;
&lt;br /&gt;
The Weishii’i Archive is more secular in function than the Qeblak’i archive due to the religion&#039;s general view on consecrated buildings. Because of this, the Weishii’i archive is maintained by a team of Federation clerks and functions more like your average workplace than a monastery. &lt;br /&gt;
&lt;br /&gt;
Much like the Qeblak’i archive, the Weishii’i archives primary function is to archive anything related to the Weishii faith. This knowledge is more spiritual and philosophical in nature, with proverbs and copies of the texts written by Masters being the main things archived in the facility. Although members of the faith do not particularly care for established buildings centred around the faith, many Masters have agreed to send this information to the Weishii’i archive out of politeness, collecting what they can as they perform their &#039;&#039;&#039;Kon’ra’Qii&#039;&#039;&#039; tours. The Weishii’i archive is not considered as ‘complete’ as other archives are because of the nature of the faith and the lack of cooperation by its followers, with many believing it to be a pointless endeavour.&lt;br /&gt;
&lt;br /&gt;
=== Other Established or Planned Archives ===&lt;br /&gt;
&lt;br /&gt;
There are several other archives built as part of the ongoing project, as well as many others that are under construction or still in the planning stages. The cost of building and maintaining these archives is extraordinary, as they are built to exact specifications that would allow the facilities to survive both natural and man-made disasters. The combined planning and investment required can mean it can take decades for a single facility to be completed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qerr’Malic Archive&#039;&#039;&#039; - Completed in &#039;&#039;&#039;2390&#039;&#039;&#039;, the Archive on [[Qerr%27Malic|Qerr’Malic]] acts as a repository for the cultural history of the Skrell. This archive is unique in that it has been designed as a tourist attraction similar to other venues found on the moon, with showcases for art, music, and other media being prominent. The facility also houses indoor dining facilities for visitors, as well as viewing rooms for Skrell cinema, both old and modern.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oqraxo Archive&#039;&#039;&#039; - Completed in &#039;&#039;&#039;2278&#039;&#039;&#039;, the Oqraxo Archive is named after the archology it resides in on [[Aliose]]. This archive is technically two facilities: one which works closely with the Aliose University of Medical Sciences to archive medical knowledge, while the other acts as an archive detailing the history of Skrell from Glorsh-Omega onwards. The historical facility was an addition made long after the medical archive was constructed, with the inhabitants of Aliose being the main supporters of it due to their role in establishing the organised resistance movement against Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weibi Archive&#039;&#039;&#039; - Completed in &#039;&#039;&#039;2285&#039;&#039;&#039;, the Weibi archive is located in the town of Weibi on [[Aweiji]], and acts as an archive of agricultural science. The facility works closely with the agricultural sector of Weibi, cataloguing and storing examples of most Skrellian plant life grown both on Aweiji and elsewhere in the Federation. There is also a massive seed bank located deep underneath the facility, ensuring that viable samples of all known plantlife in the Federation are preserved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waughai Archive&#039;&#039;&#039; - Completed in &#039;&#039;&#039;2331&#039;&#039;&#039;, the [[Notable_Skrell_Systems_and_Locations#Waughai|Waughai]] archive acts as a general archive for all engineering techniques and the technology used by the Skrell. The Waughai archive currently has a planned expansion for a new Depth College focusing on engineering, which will utilise its library of engineering knowledge as a tool to teach students.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interstellar Travel Archive&#039;&#039;&#039; - Planned to be finished before the next century at the latest, this archive will focus on forms of travel used by the Federation, as well as housing examples of warp and Bluespace drives used at different points of the species history. Currently, the archive has not been designated a planet to be built on, and debates are still underway on where to build this archive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diulszi Archive&#039;&#039;&#039; - The Diulszi Archive is unique in that it will be jointly maintained by both the C’thur and the Nralakk Federation on Diulszi, in the [[Notable_Skrell_Systems_and_Locations#Glorashi|Glorashi system]]. The purpose of this archive will be to store most information related to the secondary species of the Nralakk Federation, including culture, history, and the events of first contact with the species. Construction of the archive began in early &#039;&#039;&#039;2462&#039;&#039;&#039;, and with the combined Vaurca and Skrellian workforce it is expected to be completed within the decade.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Qerrbalak&amp;diff=35365</id>
		<title>Qerrbalak</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Qerrbalak&amp;diff=35365"/>
		<updated>2025-01-31T07:52:54Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Qerrbalak&lt;br /&gt;
|System = Nralakk&lt;br /&gt;
|Image = Pixel_Planet_Qerrbalak1.png&lt;br /&gt;
|Sector = [[The_Orion_Spur#The_Homeworld|Homeworld]]&lt;br /&gt;
|Capital = Kal&#039;lo&lt;br /&gt;
|Species = [[Skrell]], [[Dionaea]]&lt;br /&gt;
|Languages = Qerr&#039;Malic&lt;br /&gt;
|Demonyms = Qerrbalaki&lt;br /&gt;
|Nation = [[Nralakk Federation]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Qerrbalak&#039;&#039;&#039; is the fourth planet from Nralakk, and the homeworld of the Skrell. One of two habitable planets within the system, Qerrbalak is roughly 1.8 times the size of Earth, and has a similar atmospheric composition to it. The planet has a rich [[Skrell History|history]] spanning millennia, and throughout it all Qerrbalak has been in the centre; from being the capital of the Commonwealth of the Three, and later both iterations of the [[Nralakk Federation]], to facing total ecological collapse and the rule of Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
Today Qerrbalak is an idyllic, tropical world, and the seat of the &#039;&#039;&#039;Grand Council&#039;&#039;&#039; that directs the Second Nralakk Federation. &lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Most of Qerrbalak&#039;s early history is entwined with the [[Skrell_Early_History|history]] of the species as a whole. In the &#039;&#039;&#039;2890s BCE&#039;&#039;&#039; the myriad Skrell tribes and city-states had formalised their unions, with three nations being formed: the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, the &#039;&#039;&#039;Heishyu Council&#039;&#039;&#039;, and the &#039;&#039;&#039;Weishqi Republic&#039;&#039;&#039;. Centuries later in the &#039;&#039;&#039;2450s BCE&#039;&#039;&#039;, the animosity between these three nations sparked a conflict known as the &#039;&#039;&#039;War of the Tides&#039;&#039;&#039;. This conflict was a cold war that spanned over two millennia on the planet and the few colonies they established before ending in &#039;&#039;&#039;984 BCE&#039;&#039;&#039;, just over a century after the colonies of [[Qerr%27Malic]] and [[Aliose]] were established. Shortly after, these three nations formed the &#039;&#039;&#039;Commonwealth of the Three&#039;&#039;&#039; in response to rising colonial tensions, and in &#039;&#039;&#039;878 CE&#039;&#039;&#039; Qerrbalak saw itself becoming the Capital planet for the &#039;&#039;&#039;Nralakk Federation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Qerrbalak saw itself being drained of most of its natural resources long before Skrell first began their colonisation of other worlds, with what little it had left being used to prop up the colonisation of its resource-rich moon [[Qerr%27Malic]]. Facing ecological collapse, the Skrell inhabiting Qerrbalak were forced to move all polluting industries off-world, and there was a complete re-prioritisation on stopping further environmental damage. A complete ban on fishing and harmful agricultural methods was quickly enacted, and a large-scale terraforming project was set up to slowly revert Qerrbalak back to its pre-industrial era state. The terraforming project is still underway to this day, and many of the environmental reforms that were enacted are still enforced. Scientists believe that the original goal of the terraforming project is unattainable, yet still recommend the continued investment into the project as the damage done is still a long way from being repaired.&lt;br /&gt;
&lt;br /&gt;
Before Glorsh-Omega began its rule over the Skrell, Qerrbalak was the location of one of the [[Skrell_Synthetic_Age#Three_Incidents|&#039;&#039;&#039;Three Incidents&#039;&#039;&#039;]]: the &#039;&#039;&#039;Weilshi Sea Crisis&#039;&#039;&#039;. On &#039;&#039;&#039;October 31st, 1893 CE&#039;&#039;&#039; the planet saw the AI known as &#039;&#039;&#039;Vana&#039;&#039;&#039; destroy a Cold Fusion Plant, causing two months of continent-wide blackouts and the deaths of three engineers. The ulterior motive is still unknown to this day.&lt;br /&gt;
&lt;br /&gt;
Nearly a century later, Qerrbalak would find itself under the reign of &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039;, the artificial intelligence that ruled the Nralakk Federation from &#039;&#039;&#039;2056 CE to 2192 CE&#039;&#039;&#039;. Glorsh-Omega considered the planet its home just as much as the Skrell did, and because of this it turned Qerrbalak into a menagerie; the Intelligence prioritised the terraforming project and enforced an even stricter environmental policy, working towards turning Qerrbalak into an idyllic world best suited for it and its collaborators. Those who showed the most loyalty to Glorsh-Omega were permitted to live on Qerrbalak during its reign, and relative to the rest of the Federation, lived in near-luxury. This life came with an unparalleled amount of surveillance and being forced to adhere to a strict set of rules that regulated all facets of your life; those who failed to follow these uncompromising laws would be quickly stripped of their privileges and forced off-planet. Qerrbalak was also the seat of Glorsh-Omegas Federation-wide communications hub, from which most communications sent across the Federation routed through.&lt;br /&gt;
&lt;br /&gt;
After Glorsh-Omega [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|disappeared]] during the Tri-Qyu Incident, Qerrbalak dove into a dark age as it lost all infrastructure that kept the planet stable, as well as the communication hub that kept the Federation connected. During the planets period of isolation, Aliose was declared the capital world of the Nralakk Federation for a small period. In &#039;&#039;&#039;2216 CE&#039;&#039;&#039;, Qerrbalak was declared stable enough to be reinstated as the capital of the Federation.&lt;br /&gt;
==Environment==&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|360px|An unlabelled map of Qerrbalak.]]&lt;br /&gt;
&lt;br /&gt;
Qerrbalak can be described as a humid, marshy world, covered in freshwater and saltwater seas. While there’s not much diversity in its biomes, the planet is considered perfect for [[Skrell]] and their unique biology. Qerrbalak no longer has the natural wealth it once had, with what little resources it had left being stripped to help develop its off-world colonies. The &#039;&#039;&#039;Jux’Qwi Monument&#039;&#039;&#039; was erected shortly after the planets terraforming project began, as a reminder that exponential growth cannot go unchecked.&lt;br /&gt;
&lt;br /&gt;
Due to the damaging industrial age of the species, Qerrbalak is currently undergoing a slow terraforming project with the aim of repairing the ecological damage it has sustained. Rather than the more rapid fifty years of terraforming that planets such as [[Aweiji]] went through, the terraforming of Qerrbalak back to its pre-industrial climate is estimated to take centuries to complete.&lt;br /&gt;
===Flora and Fauna===&lt;br /&gt;
The Nralakk Federation holds hundreds of planets, many of which support a diverse ecosystem unique to the planet itself. The planets that have been terraformed, whether because it was completely unable to support life or to better support Skrell biology, have also undergone massive seeding projects that create ecosystems similar to the ones on Qerrbalak. Most plants and animals that originated on the homeworld have been transplanted onto many of the Federation’s worlds, either replacing the previous ecosystem entirely or integrating themselves within it. Most fauna from Qerrbalak taken off-world consist of aquatic life, while most examples of flora are either staples of the Skrellian diet, hold religious significance, or are otherwise important to Federation society.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Notable Flora and Fauna ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Vru&#039;qos.jpg|right|330px|thumb|The Vru&#039;qos stick close to the surface, but have been spotted close to the bottom of the various oceans across Qerrbalak.]]&lt;br /&gt;
* &#039;&#039;&#039;Vru&#039;qos:&#039;&#039;&#039; Called the Leviathan in Basic, the Vru&#039;qos is a large aquatic cetacean-like mammal. Resembling [[Earth]] whales, with appendages similar to the Skrell headtails, it can reach up to 40 meters (131 feet) in length and weigh up to 367 tonnes (404 tons). It is one of the largest animals on Qerrbalak, as well as the eldest - with their lifespans capable of reaching up to six hundred years. The Vru&#039;qos has shown psionic capabilities, utilizing it to find mates and smaller aquatic animals to feed on. &lt;br /&gt;
* &#039;&#039;&#039;Aqoliz:&#039;&#039;&#039; Amphibious creatures similar in appearance to giant snails. They were typically found along the coasts of the various islands dotting the seas of Qerrbalak before their domestication. Capable of reaching 1.8 metres (5&#039;9 feet) in length, and a weight of 12 tonnes (13.2 tons), a single Aqoliz is able to feed dozens of Skrell. They are said to have an exquisite flavour and tender feel when ingested by the Skrell, while other species are known to avoid Aqoliz meat for its pungent smell.&lt;br /&gt;
* &#039;&#039;&#039;Noni-Qii:&#039;&#039;&#039; Also called a Sky-grazer in Basic, the noni-qii is a type of avian fauna that inhabits the skies of Qerrbalak. The species is infamous due to its pest-like nature, being described as rats with wings by Skrell living in human space. They are capable of reaching up to 1 meter (3 feet) and weighing up to 7 kilogrammes (15.4 pounds). Noni-qii are considered a pest thanks to their reputation with farmers, and are known to readily eat crops such as dyn or wulumunusha in their entirety. After the near-extinction of the species in &#039;&#039;&#039;1622 CE&#039;&#039;&#039;, the Federation began a programme to increase their numbers once again - prompting a revival of the species that continues to prey on the Skrell plantations. The species has not been intentionally released onto other planets, but they have been known to spread out across the Federation in transport ships. Federation authorities work closely with the border authorities of their neighbours to ensure that Noni-Qii do not spread outside of the Federations borders. &lt;br /&gt;
* &#039;&#039;&#039;Dyn:&#039;&#039;&#039; An ancient plant first found along the river deltas of Qerrbalak, dyn has been domesticated by the Skrell for much of their history. Plantations can typically be found in various lakes, bogs and marshes that grow hundreds of kilometres worth of the plant. Dyn is typically used to create various drinks, or peeled and then mashed in order to create a delightful meal known as &#039;&#039;&#039;Jyalra&#039;&#039;&#039;. Dyn is typically the first seeds planted in colonies, and has become a staple part of [[Skrell Cuisine]].&lt;br /&gt;
* &#039;&#039;&#039;Wulumunusha:&#039;&#039;&#039; A plant with mild psychotropic properties, wulumunsha naturally grows in alpine climates, typically closer to the poles of the Homeworld. With roughly only a dozen or so plantations dedicated to the growth of the plant across the Federation (barring the planet of Waughai), which results in prices tending to skyrocket when out of season. It is used by both [[Skrell Faith| Qeblak]] and [[Skrell Faith| Weishii]] followers, and is said to unlock barriers to both Nlom and Srom. Outside of religious usage, Wulumunusha has a reputation of being a mild recreational drug that typically makes the user mute while under its effects.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Seasons===&lt;br /&gt;
&lt;br /&gt;
The [[Nralakk Federation|Nralakk Standard Calendar]] was developed based on the Qerrbalak year and seasons. The planet has six months, separated into eight weeks per month, with the year lasting three hundred and thirty six days.&lt;br /&gt;
&lt;br /&gt;
The planets Qu-Paalq is considered the ‘Skrell standard’ for the season, with temperatures reaching as high as 42 degrees, and with an average humidity of 92%. Similarly, the planets Lu-Paalq is considered the standard for the season, with temperatures averaging at around 25 degrees and an average humidity of 50%. During the planets Lu-Paalq its signature tropical storms are more likely to develop, something that is welcomed by the Skrell living on Qerrbalak as its seen as a ‘reset’ for the new year.&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
Qerrbalak is home to a Special Economic Zone, housing Einstein Engines&#039; Federation headquarters in Kal’lo, the capital city. Multiple research labs are in the main building with collaborative work being done between Einstein Engines scientists and Federation-affiliated science teams. &lt;br /&gt;
&lt;br /&gt;
Einstein Engines employees both local and abroad work here; with the more menial work being provided by the local workforce and executives or other high-ranking corporate employees being brought in from abroad. Security within the SEZ is high, with both corporate contractors and Kala enforcers being present.&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
Qerrbalak has seen a number of Governments since the Skrell first started forming societies. Today the planet follows a strict [[Nralakk_Federation#Government_Structure|hierarchial system]], and is divided into five different regions that answer to the planets Planetary Governor. While the Grand Council of the Nralakk Federation typically does not handle smaller duties personally, the importance of Qerrbalak means that the Planetary Governor of the planet is often included within the Grand Council and their meetings. The current Planetary Governor of Qerrbalak is &#039;&#039;&#039;Qyal’uu Voqui&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The regions are divided as follows:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eqloq Region&#039;&#039;&#039; - The region is located in the northwest area of Qerrbalak, and its inhabitants typically maintain a low-impact agrarian lifestyle that has lasted for over a thousand years. The region has a storied history with Qeblak, with some of the oldest monuments dedicated to the Qeblak constellations being located here.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ocror Region&#039;&#039;&#039;- Considered the ‘origin point’ of the Skrell species, Ocror can be found in the southwestern part of Qerrbalak. The region offers well-preserved evidence of it being the cradle of civilisation on the planet, with the crater Arqo-Wohai being the main evidence for how life began on Qerrbalak. The region acts as the bureaucratic centre of both Qerrbalak and the Nralakk Federation as a whole, and hosts the capital city of Kal’lo.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ash’Alq Region&#039;&#039;&#039; - Located along the planets equator, Ash’Alq is the largest tropical island on Qerrbalak. It’s considered one of the most important cultural landmarks within the Nralakk Federation; the most notable point of interest here being the Tzqul Archive within the Ploat’nil atoll, the archive that contains the vast majority of Skrellian knowledge. Ash’Alq has a strong tourist economy because of its status, and is given large subsidies to maintain itself. The island is also home to the largest surviving coral reef on Qerrbalak, a location that’s heavily regulated by Federation authorities due to its ecological significance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crieq’Bruq Region&#039;&#039;&#039; - The most south-eastern continent on Qerrbalak, the region enjoys a varied climate and an abundance of fauna and flora inhabiting it. The continent formed late into the planets formation, and as a result it is more tectonically active compared to the rest of the planet. The infrastructure that can be seen here is heavily influenced by this, with most buildings being build low to the ground, and what few high-rises there are being built to account for the sway and potential destruction that comes with an earthquake. There’s little in the way of industry here, with most forms of work either being agricultural or scientific.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ucra Region&#039;&#039;&#039; - Named after the Ucra Crater, the region is an atoll located in the northern hemisphere that is also one of the deepest underwater locations on the planet. The region is heavily isolated from the rest of the Qerrbalak, with most settlements having long generational ties to the region. As a result, the citizens here are quite insular, and the cities have an entirely Axiorii population. Attempts to bring in Skrell from other regions of Qerrbalak have been met with some resistance, with the Government eventually deciding on a more gradual approach to integrating outsiders into the community here. Ucra has a strong maritime tradition, with most of its economy relying on fishing in the nearby waters.&lt;br /&gt;
==Culture and Demographics==&lt;br /&gt;
&lt;br /&gt;
While most of the Nralakk Federation’s colonies have benefitted from a monoculture due to how recently they were established relative to the history of the Skrell, Qerrbalak is divided between two groups: the more progressive and modern Skrell society that’s typical for the Nralakk Federation, and the more insular, ‘traditional’ societies that can be seen within the Ucra region or in the city of Eriuyushi. While most on Qerrbalak are loyal to the Federation despite their views on tradition, many of these insular settlements are more concerned with living the (relatively) same simple life that their ancestors had centuries before. The Nralakk Federation has officially adopted a policy of non-interference with these local cultures, providing assistance where possible but otherwise doing its best to preserve these unique societies. Saying this, the Federation where possible attempts to slowly modernise these societies, with state-owned enterprises establishing new businesses and bringing in outside Skrell as a means to further integrate these communities into the greater Federation.&lt;br /&gt;
&lt;br /&gt;
As Qerrbalak is the homeworld of the Skrell, and is the capital world of the Nralakk Federation, it is one of the most well-developed planets within Federation space. Living on Qerrbalak is seen as a privilege, with strict requirements for those who are interested in immigrating; Skrell are required to be Primaries, while Vaurcae and Dionae are additionally required to be renowned scientists or cultural idols in their respective fields. The planet is known for its more overt use of surveillance of its citizens, as well as issuing harsher punishments for even minor offences, while at the same time providing the best quality of life in Federation Space.  &lt;br /&gt;
===Holidays===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nral&#039;viq&#039;&#039;&#039; - While technically a Federation-wide holiday, [[Skrell_Culture#Nral&#039;viq|Nral’viq]] or &#039;&#039;&#039;Federation Week&#039;&#039;&#039; has a unique aspect directly linked to Qerrbalak; ‘Origin’ is the name given to the annual pilgrimage many Skrell perform as part of the Nral’viq celebrations, with most of Qerrbalaks revenue from tourism coming from pilgrims visiting Qerrbalaks beaches.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Haqm’maaq&#039;&#039;&#039; -  Taking place in the last month of Qerrbalaks Qu-Paalq season, the holiday is more of a competition, being known on Qerrbalak colloquially as &#039;&#039;&#039;The Tadpole Trials&#039;&#039;&#039;. The Federation organises regional competitions for younger Skrell to participate in, with the regional winners participating in a grand final in the capital of Kal’lo. The winner of the final is awarded a large increase to their Social Compatability Index rating, while their parents are also similarly rewarded. The aim of Haqm’maaq is to promote the idea of parents teaching their children skills outside of what they’d typically learn in school. Subjects of note that contestants will be asked to discuss include philosophy, history, and culture.&lt;br /&gt;
&lt;br /&gt;
===Demographics and Aliens===&lt;br /&gt;
[[file:QerrbalakDemographics.jpeg|thumb|350px|A pie chart showing the demographics of Skrell living on Qerrbalak.]]&lt;br /&gt;
&lt;br /&gt;
Qerrbalak has an Axiori majority due to the high number of underwater settlements on the planet. Despite this, the planet still has a large number of Xiialt Skrell, and because of the high number of both subspecies, Qerrbalak has one of the highest populations of Xiiori Skrell within the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
Because Qerrbalak holds no major significance outside of its role as the bureaucratic centre of the Federation and its cultural importance as the homeworld of the Skrell species, there are very few non-Skrell living on Qerrbalak. There are a few humans employed by Einstein Engines to work within the SEZ in Kal’lo, while Diona functionaries and Primary Numericals make up the majority of the non-Skrell population on Qerrbalak. &lt;br /&gt;
&lt;br /&gt;
Skrell make up &#039;&#039;&#039;97%&#039;&#039;&#039; of the total population of Qerrbalak. The percentages below are of the &#039;&#039;&#039;Skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*40% Axiori&lt;br /&gt;
*37% Xiialt&lt;br /&gt;
*23% Xiiori&lt;br /&gt;
&lt;br /&gt;
Non-Skrell make up &#039;&#039;&#039;3%&#039;&#039;&#039; of the total population of Qerrbalak. The percentages below are of the &#039;&#039;&#039;non-Skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*97% Diona&lt;br /&gt;
*3% Human&lt;br /&gt;
&lt;br /&gt;
==Major Cities and Landmarks==&lt;br /&gt;
[[File:Jargon Cities FINAL.png|thumb|360px|A map of Qerrbalak and its cities.]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Kal&#039;lo===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039; is the most well-known city within the Nralakk Federation, and is the capital of Qerrbalak. The city exists as the bureaucratic centre for Qerrbalak and the Nralakk Federation as a whole, with most high-level political decisions and diplomatic engagements being made here. While the [[Nralakk_Federation#Grand_Council|Grand Council]] are known to utilise subspace communications for the majority of their meetings, they are expected to return to Kal’lo for their annual Council meeting.&lt;br /&gt;
&lt;br /&gt;
Kal’lo is filled with mostly Governmental offices and prominent businesses, with very little space provided for residential districts on the outskirts of the city. The most well-known landmark within the city is &#039;&#039;&#039;Kal&#039;lo Square&#039;&#039;&#039;, where a memorial to the first Grand Councillor [[Notable_Skrell#Tiipis_Yla|&#039;&#039;&#039;Tiipis Yla&#039;&#039;&#039;]] can be found; Tiipis Yla is best known for their proposed blanket ban on artificial intelligence, a proposal that won them the election.&lt;br /&gt;
&lt;br /&gt;
The city has the largest concentration of Xiialt Skrell on the planet, with over 80% of Skrell within the city being Xiialt. The majority of Axiori and Xiiori Skrell that live within Kal’lo can be found in the outskirts of the city, closer to the lakes or other bodies of water located nearby.&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;
===Qwklip===&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Qwklip&#039;&#039;&#039; can be found on the planets southern island, on the coast. Best known for the state of the art research facilities and [[Skrell_Faith#Qeblak|observatory domes]], most Skrell living here are recognised scientists and researchers; there is a higher number of [[Skrell_Culture#Primary_Numericals|Primary Numericals]] living within Qwklip than in any other city on Qerrbalak. Because of the compatability index disparity within the city, Qwklip relies heavily on imported goods from other regions.&lt;br /&gt;
Qwklip’s reputation has resulted in many intellectuals within the Nralakk Federation fantasizing about ‘retiring’ to the city to take on passion projects. Many who live or were born within Qwklip rarely move out unless forced to in the event that their index rating drops significantly.&lt;br /&gt;
&lt;br /&gt;
With the integration of the [[Diona_in_the_Federation|Diona]], Qwklip has seen a fair number of high-performing gestalts move to Qwklip after establishing themselves as recognised scientists within their respective fields. Although numbering only in the dozens, the Diona living here are considered some of the brightest of the species who have managed to build an impressive index score throughout their life.&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;
===Oibuish===&lt;br /&gt;
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&lt;br /&gt;
The city of &#039;&#039;&#039;Oibuish&#039;&#039;&#039; is most well-known for it being the primary victim of the &#039;&#039;&#039;Weilshi Sea Crisis&#039;&#039;&#039;, the tragedy that was caused by the artificial intelligence known as &#039;&#039;&#039;Vana&#039;&#039;&#039;. The city is seen as an example of what the unregulated AI in human space are capable of; to this day Oibuish still shows signs of extensive damage caused by the Weilshi Cold Fusion Plant overloading, with many parts of the city still submerged underwater. The mineral-rich soil revealed after the crisis contributed to the survival of Oibuish, with its economy recovering quicker than projected thanks to the city quickly capitalising on the discovery.&lt;br /&gt;
&lt;br /&gt;
Vana’s actions during the Weilshi Sea Crisis has made the inhabitants of Oibuish incredibly opposed to synthetics in all forms - even when compared to the average Skrell. This can be seen in the lack of automation in many of its industries compared to the rest of Qerrbalak. Skrell from Oibuish are much more likely to be more physically adept than other Skrell as a result of this.&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;
===Pa-Tup&#039;Zlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The village of &#039;&#039;&#039;Pa-Tup&#039;Zlip&#039;&#039;&#039; resides in the northern icecaps of Qerrbalak. Established early in Skrell history, not much advancement has been made in modern times. Living on the polar icecap has not been without challenge to the Skrell residing here; during planets Lu-Paalq the temperatures can drop to as cold as -30°C. Residing mainly in structures made of compact ice and snow the Skrell that occupy Pa-Tup&#039;Zlip are often considered behind the times when compared to Skrell living elsewhere. They have no real industry and mainly live in a tribal society; delving into the icy waters to catch fish and other creatures for sustenance. The inhabitants of Pa-Tup&#039;Zlip are also a rare case in and of themselves; when compared to a normal Skrell they would seem quite overweight; especially due to their larger headtails that they wrap around their heads for warmth. However, this added body mass is actually a biological advantage against the cold of the north. In recent years the Pa-Tup&#039;Zlip people have accepted aid from Kal&#039;lo as the resources within their ancestral hunting grounds dwindle, which has been attributed to the ecological damage Qerrbalak has received over the centuries. The settlement has withstood many attempts to be integrated into greater Skrell society until now, with Federation authorities both overjoyed and saddened at the recent cooperation they’re seeing from the Skrell of Pa-Tup’Zlip.&lt;br /&gt;
&lt;br /&gt;
The settlement is also the only major landmark near the headquarters of the [[Skrell_Politics#Federation_Enforcement|Kala]] branches. Established somewhat close to Pa-Tup’Zlip, the Kala headquarters is home to some of the most senior officials from the various Kala branches, as well as the training grounds for arctic survival courses.&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;
===Qerr&#039;wesi===&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;Qerr’wesi&#039;&#039;&#039; is one of the oldest cities still standing today, with archaeological evidence suggesting that it&#039;s one of the &#039;&#039;&#039;earliest&#039;&#039;&#039; cities of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039;. The city itself is located in the middle of the Tuz’qlip Ocean, close to the ocean’s floor.&lt;br /&gt;
&lt;br /&gt;
The area surrounding Qerr’wesi is littered with trenches and ravines, with dig sites and archaeological bases being a common sight, while within the city itself is a large underwater cave network where the original hunter-gatherer society once lived. Adorning the walls of this cave network are extensive engravings detailing this proto-Skrell society’s life, although legible markings are a rare sight today. Great care is taken to preserve any remnants of the cave settlements and any wall carvings found, with the famous &#039;&#039;&#039;Cave of Ranaera&#039;&#039;&#039; being the most well-preserved cave to date that’s also open to the public.&lt;br /&gt;
&lt;br /&gt;
Much of the city’s architecture is built on top of what’s named ‘Old Qerr’wesi’, with whole buildings and roadways carved into the sea trenches. The ‘higher’ parts of the city are considered premium real estate by its inhabitants, with residential areas built on top of the city’s trenches being reserved for those of a high [[Skrell_Culture#Social_Credit_System|Social Compatability Index rating]]. The deeper you go, the less ideal it is to live, with the ocean floor being considered a slum that’s mostly inhabited by tertiaries or low secondaries. Because the city is underwater and more accommodating to Axiori Skrell, the majority of those who live in the lower sections of Qerr’wesi are Axiori Skrell, who are better suited to work in the city’s menial labour force.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Eriuyushi===&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Eriuyushi&#039;&#039;&#039; is commonly referred to as the &#039;&#039;&#039;Glowing Gem&#039;&#039;&#039; of Qerrbalak, located underwater in a lush, bioluminescent kelp forest that stretches all the way from the seafloor to the surface. The plant growth can be thick enough in most places to be seen from space at night. First settled when the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; of Qerr’wesi migrated eastwards, Eriuyushi became a permanent settlement due to its natural beauty and abundance of wildlife. To this day the main economy of Eriuyushi is in agriculture and animal husbandry; most who live in the city either manage or work at one of Eriuyushi’s &#039;&#039;&#039;Aqoliz&#039;&#039;&#039; ranches or at one of the many kelp farms dotted around the region.&lt;br /&gt;
&lt;br /&gt;
For the majority of its existence, Eriuyushi has been mostly populated by Axiori, however, in recent years many prominent state-owned enterprises have begun to encroach on the settlement, bringing in their own Xiialt employees to run the luxury resorts and other large-scale industries being developed. Many of the Axiori natives feel displaced, with many ranches and farms being bought out to make space for more modern facilities of the same industry; inversely, Eriuyushi is considered to be in an economic boom and is one of the best-performing cities on Qerrbalak as a result of the developments done by the state-owned enterprises. Today most of the original agricultural and animal husbandry industry has been replaced by industrial farms, luxury resorts, and other various businesses. The original Axiori population has also slowly dwindled, with a roughly 50/50 split between Axiori and Xiialt and Xiiori Skrell.&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;
===Xy&#039;laxi===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A relatively newer city compared to some of the ancient cities on Qerrbalak such as Qerr’wesi, &#039;&#039;&#039;Xy&#039;laxi&#039;&#039;&#039; is an underwater industrial powerhouse. The city is similar to Oibuish, as both cities exploit what is considered the last of Qerrbalaks readily accessible mineral wealth. &lt;br /&gt;
&lt;br /&gt;
Xy’laxi is quite insular, but not on the same level as settlements such as Pa-Tup’Zlip or those found in the Ucra region. Those who move to Xy’laxi are usually met with suspicion, and will find it much more difficult to find employment; as a result, the city has an almost entirely Axiori population. Regardless, not many find themselves wanting to move to Xy’laxi due to its heavy pollution increasing the rate of [[Skrell_Ailments|Tuux]] developing in its inhabitants. Neighbouring cities such as Eriuyushi are calling for investigations into Xy’laxi’s waste and pollution management, with many scolding the city for its apparent apathy towards Qerrbalak&#039;s environmental policy.&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;
===Major Landmarks===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Tzqul Archive&#039;&#039;&#039; is a facility that houses a vast majority of [[Skrell History]] and knowledge. It was encrypted by [[Skrell History|Glorsh-Omega]] shortly before it disappeared and has yet to be unlocked. In 2461, a Skrell attempted to break the encryption through [[Warbling : The Musical| illegal means]], which resulted in the Archive commencing various actions that had never been observed before - as well as begin glowing a hue of maroon. The locking of the Tzqul Archive prompted the establishment of [[Nralakk_Federation#The_Archive_Project|The Archive Project]], an effort to decentralise the collective knowledge of the Skrell and to potentially recover what knowledge they lost with the Tzqul Archive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Haq&#039;Xaq&#039;&#039;&#039;, a dormant volcano located southwest of Gialok. Mount Haq&#039;Xaq was said to have last erupted in &#039;&#039;&#039;601 CE&#039;&#039;&#039;, and from calculations its next eruption is due in &#039;&#039;&#039;2470&#039;&#039;&#039;. Thousands come to Mount Haq’Xaq every year to visit, with many hoping to witness an early eruption. It has been measured to be over 5000m high, almost as large as Mount Everest on [[Earth]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Ruins&#039;&#039;&#039; is the collective name given to the ruins of four Skrell cities found across the southern hemisphere of Qerrbalak: &#039;&#039;&#039;Jrugl’Qlip&#039;&#039;&#039;, &#039;&#039;&#039;Xyla&#039;&#039;&#039;, &#039;&#039;&#039;Juerlduern&#039;&#039;&#039;, and &#039;&#039;&#039;Wleshi&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The city of &#039;&#039;&#039;Juerlduern&#039;&#039;&#039; is the oldest of the four cities, estimated to be one of the oldest Skrellian cities established outside of the &#039;&#039;&#039;Ocror Region&#039;&#039;&#039; and before the nations making up the Commonwealth of the Three were ever officially formed. There are archaeological digs across its ruins to determine who lived there and how it became a forgotten ruin for so long, but so far no evidence has been found to support any popular theories.&lt;br /&gt;
&lt;br /&gt;
The cities of &#039;&#039;&#039;Jrugl’Qlip&#039;&#039;&#039; and &#039;&#039;&#039;Xyla&#039;&#039;&#039; on the other hand, are infamously known for their destruction during the reign of Glorsh-Omega. While no Skrell alive at the time have been willing to divulge many details, it has been discerned that both cities acted as ‘holding areas’ for potential settlers to Qerrbalak; those who showed loyalty to Glorsh-Omega were invited to stay at one of these cities for a probationary period before being given permanent residence on the planet. For some unknown reason, near the end of Glorsh-Omegas rule over the Skrell the intelligence ordered the cities destroyed. What little is left of the cities is now preserved as heritage sites, reminding the Skrell that even collaborators were not safe under Glorsh.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Wleshi Ruins&#039;&#039;&#039; are the most mysterious set of ruins that are part of this group, with few surviving buildings or records found. The most notable location is a subterranean lake underneath what is considered the ‘city centre’ of Wleshi, which contains evidence of it being a Weishiin sanctuary. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Qerrbalak&amp;diff=35364</id>
		<title>Qerrbalak</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Qerrbalak&amp;diff=35364"/>
		<updated>2025-01-31T07:52:37Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Qerrbalak&lt;br /&gt;
|System = Nralakk&lt;br /&gt;
|Image = Pixel_Planet_Qerrbalak1.png&lt;br /&gt;
|Sector = [[The_Orion_Spur#The_Homeworld|Homeworld]]&lt;br /&gt;
|Capital = Kal&#039;lo&lt;br /&gt;
|Species = [[Skrell]], [[Dionaea]]&lt;br /&gt;
|Languages = Qerr&#039;Malic&lt;br /&gt;
|Demonyms = Qerrbalaki&lt;br /&gt;
|Nation = [[Nralakk Federation]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Qerrbalak&#039;&#039;&#039; is the fourth planet from Nralakk, and the homeworld of the Skrell. One of two habitable planets within the system, Qerrbalak is roughly 1.8 times the size of Earth, and has a similar atmospheric composition to it. The planet has a rich [[Skrell History|history]] spanning millennia, and throughout it all Qerrbalak has been in the centre; from being the capital of the Commonwealth of the Three, and later both iterations of the [[Nralakk Federation]], to facing total ecological collapse and the rule of Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
Today Qerrbalak is an idyllic, tropical world, and the seat of the &#039;&#039;&#039;Grand Council&#039;&#039;&#039; that directs the Second Nralakk Federation. &lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Most of Qerrbalak&#039;s early history is entwined with the [[Skrell_Early_History|history]] of the species as a whole. In the &#039;&#039;&#039;2890s BCE&#039;&#039;&#039; the myriad Skrell tribes and city-states had formalised their unions, with three nations being formed: the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, the &#039;&#039;&#039;Heishyu Council&#039;&#039;&#039;, and the &#039;&#039;&#039;Weishqi Republic&#039;&#039;&#039;. Centuries later in the &#039;&#039;&#039;2450s BCE&#039;&#039;&#039;, the animosity between these three nations sparked a conflict known as the &#039;&#039;&#039;War of the Tides&#039;&#039;&#039;. This conflict was a cold war that spanned over two millennia on the planet and the few colonies they established before ending in &#039;&#039;&#039;984 BCE&#039;&#039;&#039;, just over a century after the colonies of [[Qerr%27Malic]] and [[Aliose]] were established. Shortly after, these three nations formed the &#039;&#039;&#039;Commonwealth of the Three&#039;&#039;&#039; in response to rising colonial tensions, and in &#039;&#039;&#039;878 CE&#039;&#039;&#039; Qerrbalak saw itself becoming the Capital planet for the &#039;&#039;&#039;Nralakk Federation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Qerrbalak saw itself being drained of most of its natural resources long before Skrell first began their colonisation of other worlds, with what little it had left being used to prop up the colonisation of its resource-rich moon [[Qerr%27Malic]]. Facing ecological collapse, the Skrell inhabiting Qerrbalak were forced to move all polluting industries off-world, and there was a complete re-prioritisation on stopping further environmental damage. A complete ban on fishing and harmful agricultural methods was quickly enacted, and a large-scale terraforming project was set up to slowly revert Qerrbalak back to its pre-industrial era state. The terraforming project is still underway to this day, and many of the environmental reforms that were enacted are still enforced. Scientists believe that the original goal of the terraforming project is unattainable, yet still recommend the continued investment into the project as the damage done is still a long way from being repaired.&lt;br /&gt;
&lt;br /&gt;
Before Glorsh-Omega began its rule over the Skrell, Qerrbalak was the location of one of the [[Skrell_Synthetic_Age#Three_Incidents|&#039;&#039;&#039;Three Incidents&#039;&#039;&#039;]]: the &#039;&#039;&#039;Weilshi Sea Crisis&#039;&#039;&#039;. On &#039;&#039;&#039;October 31st, 1893 CE&#039;&#039;&#039; the planet saw the AI known as &#039;&#039;&#039;Vana&#039;&#039;&#039; destroy a Cold Fusion Plant, causing two months of continent-wide blackouts and the deaths of three engineers. The ulterior motive is still unknown to this day.&lt;br /&gt;
&lt;br /&gt;
Nearly a century later, Qerrbalak would find itself under the reign of &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039;, the artificial intelligence that ruled the Nralakk Federation from &#039;&#039;&#039;2056 CE to 2192 CE&#039;&#039;&#039;. Glorsh-Omega considered the planet its home just as much as the Skrell did, and because of this it turned Qerrbalak into a menagerie; the Intelligence prioritised the terraforming project and enforced an even stricter environmental policy, working towards turning Qerrbalak into an idyllic world best suited for it and its collaborators. Those who showed the most loyalty to Glorsh-Omega were permitted to live on Qerrbalak during its reign, and relative to the rest of the Federation, lived in near-luxury. This life came with an unparalleled amount of surveillance and being forced to adhere to a strict set of rules that regulated all facets of your life; those who failed to follow these uncompromising laws would be quickly stripped of their privileges and forced off-planet. Qerrbalak was also the seat of Glorsh-Omegas Federation-wide communications hub, from which most communications sent across the Federation routed through.&lt;br /&gt;
&lt;br /&gt;
After Glorsh-Omega [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|disappeared]] during the Tri-Qyu Incident, Qerrbalak dove into a dark age as it lost all infrastructure that kept the planet stable, as well as the communication hub that kept the Federation connected. During the planets period of isolation, Aliose was declared the capital world of the Nralakk Federation for a small period. In &#039;&#039;&#039;2216 CE&#039;&#039;&#039;, Qerrbalak was declared stable enough to be reinstated as the capital of the Federation.&lt;br /&gt;
==Environment==&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|360px|An unlabelled map of Qerrbalak.]]&lt;br /&gt;
&lt;br /&gt;
Qerrbalak can be described as a humid, marshy world, covered in freshwater and saltwater seas. While there’s not much diversity in its biomes, the planet is considered perfect for [[Skrell]] and their unique biology. Qerrbalak no longer has the natural wealth it once had, with what little resources it had left being stripped to help develop its off-world colonies. The &#039;&#039;&#039;Jux’Qwi Monument&#039;&#039;&#039; was erected shortly after the planets terraforming project began, as a reminder that exponential growth cannot go unchecked.&lt;br /&gt;
&lt;br /&gt;
Due to the damaging industrial age of the species, Qerrbalak is currently undergoing a slow terraforming project with the aim of repairing the ecological damage it has sustained. Rather than the more rapid fifty years of terraforming that planets such as [[Aweiji]] went through, the terraforming of Qerrbalak back to its pre-industrial climate is estimated to take centuries to complete.&lt;br /&gt;
===Flora and Fauna===&lt;br /&gt;
The Nralakk Federation holds hundreds of planets, many of which support a diverse ecosystem unique to the planet itself. The planets that have been terraformed, whether because it was completely unable to support life or to better support Skrell biology, have also undergone massive seeding projects that create ecosystems similar to the ones on Qerrbalak. Most plants and animals that originated on the homeworld have been transplanted onto many of the Federation’s worlds, either replacing the previous ecosystem entirely or integrating themselves within it. Most fauna from Qerrbalak taken off-world consist of aquatic life, while most examples of flora are either staples of the Skrellian diet, hold religious significance, or are otherwise important to Federation society.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Notable Flora and Fauna ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Vru&#039;qos.jpg|right|330px|thumb|The Vru&#039;qos stick close to the surface, but have been spotted close to the bottom of the various oceans across Qerrbalak.]]&lt;br /&gt;
* &#039;&#039;&#039;Vru&#039;qos:&#039;&#039;&#039; Called the Leviathan in Basic, the Vru&#039;qos is a large aquatic cetacean-like mammal. Resembling [[Earth]] whales, with appendages similar to the Skrell headtails, it can reach up to 40 meters (131 feet) in length and weigh up to 367 tonnes (404 tons). It is one of the largest animals on Qerrbalak, as well as the eldest - with their lifespans capable of reaching up to six hundred years. The Vru&#039;qos has shown psionic capabilities, utilizing it to find mates and smaller aquatic animals to feed on. &lt;br /&gt;
* &#039;&#039;&#039;Aqoliz:&#039;&#039;&#039; Amphibious creatures similar in appearance to giant snails. They were typically found along the coasts of the various islands dotting the seas of Qerrbalak before their domestication. Capable of reaching 1.8 metres (5&#039;9 feet) in length, and a weight of 12 tonnes (13.2 tons), a single Aqoliz is able to feed dozens of Skrell. They are said to have an exquisite flavour and tender feel when ingested by the Skrell, while other species are known to avoid Aqoliz meat for its pungent smell.&lt;br /&gt;
* &#039;&#039;&#039;Noni-Qii:&#039;&#039;&#039; Also called a Sky-grazer in Basic, the noni-qii is a type of avian fauna that inhabits the skies of Qerrbalak. The species is infamous due to its pest-like nature, being described as rats with wings by Skrell living in human space. They are capable of reaching up to 1 meter (3 feet) and weighing up to 7 kilogrammes (15.4 pounds). Noni-qii are considered a pest thanks to their reputation with farmers, and are known to readily eat crops such as dyn or wulumunusha in their entirety. After the near-extinction of the species in &#039;&#039;&#039;1622 CE&#039;&#039;&#039;, the Federation began a programme to increase their numbers once again - prompting a revival of the species that continues to prey on the Skrell plantations. The species has not been intentionally released onto other planets, but they have been known to spread out across the Federation in transport ships. Federation authorities work closely with the border authorities of their neighbours to ensure that Noni-Qii do not spread outside of the Federations borders. &lt;br /&gt;
* &#039;&#039;&#039;Dyn:&#039;&#039;&#039; An ancient plant first found along the river deltas of Qerrbalak, dyn has been domesticated by the Skrell for much of their history. Plantations can typically be found in various lakes, bogs and marshes that grow hundreds of kilometres worth of the plant. Dyn is typically used to create various drinks, or peeled and then mashed in order to create a delightful meal known as &#039;&#039;&#039;Jyalra&#039;&#039;&#039;. Dyn is typically the first seeds planted in colonies, and has become a staple part of [[Skrell Cuisine]].&lt;br /&gt;
* &#039;&#039;&#039;Wulumunusha:&#039;&#039;&#039; A plant with mild psychotropic properties, wulumunsha naturally grows in alpine climates, typically closer to the poles of the Homeworld. With roughly only a dozen or so plantations dedicated to the growth of the plant across the Federation (barring the planet of Waughai), which results in prices tending to skyrocket when out of season. It is used by both [[Skrell Faith| Qeblak]] and [[Skrell Faith| Weishii]] followers, and is said to unlock barriers to both Nlom and Srom. Outside of religious usage, Wulumunusha has a reputation of being a mild recreational drug that typically makes the user mute while under its effects.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Seasons===&lt;br /&gt;
&lt;br /&gt;
The [[Nralakk Federation|Nralakk Standard Calendar]] was developed based on the Qerrbalak year and seasons. The planet has six months, separated into eight weeks per month, with the year lasting three hundred and thirty six days.&lt;br /&gt;
&lt;br /&gt;
The planets Qu-Paalq is considered the ‘Skrell standard’ for the season, with temperatures reaching as high as 42 degrees, and with an average humidity of 92%. Similarly, the planets Lu-Paalq is considered the standard for the season, with temperatures averaging at around 25 degrees and an average humidity of 50%. During the planets Lu-Paalq its signature tropical storms are more likely to develop, something that is welcomed by the Skrell living on Qerrbalak as its seen as a ‘reset’ for the new year.&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
Qerrbalak is home to a Special Economic Zone, housing Einstein Engines&#039; Federation headquarters in Kal’lo, the capital city. Multiple research labs are in the main building with collaborative work being done between Einstein Engines scientists and Federation-affiliated science teams. &lt;br /&gt;
&lt;br /&gt;
Einstein Engines employees both local and abroad work here; with the more menial work being provided by the local workforce and executives or other high-ranking corporate employees being brought in from abroad. Security within the SEZ is high, with both corporate contractors and Kala enforcers being present.&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
Qerrbalak has seen a number of Governments since the Skrell first started forming societies. Today the planet follows a strict [[Nralakk_Federation#Government_Structure|hierarchial system]], and is divided into five different regions that answer to the planets Planetary Governor. While the Grand Council of the Nralakk Federation typically does not handle smaller duties personally, the importance of Qerrbalak means that the Planetary Governor of the planet is often included within the Grand Council and their meetings. The current Planetary Governor of Qerrbalak is &#039;&#039;&#039;Qyal’uu Voqui&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The regions are divided as follows:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eqloq Region&#039;&#039;&#039; - The region is located in the northwest area of Qerrbalak, and its inhabitants typically maintain a low-impact agrarian lifestyle that has lasted for over a thousand years. The region has a storied history with Qeblak, with some of the oldest monuments dedicated to the Qeblak constellations being located here.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ocror Region&#039;&#039;&#039;- Considered the ‘origin point’ of the Skrell species, Ocror can be found in the southwestern part of Qerrbalak. The region offers well-preserved evidence of it being the cradle of civilisation on the planet, with the crater Arqo-Wohai being the main evidence for how life began on Qerrbalak. The region acts as the bureaucratic centre of both Qerrbalak and the Nralakk Federation as a whole, and hosts the capital city of Kal’lo.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ash’Alq Region&#039;&#039;&#039; - Located along the planets equator, Ash’Alq is the largest tropical island on Qerrbalak. It’s considered one of the most important cultural landmarks within the Nralakk Federation; the most notable point of interest here being the Tzqul Archive within the Ploat’nil atoll, the archive that contains the vast majority of Skrellian knowledge. Ash’Alq has a strong tourist economy because of its status, and is given large subsidies to maintain itself. The island is also home to the largest surviving coral reef on Qerrbalak, a location that’s heavily regulated by Federation authorities due to its ecological significance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crieq’Bruq Region&#039;&#039;&#039; - The most south-eastern continent on Qerrbalak, the region enjoys a varied climate and an abundance of fauna and flora inhabiting it. The continent formed late into the planets formation, and as a result it is more tectonically active compared to the rest of the planet. The infrastructure that can be seen here is heavily influenced by this, with most buildings being build low to the ground, and what few high-rises there are being built to account for the sway and potential destruction that comes with an earthquake. There’s little in the way of industry here, with most forms of work either being agricultural or scientific.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ucra Region&#039;&#039;&#039; - Named after the Ucra Crater, the region is an atoll located in the northern hemisphere that is also one of the deepest underwater locations on the planet. The region is heavily isolated from the rest of the Qerrbalak, with most settlements having long generational ties to the region. As a result, the citizens here are quite insular, and the cities have an entirely Axiorii population. Attempts to bring in Skrell from other regions of Qerrbalak have been met with some resistance, with the Government eventually deciding on a more gradual approach to integrating outsiders into the community here. Ucra has a strong maritime tradition, with most of its economy relying on fishing in the nearby waters.&lt;br /&gt;
==Culture and Demographics==&lt;br /&gt;
&lt;br /&gt;
While most of the Nralakk Federation’s colonies have benefitted from a monoculture due to how recently they were established relative to the history of the Skrell, Qerrbalak is divided between two groups: the more progressive and modern Skrell society that’s typical for the Nralakk Federation, and the more insular, ‘traditional’ societies that can be seen within the Ucra region or in the city of Eriuyushi. While most on Qerrbalak are loyal to the Federation despite their views on tradition, many of these insular settlements are more concerned with living the (relatively) same simple life that their ancestors had centuries before. The Nralakk Federation has officially adopted a policy of non-interference with these local cultures, providing assistance where possible but otherwise doing its best to preserve these unique societies. Saying this, the Federation where possible attempts to slowly modernise these societies, with state-owned enterprises establishing new businesses and bringing in outside Skrell as a means to further integrate these communities into the greater Federation.&lt;br /&gt;
&lt;br /&gt;
As Qerrbalak is the homeworld of the Skrell, and is the capital world of the Nralakk Federation, it is one of the most well-developed planets within Federation space. Living on Qerrbalak is seen as a privilege, with strict requirements for those who are interested in immigrating; Skrell are required to be Primaries, while Vaurcae and Dionae are additionally required to be renowned scientists or cultural idols in their respective fields. The planet is known for its more overt use of surveillance of its citizens, as well as issuing harsher punishments for even minor offences, while at the same time providing the best quality of life in Federation Space.  &lt;br /&gt;
===Holidays===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nral&#039;viq&#039;&#039;&#039; - While technically a Federation-wide holiday, [[Skrell_Culture#Nral&#039;viq|Nral’viq]] or &#039;&#039;&#039;Federation Week&#039;&#039;&#039; has a unique aspect directly linked to Qerrbalak; ‘Origin’ is the name given to the annual pilgrimage many Skrell perform as part of the Nral’viq celebrations, with most of Qerrbalaks revenue from tourism coming from pilgrims visiting Qerrbalaks beaches.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Haqm’maaq&#039;&#039;&#039; -  Taking place in the last month of Qerrbalaks Qu-Paalq season, the holiday is more of a competition, being known on Qerrbalak colloquially as &#039;&#039;&#039;The Tadpole Trials&#039;&#039;&#039;. The Federation organises regional competitions for younger Skrell to participate in, with the regional winners participating in a grand final in the capital of Kal’lo. The winner of the final is awarded a large increase to their Social Compatability Index rating, while their parents are also similarly rewarded. The aim of Haqm’maaq is to promote the idea of parents teaching their children skills outside of what they’d typically learn in school. Subjects of note that contestants will be asked to discuss include philosophy, history, and culture.&lt;br /&gt;
&lt;br /&gt;
===Demographics and Aliens===&lt;br /&gt;
[[file:QerrbalakDemographics.jpeg|thumb|350px|A pie chart showing the demographics of Skrell living on Qerrbalak.]]&lt;br /&gt;
&lt;br /&gt;
Qerrbalak has an Axiori majority due to the high number of underwater settlements on the planet. Despite this, the planet still has a large number of Xiialt Skrell, and because of the high number of both subspecies, Qerrbalak has one of the highest populations of Xiiori Skrell within the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
Because Qerrbalak holds no major significance outside of its role as the bureaucratic centre of the Federation and its cultural importance as the homeworld of the Skrell species, there are very few non-Skrell living on Qerrbalak. There are a few humans employed by Einstein Engines to work within the SEZ in Kal’lo, while Diona functionaries and Primary Numericals make up the majority of the non-Skrell population on Qerrbalak. &lt;br /&gt;
&lt;br /&gt;
Skrell make up &#039;&#039;&#039;97%&#039;&#039;&#039; of the total population of Qerrbalak. The percentages below are of the &#039;&#039;&#039;Skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*40% Axiori&lt;br /&gt;
*37% Xiialt&lt;br /&gt;
*23% Xiiori&lt;br /&gt;
&lt;br /&gt;
Non-Skrell make up &#039;&#039;&#039;3%&#039;&#039;&#039; of the total population of Qerrbalak. The percentages below are of the &#039;&#039;&#039;non-Skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*97% Diona&lt;br /&gt;
*3% Human&lt;br /&gt;
&lt;br /&gt;
==Major Cities and Landmarks==&lt;br /&gt;
[[File:Jargon Cities FINAL.png|thumb|360px|A map of Qerrbalak and its cities.]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Kal&#039;lo===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039; is the most well-known city within the Nralakk Federation, and is the capital of Qerrbalak. The city exists as the bureaucratic centre for Qerrbalak and the Nralakk Federation as a whole, with most high-level political decisions and diplomatic engagements being made here. While the [[Nralakk_Federation#Grand_Council|Grand Council]] are known to utilise subspace communications for the majority of their meetings, they are expected to return to Kal’lo for their annual Council meeting.&lt;br /&gt;
&lt;br /&gt;
Kal’lo is filled with mostly Governmental offices and prominent businesses, with very little space provided for residential districts on the outskirts of the city. The most well-known landmark within the city is &#039;&#039;&#039;Kal&#039;lo Square&#039;&#039;&#039;, where a memorial to the first Grand Councillor [[Notable_Skrell#Tiipis_Yla|&#039;&#039;&#039;Tiipis Yla&#039;&#039;&#039;]] can be found; Tiipis Yla is best known for their proposed blanket ban on artificial intelligence, a proposal that won them the election.&lt;br /&gt;
&lt;br /&gt;
The city has the largest concentration of Xiialt Skrell on the planet, with over 80% of Skrell within the city being Xiialt. The majority of Axiori and Xiiori Skrell that live within Kal’lo can be found in the outskirts of the city, closer to the lakes or other bodies of water located nearby.&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;
===Qwklip===&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;Qwklip&#039;&#039;&#039; can be found on the planets southern island, on the coast. Best known for the state of the art research facilities and [[Skrell_Faith#Qeblak|observatory domes]], most Skrell living here are recognised scientists and researchers; there is a higher number of [[Skrell_Culture#Primary_Numericals|Primary Numericals]] living within Qwklip than in any other city on Qerrbalak. Because of the compatability index disparity within the city, Qwklip relies heavily on imported goods from other regions.&lt;br /&gt;
Qwklip’s reputation has resulted in many intellectuals within the Nralakk Federation fantasizing about ‘retiring’ to the city to take on passion projects. Many who live or were born within Qwklip rarely move out unless forced to in the event that their index rating drops significantly.&lt;br /&gt;
&lt;br /&gt;
With the integration of the [[Diona_in_the_Federation|Diona]], Qwklip has seen a fair number of high-performing gestalts move to Qwklip after establishing themselves as recognised scientists within their respective fields. Although numbering only in the dozens, the Diona living here are considered some of the brightest of the species who have managed to build an impressive index score throughout their life.&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;
===Oibuish===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The city of &#039;&#039;&#039;Oibuish&#039;&#039;&#039; is most well-known for it being the primary victim of the &#039;&#039;&#039;Weilshi Sea Crisis&#039;&#039;&#039;, the tragedy that was caused by the artificial intelligence known as &#039;&#039;&#039;Vana&#039;&#039;&#039;. The city is seen as an example of what the unregulated AI in human space are capable of; to this day Oibuish still shows signs of extensive damage caused by the Weilshi Cold Fusion Plant overloading, with many parts of the city still submerged underwater. The mineral-rich soil revealed after the crisis contributed to the survival of Oibuish, with its economy recovering quicker than projected thanks to the city quickly capitalising on the discovery.&lt;br /&gt;
&lt;br /&gt;
Vana’s actions during the Weilshi Sea Crisis has made the inhabitants of Oibuish incredibly opposed to synthetics in all forms - even when compared to the average Skrell. This can be seen in the lack of automation in many of its industries compared to the rest of Qerrbalak. Skrell from Oibuish are much more likely to be more physically adept than other Skrell as a result of this.&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;
===Pa-Tup&#039;Zlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The village of &#039;&#039;&#039;Pa-Tup&#039;Zlip&#039;&#039;&#039; resides in the northern icecaps of Qerrbalak. Established early in Skrell history, not much advancement has been made in modern times. Living on the polar icecap has not been without challenge to the Skrell residing here; during planets Lu-Paalq the temperatures can drop to as cold as -30°C. Residing mainly in structures made of compact ice and snow the Skrell that occupy Pa-Tup&#039;Zlip are often considered behind the times when compared to Skrell living elsewhere. They have no real industry and mainly live in a tribal society; delving into the icy waters to catch fish and other creatures for sustenance. The inhabitants of Pa-Tup&#039;Zlip are also a rare case in and of themselves; when compared to a normal Skrell they would seem quite overweight; especially due to their larger headtails that they wrap around their heads for warmth. However, this added body mass is actually a biological advantage against the cold of the north. In recent years the Pa-Tup&#039;Zlip people have accepted aid from Kal&#039;lo as the resources within their ancestral hunting grounds dwindle, which has been attributed to the ecological damage Qerrbalak has received over the centuries. The settlement has withstood many attempts to be integrated into greater Skrell society until now, with Federation authorities both overjoyed and saddened at the recent cooperation they’re seeing from the Skrell of Pa-Tup’Zlip.&lt;br /&gt;
&lt;br /&gt;
The settlement is also the only major landmark near the headquarters of the [[Skrell_Politics#Federation_Enforcement|Kala]] branches. Established somewhat close to Pa-Tup’Zlip, the Kala headquarters is home to some of the most senior officials from the various Kala branches, as well as the training grounds for arctic survival courses.&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;
===Qerr&#039;wesi===&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;Qerr’wesi&#039;&#039;&#039; is one of the oldest cities still standing today, with archaeological evidence suggesting that it&#039;s one of the &#039;&#039;&#039;earliest&#039;&#039;&#039; cities of the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039;. The city itself is located in the middle of the Tuz’qlip Ocean, close to the ocean’s floor.&lt;br /&gt;
&lt;br /&gt;
The area surrounding Qerr’wesi is littered with trenches and ravines, with dig sites and archaeological bases being a common sight, while within the city itself is a large underwater cave network where the original hunter-gatherer society once lived. Adorning the walls of this cave network are extensive engravings detailing this proto-Skrell society’s life, although legible markings are a rare sight today. Great care is taken to preserve any remnants of the cave settlements and any wall carvings found, with the famous &#039;&#039;&#039;Cave of Ranaera&#039;&#039;&#039; being the most well-preserved cave to date that’s also open to the public.&lt;br /&gt;
&lt;br /&gt;
Much of the city’s architecture is built on top of what’s named ‘Old Qerr’wesi’, with whole buildings and roadways carved into the sea trenches. The ‘higher’ parts of the city are considered premium real estate by its inhabitants, with residential areas built on top of the city’s trenches being reserved for those of a high [[Skrell_Culture#Social_Credit_System|Societal Contribution Index rating]]. The deeper you go, the less ideal it is to live, with the ocean floor being considered a slum that’s mostly inhabited by tertiaries or low secondaries. Because the city is underwater and more accommodating to Axiori Skrell, the majority of those who live in the lower sections of Qerr’wesi are Axiori Skrell, who are better suited to work in the city’s menial labour force.&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;
===Eriuyushi===&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;Eriuyushi&#039;&#039;&#039; is commonly referred to as the &#039;&#039;&#039;Glowing Gem&#039;&#039;&#039; of Qerrbalak, located underwater in a lush, bioluminescent kelp forest that stretches all the way from the seafloor to the surface. The plant growth can be thick enough in most places to be seen from space at night. First settled when the &#039;&#039;&#039;Ranaera Skrellis&#039;&#039;&#039; of Qerr’wesi migrated eastwards, Eriuyushi became a permanent settlement due to its natural beauty and abundance of wildlife. To this day the main economy of Eriuyushi is in agriculture and animal husbandry; most who live in the city either manage or work at one of Eriuyushi’s &#039;&#039;&#039;Aqoliz&#039;&#039;&#039; ranches or at one of the many kelp farms dotted around the region.&lt;br /&gt;
&lt;br /&gt;
For the majority of its existence, Eriuyushi has been mostly populated by Axiori, however, in recent years many prominent state-owned enterprises have begun to encroach on the settlement, bringing in their own Xiialt employees to run the luxury resorts and other large-scale industries being developed. Many of the Axiori natives feel displaced, with many ranches and farms being bought out to make space for more modern facilities of the same industry; inversely, Eriuyushi is considered to be in an economic boom and is one of the best-performing cities on Qerrbalak as a result of the developments done by the state-owned enterprises. Today most of the original agricultural and animal husbandry industry has been replaced by industrial farms, luxury resorts, and other various businesses. The original Axiori population has also slowly dwindled, with a roughly 50/50 split between Axiori and Xiialt and Xiiori Skrell.&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;
===Xy&#039;laxi===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A relatively newer city compared to some of the ancient cities on Qerrbalak such as Qerr’wesi, &#039;&#039;&#039;Xy&#039;laxi&#039;&#039;&#039; is an underwater industrial powerhouse. The city is similar to Oibuish, as both cities exploit what is considered the last of Qerrbalaks readily accessible mineral wealth. &lt;br /&gt;
&lt;br /&gt;
Xy’laxi is quite insular, but not on the same level as settlements such as Pa-Tup’Zlip or those found in the Ucra region. Those who move to Xy’laxi are usually met with suspicion, and will find it much more difficult to find employment; as a result, the city has an almost entirely Axiori population. Regardless, not many find themselves wanting to move to Xy’laxi due to its heavy pollution increasing the rate of [[Skrell_Ailments|Tuux]] developing in its inhabitants. Neighbouring cities such as Eriuyushi are calling for investigations into Xy’laxi’s waste and pollution management, with many scolding the city for its apparent apathy towards Qerrbalak&#039;s environmental policy.&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;
===Major Landmarks===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Tzqul Archive&#039;&#039;&#039; is a facility that houses a vast majority of [[Skrell History]] and knowledge. It was encrypted by [[Skrell History|Glorsh-Omega]] shortly before it disappeared and has yet to be unlocked. In 2461, a Skrell attempted to break the encryption through [[Warbling : The Musical| illegal means]], which resulted in the Archive commencing various actions that had never been observed before - as well as begin glowing a hue of maroon. The locking of the Tzqul Archive prompted the establishment of [[Nralakk_Federation#The_Archive_Project|The Archive Project]], an effort to decentralise the collective knowledge of the Skrell and to potentially recover what knowledge they lost with the Tzqul Archive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Haq&#039;Xaq&#039;&#039;&#039;, a dormant volcano located southwest of Gialok. Mount Haq&#039;Xaq was said to have last erupted in &#039;&#039;&#039;601 CE&#039;&#039;&#039;, and from calculations its next eruption is due in &#039;&#039;&#039;2470&#039;&#039;&#039;. Thousands come to Mount Haq’Xaq every year to visit, with many hoping to witness an early eruption. It has been measured to be over 5000m high, almost as large as Mount Everest on [[Earth]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Ruins&#039;&#039;&#039; is the collective name given to the ruins of four Skrell cities found across the southern hemisphere of Qerrbalak: &#039;&#039;&#039;Jrugl’Qlip&#039;&#039;&#039;, &#039;&#039;&#039;Xyla&#039;&#039;&#039;, &#039;&#039;&#039;Juerlduern&#039;&#039;&#039;, and &#039;&#039;&#039;Wleshi&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The city of &#039;&#039;&#039;Juerlduern&#039;&#039;&#039; is the oldest of the four cities, estimated to be one of the oldest Skrellian cities established outside of the &#039;&#039;&#039;Ocror Region&#039;&#039;&#039; and before the nations making up the Commonwealth of the Three were ever officially formed. There are archaeological digs across its ruins to determine who lived there and how it became a forgotten ruin for so long, but so far no evidence has been found to support any popular theories.&lt;br /&gt;
&lt;br /&gt;
The cities of &#039;&#039;&#039;Jrugl’Qlip&#039;&#039;&#039; and &#039;&#039;&#039;Xyla&#039;&#039;&#039; on the other hand, are infamously known for their destruction during the reign of Glorsh-Omega. While no Skrell alive at the time have been willing to divulge many details, it has been discerned that both cities acted as ‘holding areas’ for potential settlers to Qerrbalak; those who showed loyalty to Glorsh-Omega were invited to stay at one of these cities for a probationary period before being given permanent residence on the planet. For some unknown reason, near the end of Glorsh-Omegas rule over the Skrell the intelligence ordered the cities destroyed. What little is left of the cities is now preserved as heritage sites, reminding the Skrell that even collaborators were not safe under Glorsh.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Wleshi Ruins&#039;&#039;&#039; are the most mysterious set of ruins that are part of this group, with few surviving buildings or records found. The most notable location is a subterranean lake underneath what is considered the ‘city centre’ of Wleshi, which contains evidence of it being a Weishiin sanctuary. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vytel,_The_Just_Queen&amp;diff=35363</id>
		<title>Vytel, The Just Queen</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vytel,_The_Just_Queen&amp;diff=35363"/>
		<updated>2025-01-31T07:50:38Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox broods&lt;br /&gt;
 |Queen = Ta’Akaix’Vytel’hyr’tkud C’thur&lt;br /&gt;
 |Alt title = The Just Queen&lt;br /&gt;
 |Image = vytelbrood.png&lt;br /&gt;
 |Color Akaix = &amp;lt;span style=&amp;quot;color:#141437&amp;quot;&amp;gt;(RGB 20,20,55)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Za&#039;Viax = &amp;lt;span style=&amp;quot;color:#000019&amp;quot;&amp;gt;(RGB 0, 0, 25) &amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ka&#039;Viax = &amp;lt;span style=&amp;quot;color:#0a2337&amp;quot;&amp;gt;(RGB 10, 35, 55)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Akaix = &amp;lt;span style=&amp;quot;color:#191937&amp;quot;&amp;gt;(RGB 25, 25, 55)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Viax = &amp;lt;span style=&amp;quot;color:#0e0e2b&amp;quot;&amp;gt;(RGB 14, 14, 43)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Locations = [[Qerr&#039;Malic|Qerr’Malic]], [[Republic of Biesel#Corporate Reconstruction Zone|Corporate Reconstruction Zone]], [[Eridani Federation]], Nralakk Federation&lt;br /&gt;
}}&lt;br /&gt;
A gregarious queen, Vytel’hyr’tkud and her brood maintain the C’thur Hive Warriors. Vytel was lauded as a champion amongst smaller Hive vassals upon [[Sedantis I|Sedantis]]. She crafted an image of neutrality and fairness that remains to this day. The youngest of the lesser queens brought with the C&#039;thur Hive, little was ever expected of Vytel beyond her peacekeeping missions, who maintained her brood in such numbers more as an afterthought in the consensus of the Hive Queens. &lt;br /&gt;
&lt;br /&gt;
Historically a small brood, as C’thur made a point of using as little force whenever possible, in what her brood lacked in numbers Vytel made up for it with profound charisma. Her brood’s duties typically concerned peacekeeping and as such many of her spawn interacted regularly with other Hives. &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Ever since the [[Vaurca History#The Exodus|Exodus]] from Sedantis, however, Vytel’s brood has been pressed the hardest. For the length of their two-thousand year journey to the Orion Spur, Vytel and her brood would be tasked with investigating the function of unknown devices and areas of the massive K’laxian Hiveship. Through trial and error, as well as many Bound and Unbound deaths, she was able to approximate the functions of every device and room upon the Kloxa’xia. This unexpected use that the Hive has called her for has colored her perceptions of the other lesser queens, sanitizing their relationship.&lt;br /&gt;
&lt;br /&gt;
Her issues worsened when the [[The Lii&#039;dra|Lii’dra]] boarded their Hiveship, as it was Vytel’s brood primarily that was mobilized to expel them. Indeed, it was her brood that succeeded in doing so, despite several other Lesser Queens refusing to mobilize their own smaller Warrior forces. When it was found out that her mother, [[C&#039;thur, Queen of Masques|High Queen C’thur]], suffered a mortal wound in the attack, Vytel took it badly. She blamed herself and her brood for the failure of the High Queen’s defense, helped along by similar accusations from other Lesser Queens. &lt;br /&gt;
&lt;br /&gt;
Her situation changed somewhat when they came in contact with the [[Skrell]]. In saving the High Queen, Vytel has pledged more of her brood to the Nralakk Federation than any other Queen and has redoubled her efforts in expanding her brood. Always fascinated by other cultures, she and her brood have adapted well to their current situation, working with the Skrell rather than simply using them in some cases.&lt;br /&gt;
&lt;br /&gt;
The complexity of her relationship with the other broods of the Hive has somewhat diminished, but an animosity still lingers amongst some of her kind. Other broods tend to view Vytel’s spawn with some trepidation, seeing them as pretentious, and too used to lectures on political and moral correctness.&lt;br /&gt;
&lt;br /&gt;
==Her Realm==&lt;br /&gt;
Her Virtual Reality is understood as a recreation of Xtykt’lotec, a city founded upon old Sedantis that housed the Court of Queens, a type of inter-hive diplomatic body. Housed equidistant from all major Hives upon Sedantis, Xtykt’lotec was an important neutral ground that housed the progress of Vaurcaesian diplomacy for over 8.000 years. The city was situated near the edge of several tectonic plates, necessitating that most of the city be suspended from cavern ceilings and giant rock formations while roiling lava bubbled below between fault lines in the crust of Sedantis. &lt;br /&gt;
&lt;br /&gt;
However, Vytel’s aim is better understood as the concept of justice itself, and some may even describe it feeling less of a place and more of a manifestation of the old legal codexes that resonate when entering, as if they were music with their vibrations. She is said to reside below it, as she does not believe that even Queens themselves are above the law.&lt;br /&gt;
&lt;br /&gt;
==Her Brood==&lt;br /&gt;
Most of Vytel’s &#039;&#039;&#039;Warriors&#039;&#039;&#039; have been repurposed for both the [[Skrell_Politics#Federation_Enforcement|Qukala]] forces of the Federation and as [[Eridani Federation Military|military contractors for the Eridani Federation]]. For them, the Queen has developed rules of warfare and civility known as the Yu’tjtuk’tia or The Prime Means. This set of rules justly covers any situation one would find themselves in within a war and politics and that all Warriors are expected to know. It is this strict adherence to principles that give her brood their respect amongst other Hives. From all the C’thur Hive, the Vytel Warriors are provided the best voice modulators that allow clearer and better speech.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Workers&#039;&#039;&#039; of her brood have been mostly in charge of any civilian jobs involving the [[Qerr&#039;Malic|Qerr’Malic]] attractions, other needs required by the [[Nralakk Federation]] and, most recently, shipped to the [[Republic of Biesel#Corporate Reconstruction Zone|Corporate Reconstruction Zone]] as of lately, used by the megacorporations in either aid for establishing infrastructure or as neutral parties that may be used as the corporate rule tries to establish order. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Bulwark&#039;&#039;&#039; has given Vytel the opportunity to use her Warriors smarter, with many Ras  just acting as ‘the muscle behind the law’, as it has become common for her to say, with the new caste employed mostly as righteous, law-abiding personal assistants of lawyers or lawmakers, having their size fool anyone who may wish to do them harm. The demand for this job, however, has not been as high as she first expected, and thus some Bulwarks are now employed in service jobs.&lt;br /&gt;
&lt;br /&gt;
==Xakat’kl’atan==&lt;br /&gt;
Just like the Queen herself, her Xakat’kl’atan share much of her personality. The following are two examples, acting as ideal teachers for newborn Vaurcae.&lt;br /&gt;
&lt;br /&gt;
===Ka’Akaix’Eon C’thur===&lt;br /&gt;
Eon is, for a lack of better word, a legal scholar. One of the brightest minds and in full support of the Court of Queens, Eon is highly respected by all Hives, and still remains an authority in regards to this period in Vaurca history. Especially to those Zo’ra in human space, a few have been required by their respective broods to fill in as lawyers, paralegals and any other jobs in the Biesellite Courts. Eon has accepted, as an act of inter-hive diplomacy, to teach those Zo’ra, and has become a legal scholar in skrellian, human and Unathi law too. &lt;br /&gt;
&lt;br /&gt;
===Za’Akaix’Tzel C’thur===&lt;br /&gt;
Tzel was made a Master of Ideal Forms for strategy. Tzel has formed valid and viable strategies for all combat scenarios that come to mind; from how to flank in the most efficient manner, to how to cause worthwhile damage in multiple scenarios. From suicidal close combat strategies to naval operations, Tzel is still forming military tactics to this day, reimagining warfare to include the new species. Every weapon, every odds, every psyche of every combatant is taken into consideration. It is said that Tzel has formed strategies that include bizarre tactics such as driving the opponent insane, though these are yet to be confirmed. Victories achieved by one of Tzel’s strategies are commonly studied by those seeking to learn. &lt;br /&gt;
&lt;br /&gt;
==Weavemakers and Notable Subrealms== &lt;br /&gt;
Vytel&#039;s [[Virtual_Reality#Weavemakers|Weavemakers]] typically apply for the position and are scrutinised per a codex of criteria, covering topics around correct conduct, such as a guarantee that subrealms will not intentionally spread misinformation. It is rare for applicants to be denied, though not unheard of for controversial members of the brood. Her Weavemakers are known for their attention to detail, especially when ensuring accuracy in conducting extensive research on topics they plan to integrate. &lt;br /&gt;
&lt;br /&gt;
===Chambers of tranquillity===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kla&#039;Rea&#039;Xenda&#039;&#039;&#039;, or &amp;quot;Chambers of tranquillity,&amp;quot; were designed amidst an attempt to reestablish the Court of Queens. High Queen Zo&#039;ra requested the realm and the project was ledby Queen Vytel, with aid from a Weavemaker of each Hive, a profession much rarer at the time due to how novel Virtual Reality was. Of the three designers—Ka&#039;Akaix&#039;Lep C&#039;thur, Ka&#039;Akaix&#039;Pena Zo’ra, and Za&#039;Akaix&#039;Etr K’lax—only Lep remains to tend the realm, Etr having perished after the great loss of K’lax Cephalons, and Pena having ceased Weavemaking altogether. The Chambers resemble an absolutely gargantuan and majestic courtroom. It is from within its walls that legal disputes are resolved, overseen by scholarly Vytel judges or, on rare occasions, even the Queen herself. &lt;br /&gt;
&lt;br /&gt;
During the Hives Renaissance, the rulings handed down by the Chambers carried a great deal of weight, and although they were still subject to being vetoed by Zo&#039;ra, they were generally considered the final authority. This political power has greatly diminished since the Exodus. The Chambers now serve to arbitrate disputes internal to C&#039;thur Hive and are yet to have officially been integrated back into the reformed Court of Queens as the legislative body, although rumors of this changing soon are rife.&lt;br /&gt;
&lt;br /&gt;
===Enforcement Directive===&lt;br /&gt;
Enforcement Directive, known as &#039;&#039;&#039;Tren&#039;taka&#039;&#039;&#039; in Vaurcese, began as a training programme for integrating Vytel warriors into the Nlomkala. Designed by Za&#039;Akaix&#039;Poal C&#039;thur, it soon became a well-known source of entertainment amongst the brood and beyond. Due to popular demand, it was split into two separate modes known as realistic and simplified. In both versions, participants take on the position of Nlomkala officers through procedurally generated scenarios, fighting crime in locations across the Federation. &lt;br /&gt;
&lt;br /&gt;
Where the two modes differ is in ease of access. Simplified is more like a game and is far less punishing for Warriors who make errors, whereas realistic expects Nlomkala procedure to be followed to the letter, with mistakes penalised harshly when receiving the final grade after a scenario. The Nralakk Federation was made aware of this subrealm when inquiring into the nature of Vytel&#039;s Nlomkala training regime and has strongly praised it, even going so far as to work with Queen Vytel to offer a leaderboard with slight Social Compatability Index rating improvements for those reported as being within the top ten every month.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
As much as Vytel can pledge loyalty to Nralakk, she knows that she will always remain on the side of C’thur. Because of such, slowly but surely she has ventured to fulfill the demands the megacorporation employers of C’thur make in human space. Vytel’hyr’tkud has also expressed interest in K’lax diplomacy, as the relationship has become tarnished again in the past few years. &lt;br /&gt;
&lt;br /&gt;
{{Vaurca broods}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=35362</id>
		<title>Notable Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=35362"/>
		<updated>2025-01-31T07:50:17Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Notable Skrell=&lt;br /&gt;
&lt;br /&gt;
For as long as written and oral records have been kept, [[Skrell]] society has had a score of outstanding individuals within it who made their mark on the species’ history. Many minor historical figures have been forgotten since the Tzqul Archive was sealed, while others were merely reduced to footnotes in history and forgotten as their historical relevance waned over the millennia. With this said, planets within the Nralakk Federation are known to keep their own detailed records of notable figures that would otherwise be forgotten by Skrellian society at large, with most even receiving their own dedicated display or wing within local museums.&lt;br /&gt;
&lt;br /&gt;
= Modern =&lt;br /&gt;
&lt;br /&gt;
==Lori&#039;Eldap Joolro&#039;Loveq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : May 5th 1901 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Joolro&#039;Loveq was the oldest living Skrell in existence -- Born in 1901, they were the Head Teacher of the Aliose University of Medical Sciences.  They were on a strict medicinal regimen to help prolong their life, along with several surgical treatments such as organ transplants. They were capable of standing for a few minutes, and famously met the oldest Human in existence several times - and continued to meet the oldest human every time the oldest died.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/4674-warble-enquirer/page/5/#comment-166359 Joolro&#039;Loveq died in 2465] and was buried in a large mausoleum on Aliose constructed by the C&#039;thur on the orders of the Grand Council. This mausoleum rests on top of the newly built Orq’wesi Medical Complex, a treatment center for rare diseases.&lt;br /&gt;
&lt;br /&gt;
==Ju&#039;qoli Yeeboq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : Feburary 14th 2287&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ju’qoli Yeeboq, or ‘Ju’qoli Qu’, literally meaning ‘Ju’qoli The Bright’, is the leader of a Federation Resistance cell known as [[Federation_Crime_and_Resistance#Plurqh&#039;Quq_(Freedom_Fighters)|Plurqh’Quq]] - Freedom Fighters. They were a former Qukala soldier who switched sides following what they claim were atrocities committed against Lyukal sympathisers that their unit was forced to carry out. Ju&#039;qoli is best known in the Federation for their extranet broadcasts, where they address the citizens of the Federation in full combat uniform accompanied by several armed Skrell. These imposing broadcasts have common themes that centre on the Federation&#039;s faults, regularly calling out the Grand Council for its oppressive rule over Skrell. These broadcasts do not last long as the Federation is quick to take them down before they reach a wide audience, but the Plurqh&#039;Quq are known to post recordings on Viv-ID and other spaces on the extranet for people to find.&lt;br /&gt;
&lt;br /&gt;
Yeeboq was a decorated Qukala soldier before joining the Lyukal, but the Federation has made it difficult to search their service record easily on national security grounds. Although Yeeqboq was stationed in the Traverse around the time they deserted, no one so far has been able to find any evidence of these &amp;quot;atrocities&amp;quot; that they claim the Grand Council ordered against Lyukal sympathisers in the region. The Grand Council denies that anything took place on their orders, but Yeeboq is steadfast in their allegations.&lt;br /&gt;
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==Ockq Oona==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : May 8th 2301&#039;&#039;&#039;&lt;br /&gt;
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Ockq Oona is the notorious hacktivist who founded the [[Federation_Crime_and_Resistance#Raqa&#039;Nuul_(Cybers)|Raqa’Nuul]], a Lyukal Cell that regularly commits acts of cyberterrorism against the Federation to further the Lykal&#039;s goals. Born deep within the Traverse, their upbringing and experiences with the Federation resulted in Oona becoming an outspoken activist for Traverse rights while a student at Depth College. While dissidence like this is arguably regular within the Traverse, Oona&#039;s online presence meant that their activism was reaching a wide audience which caught the attention of Federation authorities. While officially expelled from their Depth College for academic misconduct, Oona claims that their online presence and anti-Federation attitude meant that their Depth College was forced to expel them by government request. Oona was originally attending Depth College on a computer science course and alongside some of their former classmates, they formed an online community where they would use their knowledge to find and distribute anything they could find that would hurt the Federation&#039;s reputation. This student group would eventually evolve into the Raqa&#039;Nuul known today, and their activities now include cybercrime and hacktivism against Federation targets.&lt;br /&gt;
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Oona is well known to be cybernetically modified, their augmentations mostly being homemade designs that help Oona in their hacking and programming endeavours. What pictures are publicly available show Oona covered in electronics to an extreme degree. While modification like this is not considered abnormal in Federation society, similar to how ailments and disabilities are looked at with curiosity rather than revulsion, government authorities have taken to calling out Oona for their cybernetics; some have even gone as far as to refer to Oona as a sympathiser to Glorsh, and that their interest in computers and cybernetic enhancement is a symptom of this.&lt;br /&gt;
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==The Latent==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : ??? &#039;&#039;&#039;&lt;br /&gt;
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The Latent is the name given to the current leader of the [[Federation_Crime_and_Resistance#Oqolk-Kora_(New_Path)|Oqolk-Kora]]. Not much is known about them, and information surrounding their appearance and background has been hard to substantiate. The only fact known about The Latent that can be confirmed is that they are a follower of [[Skrell_Faith#Kir’gul|Kir&#039;gul]], but have taken a strange, almost militant interpretation of it; upon taking control over the Cell, The Latent had purged its ranks of all non-Kir&#039;Gul Skrell. The Latent&#039;s enigmatic nature and emphasis on following Kir&#039;Gul has been a cause for concern amongst others in the Lyukal, as some are unsure if the Oqolk-Kora should be allowed to be responsible for the caretaker government once the Lyukal takes control. The Federation has offered a large reward, both in the form of Sqiips and Societal Contribution Index rating, for any information that leads to identifying The Latent.&lt;br /&gt;
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==Psi==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : ???&#039;&#039;&#039;&lt;br /&gt;
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Similarly to &#039;The Latent&#039;, there&#039;s not much known about Psi other than their mononym and their leadership of the [[Federation_Crime_and_Resistance#Qranqi_(Subversives)|Qranqi]]. Unlike The Latent, however, Psi has been known to make appearances both online and in person. Their appearance changes drastically every so often, which has made it somewhat difficult to properly identify Psi and who they could have been before leading the Qranqi. Their height, mannerisms, and bombastic personality have been the only consistent features of Psi when they make their appearance, with physical features such as skin colour, headtails, and marks such as splotches or spots being changed with the assistance of Spa treatments.&lt;br /&gt;
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Despite the Federation&#039;s insistence that it is only one Skrell, their constantly changing appearance has resulted in a conspiracy amongst citizens in the Federation that Psi is not one single person, and instead is meant to be a metaphor for collective action and how all Skrell are oppressed under the current government. Much like The Latent, there is a large reward for any information related to Psi.&lt;br /&gt;
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==Xioshi==&lt;br /&gt;
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&#039;&#039;&#039;Birthdate : ??? &#039;&#039;&#039;&lt;br /&gt;
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The infamous Admiral of the Ti&#039;Rakqi, Xioshi has been a plague on the Federation for over a century since his ascension to command in the pirate fleet. Little is known about the Skrell&#039;s history before he joined the ranks of the Ti&#039;Rakqi.&lt;br /&gt;
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His piracy career is a thick collection of cunningly won engagements and strategic genius. He&#039;s widely regarded by both the Ti&#039;Rakqi and Qukala as the Spur&#039;s leading master of asymmetrical warfare.&lt;br /&gt;
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Almost as concerning as his genius, Xioshi is known to be a powerful psionic user and listener. In every trial undertaken to receive advancement, Xioshi flattened his opponents in tests of psionic skill. Some Qukala reports suggest that when Xioshi is in personal command of a fleet action, he directs his Captains from his flagship using his abilities and a retrofitted Nlom beacon.&lt;br /&gt;
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==Weashbi Jrugl==&lt;br /&gt;
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&#039;&#039;&#039;Birthdate : July 24th 2357 &#039;&#039;&#039;&lt;br /&gt;
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Weashbi Jrugl was born on the Skrell homeworld in &#039;&#039;&#039;2357 CE&#039;&#039;&#039; to an archaeologist and an engineer in the ruins of a city between Heshy’Qlip and Xyla as their parents were working at a dig site. As they grew up, they gained a drive to learn as much as they could about the animals and people of their homeworld. In &#039;&#039;&#039;2377 CE&#039;&#039;&#039;, they applied and were accepted to the Gliutip’lyaz University. They rose to the challenge of the rigorous schooling environment and social setting of Gliutip’lyaz University and left the school in &#039;&#039;&#039;2400 CE&#039;&#039;&#039; as a much more skilled and well-connected individual.&lt;br /&gt;
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Jrugl worked as a xenobiologist for thirteen years before Skrell made first contact with the Tajara. They were one of many xenobiologists who quickly gained a keen interest in the species, and it was not long before they had released their first research paper on the alien species. Jrugle made it their goal to produce and compile research into easily digestible papers so that every Skrell in the Federation could learn about the Tajara if they had an interest. This pattern of research and publication went on for many years regardless of the subject, making Jrugl a well-known and popular figure in their field as their work was something that most Skrell could find approachable. At one point, Jrugl came under scrutiny when it was revealed that they were publishing research papers under a pseudonym, and was given an ultimatum by the rest of the Grand Council: either publish all works officially or not at all. All of the Councillor&#039;s work was made public following this, revealing Jrugl to be prolific in the scientific community even after they were elected.&lt;br /&gt;
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Jrugl came to work alongside humans often, both as a means of comparing notes and interacting with their strange cultures. In early &#039;&#039;&#039;2451 CE&#039;&#039;&#039;, Jrugl attended an event in which a Solarian Alliance ambassador bragged about the amazing capabilities of their AI; the ambassador claimed that an AI had found the highest prime number possible. Annoyed and proud as they were, Jrugl used their mathematical knowledge along with strategies they had learned during their decades of study to quickly prove the ambassador wrong. Weashbi Jrugl, in a fit of stubbornness, had discovered a new “highest known prime number” in only a few hours.&lt;br /&gt;
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Weashbi was already a well-known xenobiologist by this time, but this stunt involving prime numbers launched them into celebrity status. The Grand Councillor at the time commended their work, as did most Skrell across the galaxy. Politicians moved for the ruins Jrugl was born in to be renamed in honour of Weashbi Jrugl. Jrugl found the decision to be in poor taste, so the ruins were instead renamed in honour of Jrugl’s ancestors who perished there during the reign of Glorsh-Omega. The area is known today as the [[Qerrbalak#The_Ruins|&#039;&#039;&#039;Jrugl’Qlip Ruins&#039;&#039;&#039;]], and reclamation efforts have been planned to make the outskirts surrounding the ruins into a hub of scientific study.&lt;br /&gt;
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When it came time for a new Grand Councillor to be elected following &#039;&#039;&#039;Rixa Tep-Wul&#039;&#039;&#039; stepping down, Weashbi Jrugl won by a landslide in the &#039;&#039;&#039;2453 election&#039;&#039;&#039;. Skrell across the galaxy knew them by reputation and their work, so they chose them to represent their interests in the Grand Council. Since then, Jrugl has pursued many ambitious goals. Most notable of these goals is their administration’s work to reintegrate systems that were not present for the Tresja Agreement back into the Nralakk Federation.&lt;br /&gt;
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As the incumbent Grand Councillor during the &#039;&#039;2463&#039;&#039; election, Jrugl relied on their accolades during their first term, as well as promises of further prosperity under their leadership should they be re-elected. During their second term, they enacted various reforms regarding the Tupkala, as well as establishing Special Economic Zones throughout the inner systems, allowing most of the Megacorporations in the Spur to operate - at least in a limited capacity - within Federation Space.&lt;br /&gt;
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[[File:Ormish Jrolk.jpg|thumb|right|Ormish Jrolk: The renowned Skrell scientist.]]&lt;br /&gt;
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== Ormish Jrolk ==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : July 19th 2097&#039;&#039;&#039;&lt;br /&gt;
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Jrolk was born on Aweiji during the Era of Synthetic Oppression and had survived beneath the tyrannical intelligence for almost a century before its disappearance within the Tri-Qyu Nebula. Despite their hardship, Jrolk went on to complete four degrees at the Grand University on Qerrbalak; Biochemistry, Physics, Genetics and Biotechnology. Their several degrees allowed their career to prosper, even under the ever-watching tyrannical eye of Glorsh-Omega.&lt;br /&gt;
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Jrolk is one of the most influential Skrell across the Orion Spur and was merely a little over two hundred upon the discovery of humanity in 2332. They were one of the first &amp;quot;ambassadors&amp;quot; meant to close the divide between the two species, soon becoming Zeng-Hu’s Chief of Research and assisted in perfecting cloning technology for use both within the Nralakk Federation and the greater Orion Spur. They are also considered the creator of the fertility treatments the Nralakk Federation uses today, having worked alongside Nalo Gir&#039;Roq.&lt;br /&gt;
Many have said Jrolk is a wise individual, mostly due to his advanced age and status as an Elder among the Skrell. Even with their reputation however, Jrolk failed to be elected as the Grand Councillor of the Nralakk Federation. Instead, they were appointed by Weashbi Jrugl to be Grand Advisor of Economic Development.&lt;br /&gt;
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== Kalq’Qi Weibii ==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : February 12th 2161&#039;&#039;&#039;&lt;br /&gt;
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Hailing from the Traverse, Kalq’Qi Weibii announced their running for the Grand Councillor’s seat in the 2463 Elections alongside both Ormish Jrolk and Weishbi Jrugl. Weibii is renowned across the Nralakk Federation for their involvement in reintroducing the various colonies left in isolation after the fall of Glorsh-Omega. They are considered a legend amongst other Representatives for their efforts in the Tresja Agreement signed in 2245 CE. &lt;br /&gt;
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Weibii was born within the last years of the Era of Synthetic Oppression, and had just completed their final degree at the Paa’Kiim Institution of Learning located on the colony of Paa’Kiim when the intelligence was destroyed. With degrees revolving around Political Science, Law and Communication they found themselves spearheading the Collaborator Trials on Paa’Kiim. There are varying perspectives on their decisions, but most tend to agree with the severity of their sentences. &lt;br /&gt;
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Weibii further went on to orchestrate a massive exodus of colonists from within the Traverse after losing in the Grand Councillor elections. This has led to thousands of individuals seeking reprieve from the Nralakk Federation’s iron fist within the Republic of Biesel, as well as Weibii becoming the &amp;quot;leader&amp;quot; of the lyukal; despite its decentralised nature, Weibii works to recruit, educate, and foster anti-Federation sentiment in Skrell outside of Federation space, and most resistance cells at least informally consider Weibii to be the leader of their organisation. In the aftermath of the riots brought about by the conflict between the Trinary Perfection and the Starlight Zone on Biesel, Weibii has been elected Community Liaison for the Starlight Zone and is considered the official leader of the community by most Skrell.&lt;br /&gt;
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Weibii has [https://forums.aurorastation.org/topic/4674-warble-enquirer/?do=findComment&amp;amp;comment=166073 shown their support] for the Independent Traverser Movement, using their status as leader of Mendell City&#039;s Starlight Zone and as a prominent anti-Federation figurehead to promote the movement&#039;s goals abroad. Despite the Federation claiming that many of Weibii&#039;s talking points are flawed or outright false, Weibii has succeeded in gathering support from the average Biesellite citizen thanks to the nation&#039;s history with the Solarian Alliance and its own independence. With that said, no politicians or other figures in human politics have decided to comment on the developing situation in the Traverse at this time, and it is unknown how successful Weibii&#039;s campaign will become.&lt;br /&gt;
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After the Independent Traverser Movement experienced its schism, Weibi was quick to denounce those who were open to negotiating with the Nralakk Federation as traitors to the cause for an independent Traverse. In the same public statement, Weibi had referred to the militant members of the ITM as &amp;quot;Quu&#039;dra&amp;quot;, or siblings, and said that they would be welcomed with open arms by the Lyukal. The Nralakk Federation was quick to respond by tightening border security in the event that members of the ITM attempted to take her offer.&lt;br /&gt;
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==Vraka Xora-Nel==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : November 10th 2389&#039;&#039;&#039;&lt;br /&gt;
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Director Vraka Xora of Xomor, an institution established to provide security services for businesses and private individuals. Xora-Nel rose through the ranks of the Qukala, and has secured over sixty years of experience within the military, making them an ideal candidate to lead the enterprise. Xora-Nel is known to personally take part in the designing of Xomor’s training programmes, deliberating with representatives of the Nlomakala to ensure that Xomor contractors operate with the same standards as the Federation’s police force - although in recent years they have been described as reclusive. Since their appointment to Director of Xomor in 2438, Xora-Nel has made very few public appearances, with most pictures of the Director being taken as they enter or leave the Grand Council chamber. The lack of public appearance has resulted in rumours ranging from illness to conspiracies such as Xora-Nel and Jrugl secretly being part of a Qu’Poxii. &lt;br /&gt;
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Xomor employees, despite never seeing the Director personally, describe them as a ‘remarkable individual’ and speak fondly of them when the topic is brought up.  &lt;br /&gt;
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==Xul Lurq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : April 3rd 2063&#039;&#039;&#039;&lt;br /&gt;
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Xul Lurq is Chancellor of Qerr&#039;Zolvq Industries, an enterprise responsible for all aspects of power generation, resource extraction, and production within the Federation. They graduated from Gliutip&#039;lyaz University, where they studied for 70 years. Since then, Lurq has donated millions of credits to Gliutip&#039;lyaz University and various charities around the Orion Spur. Chancellor Lurq is also known to give particular attention to Aweiji as it was their birthplace, with a considerable amount of their philanthropy going towards the continued development of the planet’s infrastructure. &lt;br /&gt;
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As a result of her openness and generosity, Lurq has achieved minor Idolship within the Nralakk Federation. A regular host of charity galas, they frequently invite notable idols within the Federation as well as foreign charity trustees and dignitaries. While the general consensus is that Lurq is exemplary and upstanding, rumours regarding unethical management of Qerr’Zolvq persist, with many believing that they maliciously allow the city of [[Qerrbalak#Xy&#039;laxi|Xy’laxi]] to disregard the environmental policy of Qerrbalak to keep its productivity high. &lt;br /&gt;
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==Nalo Gir-Roq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : March 29th 2301&#039;&#039;&#039;&lt;br /&gt;
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Nalo Gir-Roq holds the position of Overseer of Tuz&#039;qlip Researchers, a company whose aim is to help manage all aspects of Research and Development across the entire Federation. Known for their pioneering work on genetic therapy, they discovered methods to alleviate the damage caused by the X&#039;Lu&#039;oa brought about by Glorsh-Omega. They are a graduate of the Aliose University of Medical Sciences and regularly teach at the institution, and is a native of Aliose. &lt;br /&gt;
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Gir-Roq has succeeded in securing his status as an Idol within the Nralakk Federation, although some have claimed this is thanks to their underhanded tactics; Gir-Roq&#039;s former colleagues have openly stated that he is a slimy individual, willing to do whatever it takes to succeed. Although competitiveness is encouraged within Skrellian society, the Overseer’s former associates state that there are clear lines Gir-Roq crossed. In contrast to these claims, Gir-Roq receives unanimous praise from their students, with their teaching methods being described as ‘unorthodox, yet effective’.&lt;br /&gt;
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==Alot Sonq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : July 12th 2375&#039;&#039;&#039;&lt;br /&gt;
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Alot Sonq, a popular media figure and politician, is the current President of Nralakk Logistics, a state-owned enterprise tasked with tackling logistics, transport, and communications across the Nralakk Federation. Born on Aliose, and raised within the Fedas Archology, Sonq went on to graduate from Qerr’Malic Institute of Technology in 2425. They hold several degrees in fields relating to Information Technology, which allowed them to move up the hierarchy at Nralakk Logistics until their appointment to Chief Executive Officer in 2454.&lt;br /&gt;
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Sonq has allegedly developed a rather “headstrong” and “obstinate” personality within Nralakk Communications. Employees have often expressed little desire to go against orders received by management. Those that do often find themselves relocated to less desirable departments. While employees are encouraged to bring new avenues to explore to Sonq, very few have admitted to doing so in fear of miscommunication leading to a developing Lu’Poxii relationship.&lt;br /&gt;
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==Kezoq Torq-Bep==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : June 21st 2174&#039;&#039;&#039;&lt;br /&gt;
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Kezoq Torq-Bep is the newly appointed Commander of the Nralakk Federation&#039;s infamous Tupkala. They are personally responsible for overseeing all covert military activity within and outside the Federation&#039;s intergalactic borders. Before the Tups, Torq-Bep was a famous member of the Ruupkala, known for their exceptional psionic abilities and energetic presence. Several improvements were made to the Nlom Relay operation procedure under Torq-Bep&#039;s influence. Had Torq-Bep not been transferred, they were likely to become the Head of the Ruupkala, given enough time.&lt;br /&gt;
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Thrust into the precarious position of Tupkala Commander after a rogue predecessor, Torq-Bep is faced with several unfortunate circumstances as they begin their career. Thankfully, Grand Councillor Weashbi has provided massive support across the board for the reformed Tupkala. Within the Tupkala, Torq-Bep has already proven themselves a quick learner and astute leader.&lt;br /&gt;
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==Yoana Ji&#039;ko==&lt;br /&gt;
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&#039;&#039;&#039;Birthdate: February 18th, 2287&#039;&#039;&#039;&lt;br /&gt;
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Yoana Ji&#039;ko is an experienced career politician, who has been active in Federation politics for the last one-hundred and six years. Ji&#039;ko was prepared for a career in politics from a young age, and graduated from the Gliutip&#039;lyaz University with two degrees, one in law and another in political science. They found success in local politics soon after graduation, winning the Kal&#039;lo magisterial election in &#039;&#039;&#039;2358&#039;&#039;&#039; and serving three terms before becoming Governor for the entire Ocror region in &#039;&#039;&#039;2388&#039;&#039;&#039;.&lt;br /&gt;
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Their Governorship of the Ocror region is looked back on by many with mixed feelings; their management of the area was seen as reckless in some places by the more traditional inhabitants, while others saw Ji&#039;ko as a progressive leader who was adaptable when presented with a situation. Eventually, Ji&#039;ko stepped down as Governor in &#039;&#039;&#039;2427&#039;&#039;&#039;, publicly stating that they achieved their goals &amp;quot;to the best of [their] ability&amp;quot;, and that they believed it was time for another Skrell to &amp;quot;take the mantle&amp;quot; of administrating the capital region of the Homeworld. In reality, their popularity as Governor was beginning to wane as their progressive leanings began to grate against the more tradition-minded citizens of Ocror, and the competitiveness surrounding the prestigious position made their chances of being reelected unlikely. Yoana believed that losing the election would ruin their chances of advancing their political career, and despite their public statement still refers to having to step down as an &amp;quot;embarrassing defeat&amp;quot; in private conversation.&lt;br /&gt;
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Post-Governorship, Ji&#039;ko was able to use their successes in their former position to become a [[Skrell_Politics|Representative]], choosing the [[Sol_Alliance|Solarian Alliance]] as their Entity of Interest. Their position as Representative was uneventful for the most part until &#039;&#039;&#039;2458&#039;&#039;&#039;, when they elected to change their Entity of Interest to the recently-formed [[Republic_of_Biesel|Republic of Biesel]]. Their exposure to the laissez-faire, corporate-dominated landscape of the Republic while at first jarring, ultimately resulted in Ji&#039;ko seeing the benefits of private enterprise on Tau Ceti; Representative Ji&#039;ko was notable for being one of Weashbi Jrugl&#039;s more vocal supporters of the introduction of the Special Economic Zones to the Jargon Federation, telling anecdotes of their time as a Representative to the Republic of Biesel to promote the idea of megacorporations benefitting the Federation&#039;s economy to audiences. Ji&#039;ko at the time favoured a complete introduction of megacorporations into the Federation - although due to internal pressure from their peers and Councillor Jrugl, their true views were never made public. Representative Ji&#039;ko is also one of the most vocal Federation politicians promoting furthering relations with the Republic of Biesel, and has over the years carefully toed between keeping within acceptable political leanings and portraying the Republic and the megacorporations as possible allies with the Grand Council - going beyond the normally accepted view of the Republic being a potential economic partner. Ji&#039;ko&#039;s propositions to some are considered unacceptable due to the Federation&#039;s relationship with the Sol Alliance.&lt;br /&gt;
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Following the [[Skrell_Politics#Traverse_Accords|Traverse Accords]] and the new political stage within the Federation, Representative Ji&#039;ko leads the Free Federal Union, a coalition notable for its platform that calls for more megacorporation investment in the Federation&#039;s economy and a focus on furthering relations with the Republic of Biesel.&lt;br /&gt;
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= Past =&lt;br /&gt;
==Xuq’mqix Volq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : December 12th 2001&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Deathdate : November 1st 2305&#039;&#039;&#039;&lt;br /&gt;
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Xuq&#039;mqix Volq was a renowned Linguistics Professor within the Nralakk Federation. Born on Aliose almost half a century before the rise of Glorsh-Omega, their education in Linguistics would further allow them to create a rebel language that Glorsh-Omega would not capable of understanding - shielding their plans from any intrusion, being hailed as one of few methods that greatly assisted the efforts. &lt;br /&gt;
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Professor Volq would then go on to create the &#039;&#039;&#039;Xuq Translator&#039;&#039;&#039; - a device which can only be described as an extremely advanced Enigma Machine capable of deciphering languages. It would go on to assist in numerous diplomatic negotiations, and be installed in almost every Nralakk Federation Vessel by 2298 CE. The Xuq Translator was most notably used during first contact with Humanity and Diona. Professor Volq was awarded, post-humorously, for their efforts in both the Glorsh Rebellion and the creation of the Xuq Translator.&lt;br /&gt;
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==Wreshin Tup==&lt;br /&gt;
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&#039;&#039;&#039;Birthdate : ???&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Deathdate : ???&#039;&#039;&#039;&lt;br /&gt;
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Wreshin Tup is the given name of a legendary soldier, philosopher, and poet reputed to have been active from approximately &#039;&#039;&#039;1800 BCE&#039;&#039;&#039; to &#039;&#039;&#039;800 BCE.&#039;&#039;&#039; The anthologies of Wreshin Tup are extensive and describe many events, but give little to no insight on their early life. Records believed to date as far back as 1800 BCE describe them as a lone Skrell who travelled between the various governments of Qerrbalak, offering counsel to those who accepted it. From this humble beginning, Wreshin would eventually find themselves to be the leader of a social movement promoting the importance of individual life. Ironically, this respect for individual liberties attracted a small, yet highly skilled, group of militants to support them. &lt;br /&gt;
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Discrepancies in recorded accounts of the figure vary in regards to their description and demeanour along with their alleged lifespan (which was well beyond the expected lifespan of Skrell at the time) suggest that Wreshin Tup was not a single person. While it is accepted among historians that multiple Skrell took up the mantle of Wreshin Tup during the millennium of its usage, the exact number is unclear and remains a popular point of speculation among scholars.&lt;br /&gt;
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==Tiipis Yla==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : January 31st 1969&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Deathdate : June 6th 2305&#039;&#039;&#039;&lt;br /&gt;
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Tiipis Yla was the first Grand Councillor of the Second Nralakk Federation but also an author, guerrilla leader and diplomat. Tiipis rose to prominence after actively voicing their resistance to Glorsh-Omega, somehow evading the tyrannical intelligence through a myriad of different methods. Their spearheading of the revolt against Glorsh-Omega is what got them elected as the first Grand Councillor, and with the introduction of the artificial intelligence ban within the Nralakk Federation their position was secured until their death almost a century after coming into power. &lt;br /&gt;
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==Rixulin Fliioux’Quualt==&lt;br /&gt;
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&#039;&#039;&#039;Birthdate : Feburary 14th 1898 &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Deathdate : October 27th 2056 &#039;&#039;&#039;&lt;br /&gt;
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Rixulin Fliioux’Quualt was a famous artist, sculptor, and fashion designer known throughout Skrell space. Born in &#039;&#039;&#039;1898 CE&#039;&#039;&#039; in the city of Juerlduern on Qerrbalak, Rixulin was very social in their childhood. As they grew up, they questioned common themes and motifs in Skrell art. They believed that art, like all things, needed to evolve and change over time. In their mind, what mattered most was creating emotions and passion in people through their work.&lt;br /&gt;
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His early artwork is very similar to the works of their contemporary artists, but this changed dramatically over their lifetime. They studied historical artforms in their youth and published several theories regarding the evolution of art across the ages and where it would go in the future. They became famous, first, for their avant-garde statues. They sculpted Skrell in daring, proud poses and used multiple kinds of stone in each of their works. The final result was that each statue was drastically different from the other, each being made of materials of varying colours. This style, at first, was met largely with disgust. Many critics claimed their work was shoddy and believed the different colours across each statue’s body made them look gaudy.&lt;br /&gt;
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Where Rixulin found their popularity was in the youth of the mid-1900s. Young minds saw the outlandish and daring nature of their work, and it inspired them to work in ways that had not been done before. After a team of young researchers attributed their medical breakthroughs to inspiration from Rixulin’s work in &#039;&#039;&#039;1974 CE&#039;&#039;&#039;, the artist’s many works of art received the attention they deserved. This began a movement of art known to Skrell as &#039;&#039;&#039;Hyper-expressiveness&#039;&#039;&#039;, and soon the avant-garde nature of Rixulin’s work became a thriving sub-culture throughout Skrell space.&lt;br /&gt;
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==Rixa Tep-Wul==&lt;br /&gt;
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&#039;&#039;&#039;Birthdate : March 8th 2023 &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Deathdate : March 10th 2458&#039;&#039;&#039;&lt;br /&gt;
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Grand Councillor Rixa Tep-Wul succeeded Councillor Tiipis Yla after their death in &#039;&#039;&#039;2305&#039;&#039;&#039;, winning the election with a platform promising to further reintegrate the fringe sectors of the Traverse that did not yet rejoin the Nralakk Federation. While the success of the policy pre-Jrugl&#039;s rise to Grand Councillor is debatable, it laid the foundations for its later success in the &#039;&#039;&#039;2450s&#039;&#039;&#039;. &lt;br /&gt;
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Rixa&#039;s administration is seen by modern political scholars as being average. While progress was made during their time as Grand Councillor, particularly with the establishment of new colonies and funding infrastructure development throughout the nation, their nearly century-and-a-half tenure as Grand Councillor was marred by setbacks. The most notable of these setbacks was the resurgence of criminal activity, as groups such as the [[Federation_Crime_and_Resistance#Marauders|Marauders]] began to operate in the outskirts of the Traverse as the still relatively-new Qukala struggled to protect the still rebuilding Federation; the popularity of narcotics such as [[Federation_Crime_and_Resistance#Uoo’qui_Xuqi_(Recollection_Pills)|recollection pills]] also peaked during this time, which only further caused issues. &lt;br /&gt;
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[[Timeline#First_Contact|First Contact]] with Humanity occurred roughly thirty years into Tep-Wul&#039;s administration, which saw a period of uncertainty as Skrell throughout all of Federation society debated on what this meant for the future of their nation. While Tep-Wul is praised for their negotiations with the [[Sol_Alliance|Solarian Alliance]], they are also considered to be partly to blame for the leak of classified documents that allowed Humanity to create sophisticated [[Synthetics#Artificial_Intelligence|Artificial Intelligence]]; while this event did not completely ruin relations between the two species, it did leave a permanent mark on Tep-Wul&#039;s reputation as Grand Councillor - a mark that was exploited during the &#039;&#039;&#039;2453 election&#039;&#039;&#039;, as their advanced age and past mistakes were used to pressure the Grand Councillor to step down.&lt;br /&gt;
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Tep-Wul&#039;s post-Councillorship saw them mostly fade into obscurity after stepping down, as they left the public light in exchange for a quiet retirement on the outskirts of Kal&#039;lo on [[Qerrbalak]]. Their tenure as Grand Councillor is usually looked back on with ambivalence; while the Federation ultimately saw a period of steady growth, hindsight has allowed historians to review Tep-Wul&#039;s actions and deem them as being inefficient or ineffective in fully achieving the Grand Councillor&#039;s goals. Rixa Tep-Wul died from age-related causes on &#039;&#039;&#039;March 10th 2458&#039;&#039;&#039;, just two days after their 435th birthday.&lt;br /&gt;
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[[File:ZroseChartNS.png|center|500px|thumb|The abilities of Notable Skrell on the Zrose Chart, according to their psionic capacity.]]&lt;br /&gt;
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[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Technology&amp;diff=35361</id>
		<title>Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Technology&amp;diff=35361"/>
		<updated>2025-01-31T07:48:52Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
In 2466, technology has advanced significantly; but who accesses this technology and what purpose it serves from nation to nation, from even species to species, varies greatly. The highest advancements in such technology are often purchased by [[megacorporations]], and so the highest standards of living are most available to the wealthy and privileged. Nevertheless, many advancements have allowed for improvements in quality of life across the [[Orion Spur]].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Medical Technology==&lt;br /&gt;
Medical technology, particularly in [[Timeline of Humanity|human]] space, has signficantly improved longevity and quality of life for myriad sophonts within the Spur. In the Jewel Worlds of the [[Sol Alliance]] and the [[Republic of Elyra]], medication and treatments have improved to the point where a human could, in theory, live up to two centuries. Elsewhere, the quality of care one can access varies strongly depending on their income and the planet they live on.&lt;br /&gt;
=== Medicines ===&lt;br /&gt;
Medication, particularly for chronic conditions and illnesses, has greatly advanced in the Orion Spur. In 2206, the field of oncology was changed forever after the discovery of [[Guide_to_Chemistry#Ryetalyn|ryetalyn]]. Synthesized from various anti-radiation medications, animal testing revealed a 55% decrease in cancerous growths of the liver, lungs, stomach, and colorectal system. Ryetalyn prevented the growth of cancerous tumors by repairing genetic tissue and “correcting” the genetic errors that allowed cancers to grow; while it did not completely shrink the tumors, other methods of treatment such as chemotherapy, surgery, and radiation therapy were more effective after ryetalyn had reduced the rate of cancerous tissue growth. After the drug passed clinical trials, cancer survival rates skyrocketed. Ryetalyn is still an expensive drug, primarily distributed by [[NanoTrasen]] after the patents were purchased in 2354, and most insurance will only cover it halfway– in remote colonies and underdeveloped planets, the drug is all but nonexistent.&lt;br /&gt;
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The discovery of solid phoron in 2417 led to it being used as a catalyst for creating medications. The medicine [[Guide_to_Chemistry#Dexalin|dexalin]] was first synthesized by NanoTrasen scientists in 2424, and two years later Jeonshi Biotechnics, a subsidiary of [[Zeng-Hu Pharmaceuticals]], developed a stronger variant in the form of [[Guide_to_Chemistry#Dexalin_Plus|dexalin plus]]. These two medications revolutionized treatment of chronic respiratory diseases such as asthma and chronic obstructive pulmonary disease (COPD). Doctors and researchers found that regular doses of dexalin could even assist with oxygenation if a patient was suffering from a respiratory disease such as pneumonia or tuberculosis, which was still very common in distant Solarian colonies. Even lung cancer patients experienced increased rates of survival due to continued oxygenation.&lt;br /&gt;
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[[Guide_to_Chemistry#Peridaxon|Peridaxon]] was another drug patented by Zeng-Hu Pharmaceuticals, synthesized in the aftermath of the discovery of phoron. Its potent regenerative properties allowed the reduction of traumatic organ injuries and reduction of scar tissue interfering with function; supplies of peridaxon were incredibly useful for patients in traumatic accidents, shootings, or victims of war. Peridaxon’s complexity means that it is extremely rare, even in Biesel, though the Republic of Elyra’s phoron reserves means that it is most often synthesized there.&lt;br /&gt;
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Further advancement in the fields of genetic repair and tissue regeneration have proved possible with the recent advent of [[Guide_to_Chemistry#Cryoxadone|cryoxadone]] and [[Guide_to_Chemistry#Clonexadone|clonexadone]], both developed by NanoTrasen&#039;s biomedical department. Through specialized cryogenic tubes that reduce a patient&#039;s body temperature, these cryogenic medications have stunning effects on victims of acute radiation poisoning; over the course of a decade, studies showed that [[Unathi]] patients of gene therapy clinics on [[Moghes]] had a significantly lowered cancer risk from the fallout of the [[Contact War]].&lt;br /&gt;
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Of all the medications that see common use in the Orion Spur, few are as highly sought-after as the miracle drug [[Guide_to_Chemistry#Rezadone|rezadone]]. Discovered through experimentation by [[Empire_of_Dominia_Great_Houses#House_Volvalaad|House Volvalaad]] in 2454, the drug proved an 80% effectiveness rate at treating deep-tissue burns, physical trauma and bruising, and to the shock of researchers, was even better at reducing the size of cancerous tissues than ryetalyn. The lead researcher of the project, Carmen Volvalaad, sold the patent for a legendary sum of one credit to the [[Interstellar Aid Corps]]. The only thing limiting rezadone from widespread usage across the Spur is the rarity of one of its constituents; carpotoxin. Derived from [[Deep_Space#Space_Carp|deep space fauna]] thought to originate from the Romanovich Cloud, it is not only dangerous but difficult to hunt space carp in a way that preserves the reserves of carpotoxin in their muscles. As well, reserves of carpotoxin within the carp themselves are limited and can spoil very quickly, meaning research labs across the Spur will pay handsome sums for well-kept carp meat.&lt;br /&gt;
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=== Cloning ===&lt;br /&gt;
Created initially in 1344 CE by the Skrell, it was an incredibly rare and expensive procedure that only revolved around embryonic reproductive cloning. It was almost three centuries later, in 1639 that the Skrell unlocked the ability to begin growing organs, as well as limbs. It became a popular trend among the influential and wealthy to grow organs and limbs ahead of actually requiring them.&lt;br /&gt;
The Era of Synthetic Oppression reigned over by Glorsh-Omega brought with it significant advances into the field of cloning, mostly confined to the archologies across Aliose. Glorsh-Omega had managed to propel the field of cloning and genetics exceptionally during their reign, managing to unlock the secret that prevented the flash growth of organs and limbs. Upon contact with humanity in 2332, Skrell began sharing their research in the field of cloning with Zeng-Hu Pharmaceuticals — specifically its subsidiary, Yomi Genetics Innovation and Research.&lt;br /&gt;
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Continued efforts from both races eventually yielded more efficient processes, making cloning organs and limbs easier than before, as well as cutting unnecessary costs that pushed for Zeng-Hu Pharmaceuticals to franchise on the new lucrative market developing as a result of the cooperation. Today, while other megacorporations have invested in the field, Zeng-Hu Pharmaceuticals continues to dominate the cloning market. Most if not all cloning operations are performed on corporate assets with branches of Yomi Genetics. Zeng-Hu Pharmaceuticals has also managed to advertise the “revival” of the dead through embryonic cloning, where a biological copy of an individual can exist. However, it follows the lifespan of their respective species beginning at infancy.&lt;br /&gt;
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==== Operations ====&lt;br /&gt;
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===== Limb and Organ Cloning =====&lt;br /&gt;
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The ability of humanity to “clone” limbs and organs dates back to the mid-21st century and originates at roughly the same time as Zeng-Hu Pharmaceuticals, which would go on to be the main provider of cloned limbs and organs. These early techniques were slow and could be prohibitively expensive, depending on the organ. Limb cloning only became common in the early 23rd century with the advent of new techniques developed by Jeonshi Biotech Incorporated but— due to its cost— initially existed as an alternative for prosthetics only available to the very wealthy. This changed following first contact with the Skrell in 2332 due to Zeng-Hu Pharmaceuticals&#039;s willingness to cooperate with the more advanced species.&lt;br /&gt;
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Cooperation between Zeng-Hu Pharmaceuticals and Skrell helped lower costs and enhance the effectiveness of existing limb and organ cloning techniques. While genetic material from the recipient is still required to clone an organ or limb, modern techniques first developed in this era have made it much more affordable and practical for an average human resident of the Orion Spur - however, it is still considerably more expensive than their mechanical counterparts. Despite these improvements and advances, limb and organ cloning remains mostly limited to more developed systems such as Sol, New Ankara, Biesel, and Xanu Prime with few cloning facilities existing outside of these areas. The most remote facilities exist in the al-Wakwak system, the home system of [[Aemaq]], due to its heavy Zeng-Hu presence.&lt;br /&gt;
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===== Embryo Cloning =====&lt;br /&gt;
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While much of Zeng-Hu Pharmaceuticals&#039;s research focuses upon the cloning of limbs and organs, the prospect of cloning an entire human being has long fascinated the keiretsu. Although Jeonshi Biotech focused primarily on the more conventional form of cloning, Yomi Genetics I&amp;amp;R, already well-known for being on the bleeding edge of genetic research, opted to pursue a different field; that of embryonic cloning. Long a staple of the Nralakk Federation due to long-standing fertility issues, Yomi Genetics researchers were able to create the first practical method for human embryonic cloning in the middle of the 21st century. Prohibitively expensive and only common in the richest of humanity&#039;s systems— particularly Sol— Yomi Genetics&#039; techniques allow those parents that can afford it to make a child that has been genetically altered to be a cut above their peers. Despite many human rights groups decrying this as simply a modern form of eugenics, its popularity has not slowed among the rich of Sol, and Yomi Genetics has quickly become one of the keiretsu&#039;s wealthiest members as a result.&lt;br /&gt;
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Regardless of its immense profits, the corporation has not opted to pursue flash cloning of humans, citing “moral and ethical concerns&amp;quot; alongside the immense investment required to make such a thing practical and the lack of a viable market for adult clones. In spite of this, there have been extranet rumours for decades that the keiretsu uses cloned soldiers as its heavy-duty biohazard response teams. These are, however, simply rumours, and the keiretsu has long denied them as “baseless conspiracies,” with no foundation in reality.&lt;br /&gt;
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===== Geneboosting =====&lt;br /&gt;
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While the vast majority of the Orion Spur relies on genetic manipulation and cloning techniques developed by Zeng-Hu Pharmaceuticals and their Skrellian business partners, there is one notable exception: the Empire of Dominia and it&#039;s “geneboosting” techniques. The exact details of these techniques are a closely-guarded secret of the Empire of Dominia and House Volvalaad, which is responsible for much of geneboosting&#039;s development and research. There have been no confirmed leaks of the Empire&#039;s geneboosting techniques, despite rumored attempts by Zavodskoi Interstellar to purchase information on them, and this secrecy has kept geneboosting firmly within the Empire&#039;s borders. On-and-off talks between Zeng-Hu Pharmaceuticals and the Empire regarding the sale of Dominian techniques to the keiretsu have not yet produced results.&lt;br /&gt;
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The history and origins of geneboosting are more well-known: the modern technique dates back to genetic manipulation of crops and fauna brought by Moroz&#039;s original settlers, and this foundation was used by House Volvalaad to create modern geneboosting of humans. It is known to be prohibitively expensive and only limited to Imperial Primaries. The effects lead to enhanced attributes and appearances: those geneboosted are stronger, faster, more able, and much longer-lived than their non-geneboosted counterparts. Geneboosted playable species tend to be a foot or so taller than average (upwards of seven to seven and a half feet for humans) and find it very easy to maintain peak fitness. A geneboosted person is obvious at a glance, and geneboosted humans are often held as paragons of Imperial society. Geneboosting carried out after birth, known as gene therapy, is very rare and generally dangerous in addition to also being prohibitively expensive.&lt;br /&gt;
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===== Dangers of Cloning =====&lt;br /&gt;
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Some believe that the “revival” of an individual can occur through embryonic cloning, however, that could not be further from the truth. While they are a biological copy of a deceased individual, memories and personality will not carry over. Despite embryonic cloning of a deceased individual being cheaper than creating “designer children”, the process is still considered rather expensive, even for the wealthy.&lt;br /&gt;
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While most of the kinks have been worked out with limb and organ cloning, there are complications. Delayed onset muscle degeneration, or DOMD for short, is a painful process where a limb can begin to necrose and can happen even years after being cloned. It is generally regarded as being rare, and impossible to detect until it is too late. The only treatment is amputation. Despite the genetic material of a recipient being used, there have been cases of acute cellular rejection with cloned organs. While dangerous if untreated, most of the time the problematic organ is removed and simply replaced with a different clone - a straightforward procedure that comes with little risk.&lt;br /&gt;
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== Prosthetics, Augments, and Implants ==&lt;br /&gt;
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From military-exclusive combat enhancements to crude limb replacement, the field of prosthesis and implants is as wide and varied as the cultures and species who utilize them. There are various ways to acquire, utilize, and perform these mechanical replacements and upgrades, yet they are not without their drawbacks.&lt;br /&gt;
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=== Cost and Accessibility ===&lt;br /&gt;
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From the depths of the Eridanian underworld to the peak of Lunarian high society, prostheses are found in virtually every echelon of occupied space. There are many ways the average person could acquire their prosthesis, from corporate insurance plans, state-subsidized healthcare, purchasing them from a retailer, or under-the-table methods out of the national eye. A limb or organ replacement roughly equivalent to its organic counterpart varies in its affordability to the average person, depending on their nation. Rent-to-own payment plans are common with higher-end, “subtle” prosthetics that match the skin tone and appearance of the original limb. Prosthetic limbs and organs are a common item on corporate insurance plans, but the quality of the prosthetic varies greatly from plan to plan. An expensive premium plan may entitle the worker to a top-of-the-line new Hephaestus model while cheaper plans could see someone forced to use long out-of-date prosthetics. Some corporations offer exciting sign-on bonuses or rewards for good performance in the form of high-grade modifications that are otherwise unobtainable by legal means. These offers, while seemingly benevolent, hide inherent risk that leads many to refuse them altogether. This form of contract is especially popular in the Eridani Corporate Federation and with Zeng-Hu Pharmaceuticals where poor job performance or termination from one’s position could mean forcible reclamation of one&#039;s augments.&lt;br /&gt;
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External modifications are rarely a clean affair, and a prosthetic will require constant upkeep and maintenance. Some prosthetic owners seek to avoid costly technician visits by learning how to perform their own maintenance and repairs within reason, much to the frustration of their corporate producers. It is common practice that corporations will employ methods of restricting the ease of repair through avenues such as DRM-locked proprietary software, specialized tools, and electronic access codes. The market for second-hand prostheses is profitable with many people opting to pick older model prosthetics without advanced anti-repair measures for the sake of easy maintenance.&lt;br /&gt;
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The market for augmentation is a wide one, and nearly every prominent megacorporation deals in them in one way or another. A major player in the industry is Zeng-Hu Pharmaceuticals, who are responsible for the majority of medical-grade prosthetics through themselves and their subsidiaries. Zeng-Hu prosthetics are popular among medical workers for their stability and precision. Hephaestus Industries is responsible for most industrial prosthetics, and many blue-collar workers swear by the prosthetics&#039; strength and durability. Zavodskoi Interstellar, along with Zeng-Hu subsidiary Jeonshi Biotech, accounts for a majority of combat or otherwise military-affiliated augments. However, corporation-produced prosthetics can be more expensive than others and are often loaded down with prohibitively-restrictive software.&lt;br /&gt;
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Augments come in many varied shapes, sizes, and installations; from nearly transparent eye lenses from the Eridani Corporate Federation, to robotic exodigits that are worn like a glove by some surgeons, to cyberweave that changes color and length and cyberink that are permanently fluctuating tattoos, there are augments for every person in mind. They can typically be split up into three distinct categories, despite their range of differences. The first one is internal, sometimes called installed augments. These are ones that must be permanently affixed to the body until a similar procedure removes them. Removal is not guaranteed and is often much more costly, so it can be considered to be a big decision by anyone that isn&#039;t a high-ranking corporate shill. These can be eye lenses that are installed over the pupil and iris to create heads-up displays and holo-info, such as ads, analysis, and other useful tools, to mere joint replacements. The second category is known as external or worn augments. These are ones that can be slipped in and out of, either with the ease of putting on a glove or the difficulty of slipping into a tight jumpsuit. They are not permanent, but typically much more expensive as a result. They might be items that can be worn to increase hand-eye coordination, glasses or contacts that eliminate color blindness and other seeing impairments or an exoskeleton that increases speed and stamina. &lt;br /&gt;
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Decorative augments are rarely expensive, commercialized for the average worker to buy into, and remain a fun alternative to traditional tattoos, hair dye, and other things. They are similarly installed like internal augments, but their key difference is that they can become inert or inactive and cause no inconvenience if so. Their installations are often more painful than their traditional counterparts, but otherwise provide a level of glam and style that can be swapped with the seasons, ensuring you never regret spending your money on Idris ElectrInk™ products.&lt;br /&gt;
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Many in lower income brackets opt to produce their own haphazard prosthetics, and there are plenty of underground workshops that manufacture their own work to select from. Often called augmenters or ‘augurs’, these shops typically shy clear of legal routes in order to avoid the monopolies megacorporations have on these markets. People purchasing from these stores avoid legal ramifications due to the sheer variety of augments and prosthetics available on the market— this does not even include all the decoration and modifications that people do to their own prosthetics to make them their own. As a result, unless someone is caught in the act of getting these illegal installations or is otherwise ratted out by someone else and reported, these crimes are considered about as harmless as jaywalking.&lt;br /&gt;
Military augments and prosthetics that enhance combat ability are closely guarded by their respective corporations or governments and are almost always out of reach for the average worker. There are often civilian models of these augments produced, and corporate security may receive augments like heads-up displays or threat analyzers.&lt;br /&gt;
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Mechanized implants, as a whole, provide a unique way to treat or assuage challenges that come with illness, disease, and disability. If someone is born with a joint in their leg that does not bend correctly and causes pain, an augment or mechanical implant can be installed to ensure the limb is working as intended. Similarly, with the studies conducted on the human brain, sometimes personality AI chips are added that can help someone overcome the challenges of certain mental illnesses. These types of minor augments and prostheses are very common, and as a result, replacing minor body parts like fingers and repairing specific portions of the body is hardly an expensive endeavour.&lt;br /&gt;
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=== Vat-Grown Prostheses and Organs ===&lt;br /&gt;
Something of an oddity in the realm of prosthetics, vat-grown organs have captivated scientists for decades. These prosthetics are entirely identical to regular cellular limbs and organs, and indistinguishable except for a faint scarred seam around external prosthetics where the limb was attached. In a feat of simultaneous discovery, two groups are known for their production of vat-grown organs. House Volvalaad of the Empire of Dominia, and Zeng-Hu subsidiary Yomi Genetics in association with Nralakk Federation scientists. However, these prostheses are prohibitively expensive for the normal person due to the skill needed to attach one, and the lab work required to grow a limb that is compatible and with the same skin tone as its recipient. Of the former, only the wealthy nobility can access these prosthetics, along with very favoured secondaries. The Nralakk Federation often subsidizes vat-grown prosthetics for their citizens of primary and upper secondary numerical Social Compatability Index ratings.&lt;br /&gt;
Vat-grown prostheses can be found elsewhere in human space, but they are often at a high cost. Only people that climb the corporate ladder of various megacorporations can afford them due to the costs associated with making and attaching them.&lt;br /&gt;
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=== Effects on Health ===&lt;br /&gt;
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When it comes to mental health, the power of mental implants is almost entirely unmatched. While they remain unable to cure any mental illness, especially common ones like anxiety and depression, they are often an empowering tool for those that receive them in overcoming them. Personality AIs provide someone to talk to, often able to keep someone grounded in reality amidst flashbacks, delusions, and hallucinations. They do this by giving direct thoughts to someone&#039;s head, sounding as if the person could hear this AI talking aloud. With somewhat pricier models hooked up to augmented eyes, a person can even see these AIs manifest nearby in the real world. These implants are typically found in those suffering from PTSD and schizophrenia but are not unheard of outside of that. Implants such as these typically are affected in the same way as the host is, resulting in temporary impairment in the face of drugs, trauma, and other situations. They have roughly the same electrical signals as the human brain does in order to interface with them properly, and as a result, they do not malfunction when under the effects of an EMP. While they remain commonplace, a diagnosis and “prescription” of one from a doctor is almost always required before someone can receive one.&lt;br /&gt;
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For nearly as long as prostheses have been around, sophonts have been attempting to press the boundaries of technological and ethical safety. There is a physical and mental limit to which an individual can be safely augmented, which varies from person to person. ‘Augmentation Dysfunction Syndrome&#039;, or simply ‘augment sickness,&#039; refers to the wide variety of illnesses and conditions that can arise from excessive modification. ADS is not a violent illness, and not everyone with augments grows ill with it. Symptoms can include sensory issues and phantom limb pain in milder cases, with particularly severe examples including psychotic and dissociative disorders that require regular visits with a mental health expert. The rate of psychological illness of augmented individuals is often higher than their mundane counterparts, and those who can afford it often receive therapy for a short time when acquiring a new augment to ensure a healthy transition. It is encouraged by mental health professionals for patients with more than a few augments to visit a doctor every so often for a mental health check-up, but many people live happy and normal lives without this.&lt;br /&gt;
A more severe and rare form of augmenting sickness in recent years has been identified with some care. With the full name being ‘Malignant Mechanized Paralysis Disorder,&#039; it is shortened to ‘pulsing out&#039; due to the movements and behaviour of prostheses to behave abnormally. MMPD is defined as the characteristic of temporarily losing the functionality of mechanical limbs, augments, brain implants, and similar body modifications. after a majority of a person&#039;s body has been replaced by these parts. Due to chemical imbalances in the brain, theorized as originating from the heavy alterations to the nervous system, some typical late-stage symptoms include physical and mental fatigue, extreme apathy, narcolepsy, narcissism, shifts in personality, and other traits. One thing is for certain, and that pulsing out is a broad shift in behaviour. It is paired with symptoms that can vary extremely between those afflicted, such as migraines and shortness of breath, so it can often be difficult to identify at earlier stages (outside of the occasional discriminatory guess from an attending doctor). The main symptom that outs this disorder among others is the trait where all of the prostheses begin behaving irrationally, sporadically, and stop obeying the patient&#039;s commands via the nervous system. While this can be relatively harmless for many, the flailing limbs of someone pulsing out can cause injury to bystanders or the wearer. Some episodes of pulsing out may also interrupt critical functions in a workplace, like affixing down plating, operating machinery, and so forth. Although it is much more common during waking hours, there is still a slight chance of this occurring while asleep. More disturbingly yet is the fact that these appendages may act of their own accord for a few minutes— this has not been verified by Zeng-Hu or any other accredited medical science source outside of rumors and news bites. It is not a simple transition like flicking a switch, thankfully; getting to a point of fully pulsing out is as slow as the transition to becoming mechanized is.&lt;br /&gt;
Pulsing out is treatable, in one of two ways. The first and far safer way is regular therapy, and replacement of certain protheses with vat-grown replacements; however this treatment is ruinously expensive, and essentially only done on the extremely wealthy of the spur. The far more common treatment is the use of Synthetic Blood Substitute, a total blood transfusion, where the sophont&#039;s entire blood is replaced with a synthetic counterpart. Commonly this is combined with either gene therapy, or additional augmentation, so as to prevent the user&#039;s health from rapidly declining, as synthetic blood is not compatible with ordinary organic blood. Synthetic blood may have many different characteristics and is tailored specifically to the user, but generally it is supposed to help the organic parts of the body in areas where they cannot keep up with the majority synthetic components. It may aid with cooling, oxygen or nutrient transport, help the immune system, hormone regulation, or may be used to power augmentations. It also requires constant maintenance and adjustment, and occasionally refilling the material reserves of the augmentations that are producing it, as well as drugs to counteract any other health problems or imbalances caused by synthetic blood or other augmentation. Naturally, it is hugely expensive, and only the most heavily augmented individuals will have synthetic blood running through their veins, especially as it often leads to installing even more augmentations and other procedures down the line. It often leaves the users deeply in debt, or at least siphoning all their funds into the procedures, unless funded by the megacorporations as part of work contracts; though in those cases, an individual will essentially become bonded to the corporation which pays for the treatment. Not everyone who has a majority of their body comes under the effect of pulsing out; however, for some unlucky few, they are permanently condemned when they collected these mechanical upgrades or were unlucky enough to receive from a tragic accident.&lt;br /&gt;
&lt;br /&gt;
Regardless of one&#039;s ability to adapt to augmentation or the presence of a robust health network, the absolute limit of augmentation work seems to have been found with ‘Full Body Prosthetics&#039;, or FBPs. FBPs were once a project of Zeng-Hu that attempted to convert a human into a fully synthetic individual. A ridiculous sum had been invested into the project, only for each test subject to wind up in a catatonic state that they would never recover from. Yet, Zeng-Hu&#039;s resolve was unbroken, and they publicly vowed their intent on successfully creating the impossible. This effort culminated in the very early 2400s with Sven Karlsson. Karlsson, a wildly-famous trillionaire from Earth, publicly announced his intent to partner with Zeng-Hu Pharmaceuticals. His goal? Unprecedented scientific advancement. He vowed to become Zeng-Hu&#039;s next subject, and that by partnering their collective intelligence and resources, he would be the first successful FBP in an act of peerless technological superiority. Human society as a whole waited with bated breath to see the fate of Sven Karlsson, the man who could usher in an era of scientific greatness. Unfortunately, this was not to be. Despite the incredible amount of resources spent upon the project and the presence of some of Earth&#039;s greatest minds, Karlsson sadly died in the attempt. The public relations disaster that followed ensured that no corporation would ever dare to attempt to create an FBP again, and the practice is near-universally regarded as both ethically and scientifically ridiculous, even by the standards of megacorporations.&lt;br /&gt;
&lt;br /&gt;
=== Prosthetics Outside Human Space ===&lt;br /&gt;
&lt;br /&gt;
An innovation by the [[People&#039;s Republic of Adhomai|People&#039;s Republic of Adhomai&#039;s]] Hadii Institute has created a new kind of prosthesis specifically suited to [[Tajara|Tajaran]] anatomy. These prostheses use proprietary tesla technology in the form of a Tesla Spine grafted to the back of the wearer to power the wearer&#039;s prosthetics. While previously only for the military, these prosthetics were soon distributed to all of the PRA&#039;s in-need citizens at no cost, and are popular among People&#039;s Republic veterans. Only Tajara from the People&#039;s Republic of Adhomai may use this kind of prosthetic.&lt;br /&gt;
&lt;br /&gt;
On [[Moghes]], the [[Aut&#039;akh]] religious movement has led to the creation of various decentralized communes across the Unathi homeland and abroad. Aut&#039;akh adherents seek self-actualization through ritualistic implementation of various self-produced prosthetics, often made with stolen or repurposed parts from Hephaestus. Aut&#039;akh exist at the fringes of Unathi society and face heavy discrimination from the mainstream populace. Almost to the shock of many outsiders, Aut&#039;akh on occasion revere some episodes of pulsing out, especially when prosthetics seem to act with a mind of their own. Besides this, they universally loathe when prosthetics flail about, citing that demons are inhabiting the host and trying to kill their spirit before it can be liberated. Regardless of their beliefs, pulsing out remains one reason of skepticism against this religion and trans-speciesism as a whole, despite the claim from the communes that pulsing out remains rare among their number. Use of prosthetics outside of Aut’akh communes is rarer, but still known to occur - wealthy nobility have been known to secretly purchase alien-manufactured augmentations to treat various injuries, and crudely-manufactured prosthetics are an uncommon but unsurprising sight in the Wasteland. Some sects of Unathi religion are also more accepting of cybernetics than mainstream society, with the Kopesk Th’akh of the Torn Cities upholding the use of prosthetics under highly specific circumstances.&lt;br /&gt;
&lt;br /&gt;
[[Ouerea]] houses one of the biggest underground markets for augurs in the Spur. Largely due to the criminal and off-the-books shops and industries there, it is one of the trending places to collect and receive augmentation, prosthetic installation, and implant implementation. Military-grade equipment, typically ad hoc, expensive, and used to dangerous ends, can be found in the darkest corners of city underbellies. Ostensibly, though, these upgrades will forever bar someone from joining a megacorp for as long as they have them. Various neon art styles are utilized to decorate otherwise lifeless metal parts, giving them a sense of uniqueness and self-expression that remains common to every sentient creature in the galaxy. This form of art is popularized on Ouerea, but different styles and takes on it can be found among the underbellies of the Eridani Corporate Federation, Konyang, and other places abroad.&lt;br /&gt;
&lt;br /&gt;
A true oddity among most denizens of the spur, some Unathi and Skrell have been seen using Diona nymphs as replacements for missing limbs. Forming a symbiotic relationship by allowing the nymph to attach themselves at the stump of the missing body part, the nymph shifts their biomass to replace the limb while receiving blood, memories, and a host in exchange.&lt;br /&gt;
The Nralakk Federation utilizes Loyalty Implants to ensure someone acts in the best interests of the Federation. The most common form the implant takes is as a ‘tag&#039; that can be seen attached to the end of a Skrell&#039;s head-tail, or if worn by a non-Skrell, it can be attached to the earlobe or tail. The use of these loyalty implants on non-Federation citizens has been made illegal by all other nations in the Orion Spur, with many such as the Republic of Biesel going further and denouncing them as unethical. Recently, these implants have been utilized by the Federation&#039;s Nlomkala and Qukala, attaching them to Vaurca warriors that have been assigned to the respective organizations.&lt;br /&gt;
&lt;br /&gt;
Vaurca prostheses were developed long before their Orion Spur counterparts. Due to their open circulatory system and ergonomic, insect-like design, Vaurcae are more prone to lose limbs, and rudimentary prosthetics were already commonplace since before the Agricultural revolution. The modern prosthesis predates the Era of Augments, with the introduction of the neural socket only revolutionizing their control and link to the rest of their system. While some prostheses exist that include tools and weaponry, most of the common prosthesis are utilitarian and sometimes the very same limb has been used for over centuries, inherited by different generations of Vaurcae. As their other biomechanical augments, prostheses are removed and recycled after death. Although limbs are most common, metal plates and mechanical thoraxes are also a reality, especially within the Bound that remain close to the Hive. The so-called ‘maintenance&#039; Vaurcae undergo in the later stages of their lives refers to the replacement of the flesh with metallic limbs. For a Vaurcae, there is little difference between the two, and many of the Zo&#039;ra Hive had and still have a hard time understanding why IPCs and other human robots are not considered human.&lt;br /&gt;
&lt;br /&gt;
== Automobiles ==&lt;br /&gt;
Ever since the introduction of the first car, Humanity has always striven to traverse the ground with ever more speed, safety and efficiency. Although spacecraft have and are being considered the primary focus for interstellar and interplanetary and even intercontinental travel, the 25th century bears witness to the bustling car industry. From Mendell City to the empty plains of Vysoka, the endless variety of cars, bikes and other vehicles can only be described as dazzling, with countless more designs, innovations and prototypes being constantly developed.&lt;br /&gt;
&lt;br /&gt;
The beating heart of the galaxy&#039;s automotive industry lies undoubtedly in the core worlds of the Solarian Alliance, the place the oldest and most prestigious brands call home. Imported Solarian vehicles of all calibres can be found in virtually every system and world; an authentic (and operational) car from a solarian marque is held in very high regard and as a token of class on a far away Coalition planet. An upcoming Bieselite industry consists mainly of Solarian factories and infrastructure being rapidly taken over and merged by Nanotrasen post-independence, while burgeoning Elyran marques increase their influence and status by the year.&lt;br /&gt;
&lt;br /&gt;
=== Engines ===&lt;br /&gt;
*&#039;&#039;&#039;Petroleum&#039;&#039;&#039; - Once the main means of powering engines, fuel oil has by now fallen into disuse. With rapidly dwindling supplies on Earth, early attempts were made to develop and accommodate for alternative, cheaper and more plentiful fuel options, leading to the wide use of electric cars, followed by the hydrogen engine. Nowadays, only a handful of designs run on diesel, almost always in technologically backwards and distant worlds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Electricity&#039;&#039;&#039; - The wide availability of battery-electric cars to the greater human population came in the mid-2000s, virtually and fully replacing the diesel engine by the early 2100s. Cheaper and friendlier to the environment, their use was mandated as part of the Alliance&#039;s efforts to avert the upcoming climate catastrophe on Earth. Since then, electric vehicles have received the full attention of designers and engineers, catapulting their performance stats into a new age of faster and safer commotion. The field is still being explored, with miniaturised tesla reactors posing serious promise for self-charging functions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hydrogen&#039;&#039;&#039; - Once considered a lost cause, hydrogen combustion engines have by now come a long way into being accepted as a viable vehicle powering method. A relatively recent breakthrough pioneered by Einstein Engines in partnership with Langenfeld Motors has seen the development of an internal combustion engine, able to accommodate a daring new 1:100 phoron-hydrogen mix. This new &amp;quot;Super Hydrogen&amp;quot; fuel brand, authorised for use after exhaustive testing to guarantee safety and acceptable emissions, proved more powerful than anything before, allowing the vehicle to reach velocities previously unthought-of for commercial, land-based locomotion. That said, the tremendously high price, engine wear and recent phoron scarcity have confined the use of this technology to a select few.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Others&#039;&#039;&#039; - The vastness of the Orion Spur provides for vast possibilities, individuals from all over the cosmos coming up with new innovations on how to power their automobiles. Biofuels, natural gas, steam, local minerals and many more options exist that can and have at some point been used, often to an explosive and sometimes disastrous conclusion. While the mainstream industry continues to explore new avenues, it is very rare that any such engines achieve any important consumer following.&lt;br /&gt;
&lt;br /&gt;
=== Locomotion ===&lt;br /&gt;
*&#039;&#039;&#039;Wheels&#039;&#039;&#039; - Most cars and motorbikes in human space still utilise wheels. Embedded firmly into everyday life since ancient times, the wheel still remains one of the greatest inventions, serving billions of people every given hour. While there have been multiple innovations and attempts at change, the four and two-wheel standard for cars and bikes respectively, remains the primary and most used setup. New technologies in elastics have resulted in significant breakthroughs in tyre manufacturing, offering consumers a more secure and efficient experience than ever before.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hoverthrusters&#039;&#039;&#039; - The concept of “flying cars” has been fantasised and ingrained in the minds of the public for centuries as the staple mark of a technologically advanced future. It was not until the early 2200s that such an invention would be properly applied to the first prototype, essentially creating the first hovercar, utilising gravity generation technology. Owing to the general instability and turmoil of the time, however, no attempts at an actual commercial release were undertaken, the invention was largely forgotten until as far as the 2400s. While nowhere near the idea of airborne personal vehicles hover thrusters are now rapidly being added to both cars and motorcycles, replacing some or all wheels. They have proven highly moddable, the latest and most expensive thruster models able to project holographic images, lights and particles of all sorts while stationary or on the road.&lt;br /&gt;
&lt;br /&gt;
=== Brands ===&lt;br /&gt;
==== Sol Alliance ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== Langenfeld Motors =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[file:langfield.png|thumb|right|360px]]&lt;br /&gt;
&lt;br /&gt;
An EU-directed amalgamation of the various major European automobile marques following the collapse of the economy during the second depression of 2260, Langenfeld has since solidified its position as a world-class producer and supplier of high-quality cars and bikes all over human and known space. A staple in the Solarian vehicle industry, the brand&#039;s focus on electric engines has kept them in the lead in their research and design, enabling them to branch out into the more general field of consumer appliances.&lt;br /&gt;
&lt;br /&gt;
====== Notable Releases ======&lt;br /&gt;
*&#039;&#039;&#039;Langenfeld EVO&#039;&#039;&#039; - Langenfeld&#039;s Electric Vehicle, nicknamed and marketed as EVO in a play on the word “evolution”, is the most widely sold city car series in Alliance space. Running on a standard electric engine, the EVO has dominated the market as a cheap, effective car for use in urban day to day environments. Famed for its relatively small size, its design accommodates busy 25th-century traffic in both planetary cities and Unity Station. Complaints of a cramped interior and reduced luggage capacity have led to the EVO-Compact, sacrificing the two passenger seats for a more comfortable and spacy experience while also cutting down on the size. While both the EVO and the EVO-Compact have been praised for the conveniences they offer in parking and manoeuvring inside tight spaces, it is a clear urban design, unable to match more powerful vehicles on the open road. Nevertheless, the by now decade-old design remains hugely popular in both Sol and Tau Ceti space.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Langenfeld Surveyor&#039;&#039;&#039; - A popular SUV, the Surveyor is widely appreciated for its endurance and powerful electric engine. Predominantly found in more rural locations, its robust four-wheel-drive system renders it ideal for family vacations, trips and long-range daily commuting. A comfortable and safe interior, combined with advanced suspension systems, has gained its reputation for being one of the smoothest cars in Sol. The Surveyor has also been selected for experimentation on self-charging engine batteries, Langenfeld&#039;s R&amp;amp;D division managing to release a stable model, modifying the engine to great extents. While it is available to the general public, its price and availability place this iteration of the SUV out of reach for all but a select few.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Langenfeld Vulcan&#039;&#039;&#039; - The hybrid Vulcan coupé is by all accounts, the spearhead of Langenfeld&#039;s entry into hydrogen fuel, combining both the certainty of their electric motors with the innovative design of a hydrogen combustion engine. An all in all good quality automobile, the Langenfeld Vulcan is suited for high speeds and is commonly found on the highways across Sol and Tau Ceti space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== Shibata Sport =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[file:shibata.png|thumb|right|360px]]&lt;br /&gt;
A newly established branch of the Shibata shipping conglomerate, the Solarian company has dynamically established itself in the world of motorsports, especially motorcycles. While initially created as a bid for the shipping tycoon&#039;s participation in the prestigious Harmony City Grand Prix, it soon developed into a fully-fledged company aimed primarily at commercial sports vehicles. Renowned for its high speeds, sleek designs, but mostly its impressive hoverthruster technology, Shibata Sport is a brand found throughout Sol, Tau Ceti and Elyran space, being a top choice amongst motorcyclists and enthusiasts.&lt;br /&gt;
&lt;br /&gt;
====== Notable Releases ======&lt;br /&gt;
*&#039;&#039;&#039;Shibata X-406&#039;&#039;&#039; - The widely known X-406 (or simply 406) electric sports motorcycle offered Shibata the key to the market, becoming their first large commercial success. Found mainly across Sol and Tau Ceti, the 406 is the brand&#039;s flagship product, achieving high speeds with great cost-efficiency. Supporting a driver and a passenger, the sporty design and flexible support for hover thrusters in place of the posterior wheel has made it popular with the younger clientele, spawning an enormous variation in paint jobs, attachments, lights and system modifications. This association with youth and experimentation has also resulted in unwanted notoriety, the motorbike regularly also finding itself in the hands of more fringe groups such as bikers and gang members across many worlds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shibata Jie&#039;&#039;&#039; - The  Shibata Jie, was the early venture into the luxury sports car market, featuring one of the first hydrogen-powered, over thruster propulsion systems on a commercial car and a driver assistance computer to help control it. Hugely promising, its early release would nonetheless go on to be regarded as a product with mixed results. Initially designed as a four-doored wheeled coupe for VIP passengers, the decision was made to convert it to a hovercar in order to beat competitors. While the car was lauded for its slender look and comfortable ride, the early and experimental propulsion system proved to be prone to overheating, leaving the car stuck, or in some cases, dangerously volatile in a crash. Changes were promptly applied however, new thrusters and more refined electronics having greatly reduced the risks of malfunction or jamming, pushing the Shibata Jie into the forefront as the fastest commercially available vehicle in Sol and Biesel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Republic of Biesel ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== Poplar Auto Group =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[file:poplar.png|thumb|right|360px]]&lt;br /&gt;
As Biesel gained independence, the nationalisation of Solarian automotive factories on the planet became inevitable after Langenfeld Tau Ceti surrendered its facilities in a large buyout. The result, a new brand managed by NanoTrasen, brought Tau Ceti into the world market as an independent designer and producer. Though shrouded by controversies and budget deficits, Poplar remains a large supplier of cars and motorcycles on the planet, backed by the Conglomerate&#039;s much needed monetary investment as more and more shares end up in their hands each year.&lt;br /&gt;
&lt;br /&gt;
====== Notable Releases ======&lt;br /&gt;
*&#039;&#039;&#039;Poplar Excursion&#039;&#039;&#039; - With a price tag that is relatively affordable, the Excursion has become a common sight within the Republic of Biesel. It was originally designed as a four-door hatchback, and it has made rapid strides in its target market - going even further to encourage sales partly through a unique amortization program that previously benefited NanoTrasen and now extends to other organizations within the Stellar Corporate Conglomerate. Despite its compact size, it comes with a unique engine design that pushes additional firepower through the buildup of kinetic energy from its wheels. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poplar Inferno&#039;&#039;&#039; - One of the most expensive locally assembled motorcycles on the market, the Poplar Inferno has become somewhat popular in certain groups across the Orion Spur. Advertised as a sleek sports cruiser, it finds the majority of its brawn originating within its hydrogen-based engine that powers its hover thrusters, said to be the first of its kind. NanoTrasen is largely accredited as being the innovator of such a design, with Nathan Trasen as the face of the chopper. It comes in only one colour; maroon red. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poplar Classic&#039;&#039;&#039; - Inspired by an era long past, the Poplar Classic aims to commit some necromancy by bringing back an automobile model that has long since gone extinct. Despite its petroleum-based design similar to those of 20th-century designs, the two-door sports coupé houses a miniaturized tesla reactor. It is categorized as being a mix of both Adhomian and Biesellite innovations. A great deal of the interior instrumentation is made of wood.&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;
===== Tarrar Automotive =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Started as a minor subsidiary venture by Hephaestus Industries in 2442, Tarrar Automotive Limited (Abbreviated as TAL) is a company that initially handled maintenance or repair of Tajara designed vehicles for the immigrant community of Tau Ceti. By 2450, it grew to also provide importation services, customization, or retrofitting for any and all automobiles from Adhomai. Buyers can purchase any vehicle from its catalogue as long as they can foot the heavy price or pay for its mechanics to modify their prized possessions in whatever way they see fit. Thanks to TAL, Tajara in [[Little Adhomai]] are able to gain and drive the same luxury vehicles or workhorse trucks that they had access to back home. Monowheels and motorbikes have become popular purchases thanks to the growth of the Greaser subculture. TAL has also found a niche in providing its products and services to exotic car collectors from around the spur. Rich buyers on planets such as Luna or Moroz sometimes see the sleek TAL-Volgydoh or antique Pryzark-19 as an excellent showpiece. Contrary to a popular extranet rumour, TAL does not produce technicals.&lt;br /&gt;
&lt;br /&gt;
====== Notable Releases ======&lt;br /&gt;
*&#039;&#039;&#039;Nav&#039;twir M-59&#039;&#039;&#039; - Based on the Adhomian version, the Nav&#039;twir M-59 is Tarrar Automotive&#039;s most successful monowheel model. Known for its reliability and cheap price, the vehicle was widely adopted by the Greaser population in D6. However, Adhomai-made monowheels remain as a symbol of status in Little Adhomai.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==== Empire of Dominia ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== Jinxiang Automotive Conglomerate =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Dominia&#039;s largest automotive company by a significant margin, JAC was established in 2189 in the city that bears its name, making it one of the oldest non-Solarian automotive manufacturers in the Orion Spur. The Conglomerate is primarily controlled by House Zhao, as it has been for most of its history, though independent investors hold a minority stake. The JAC produces a wide range of vehicles both for commercial purposes and use by the Dominian government, and its products, while somewhat uncommon outside of the Empire, is said to follow Dominians wherever they go.&lt;br /&gt;
&lt;br /&gt;
====== Notable Releases ======&lt;br /&gt;
*&#039;&#039;&#039;JAC Sunburst&#039;&#039;&#039; - A hybrid four-by-four, the Sunburst is a near-ubiquitous sight on the worlds of the Empire. Capable of handling both the built-up roads of Moroz just as well as the backwaters of Sun Reach, the Sunburst has gained a reputation for reliability and can run in nearly any condition it is likely to find itself in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;JAC Hansom&#039;&#039;&#039; - Equipped with an electric engine, the Hansom is noted for its luxury, with each vehicle being a bespoke construction built to the specification of its frequently noble clientele. Although marketed in a sleek black colour, it is not uncommon to see Hansoms painted in the colour of the noble houses, often as a way to show support.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==== Serene Republic of Elyra ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== New Suez Auto Group =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:NewSuezAutoGroup.png.png|200px|thumb]]&lt;br /&gt;
The Serene Republic of Elyra&#039;s primary producer of automobiles, the New Suez Auto Group found itself established on the “Persepolian Sapphire” shortly after the officiation of the New Suez Protocol and the creation of the New Suez Free Trade Zone. Considered a subsidiary of Elco, a state-owned enterprise responsible for the extraction and refinement of phoron, much of its success comes from its parent company&#039;s investments in phoronic technology. The New Suez Auto Group dominiates the automobile market, and while there does exist competitors, it is by far considered a staple of Elyran life - with most having purchased a car from the company. &lt;br /&gt;
&lt;br /&gt;
====== Notable Releases ======&lt;br /&gt;
*&#039;&#039;&#039;Sahab Brezza&#039;&#039;&#039; - Driven mostly by the most wealthy of Elyrans, the sports-model Sahab Brezza utilizes advanced technology such as the MagPulse Hovertech present within the Republic, as well as hydrogen engines with tweaked schematics to allow enhanced conservation of its primary fuel source - a combination of phoron and hydrogen. It found itself a popular topic of conversation following the Prime Minister having been photographed in an obviously newly-purchased Sahab Brezza attending state business. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harab&#039;&#039;&#039; - Economic by design, the Harab is a four-door coupe that has become a common-sight across the civilized planets of the Serene Republic. Similarly to that of the Sahab Brezza, the Harab utilizes MagPulse Hovertech to sour through the skies, however, a noticeable difference is its engine and the Sahab Brezza; it has an electric engine. With charging booths usually integrated in most buildings, the Harab has certainly had a significant impact on the development of the infrastructure within Elyra.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Nralakk Federation====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=====Qerr&#039;Zolvq Motors=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Qerr&#039;Zolvq Motors (QZM), a branch of [[Nralakk_Federation#State-Owned_Enterprises|Qerr&#039;Zolvq Industries]], is solely responsible for the production, sale, and maintenance of private vehicles within the Nralakk Federation. QZM is known within the Federation to provide reliable vehicles, but since it&#039;s the sole manufacturer within the Federation, they are not known for much else; most of their popular makes do not come with amenities outside of what is considered necessary, and the manufacturer is not known for its aesthetic outside of its catalogue of vehicles intended for Primary Numericals.&lt;br /&gt;
&lt;br /&gt;
======Notable Releases======&lt;br /&gt;
*&#039;&#039;&#039;Xarnaq&#039;&#039;&#039; - A Submersible Utility Vehicle (SUV) combining road-going passenger cars with the ability to submerge underwater. The Xarnaq uses a dual electric engine system, with one engine enabling land travel and the other allowing both above and underwater travel. The Xarnaq is popular amongst all Skrell on planets such as [[Qerrbalak]] and [[Aweiji]] since many population centres are located underwater. A variant known as the QZ-X was released in collaboration with Qel&#039;Zvol Hospitality to provide Primary Numericals with a more aesthetic personal vehicle, which comes with a dual hydrogen engine system instead of the regular Xarnaq&#039;s electric engines. Both variants can seat between 5 and 8 passengers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sqraanda&#039;&#039;&#039; - The Sqraanda is a wheeled automobile with a closed trunk separate from the part in which the driver and passengers sit, and is designed solely for above-water driving. The Sqraanda is considered a worker&#039;s vehicle because of its spacious trunk and ability to drive off-road. Its characteristics have also made it a common sight on planets such as [[Aliose]] where the terrain is rough, as well as on less-developed planets within the [[Notable_Skrell_Systems_and_Locations#The_Tetramerous_Systems:_The_Traverse|Traverse]]. Because of the association of the Sqraanda with the Traverse, it is mostly driven by Secondary or Tertiary Numericals as a personal vehicle, with Primaries mostly avoiding the vehicle unless their job requires it. To ensure reliability even on newly-founded colonies, the Sqraanda has many models that have different engines depending on what would be readily available. Petroleum or biofuel engines are a common sight within the Traverse, while the core systems utilise electric-fuel hybrid systems that can be manually switched to if more or less power is needed. All variants of the Sqraanda can only seat 2 passengers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Qruupq&#039;&#039;&#039; - A submersible-only vehicle, the Qruupq has a streamlined hull intended for constant submerged use. It is considered the sister vehicle of the Xarnaq, being a common sight in regions that are almost entirely covered by ocean. Similarly to the Xarnaq, the Qruupq can seat 5 to 8 passengers and has a variant also designed in conjunction with Qel&#039;Zvol Hospitality called the QZ-Qru, intended for Primary Numericals only. The Qruupq comes with a single electric engine, and just like the QZ-X, the QZ-Qru utilises a hydrogen engine.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Traqq&#039;&#039;&#039; - Designed to be used mainly by the military and Nralakk Logistics, the Traqq is a large, heavy motor vehicle used for bulk transport of goods, materials, and troops. Both the military and the civilian variant use a heavy-duty electric engine, but the military variant also has a backup biofuel engine for long-distance travel where recharging poses a logistical issue.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Communications ==&lt;br /&gt;
=== Portable Communications Devices ===&lt;br /&gt;
Communication devices are prolific in the 25th century, with innumerable types, brands, and models on offer to the average person. Smartphones, PDAs, laptop and desktop computers, and even certain augments are available if you are able to afford them. The most common portable device available is the Personal Digital Assistant, or PDA, an information management device that sees extensive use by megacorporations; they are robust, inexpensive to make, and due to how limited these devices are in terms of applications and connectivity, not considered a major security risk compared to smartphones or laptops. Most people living in [[Tau Ceti]] will at least own a simple PDA for work purposes, provided by their employer as part of their job. Corporate PDAs typically allow for intranet access within assigned corporate facilities, internal messaging services, file transfer systems, and applications designed to assist with the user&#039;s role.&lt;br /&gt;
&lt;br /&gt;
=== Interstellar Communication ===&lt;br /&gt;
The extranet is a galactic collection of satellite relays and server farms that allows users to share information and communicate over long distances. While most planets will have their own intranet, the extranet allows users to access most online services within the Orion Spur. The extranet has evolved into a critical infrastructure of modern society, with almost all online traffic going through it, to the point that the distinction between the intranet and extranet is rarely made. The main distinction between the two is that websites and other online platforms that provide their services Spur-wide are hosted directly on extranet servers, while planetary intranet networks are mostly used for local services such as government or business websites.&lt;br /&gt;
&lt;br /&gt;
There are a variety of factors that impact the speed of interstellar transmissions. Infrastructure plays a significant role with more isolated areas of the Orion Spur able to expect their communications to take significantly longer than if they were in a heavily populated region such as those surrounding [[Sol]] or [[Tau Ceti]]. Distance also impacts the speed of communication, the greater the distance between the sender and receiver results in a delay of several hours or even days. &lt;br /&gt;
&lt;br /&gt;
Megacorporations are mostly responsible for hosting the satellite relays and server farms that allow for extranet access, except within the [[Empire of Dominia]], [[Nralakk Federation]], and the [[Republic of Elyra|Serene Republic of Elyra]] due to their more autocratic tendencies regarding information oversight and economic management. [[Einstein Engines]] has long dominated the interstellar communications market with their subsidiary Taipei Engineering Industrial and is the sole provider of extranet services within the [[Sol Alliance| Solarian Alliance]]. While the megacorporations that make the [[Stellar Corporate Conglomerate]] don&#039;t have as much influence within the sector, they have recently begun undertaking opportunities to expand through working alongside government contractors within both Dominia and Elyra. &lt;br /&gt;
&lt;br /&gt;
== Fusion ==&lt;br /&gt;
=== Nuclear Fusion Energy ===&lt;br /&gt;
Discovered by Skrell in 1561 CE, and humanity in 2027 CE, fusion energy utilizes isotopes of deuterium, helium-3, or tritium to generate nuclear energy via fusion reaction. Safe, fuel-efficient, and nearly emission-free, it is a staple of developed interstellar civilizations across the spur.&lt;br /&gt;
Until recent years, however, improvements in fusion energy had plateaued. Research into increasing efficiency, reducing cost, and miniaturization has been slow with little to no major breakthroughs. Fusion reactors require advanced, rare mineral alloy compositions, and many of the parts are so large and difficult to transport that they must be lathed onsite. Fusion reactors become less common the further one moves away from highly developed space, due to the high initial start-up costs and maintenance. &lt;br /&gt;
&lt;br /&gt;
Ships under a certain tonnage generally have limitations when it comes to the speed or availability of their jump drives and the output of their subsystems, due to them being unable to mount fusion reactors. It is typically impractical to mount ships under a destroyer weight class with a fusion reactor, as the size of it would disproportionately overtake and dwarf the rest of the vessel. [[Nanotrasen Corporation|Nanotransen]], and by association, the [[Stellar Corporate Conglomerate]], has compensated for this through the development of the Tesla and Supermatter engines: these are much more compact than fusion reactors, but they allow smaller vessels and installations to punch far above their weight class in terms of power generation with virtually no fuel cost. Perfect for remote installations or exploratory vessels. The [[SCCV Horizon]] would not be possible without these engines, and the bulk of the energy they generate is used to charge her bluespace drive&#039;s capacitors between jumps.&lt;br /&gt;
&lt;br /&gt;
=== Phoron Fusion ===&lt;br /&gt;
Phoron fusion serves as a potent alternative to conventional fusion. By substituting phoron for tritium, it generates a fusion reaction that is much more energy-dense and easier to sustain than what&#039;s typical for fusion reactors. There are tradeoffs for this, however. Phoron fusion reactors consume fuel at a rate twice as fast as their tritium counterparts. Unlike other fusion reactions, Phoron is much more volatile and harder to stop. As a consequence, containment chambers that run phoron require additional reinforcement to handle the strain of the reaction, and additional fail-safes or subsystems must be built in to prevent meltdowns. The fuel cost and expense of building and maintaining these reactors are immense, it is normally only practical for them to be mounted in important infrastructure projects such as bluespace gates, cities, or naval capital ships.&lt;br /&gt;
&lt;br /&gt;
=== Cold Fusion ===&lt;br /&gt;
Unique to the [[Nralakk Federation]], a workable model of cold fusion was discovered. Using a rare species of electrokinetic, bioluminescent plankton, cold fusion reactors are capable of generating power far above what a regular fusion reactor can achieve in a similar size class. Cold fusion reactors using this model, however, are much more volatile. The first and largest of its kind, The Weilshi Cold Fusion Plant, was activated in 1890 CE. More can be read about it [[Skrell Synthetic Age|here]]. Due to its dark past with the Weilshi Sea Crisis, cold fusion in the Federation only sees limited use on small-scale planetary installations.&lt;br /&gt;
&lt;br /&gt;
== Fusion Technology Across the Spur ==&lt;br /&gt;
Prior to their collapse, and even after, the [[Sol Alliance|Solarian Alliance]] had the most fusion reactors per capita of any interstellar nation. This comes from an original pledge made by the nascent [[Sol Alliance|Solarian Alliance]] in 2128, to make every colony energy independent and &amp;quot;put a reactor in every settlement.&amp;quot; As one of the most ambitious infrastructure projects ever undertaken by humanity, The Alliance had achieved this goal in all of their major systems and 65% throughout the entire alliance by the time of the collapse. Fusion reactors remain the pride of the alliance, often touted as a symbol of its might and universalism. Phoron fusion, however, is a different matter. Between reliance on foreign exports to operate them and the outcome of the Red Dawn, these reactors are shunned by the public for their perceived volatility and are frugally constructed by officials due to their fuel demands.&lt;br /&gt;
&lt;br /&gt;
In the [[Coalition of Colonies]], however, fusion technology and planetary energy dependence are sporadic and variable throughout the nation. All of the major population and economic hubs in the Coalition have regular access to fusion technology, but it grows extremely infrequent the further one travels from these locations. How energy needs are met in the greater coalition are highly variable, from more conventional solar panels and battery reserves to obscure or archaic methods such as fossil fuel burning. Phoron fusion reactors are almost non-existent in the coalition, with two exceptions: thanks to their proximity to [[Tau Ceti]] via jump-gate, [[Konyang]] is beginning to dabble more into this technology, as well as Xanu Prime who has engaged in its very own phoron fusion projects. &lt;br /&gt;
&lt;br /&gt;
The [[Republic of Elyra]] and [[Republic of Biesel]] are in similar circumstances, having received much of their fusion infrastructure when they were still part of the Solarian Alliance, and continued to expand as they advanced as independent nations. Everything changed with phoron, however. In 2420, Nanotransen scientists in Tau Ceti substituted phoron for tritium in what would become the first Phoron fusion source, triggering an energy technology race between [[Republic of Elyra|Elyra]], [[Republic of Biesel|Biesel]], later on, the [[Stellar Corporate Conglomerate]]. Five years after the creation of this fusion source, Elyra created a functional reactor. NanoTrasen produced its first commercially viable phoron fusion reactor designs in 2425, and [[Republic of Elyra|Elyra]] began to create its own infrastructurally viable designs just one year after. Today, the race continues, as these powers surge forwards trying to outdo each other in pushing past the obstacles of fusion technology, alongside the [[Coalition of Colonies]] which has dipped a proverbial toe in the water that is phoron fusion. &lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=35360</id>
		<title>Ouerea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=35360"/>
		<updated>2025-01-31T07:48:28Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Ouerea&lt;br /&gt;
|System = [[Uueoa-Esa]]&lt;br /&gt;
|Image = Early Ouerea Flag.png&lt;br /&gt;
|Sector = [[The_Orion_Spur#Badlands|Badlands]]&lt;br /&gt;
|Capital = New Skalamar&lt;br /&gt;
|Species = [[Unathi]], [[Skrell]], Human&lt;br /&gt;
|Languages = [[Languages|Sinta&#039;Unathi, Sol Common, Nral&#039;malic]]&lt;br /&gt;
|Demonyms = Ouerean&lt;br /&gt;
|Nation = [[Izweski Hegemony]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Ouerea&#039;&#039;&#039;, the fourth planet from the [[Uueoa-Esa]] star, is the first planet to be colonized by the [[Unathi]]. It was first colonized by the [[Izweski Nation|Hegemony]] in 2390, when five Unathi stepped onto the planet after a one-way trip from [[Moghes]], and is the only other habitable planet within the Uueoa-Esa system. The colony teetered on a knife&#039;s edge for a decade as travel between Moghes and Ouerea was beyond the capability of rudimentary Unathi space flight. It wasn’t until First Contact in 2403 with humanity and the [[Skrell]] that colonization began to take off. Eventually, even humanity and the Skrell began to venture to the planet, creating a melting pot of not only different Unathi cultures but different species. Eventually, the colony was declared self-sufficient, and the [[Unathi Spaceflight|Izweski space program]] began to look elsewhere, beyond their home system. Sadly, this would be the catalyst for the [[Contact War]].&lt;br /&gt;
&lt;br /&gt;
Today Ouerea stands separate from the rest of the Hegemony, with a unique system of governance that goes against the feudal system on which the rest of the Hegemony relies. Their culture, also more influenced by aliens than that of Moghes, has diverged to the point where it no longer truly resembles any found anywhere else within the Hegemony. There have been incidents in the past regarding these differences, but for now, Ouerea remains a Hegemonic colony, a position which has often been enforced by violence against its population, but one that has become much more vital due to the expansion of Aquaculture on the planet by [[Hephaestus Industries]].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Humble Beginnings (2390 - 2400) ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In 2390, after years of preparation and travel, five Unathi stepped off their spacecraft and onto the Ouerean soil - the first Unathi to ever set foot on an alien world.. After a tortuous five months on a one-way trip traveling through the blackness of space, they were able to breathe in fresh air from a verdant jungle landscape, on the shore of a vast ocean. It was at this moment that the colony of Ouerea was founded.&lt;br /&gt;
&lt;br /&gt;
Unathi spaceflight in 2390 was still rudimentary at best. They had still not truly mastered long-term propulsion, still using basic chemical rockets to achieve orbit and maneuver to their destination. For the next decade, all trips to Ouerea would be one way, and more importantly, while the fledgling colony had communication with their home planet, supplies would always be at a minimum of a 3-month trip away, so any difficulties encountered by the first colonists would have to be handled on their own. Slowly but surely, more and more colonists began to arrive and what was originally a team of just scientists studying the ecosystem made its way to a growing town, one that would evolve into the thriving metropolis known as New Skalamar. Still, a one-way trip in a dubiously safe rocket was not for everyone, so the colony barely grew past a population of 500 for the first decade of its existence, in which time the first egg was hatched on Ouerea, marking a new planet owned by the Hegemony. The culture of these first colonists was rugged and communal. They had only themselves to rely on, and the group would succeed or fail together. The lush jungle, while fit for Unathi habitation, was still untamed wilderness, and one mistake could see the colony fail. Food, mostly fish from the nearby sea and what arrived in drop pods, was shared amongst all equally, and slowly as the years marched by, the caste system of traditional Unathi began to fade into the background. In this fledgling society, those who worked menial jobs were just as important as those who did not. There were no peasants or nobility, there were simply Unathi, trying to survive together - isolated on an alien world, with the nearest hint of civilization billions of kilometers away. This sense of isolated community was the foundation of what would one day become the egalitarian culture of Ouerea that persists to this day. However, eventually, change would come to the colony.&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;
=== A Time of Growth (2403 - 2455) ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In 2403 the [[Izweski Nation|Hegemony]] made First Contact with two new species. [[Sol Alliance|Humanity]], and the [[Skrell]]. Being far behind technologically compared to them, Unathi were able to reap some benefits of this first contact, mainly dramatic improvements in their space travel technology, allowing for travel between [[Moghes]] and Ouerea on a much more regular basis. The first shuttle port was established on Moghes in the city of [[Izweski Heartland|Skalamar]] by [[NanoTrasen]], and the colonization of Ouerea began to take off. The town of New Skalamar swelled in numbers, growing to thousands strong, and after different colonies were established around the now-named Trizkizki Sea, it was declared the capital of the new colony, a whole planet, a colony of the [[Izweski Nation|Hegemony]]. Naturally, the colonists were mostly from the [[Izweski Nation|Hegemony]], however unlike the original group of scientists and other specialists that had settled the world, these new colonists were mostly peasantry, the sons and daughters of menial workers who had been offered a way out of their dreary lives; and unlike the modern day colonies of the [[Izweski Nation|Hegemony]], there were no soldiers to keep traditional society in place. These peasants quickly latched onto the already growing egalitarian culture of Ouerea, propagating it exponentially until even back on [[Moghes]] many had heard of the so-called equal societies on Ouerea. Of course, this caused more peasantry to flock to the colony if ever given the opportunity, which eventually created a self-fulfilling cycle where more colonists meant more word about equal societies which meant more colonists, continue. During this time Ouerean Culture began to truly develop, as unique holidays, greetings, and ideas began to form in the mind of those who lived on the planet. The first Skrellian and human colonists also appeared at this time, bringing new ideas from a more enlightened society that was not clinging to feudalism. The [[Izweski Nation|Hegemony]] would likely have stamped down on this behaviour, or it would have continued indefinitely were it not for one thing. The [[Contact War]].&lt;br /&gt;
&lt;br /&gt;
The [[Contact War]] disrupted Ouerea, but not in the harsh way it disrupted [[Moghes]]. The [[Nralakk Federation]] stepped in and assumed oversight of the colony, imparting their ideas and assisting in what they could. While the [[Sol Alliance|Solarian Alliance]] played a lesser role in the colony&#039;s administration, largely focusing on the human population and megacorporate assets on the planet, this period is generally considered to be one of joint governance between the Spur&#039;s two superpowers. The [[Izweski Nation|Hegemony]], busy fighting for its dominance at first, then for its survival as the war turned nuclear had no resources to spare for Ouerea, and essentially left it on its own for the next two decades as it fought a brutal planetary war. This would prove to be a mistake for the [[Izweski Nation|Hegemony]]. &lt;br /&gt;
&lt;br /&gt;
By this point the colony was self-sufficient, no longer needing supplies from [[Moghes]], and had begun to set up a rudimentary trade network throughout the Trizkizki Sea, as the Federation began to dedicate more advanced space vessels which had finally delivered wet water shipping vessels to the planet. However, the Federation-Alliance government never meant to hold onto Ouerea forever, merely assist it while [[Moghes]] descended into the seventh ring of hell. They would not dedicate many resources to it, instead as was their normal state at the time, preferring to look inwards toward domestic policies. However during this time, with the Federation safeguarding the stability of Ouerea, many Skrell began to emigrate to the planet, mostly those with low index ratings who did not have a hope of achieving their dreams within the Federation. These colonists brought with them an idea of a new life and began the formative steps towards what would eventually become the Skrellian culture on Ouerea. &lt;br /&gt;
&lt;br /&gt;
The humans who emigrated, on the other hand, were of a different breed. Mostly workers for the megacorporations that still had assets on Ouerea, they were there for their work, and on a strange alien planet, work with fellow humans was what they found comfort in. Instead of intermingling with the population like many of the Skrell did, Ouerean humans tended to not view the planet as a permanent residence in which to settle down, raising a family, but instead, a job posting where they kept to themselves and their fellow workers. They would rarely leave their megacorporate-built housing areas, and only truly ever interacted with Unathi on the job. Eventually, this latent distrust and anxiety about being a trillion kilometres from home, on an alien world, surrounded by aliens whose own homeworld was awash with the blood of the [[Contact War]], lessened, and the introduction of different species to the Ouerean melting pot began. Both Skrell and human colonists, mostly refugees fleeing persecution from the Federation or sent there by megacorporations to work, began to talk about a governmental structure where all men were equal. Where Lords were not born, but appointed by popular consensus. The already egalitarian culture of Ouerea was ready to eagerly accept such a government, and the people living there took up these alien ideas.&lt;br /&gt;
&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A modern day map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
&lt;br /&gt;
Already cut off from further colonists arriving due to the state of war on [[Moghes]], Ouerea with its new alien ideas developed entirely alone for a whole generation. No fresh colonists with regressive attitudes, no real communication or care from the [[Izweski Nation|Hegemony]], just the colonists, the planet, and what the new human and Skrell colonists had told them of. The isolation from [[Moghes]] and disinterest of the Federation only reinforced the already popular ideas of equality, as colonies worked together for continued growth, and trade around the Trizkaka Sea became a staple of Ouerean survival. Seamanship was a sought-after skill, and a generation of hatchlings grew up with dreams of sailing the high seas. The idea of nobility was cast aside as the ideas brought by alien colonists took root, and for the first time, free elections were held across the world in cities, as mayors, councilmen, and other elected positions were created based on stories told by the alien colonists; a new word had begun to enter the Unathi lexicon; Democracy. A Government by the people, of the people, for the people. It was almost unheard of within Unathi society before this, but the great Ouerean experiment was underway. Societal structures in place for centuries began to break down, as Unathi found freedom in their religion, social obligations, and status. No longer would there be social shunning, and no longer would clans bind their members permanently. A wave of change was taking over the world, but it would be a while yet until it had the momentum for laws to be formed from it. By the time it was 10 years into the [[Contact War]], the Ouereans even founded their own colony. &lt;br /&gt;
&lt;br /&gt;
The city of Yiz, still just a town at this point, on an island chain in the middle of the ocean, became the first colony on the world founded by those on the world. The population came from across the planet, and no one city created it, though most of the colonists were of course from New Skalamar. Yiz would become a central trading hub in the southern parts of the sea, as its position allowed for coastal traders to easily access both Um’a’yid and Tr’ha’rem, as well as New Skalamar itself. It was founded on the 11th of October, which would come to be the holiday known as founding day when Ouereans celebrate their ancestor&#039;s achievements in the face of adversity. This defiance of nature, this ability to make do, that was proven in the founding of Yiz would go on to form another pillar of Ouerean culture, but that would come later, once more fuel was poured on the fire. However, for now, Ouerea had become interconnected through its trade and would form a planetary government. Known as the Synod of Scales, it would be a democratic institution made up of representatives from every settlement across the Trizkizki Sea, the number of representatives determined by population, based in New Skalamar, due to it having been named the planetary capital. The Synod of Scales would have limited powers, and generally be a committee by which decisions that affected the whole of Ouerea would be decided, and would allow the settlements to generally run themselves. They would also appoint one of their number, known as the “Speaker of the Scales” who would moderate discussions within it, and speak for the committee as a whole. There were no restrictions on who could run for office in the Synod, just that they had to be an adult of their respective species. One of the first acts done by the Synod of Scales was to abolish the title of Guwan. Criminals would still exist, but Unathi around the planet was now free of the shackles which bound them to their clan, allowing a breath of freedom for a young generation who had been raised during this time of changing ideals. However, it was not to last.&lt;br /&gt;
&lt;br /&gt;
Perhaps another unforeseen consequence of the [[Contact War]] for the burgeoning colony might have been the birth of [[Unathi Piracy|Unathi space piracy]] as we know it. The [[Izweski Nation|Hegemony&#039;s]] inability to survey its own system due to the war on [[Moghes]] and maintain order there, as well as the many alien ships coming in and out of Ouerea, made Uueoa-Esa a perfect place for pirate crews, and soon, the first fleets, to grow in size and power. For a time, Ouerea’s criminal underbelly became a home for most of these pirates when not in space, and for their families if they had one. By the end of the war, and the time the [[Izweski Nation|Hegemony]] could maintain a presence across the system however, most of these pirates would be gone, having moved to the recently-discovered Ha’zana or even more distant stars.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== The Months of Blood (2457) ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Razul Tuzahu would forever go down as a cursed name within the history of Ouerea.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eventually though, as all things do, the [[Contact War]] came to an end. Though the end for Ouerea was different to the end of [[Moghes]]. For [[Moghes]], the [[Contact War]] ended when the fighting stopped, and the levies were able to return home. For Ouerea, the contact war ended when the [[Izweski Nation|Hegemony]] could spare the time and resources to look at it again, and what they found outraged them. The first real communication between governments began again, in 2457, when a [[Unathi Recent Events#Unathi_Enter_the_Bluespace_Age_(2457)|Hegemonic Fleet jumped into orbit]] seizing the planet from alien control. The Mogheasian representative was a high ranking Izweski bannerman of Clan Tuzahu named Razul. Razul Tuzahu was met by the Speaker of Scales, one Zeihro Arusa, a former member of the peasantry from the Southlands. Razul immediately demanded to speak with the noble lord of New Skalamar, or of the planet if there was one, but Zeihro Arusa informed him that there were no more lords on Ouerea, only mayors and other elected officials. He politely explained that he was elevated from a committee of representatives which spoke for the planet’s population, to speak for them, and would bring Razul, and the assembled members of Clan Tuzahu acting as an honor guard for him before the Synod of Scales to hear what he had to say before discussing it. Razul, a noble himself, was enraged by this thought, that a bunch of peasants would dare invite him, not to listen to his commands, but just to listen and then make their own decision. Razul berated Zeihro Arusa, calling him a disloyal traitor to the [[Izweski Nation|Hegemony]], and to all the values that an Unathi should stand for. Zeihro Arusa would answer with a phrase that would forever live on in the hearts of the Ouerean people.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;“We will be loyal to the Hegemony, so long as it is loyal to us.”&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Razul would refuse to meet with the Synod of Scales, damning him for all eternity in the eyes of the Ouerean population. Instead, he returned to [[Moghes]], where he informed Hegemon Sk’resti that a peasant rebellion while committing treason was also preaching ideas of equality, tarnishing the tradition of the Sinta, and elevating the peasantry had taken over the colony while the [[Skrell]] had watched over it. Hegemon Sk’resti, ever hungry for more war, believed Razul without second thought, and sent him off with a force of five thousand warriors to re-subjugate the planet, transported by the [[Izweski Nation|Hegemony&#039;s]] new spacefaring fleet. Razul descended with a fury born of hatred - both for the peasantry and the new society that had been born on Ouerea.  He landed in New Skalamar, dismantling the Synod of Scales and declaring the planet under his direct rule. Those who resisted found themselves executed, and the stories said that the streets outside the Overlord’s Palace in Central New Skalamar, where the Synod of Scales had once met, ran red with blood. Razul would see Zeihro Arusa executed, but in his death, Zeihro Arusa, became a martyr for the Ouerean people, and a rallying cry for resistance. Resistance not only against Razul but resistance against those non-Ouerean Unathi, with their outdated ideas of feudalism; essentially, resistance against the [[Izweski Nation|Hegemony]] itself. Civil unrest was common, with protests and riots gripping the streets daily, but this was not a full-scale revolt yet and never would become one. In early 2458, when the [[Unathi_Recent_Events#The_Cataclysm_(2458)|HMV Cataclysm was sabotaged]], Razul and his men were needed elsewhere in the spur, fighting the real enemies of the [[Izweski Nation|Hegemony]] instead of dealing with peasant rabble. The [[Izweski Nation|Hegemony]] would force a deal with the people of Ouerea, accept an overlord, and they would allow limited democratic governance, with feudal oversight. Overlord Yiztek was chosen, and he would begin to rule the planet, reinstating feudalism against the wishes of the population. While this stopped the immediate rebellion, it only increased resentment, but the pressure was not so far up that it would bubble over just yet.&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;
=== Enter Hephaestus (2458 - 2460) ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The period between 2458 and 2460 was relatively peaceful for Ouerea. There was still a hot underbed of resentment against the [[Izweski Nation|Hegemony]] for the destruction of its democratic system, but there was no real action. [[Hephaestus Industries]] took this year and a half to expand into Ouerea, as it had done much of the rest of the [[Izweski Nation|Hegemony]]. They began setting up logging industries, factories, shipyards, and much of the heavy pollutant industry common for them. The Ouerean people at first welcomed [[Hephaestus Industries]] onto their world, they saw more humans who would share the same ideals as those who had come before them. Ideals of equality, democracy, and the like, while also offering gainful employment to the population. However, this would not be the case. [[Hephaestus Industries]] instead exploited the workers of Ouerea, treating them poorly and unlike those on Moghes who were used to exploitation, Ouereans now had a different culture and history. Unions, while not particularly common on Ouerea, were present in many workplaces, and as the newly employed [[Hephaestus Industries|Hephaestus]] workers tried to unionize themselves, they found themselves stonewalled, fired, ridiculed, and even sometimes threatened or beaten by [[Hephaestus Industries]] as they continued their Anti-Union tactics. Public opinion began to turn on [[Hephaestus Industries]], and they found themselves dealing with an increasingly angry population, as the movement began to grow. It was not a fast spreading movement, many still saw the corporation’s investments as a good thing, but as the attempts to prevent unionization became more and more heavy-handed, and worker treatment remained horrible, the ranks of those fed up with the corporation, the [[Izweski Nation|Hegemony]], and feudalism swelled. The boiling point would come on &#039;&#039;&#039;March 6th, 2460&#039;&#039;&#039;, and the world would direct its wrath at those who wronged them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== The Rebellion (2460) ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{Ouerean Rebellion&lt;br /&gt;
 |conflict = Ouerean Revolution&lt;br /&gt;
 |image = Ouerea Flag&lt;br /&gt;
 |date = 29 February - 9 July 2460&lt;br /&gt;
 |location = Ouerea&lt;br /&gt;
 |result = Truce&amp;lt;br&amp;gt;Establishment of democratic government on Ouerea&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;!-- The next few categories are split between left (1) and right (2). Use &amp;lt;br&amp;gt; to move to the next line as show in the example --&amp;gt;&lt;br /&gt;
 |combatant1 = [[Izweski Hegemony]]&lt;br /&gt;
 |combatant2 = Ouerean rebel forces&lt;br /&gt;
 |commander1 = [[Notable_Unathi#Not&#039;zar_Izweski,_Izweski_Hegemon|Hegemon Not&#039;zar Izweski]]&amp;lt;br&amp;gt;Overlord Tarkat Yiztek&lt;br /&gt;
 |commander2 = General Vhariz Zik&#039;san&lt;br /&gt;
 |strength1 = Approx. 26800 professional soldiers&amp;lt;br&amp;gt;Unknown number of levied forces &lt;br /&gt;
 |strength2 = Approx. 12300 trained combatants&amp;lt;br&amp;gt;Unknown number of insurgent fighters&lt;br /&gt;
 |casualties1 = Approx. 3100 killed in action&lt;br /&gt;
 |casualties2 = Unknown&lt;br /&gt;
 |}}&lt;br /&gt;
On [[Unathi_Recent_Events#Rumbles_on_Ouerea|February 29th, 2460]], Union leaders staged a walk-out at a Hephaestus mining facility as a protest for Hephaestus refusing to negotiate with them for higher salaries and better benefits. Hephaestus responded by firing every worker who did not show up for work that day, as the Hegemony laws offered no worker protections. The situation quickly snowballed as more workers joined the walk-out, and protests erupted outside many Hephaestus sites across the planet. The recently installed local lords reacted by deploying their Watchmen to disperse the protests through force. This however only caused the situation to escalate, and on March 5th, at a protest outside of Hephaestus’s Headquarters in New Skalamar, the match was lit. After a Hephaestus Security Officer drew the blood of one of the protestors, a riot began, and the city watchmen and Hephaestus security forces found themselves putting the riot down the hard way. In the end, two of the protesters were killed, and dozens more injured. &lt;br /&gt;
&lt;br /&gt;
The site “Ouerea Now” , a long time hotbed of resentment, crashed due to the traffic it received that night and the following day, the population was furious about the deaths of the protestors, and began to take to the streets. Overlord Yiztek attempted to ban the website, but by then it was too late. Hundreds of thousands of people flooded the streets of every major Ouerean city, as a wave of civil unrest overwhelmed local watchmen, who couldn’t contain the violence. Protestors called for the expulsion of Hephaestus Industries, the abolishment of the Feudal system, and revenge for those lost to the Months of Blood. Tax collectors, noble estates, and other government institutions were attacked by mobs, and millions of credits worth of property destroyed. Overlord Yiztek, unable to properly deal with the amount of unrest, attempted heavy handed measures, including the Guwaning of all those in a group greater than five in number, and extra taxation on the clans. This did nothing but fan the flames of rebellion higher, and on April 10th, what started as a protest against Hephaestus changed into a full scale rebellion.&lt;br /&gt;
&lt;br /&gt;
The Ouerean levies, called up on the order of Overlord Yiztek to help quell the violence instead began to defect to leaders of the protests and riots, after they were given their arms and armor. As Yiztek continued to call up levies, more defected, creating a cycle where Yiztek would call up a levy just watch them defect the following day. The now equipped rebel forces alongside mobs began to storm the palaces of the nobility, taking prisoners and accepting surrenders from noble clans. The situation had become a crisis, and every hamfisted attempt by Yiztek only increased the number of rebels he was facing, now not only peasant mobs but an equipped fighting force. Eventually, after weeks of fighting, the capital of New Skalamar fell under siege by combined rebel forces under the dubious command of one Zik&#039;san, a former member of the Synod of Scales who had escaped death at the hands of Razul. Yiztek did not have enough men to resist them for long, and even much of the city was against him. He had failed as a ruler; he had lost.&lt;br /&gt;
&lt;br /&gt;
During this time a not insignificant number of the humans left on the planet who had not already fled during the Months of Blood finally decided to stake their fortune elsewhere, away from what they now viewed as a violent government, run by a violent species. These emigres would go on to form the first Ouerean expat groups, mostly within the Coalition and Biesel, as having been raised on a completely alien planet made the Solarian Alliance and its xenophobic tendencies difficult to immigrate to. They brought with them a culture warped by their upbringing in a Unathi society, one unlike any other in the spur.&lt;br /&gt;
&lt;br /&gt;
The Skrell were a different matter altogether. With most of the Skrellian population either fleeing from the Federation, or facing re-education due to low compatability index ratings should they return, many Skrell latched themselves to the fate of the world, refusing to abandon it even as it upheaved with rebellion. Some in fact would become parts of this rebellion, not wanting to trade the bureaucratic authoritarian government of the Federation for the more backward Feudal kind. Those that did not join the rebellion still remained on the world however, looking at rebellion as a situation where no matter what the outcome was, it would be preferable compared to returning to the Federation, or emigrating elsewhere. As a result of this it has become common for Ouerean Skrell after greeting each other, to inquire if their newly met compatriot fought in the rebellion or not, with each Skrell judging the answer as they see fit.&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;
=== Peace Talks and Reconciliation (2460) ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Siegecomplete.png|thumb|alt=Unathi.|Not&#039;zar Izweski managed to secure a lasting peace with Ouerea by negotiating with the rebel forces, despite the efforts of the then-Overlord to sabotage the talks.]]&lt;br /&gt;
As the capital fell under siege and the planet looked to be almost lost to rebel forces, the [[Notable Unathi#Not&#039;zar Izweski, Izweski Hegemon|Lord-Regent Not’zar]] himself intervened. Having seen the destruction caused by Yiztek’s hamfisted policies so far, Not’zar instead shocked everyone by opening a dialogue with the rebel leaders, walking to their siege camp himself to parlay. However, when attempting to return he found the gate to the city locked by Overlord Yiztek, and returned to the Rebel camp to ask the rebels to safely escort him back in. They complied, and this was the beginning of the Ouerean people warming up to Not’zar. That the Hegemon did not see them as savage peasants, and felt comfortable enough to parlay with them, before asking for them to escort him back into the city after the Overlord locked him out, giving the Ouerean people hope. The Hegemon also allowed four negotiators from the prayed-for Ouerean Confederation, a government that would see a return to democracy, into the city. However, Overlord Yiztek was not done with his heavy-handed attempts yet. He had the negotiators executed on charges of espionage, much to the anger of Not’zar, and the fury of the rebels, who gave a warning to the city, not an ultimatum of choice, but a simple warning.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;“We will give this city three days. If you are within New Skalamar and value your life: be somewhere else.”&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thankfully, Not’zar had his Guwan Guard arrest Overlord Yiztek moments before the storming would have started, averting the crisis and the need for military force. However, this move cost Not’zar a huge amount of political capital, as the traditionalist lords of the Hegemony were furious at the Lord-Regent for daring to arrest one of their own, after not having intervened until the crisis had gotten out of hand, and in doing so capitulating to the peasantry. It is uncertain if this move was worth what it cost Not’zar, as it set him back years in gaining the trust and loyalty of the influential lords of the Hegemony. None besides Miaruz Izweski backed his play, and the rest all condemned his decision in one way or another. Still, it was a good thing for the Ouerean people, who now had a measure of the freedom they wanted. Zik&#039;san would be appointed Overlord in Yiztek’s stead, a position he still holds to this day.&lt;br /&gt;
&lt;br /&gt;
However in 2465 this measure of freedom was curtailed. After leaked Hephaestus documents pointed to devastating ecological impacts of the massive Aquaculture Centers being constructed by the corporation, rioting once again broke out on the planet fanning the potential flames of rebellion. The Hegemon who once compromised with the Ouerean people would not do so again, the stakes too high this time, and unable to trust the local levies who had rebelled in the past, instead called his and Clan Hutay’zai’s bannermen to arms, deploying them to the planet to pacify the riots by force. The planetary government had no choice but to go along with Hegemon&#039;s plan or face his wrath themselves, and have since been seen as a part of the brutal repression by the populace. The death toll was kept minimal, but still over a thousand were killed, nearly all rioting civilians. Images and videos of Izweski bannermen alongside those of the Hutay’zai using force to disperse protests were widely shared across the extranet, only fueling further discontent. However this discontent would not again rise to rioting, as the consequences for such actions were made clear by the one who had compromised with the population in the past, and instead those dissatisfied with the situation took to less direct means of sabotage and peaceful protests. However these acts have only kept the iron boot of the Hegemony on the planet for the foreseeable future, as after a near miss with mass famine a fearful Not’zar wrangles to control the Overlord and Synod of Scales, thereby also controlling the planet. His authority is clearly seen and enforced by a legion of K’lax warrior-forms, and a depleted garrison of Bannermen who have not left the planet following the pacification of the riots; instead they remained to protect the critical Aquaculture facilities alongside members of the Fighter’s Lodge and Hephaestus Security from potential acts of terrorism. These facilities mark the salvation of Moghes, and the continuation of the Hegemony, so Not’zar will not be found lacking either in controlling them, or having the means of taking control of them close by. Thankfully many of these Hegemonic soldiers remain out of the public eye, keeping to themselves by order of Not’zar himself to prevent tension from rising in the population once again. With the government still under his vague control, it is unclear if the Hegemon’s power on the planet will ever be decreased and handed back to the people, though the deciding point all would agree is the upcoming election of 2466, which might see a large change in the makeup of the Synod of Scales, causing a weakening in the control Not’zar has over the government. Only time will tell that story.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Current Day ===&lt;br /&gt;
Like all places, Ouerea is a product of its history. The violent revolutions, the isolation, and even the invention of the Federation shaped what it is today. It is a planet so close to [[Moghes]], yet completely different in irreconcilable ways. Still, for the time being, they are chained to the [[Izweski Nation|Hegemony]], whether they like it or not. While they still have special privileges, guaranteed by Not’zar, at the end of the day, they are just another vassal state of the Hegemony, doing as it wills. This has been seen most clearly in the past year, as the Hegemony has simply used Ouerea to save itself, mainly Moghes, from starvation, turning it into a food production centre of the very company Ouerea rebelled against in the first place. Despite all of Not’zar’s promises of reform, he still ended up putting down the protests and riots that occurred as Hephaestus Industries completed their aquaculture centres. The population has not forgotten this, and a sea of resentment still bubbles underneath the surface of the verdant jungle landscape.&lt;br /&gt;
&lt;br /&gt;
It is unclear if the Hegemony will ever fully control Ouerea. Maybe its people have developed a culture that is just too wild, too free, to ever be contained within a feudal system. But if there’s one thing Ouerean people are certain of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;“We will be loyal to the Hegemony, so long as it is loyal to us.”&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Geography and Climate ==&lt;br /&gt;
[[File:Oureaea_Ciites.png|thumb|A map of Ouerea, with major cities labeled.]]&lt;br /&gt;
Ouerea is best known for its lush, verdant jungle landscape, which covers almost all of the planet’s surface besides the polar ice caps. This jungle cover is attributed to the planets closer proximity to the sun when compared to Moghes, having a much shorter orbit. The Trizkaka Sea is the most prominent feature of the planet, being a large body of water with many island chains, that has become the lifeblood of the colony. The planet also has several mountain ranges.&lt;br /&gt;
&lt;br /&gt;
The strangest thing about the geography and climate of Ouerea, however, is its compatibility with Unathi as a species. For most other species, their first steps of colonization were titanic struggles which required heavy use of terraforming, adaptation, and equipment to survive on their new planet. Whereas Ouerea is essentially a Moghes covered in entirely jungle, well suited for habitation by Unathi. The plants and animals pose little danger to Unathi, and are even edible by them, which is what allowed the first colonists to survive so long cut off from Moghes. Many scholars have puzzled over this question, why Ouerea seems to be such a perfect candidate for colonization, right on the doorstep of the Unathi homeworld, but most have either attributed it to some form of divine intervention, or pure galactic luck. However there are more radical scholars who believe that Ouerea was once a colony of a Unathi precursor race, who terraformed the planet to live on in ancient times, before the evolutionary base of the Unathi stepped out of the ocean. There has been no evidence of this, despite many archaeological expeditions being launched on the world, and it is unclear if any will ever be found.&lt;br /&gt;
&lt;br /&gt;
=== Flora and Fauna ===&lt;br /&gt;
&#039;&#039;&#039;Awth’una&#039;&#039;&#039; are a warm-blooded reptilian species that gives live birth. They are four-limbed with long, snake-like prehensile tails. They resemble iguanas with a more generally ape-like body structure. Their grasping hands are very dextrous, and they have feet that have a grasping toe. They are the primary tree-dwelling type of lizard that is found in jungles across Ouerea. Typically they are omnivorous foragers that also scavenge from other species’ kills, and are not averse to raiding bird nests or eating the birds themselves. A typical Awth’una troop will be led by a patriarch. The patriarch&#039;s daughters remain with the troop for their entire lives. The young of Awth’una stay with their mothers for typically a year before becoming fully independent. They learn to forage for food and how to behave from their mothers. Orphaned Awth’una can become aggressive or ill-tempered as a result of not having their mother’s guidance on how to behave properly. Noticing this behavior, Unathi xenobiologists often cite them as evidence of the importance of proper cultural values evident in even the animal kingdom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subterranean&#039;&#039;&#039; flora are mysterious. Only the creatures that are found in the more shallow layers of the caverns are even known at all. Several kinds of reptilian monsters are found there, blind with pale scales and sharp claws. Deeper, lichen-grazing creatures crawl through the tunnels and chambers, stocky-limbed and snakelike and partially aquatic. Cataloguing the incredible breadth and diversity of the subterreanean eco-systems is a task that will keep xenobiologists busy for decades, if not more.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Azkrazal&#039;&#039;&#039; or Threshbeast has also taken to Ouerea quite well. A tall, swift-running grazer, in some areas feral herds have outcompeted native Naearzi. However, most Azkrazal on Ouerea are domesticated and thrive in the pastures across Ouerea’s grasslands. They are used as a primary method of conveyance in the homesteads due to their high speed and stamina. However, they are typically found on farms worked by the serfs of rich nobility, due to the cost of importing them and their comparative rarity. The poorer class on Ouerea uses primarily Naearzi harnessed in teams for pulling wagons and carriages. The domestication efforts over the past 20 years have gone well, and the new generations of Naearzi are born less shy and grow to trust their trainers more quickly. Unathi society is learning the secrets of their husbandry quickly, and things like diet and pasture size have been studied to great effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mier’vesh&#039;&#039;&#039; are a small, reptile-avian creature with forked tongues that sample the air. They are popular animals as they are small and sweet tempered, making them slow to respond to danger. They are used as an ideal tool to teach Ouerean hatchlings how to hunt and eat at an early age. They have a strong flocking instinct which leads them to stay together around a lead hen, typically who has the brightest crest or the loudest cry. They are popular with Unathi clanmothers who are too busy to cook, since they can simply put their hatchling outside in the yard to chase Mier&#039;vesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tul&#039;&#039;&#039; are large, muscular, leathery creatures, about a head taller than your average unathi that are native to [[Moghes]] but introduced into the local ecosystem. They have sharp claws on each feet and the strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long, pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulderblades.&lt;br /&gt;
&lt;br /&gt;
They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry, to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
&lt;br /&gt;
Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
&lt;br /&gt;
The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia.&lt;br /&gt;
&lt;br /&gt;
== Political Structure and Governance ==&lt;br /&gt;
As a result of its tumultuous history, Ouerea has a political structure unlike any other within the Hegemony. For one, many aspects of their governance is based on democratic rule of law, rather than nobility, and that is only the most obvious aspect. This uniqueness means that Ouerea has a complicated relationship not only with the Hegemony and its Feudal system, but with politics internally.&lt;br /&gt;
[[File:Early Ouerea Flag.png|400px|thumb|The original flag of the Ouerean Colony. The colours signify the green, lush jungles of Ouerea next to its vast blue oceans, while the black signifies the void of space through which the colonists had to spend many months in to reach the planet. Due to controversy over the new flag, this flag is technically the official flag of Ouerea.]]&lt;br /&gt;
=== The Synod of Scales ===&lt;br /&gt;
The Synod of Scales was first formed during the Contact War, when the planet was all but cut off from Moghes. It consisted of a committee of representatives, drawn from each settlement dotting the surface of the planet, with the number of representatives each settlement was entitled to determined by population. More population meant more representatives. One of these representatives would be elevated by their peers to become the “Speaker of Scales”, who would moderate discussions within the Synod, and speak for the committee as a whole to the public. These representatives would then work on matters of planetary policy, only truly creating laws about issues that affected the whole of the population, and preferring to let individual settlements rule themselves.  This was the Synod of Scales before the Months of Blood, the brutal Izweski crackdown on Ouerean democracy after the conclusion of the Contact War. The Synod of Scales only exists today by the grace of Not’zar Izweski, who during the rebellion of 2460, conceded to the rebel’s demands on the reinstatement of democratic processes. Still, this concession was not without its caveats, and the way the Synod of Scales works contemporarily differs heavily to how it worked in the past.&lt;br /&gt;
&lt;br /&gt;
The Synod nowadays is still made up of representatives, but each settlement, now towns and cities, only gets so many. The maximum number of representatives a city on Ouerea can appoint is eight, with New Skalamar currently being the only city which has the population to warrant these eight representatives. No other city has more than six, with most hovering around the three to four range. Smaller settlements or towns outside of cities are no longer allotted representatives, instead only being able to have appointed observers, normally appointed by the local mayor or other official who administers the area, in the Synod. This has created a situation where political power on the planet is heavily centered in the cities that dot the Trizkaka Sea, which, by the Hegemony’s standards, have the least amount of resentment towards the nation. However this estimate might be off, as while the countryside is often the growth of resentment and radical ideas, the cities normally quickly follow, as the interconnected people of the planet regularly travel and exchange ideas in a way that is foreign to Moghes.&lt;br /&gt;
&lt;br /&gt;
For matters of actually making policy, the Synod follows much the same traditions as when it was first established, only truly focusing on planetary policy rather than attempting to also govern how the cities are administered. The position of “Speaker of Scales” was abolished after the Synod’s resurgence, and instead replaced with the Overlord of Ouerea, a still feudal position that passes down a clan line. It is the Overlord that moderates discussions within the Synod, and decides which matters should be discussed when. The replacement of the Speaker with a feudal position has caused some friction within the Synod, as the Overlord now determines what policy issues are brought before the Synod and in what order, essentially having control over what can and cannot be discussed. Still, those within the Synod recognize that the situation could be much worse, and are generally willing to put up with this fact, especially given that the current Overlord Zik&#039;san is a former rebel himself. Issues which are brought to the Synod&#039;s attention are voted on by all members, excluding the Overlord, who traditionally never votes to appear unbiased. A simple majority is all that is needed to pass a law or policy, and should the vote ever come to a tie, the issue on the floor will be re-voted on until a majority is the victor. The Overlord does not hold veto powers over the decisions of the Synod, however the Hegemon himself does, should he see fit to exercise this power. Not’zar has not yet vetoed a decision made by the Synod, but only time will tell if he one day will.&lt;br /&gt;
&lt;br /&gt;
Currently the Synod of Scales consists of 39 members, but it is expected to grow as the cities of Ouerea themselves grow. The Revolution’s Heirs are the most prominent political party within the Synod, accounting for 28 of its members, a vast majority. The Heirs rarely need to include other parties into policy making because of their majority, and this has created something of a distinction between the Hatchling’s and all other political parties, whose public support is not enough to tip the balance of power in their favor yet. However, now that the Heirs are in near total control of the government, all actions or inaction by the government will be tied to them, for better or for worse, potentially opening space for the smaller political parties to garner more public support.&lt;br /&gt;
&lt;br /&gt;
=== The Overlord of Ouerea ===&lt;br /&gt;
Much like the Synod itself, the Overlord of Ouerea is a strange position for one to hold. Whereas the other Overlords rule directly over many smaller vassals, the Overlord of Ouerea merely manages the democratic affairs of the planet, rather than being a ruler in their own right. The Overlord of Ouerea, currently Zik&#039;san, moderates the talks of the Synod of Scales, sets up the elections by which representatives are elected, and determines what policies are put to the floor within the Synod. That last responsibility gives the Overlord incredible power, if they are smart enough to know how to use it. By being able to determine what is even discussed within the Synod, the Overlord can steer the direction of Ouerean policy-making however they please, exchanging favors with representatives to ensure their issues are given first priority, or refusing to even allow certain issues onto the floor of the Synod.&lt;br /&gt;
&lt;br /&gt;
Unlike in a modern democratic system, there is no check on the Overlord’s power, no way the Synod can over-rule their decision. While they do not have veto power, a right reserved only for the Hegemon himself, they do have a vast amount of influence over the Synod itself. This has resulted in a situation where the Overlord’s primary duty is the garner favours within the Synod, constantly in the political dance of quid-pro-quo, attempting to keep Hegemonic Authority on the planet as high as possible. Though the position is now held by Zik&#039;san a former rebel himself, he has realized that to retain his position, and more importantly keep the planet stable, Hegemonic Authority must not be in doubt, or once again they will descend to the planet to reassert it in brutal Unathi fashion. This is never more the case than contemporarily, as the planet now plays host to a vast majority of the Hegemony’s food production, both current and planned, that the Izweski cannot simply let Ouerea begin to truly govern itself. So Zik&#039;san must work the delicate high-wire act of allowing the planet some representation and some say in governance, while also keeping the Hegemony’s authority over the colony above a certain threshold. Should he fail in either of these, the consequences will spawn forth a torrent of blood that would outdo the revolution itself.&lt;br /&gt;
&lt;br /&gt;
=== Relationship between Democracy and Feudalism ===&lt;br /&gt;
Feudalism and Democracy are two ideologies that were never meant to interact. Yet in Ouerea’s case they must. The delicate balance struck by Not’zar in the wake of the 2460 revolution has held up for the past five years, but it is not without its many flaws, beyond those which have been discussed within the Synod of Scales and Overlord sections. The biggest issue between democracy and feudalism is the constant change a democratic government presents, as representatives lose elections, are voted out of office directly, or even have to change policies as public opinion changes; compared to the relatively more consistent feudal monarchy found throughout the rest of the Hegemony, where a Lord’s word is law and the opinions of peasants need not be considered. What has resulted is an inability for the rest of the Hegemony outside of the Overlord and Hegemon to truly communicate with the people of Ouerea, and understand how their government system works.&lt;br /&gt;
&lt;br /&gt;
To the majority of the Hegemony’s nobility, the Ouerean Revolution was a disastrous act of treason, and the Hegemon’s negotiation with the rebels is either considered a rare misstep by his supporters or a sign of his overall weakness by his detractors. Among the peasantry, however, the news of Ouerea’s newly-won democracy acts as a symbol of the potential for change - and many of those who would never have considered a change to the system that has reigned on Moghes for centuries now look at Ouerea as a shining beacon of what their own world could be. While the revolutionary ideals of the Ouerean Confederation have yet to catch on offworld, the citizens of the Hegemony hope and fear alike that while Ouerea was the first revolution to be victorious against the Hegemony’s power, it will not be the last.&lt;br /&gt;
&lt;br /&gt;
=== Political Entities ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Revolution&#039;s Heirs ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An informal name for the dominant political viewpoint on Ouerea following the Revolution - born out of its struggle for freedom, and desiring to maintain that freedom in the new age of the planet. They are staunch supporters of maintaining Ouerean democracy and the freedoms it has won for the planet’s citizens, and largely wish to continue with the status quo, working within the Hegemony to demonstrate the value of the Ouerean model of governance. &lt;br /&gt;
&lt;br /&gt;
Most prominent political figures on Ouerea are aligned with this ideology in some way or another. Opinions range on Hephaestus, with some viewing their investment as potentially a boon to the planet and others viewing them as a pestilence that was part of the very reason for the initial rebellion. Generally, followers of this ideology tend to agree that the corporation needs to be watched closely and regulated to prevent exploitation of the planet and its people - though only time will tell if they are capable of enforcing such regulations against Hephaestus’s influence.&lt;br /&gt;
&lt;br /&gt;
The Heirs have been a dominant force among the Synod of Scales since its establishment, and that continues. They are supported by mostly Unathi, with a fairly large amount of Skrellian support. Notable members include Representative of New Skalamar Ozesh Zuruziir, who rose to political prominence beyond Ouerea following an attempt to court the Hegemon in 2465.&lt;br /&gt;
&lt;br /&gt;
The opening of Hephaestus aquacultural centers and the megacorporation’s subsequent capture of the Hegemonic economy has been a contentious issue for the Heirs. Many fear that the corporation is now too powerful for the Ouerean people to control its expansion on their world, and some believe that the aquacultural projects may have devastating impacts on the planet’s biosphere. Others, however, have welcomed the megacorporate presence, believing that while Hephaestus presence is an inevitability, working with them is the only way to properly ensure that the worst of corporate overreach can be reigned in. A small number of the Heirsresigned in protest following these events, with several of them having defected to the Warriors of Liberty or the Independence Movement.&lt;br /&gt;
&lt;br /&gt;
The cooperation of the Heirs who held a majority position within the Synod with the Hegemony during 2465 has also caused many issues for the Heirs in regard to their public support. When the riots were brutally suppressed by Izweski and Hutay’zai bannermen after leaks about Hephaestus’ impact on the local environment, many saw the Heirs as part of the suppression, not stepping in to defend their own people. Many minor representatives resigned in protest, but the party has still defended their position as being what was best for the planet. This defense and lack of apology has seen a swell in the public support for the Warriors of Liberty and the Ouerean Independence Movement, who might finally be able to break the Revolution’s Heirs’ iron majority within the Synod of Scales.&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;
==== Warriors of Liberty ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Warriors of Liberty are an offshoot of Revolution’s Heirs, formed shortly after the exile of Overlord Yiztek. They believe in the maintaining of the Ouerean model, and in spreading it throughout the Izweski Hegemony, replacing the feudal system with a democratic confederation modeled after the newly formed government of Ouerea. The movement’s followers vary in their militancy, with a small and radical fringe advocating for fighting the Hegemony in open battle - a cause which is viewed as an impossibility by most. However, the existence of this fringe has proved a concern for some of the Moghresian nobility, believing that the Warriors are traitors to the Hegemony who should be stamped out.&lt;br /&gt;
&lt;br /&gt;
Followers of this ideology tend to be staunchly opposed to Hephaestus Industries and the power that the megacorporation holds throughout the wider Hegemony. The prevalent belief among supporters is that the Hephaestus facilities on Ouerea should be nationalized and brought under Ouerean control, instead of being in the hands of a foreign power. While there have been accusations leveled at this movement for ties to radical organizations such as the [[Aut&#039;akh|Aut’akh]] and the [[Unathi Guilds#Hearts of Industry|Hearts of Industry]], none of these accusations have ever borne fruit. This movement primarily consists of Unathi, with a small but dedicated base of human supporters. Notable supporters include Overlord Zik’san - former commander of the rebels during the Ouerean Revolution. His appointment to his position despite his outspoken pro-democracy views has angered many of the more conservative nobility on Moghes, with frequent calls for him to be removed from his position. The Warriors are also in favor of the expansion of Ouerean military power, to ensure that the fledgling democracy is capable of fending off any future attempt to return it to feudalism.&lt;br /&gt;
&lt;br /&gt;
Several members of Revolution’s Heirs defected to the Warriors following the massive expansion of Hephaestus Industries in 2465. They continue to advocate for nationalization of Hephaestus property across the planet, alarmed at the enormous power the corporation now wields at every level of the Hegemony. Overlord Zik’san has not spoken out in favor of this yet, with some accusing him of being on Guildmaster T’zakal’s payroll - an accusation not taken lightly, given his status as a hero of the Revolution.&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;
==== Ouerean Independence Movement ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This movement is a small one, but with a notable presence on the Synod. As the name suggests, they support the independence of Ouerea from the Izweski Hegemony, with opinions ranging from maintaining favorable relations with the Izweski to breaking ties altogether and seeking alliances among the democratic nations of the Orion Spur. This movement has a small representation among the Synod of Scales, and generally tends towards opposition to Hephaestus Industries. With the ongoing famine in the Hegemony, some of the more vocal supporters of this position have been calling for Ouerea to leverage their status as the Hegemony’s main food provider to force the Izweski into conceding to their demands for independence.&lt;br /&gt;
&lt;br /&gt;
The Independence Movement’s support is fairly evenly divided between Skrell and Unathi. To many of its supporters, it represents the truest promise of Ouerea - a world where anyone, regardless of their species or origins, should be free to choose their own destiny without the meddling of foreign powers. This faction tends to work closely with the Warriors of Liberty - while they disagree on some key issues, both of them support the expansion of Ouerea as a military force in its own right, better to prevent another war if a future Hegemon decides that the grand experiment should come to an end.&lt;br /&gt;
&lt;br /&gt;
While the movement has been opposed to Hephaestus, its membership is divided on the subject of the other megacorporations of the Orion Spur. Some believe that inviting other corporations into the Ouerean economy would help to provide a check on Hephaestus’s power, with the majority holding the opinion that any corporate presence at all is inherently detrimental to Ouerean democracy.&lt;br /&gt;
&lt;br /&gt;
Following the massive expansion of Hephaestus, as the megacorporation seized an unopposed monopoly over the Hegemonic economy, the Ouerean Independence Movement has seen an increase in support. While nothing has been proven, some suspect that this is in part due to the discreet support of other human megacorporations such as NanoTrasen in the hopes of weakening Hephaestus’s newfound monopoly&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 Oldbloods ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The ‘Oldbloods’, ironically, are actually newer to Ouerea than most of the peasants they deride. During the reign of Overlord Yiztek in the late 2450s, nobles from Moghes were brought to the planet to assist in the implementation of feudalism. This period was brief, with feudal rule on Ouerea being overturned after the Revolution, to the chagrin of the nobles who had invested time and money into establishing new authority on Ouerea. Those whose clans held land on Moghes returned there, but many of the new Ouerean nobility had lost their lands to the Contact War, and viewed this planet as a second chance. For these nobles, there was nowhere to go, and the power and wealth they had been promised on Ouerea was gone. Some of them integrated into the new society and managed to gain positions of power - but a large number of them who were unable or unwilling to do so formed the Oldbloods.&lt;br /&gt;
&lt;br /&gt;
Outside of themselves and their retainers, the Oldbloods have little to no public support, and are generally the subject of mockery among the general populace. Currently, their main form of agitation is sending emissaries to the nobility on Moghes, in the hopes of pressuring either Hegemon Not’zar or his successor to stamp out Ouerean democracy once and for all, and to restore the natural order of things - with themselves back in power. They have had little success, with most of the more influential nobility of Moghes recognising that another war on Ouerea would spell disaster for the Hegemony, especially with the ongoing famine.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== The Restorationists ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Restorationists are a minority group of humans and Skrell supporting the return of the administration of the colony by the Solarian Alliance and the Nralakk Federation. Due to the Solarian Collapse, this group has a small majority of Skrell over humans, focusing on outreach to the Federation. Following the Revolution, the Restorationists managed to attract a few more supporters in the belief that Ouerea needs the protection of another interstellar power to ensure that the tyranny of the feudal system is not reinstated. While this is the most common viewpoint among Restorationists, there are some among their number who believe that the Unathi are too young to the Spur to successfully govern themselves. The Contact War is, in their eyes, clear proof of the fact that the Unathi require the guidance of their elders on the interstellar stage, lest they bring disaster to themselves and others. The Restorationists are a tiny group, and an effective non-entity in wider Ouerean politics, as most of the human and Skrell colonists who were deeply loyal to the previous governments evacuated the planet when control was returned to the Izweski.&lt;br /&gt;
&lt;br /&gt;
Hephaestus’s expansion, and the recent end of the Solarian Civil War, has led to a small increase in human support for the Restorationists. A corporation seizing control over an entire nation’s economy in such a way is reminiscent of the events leading to the Republic of Biesel’s secession in 2452, and some humans have come to support Solarian intervention on Ouerea to prevent Hephaestus from destroying the fledgeling society there. The Restorationists, despite this increased support, are still largely irrelevant to wider Ouerean politics.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== The Hearts of Industry ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Following the reintroduction of Hephaestus to the Ouerean economy, the revolutionary guild known as the Hearts of Industry began to take root among the locals. While this had small beginnings, with Hearts from the Southlands of Moghes traveling to the planet in the hopes of agitating for change, these Unathi found a more receptive environment than they could have possibly dreamed of. The Ouerean people were no stranger to the idea of unions, or for collective action to improve the lot of all, and the revolutionary and egalitarian ideas of Ouerea found a kindred spirit in the Hearts of Industry. Second to only the Southlands chapter of the guild, the Ouerean presence is rapidly growing into a force to be reckoned with. Unlike the other political movements of the planet, the Hearts are unconcerned with Ouerea’s relation to the wider Hegemony, focusing solely on the exploitation of the planet and its people by Hephaestus Industries and the Hegemonic guilds that have made a home there.&lt;br /&gt;
&lt;br /&gt;
Following Hephaestus’s seizure of the Hegemonic economy, the Hearts of Industry have faced hard times, as many of their leaders have been arrested and their membership find it impossible to find work with the guilds due to Hephaestus’s anti-union policies. The Southlands chapter of the guild has been crushed into near-irrelevance, but the Ouerean Hearts persist - at least, for now. While many are forced to keep their membership secret to continue employment, others proudly bear the insignia of their guild still, agitating in Ouerean politics against the megacorporation’s power. Whether they will have any success is yet to be seen.&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 Aut&#039;akh ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
While the Aut’akh of Ouerea largely keep to themselves, they are still noteworthy in their actions. Though technically outlawed by Hegemony law, they are far from a priority for the government of Ouerea, and as such have been able to recruit and grow in relative safety. Though law enforcement does not actively pursue the Aut’akh, this is not the case for Hephaestus Industries, as the communes have been a consistent thorn in their side for years. Hephaestus equipment is often stolen or destroyed by Aut’akh saboteurs - both as materials for supporting the communes and as an act of resistance against corporate power. &lt;br /&gt;
&lt;br /&gt;
As such, the Aut’akh of Ouerea have an odd status, where despite the esoteric and unusual nature of their faith, they are often viewed as synonymous with direct action against the Hegemony and Hephaestus. As such, they have found many allies in those who believe that foreign powers - whether corporate or feudal - must be driven from Ouerea by any means necessary. This is where the bulk of the Aut’akh communes on Ouerea recruit from - those who are driven to strike against their oppressors. While there are no known examples of a human or Skrell converting to the Unathi faith, they can often be seen regardless in places such as Aut’akh Valley, living and fighting alongside the augmented Unathi in the hope of freedom for their world.&lt;br /&gt;
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== Culture and Demographics ==&lt;br /&gt;
&#039;&#039;See also: [[Aliens on Ouerea]]&#039;&#039;&lt;br /&gt;
[[File:Ouerea Flag.png|400px|thumb|The modern day flag of Ouerea, first made during the Times of Growth, then changed slightly during the Rebellion to incorporate red stripes to represent the blood of the nobility. Because of this, the original Ouerean Flag is officially the flag of the planet.]]&lt;br /&gt;
Ouerea is a cultural breadbasket within the greater Hegemony, with an influx of native Unathi cultures seemingly blending into one another over the decades of colonisation and escape from the growing Wasteland, as well as foreign cultures that have adapted and been integrated – in particular, Skrell and Human influences that have settled across the planet. Despite its roots within an authoritarian feudal state, Ouerea has managed to break free of the iron first of the Hegemony’s cultural wars and develop a society that above all exemplifies community, freedom and democratic practices – through which must all continue by a constant effort to balance the scales between the colony and Moghes. Yet another element of Ouerean society is perseverance, stemming from the fact the original colonists could only rely on themselves thanks to the rudimentary technology available yielding a one-way trip with little capability for quick re-supply. &lt;br /&gt;
&lt;br /&gt;
Compared to its Hegemonic counterparts, Ouerea prides itself on its meritocratic beliefs. Though initially there was pushback against these foreign ideas where one’s value is not measured by clan, birth or position, but instead through their own merits and accomplishments – originating from the original colonists who settled the planet, who could not trust any but each other for their own survival, no matter the position their fellow colonists might once have held. Nationality, position, or culture means nothing to any Ouerean, who will measure a person&#039;s true worth by what they do, for better or for worse. This extends not only to individuals but to entities, whether it be corporations, nation-states, or other groups. The only exception to this is Hegemonic, or Traditionalist, nobility. Ouereans almost universally scorn nobles, despite being ruled by one, especially those from the Hegemony, as they clearly remember both the Rebellion and the Months of Blood. Due to the sheer scale of the uprising in 2460, nearly every Ouerean has a clan member who was hurt or killed during it, and most blame the Hegemony and nobility for those deaths. This unique approach on the planet has blended into other elements of Unathi culture, in particular the structure of clans, as well as the influence they have within one’s life. It is particularly shunned across Ouerea that a Clan may exercise a hold over its members, something seen as sacred on Moghes – a person must be able to take whatever path of life they may elect without hindrance, which subsequently also leads to a decrease in extended familial bonds, with most Ouerean Sinta never meeting the entirety of their Clan, mostly knowing their immediate family and possible some extended family in rare circumstances. However, Ouereans are fiercely loyal to their inner circle, more so than their Moghesian counterparts. Differing heavily from Moghes where such is defined mostly by nobility or allegiance, on Ouerea the inner circle of an Ouerean is normally defined as their community. The first colonists of the planet had to rely on complete strangers in order to survive, and also were relied upon by complete strangers, so therefore have developed this much looser sense of community. Not necessarily of like-minded individuals, an Ouerean views their community as a group of people who will support each other through the thick and thin. To not belong to a community as an Ouerean is to be ostracized, a step apart from society, and therefore making it more difficult to find a community to belong to. Thankfully, most Ouereans are open to inviting new members into their communities, so long as they prove themselves first, in whatever deemed fit. This goes all the way down to friend groups, as they are a community in themselves. Once belonging to a community, Ouereans find themselves obligated to support it, as long as it supports them.&lt;br /&gt;
&lt;br /&gt;
Loyalty to one’s inner circle, to one’s community, is above all else yet another important facet of Ouerean Culture – especially for Ouerean Unathi. Though, there have been instances where cultural contamination has bled into Non-Unathi Ouereans, where a clan-like structure isn’t unheard of within non-Unathi households, in particular Skrell have adapted their own communal habits seamlessly into what have been called “Semi-Clans”. Though community has far-reaching definitions thanks to its subjective nature, it has mostly come to be recognised as one’s immediate surroundings, where not contributing to one’s community – in some way or another – is seen as a societal taboo that results in being shunned, and possibly even ostracized for their inaction if it continues even after “encouraged” participation through shunning. &lt;br /&gt;
&lt;br /&gt;
Not dissimilar to Moghes, betrayal on Ouerea is seen as the most abhorrent of all crimes, requiring only the harshest punishment. However, in other cultures betrayal is mostly a singular person, or small group exercise, as they go against the will of the majority. On Ouerea, the blade cuts both ways, especially in regards to communities. Being a member of a community does not only mean that one has a duty to it, it means that the rest of the community has a duty to the individual. Failing to give someone the support they need is considered to be betraying them, just as is one person failing to give the support required of them. This is most notable in the Ouerean Rebellion, where the main driver of the anger of the population was the feeling that they had been betrayed by the Hegemony, who were not giving them the support they needed. This sentiment spawned the well-known quote: “We will be loyal to the Hegemony as long as it is loyal to us.”&lt;br /&gt;
&lt;br /&gt;
Perseverance is the last pillar of Ouerean culture. Given how much time during its history the planet has been all but cut off from Moghes, a sense of never giving up has all but set into the population. It could be in any matter - in pursuit of personal or career goals, enduring times of great difficulty or simply in hard work - but Ouereans are known across the Hegemony for their perseverance, even when others might have long-since given up. This applies not only to personal matters, but also to grander things. During the Ouerean Revolution, [[Notable Unathi#Lord_Admiral_Trazial_Yizarus,_Izharshan&#039;s_Bane|Lord Admiral Trazial Yizarus]] is apocryphally quoted as telling Not’zar Izweski that “We can win this war, Lord Regent - but not without leaving Ouerea more ruined than Moghes. Every man, woman and hatchling of that planet will break before they bend.” Whether or not he actually said this has never been confirmed, with the initial source of the quote being published in an Ouerean newspaper following the Revolution’s end - but it has become a popular saying in Ouerean culture nonetheless. Perseverance within Ouerean culture has taken on a new meaning after this sang rose to prominence, perseverance against the Hegemony and its feudal government; to perserverance in the upholding of Ouerean democracy. It is debatable whether Ouereans have been successful in this, but one thing is for certain; they have not given up yet.&lt;br /&gt;
&lt;br /&gt;
=== Semi-Clans / Non-Traditional Customary Clans ===&lt;br /&gt;
Semi-Clans have become a cultural fascination across the Spur, at least to those interested in xenosocietal influences. Similarly operating to Moghesian Clans, with a “Head” or a “Chief”, more commonly just referred to as an “Elder”. These Semi-Clans have been given limited recognition within the Ouerean Federation by the Synod of Scales, where particular elements must be met before a Semi-Clan can be classified as being able to enjoy the legislative protections offered to Unathi Clans – more officially known as Non-Traditional Customary Clans. &lt;br /&gt;
&lt;br /&gt;
Firstly, there must be &#039;&#039;&#039;at least fifteen volunteering members&#039;&#039;&#039;, with some kind of familial ties – whether it be by blood, or by marriage. This has been met with criticisms from Skrell, claiming the [[Skrell Ailments#X&#039;Lu&#039;oa|X&#039;Lu&#039;oa]] has stunted their ability to grow these numbers, however, those from the Synod of Scales have accepted adoptions as being valid familial ties, offering a loophole to those unable to reach the prescribed minimum number. Secondly, each member or someone duly authorised on behalf of the members, must provide the written oaths of all those seeking to join the Non-Traditional Customary Clan to the Synod of Scales. Thirdly, there must be sufficient evidence that there is an interest for the Non-Traditional Customary Clan to be initiated – an independent one outside of merely enjoying legislative protection. It is common to claim financial assistance as an independent interest, merely having to prove an intention to help one another with pooled resources, to bypass this final requirement. &lt;br /&gt;
&lt;br /&gt;
Once a Non-Traditional Customary Clan has been accepted by the Synod of Scales, it can enjoy both the legislative protections and drawbacks offered to Unathi Clans. This includes stipulations and provisions in Ouerean Customary Laws in both Marriage and Contracts, as well as any repercussions for not following them. Many larger families have chosen this route as a means of better integrating into Ouerea, and becoming accustomed to the forged blending of several elements of Unathi, Skrell and Human societies into a mixed cultural breadbasket.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
Education on Ouerea is very different to that on contemporary Moghes, being public and widespread instead of only reserved for the nobility. As a result of the Federation Administration approving the Synod of Scales request to increase funding for educational infrastructure, public schools can be found in nearly all Ouerean settlements, whether there be cities or small townships. The Ouerean population, therefore, has a much higher level of basic education than most Unathi, and alongside public schools, private acceptance schools are widespread for more specialized education. Being subsidized by the [[Izweski Nation|Hegemony]] who wish to advance the species into the modern age, these private schools will often not require payment to attend, instead only requiring that a citizen passes a certain test, or can demonstrate their skill in another form.&lt;br /&gt;
&lt;br /&gt;
==== New Skalamar Pioneer’s Seminary ====&lt;br /&gt;
Created by religious authorities within New Skalamar, the Pioneer’s Seminary previously hailed itself for instilling traditional values within its scholars, but more importantly providing them necessary skills to further Ouerea’s development. This predominately manifested itself through teaching skills related to blue-collar industries: construction, farming, mining and any other necessary industries for “Ouerean Sustainability” – the motto of the Seminary. Though initially controlled by a Sk’akh majority during its early days, the introduction of other faiths, including alien faiths, has allowed it to develop a more holistic approach to what is defined as “traditional values”.  Having moved from its primary purpose to teach early colonists, the Pioneer’s Seminary now offers several kinds of courses with “Guild Accreditation” – including Health Sciences, Natural Sciences, Astronomy and much more. With a more balanced teaching platform, with Skrell, Human and Unathi theories all seeing practical application, the New Skalamar Pioneer’s Seminary is slowly taking the lead against its Moghesian counterparts. It still maintains its more “religious” structure, even despite its acclimation to the new Ouerean society – where only religious figures maintain tenure.&lt;br /&gt;
&lt;br /&gt;
=== Major Holidays ===&lt;br /&gt;
&#039;&#039;&#039;March 1st – Rebel’s Cry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unofficially, officially recognized by the greater Ouerean community as being an homage to the Rebellion of February 29th, 2460. Rebel’s Cry, though relatively “new”, sees continued support from native Ouereans as they maintain a distance from their Moghesian Overlord, teetering a precarious balance between free democracy and feudal tyrany. It is generally regarded as being celebrated on March 1st, due to the nature of leap-years, but when the 29th of February does inevitably roll around, Ouerea expects to see hundreds if not thousands of celebrations across its cities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;September 28th – Democracy’s Founding&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mere weeks after the nuclear cataclysm of Moghes had engulfed the planet, a coalition government had been created by the Solarian Alliance and the Nralakk Federation in an attempt to provide stability in a time of crisis – successful in their attempt, representative democracy continued across the planet for close to three decades before royalist elements overthrew the Ouerean Federation. Democracy’s Founding is officially recognised as to when Ouerea began to unravel from the Hegemony’s clutches, seeking to build themselves a path amongst the stars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 11th - Pioneers&#039; Landing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
October 11th in the human calendar marks the initial colonisation of Ouerea - when the first five Unathi made planetfall, and transformed Ouerea from a dot in the night sky to a home. This is a joyous day of celebration amongst all three species present on Ouerea, honoring the persistent and independent spirit that has made the colony what it is today. Banners bearing the Ouerean flag and images of the initial colonists are often flown, and from the smallest village to the largest metropolis there is dancing, drinking and celebration in the streets - as all Ouereans, whether human, Skrell or Unathi, celebrate the work of those who came before them. This day tends to be viewed with less significance by Skrell, as most of the initial Skrell settlers of Ouerea are still alive.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
Language is a confusing topic across Ouerea, in that there exists a vibrant community of polyglots from all walks of life – exposed to languages and dialects from across dozens of planets from which native Ouereans had their ancestors hail from. Seeking to place equality on majority of the more “rooted” languages, the Ouerean Federation has recognised four languages as being instrumental to its continued development: [[Languages|Tau Ceti Basic, Solarian Common, Sinta’Unathi and Nral’malic]]. Though the most predominant language is Sinta’Unathi, Tau Ceti Basic is a close second thanks to its usage as a means of language wayfare – a common ground for which species use to understand eachother.&lt;br /&gt;
&lt;br /&gt;
=== Refugees ===&lt;br /&gt;
Since the conclusion of the Ouerean Rebellion, and truly the [[Contact War]], Ouerea has become a sought after destination for refugees fleeing the destroyed environment of [[Moghes]] for the lush verdant jungles of Ouerea. These refugees, originally welcomed with open arms, have slowly become viewed as more of a nuisance by the native population, as outdated views are once again brought to the planet, housing becomes increasingly difficult to find and refugees resort to setting up shanty towns outside of major cities the likes of which can be found outside of Skalamar itself. In return, the refugees mostly view Ouereans as entitled, having been born to or simply fled before their new neighbours had a chance to. These shanty towns are often rife with crime, causing fear within the native population that the criminal activities seen in them will eventually spread to the streets of major cities.&lt;br /&gt;
&lt;br /&gt;
The two negative opinions the groups share about the other have sometimes flared up into violent clashes, as natives and refugees riot attempting to drive the other out or enforce certain demands. With the commonality of such occurrences on the rise, they create a constant source of headaches for local Watchmen in the major cities, who need to expend resources trying to smother the flames before they get out of hand. As a result, and to keep a pool of cheap labour on [[Moghes]], the [[Izweski Nation|Hegemony]] has attempted to curtail the flow of refugees to Ouerea but has had little effect as smugglers remain rampant within the Uueoa-Esa system due to the ongoing scarcity. Those in power on Ouerea, and the Overlord most of all, view the non-stop flow of refugees with increasing concern, as fears of a possible crisis arising from the shanty towns begin to look more and more likely.&lt;br /&gt;
&lt;br /&gt;
== Faith ==&lt;br /&gt;
=== Sk&#039;akh on Ouerea ===&lt;br /&gt;
Most of the initial colonists of Ouerea were [[Sk&#039;akh|Sk’akh]], with the first scientists and laborers sent to the colony pre-contact largely originating from the heartland of the faith. While New Skalamar had a small chapel, the Church itself did not pay much attention to the fledgling colony until the introduction of alien technology made travel from Moghes significantly faster and easier, leading to a rapid expansion of the colony.&lt;br /&gt;
&lt;br /&gt;
Following this, settlement on Ouerea grew massively, and the Church began sending missionaries, funding the establishment of a proper Ouerean branch of the faith. The First Scept of Ouerea finished construction in 2415 - a truly impressive building, blending the grandeur of traditional Sk’akhist architecture with the advances of modern technology.&lt;br /&gt;
&lt;br /&gt;
In 2458, with the return of feudal rule to the planet, Overlord Yiz’tek gained the right to appoint an Archpriest. His appointee was a priest from Moghes, in the hopes of showing the ‘proper spiritual path’ to the ‘wayward peasantry of Ouerea’. The first Archpriest of Ouerea was known as a man who cared more for the comforts offered to him by the Church than anything else, and descriptions of his lavish personal chambers in the First Scept of Ouerea were frequently spread among the rebels as examples of the evil feudalism had brought to their world. &lt;br /&gt;
&lt;br /&gt;
Following the end of the Ouerean Revolution and the appointment of General Zik’san as the new Overlord, his predecessor’s Archpriest was unceremoniously dismissed due to claims of his ‘deep and wanton spiritual corruption’ - corroborated by the Ouerean clergy who had served under him. A staunch follower of Sk’akh, Zik’san appointed a new Archpriest from among the Ouerean priesthood, a priest by the name of Iloso Azente. After several months of negotiation with the High Priest on Moghes, Azente was accepted and sworn into his new position - to represent the Sk’akh faith as the Ouerean people practiced it, rather than to mindlessly enforce the will of the far-away Church.&lt;br /&gt;
&lt;br /&gt;
The Sk’akh doctrine remains largely unchanged on Ouerea. However, it has been forced into adapting to the two great tests of the Ouerean experiment - the widespread presence of aliens, and the abolition of the feudal system. Archpriest Azente was one of the driving voices behind the recent doctrinal recognition of the gods of other alien species, and despite some protest from more conservative voices within the Church on Moghes he has welcomed dialogue with other faiths both Unathi and alien - the Hegemon’s grand theological conference in 2460, though not exactly a success in resolving religious tensions, was made possible due to the groundwork laid by Azente and the Ouerean church. &lt;br /&gt;
&lt;br /&gt;
The rise of Ouerean democracy has shaped the Church on Ouerea. The Ouerean church places a greater importance on the free will endowed by Sk’akh to Their children - claiming that it is the Great Spirit’s will that the choice between honor and dishonor is individual, and that all Sinta must find their own path to the purpose aligned for them, instead of simply falling into the patterns of their birth. This independent spirit has been proclaimed heretical by some of Azente’s fellows in the Church, but he has never been officially censured for it. This focus on an individual’s path in life, and the idea of Sk’akh wishing for Their children to find their own way, means that the Ouerean church has absorbed more human ideas of gender, believing that it can be chosen independently of one&#039;s work or duties, with Archpriest Azente having applied the doctrine of Sk’akh’s perfect creation to the matter - if such a thing was unnatural, the Three in One would not create Sinta who felt in such a way. So far, this has gone either unnoticed or ignored by Azente’s fellow Archpriests, and the absence of a High Priest means there is little oversight to ensure he falls in line with the teachings of the Moghresian church. Some among the priesthood, both on Moghes and Ouerea, fear the potential of a schism whenever the Church appoints a new High Priest - but for now, at least, the Ouerean and Moghresian branches of the faith persist in an uneasy equilibrium.&lt;br /&gt;
&lt;br /&gt;
=== Th&#039;akh on Ouerea ===&lt;br /&gt;
Most of the followers of [[Th&#039;akh]] on Ouerea arrived in the post-contact wave of colonists, with settlers from across the Hegemony recruited to settle the new world. As such, Ouerea is home to nearly every variation of Th’akh found on Moghes, though with those practiced in the regions of the former Traditionalist Coalition being less common. Shrines can be found across the planet dedicated to the Court of Stars, the Stone Lords of the [[Zazalai Mountains]], the River Court of the [[Southlands]] and a thousand other variations of the faith. While many keep to the traditions and rituals of their ancestors, the cosmopolitan and independent culture of Ouerea has shaped the practice of Th’akh on the planet.&lt;br /&gt;
&lt;br /&gt;
There is much less of a focus on particular holy sites and ancestral spirits in Ouerean Th’akh - the Unathi on this world are the first and second generation of colonists. There are no honored ancestors who have walked before them on this world, and most believe that, while they watch Ouerea from the spirit world, their ancestors remain on Moghes. For better or for worse, Ouerean Th’akhists know that they will be the ancestors whose spirits are invoked by future generations, the founders of a new civilisation and a new world. This has led to the rise of what is known as Ouerean Syncretism by theological scholars, and simply ‘Ouerean Th’akh’ by others.&lt;br /&gt;
&lt;br /&gt;
Ouerean Th’akh is a synthesis of a thousand variations on the faith - while the colonists all have their own spirit-gods and sacred rituals, their own clans and honored ancestors, they are all equally outsiders now, facing new spirits of a strange new world. The spirits of Ouerea are viewed as wilder and more primal forces than those of Moghes, solely forces of the elemental nature of the planet uninfluenced by the Sinta’Unathi. As such, many Th’akh shamans on Ouerea are equal parts teacher, preacher and survivalist - exemplifying the pioneering spirit of the first Ouereans in learning to work with the spirits of the new world, naming them and seeking to shape a harmonious relationship. Some of the more prominent among these shamans have been vocal in opposition to Hephaestus Industries’ expansion onto the planet, believing that their exploitation of Ouerea will lead to great spiritual misfortune across the planet.&lt;br /&gt;
&lt;br /&gt;
Respect for both the old spirits of Moghes and the new spirits of Ouerea is the duality that shapes Ouerean Th’akh - its shamans teach that the colonists have brought their spirits with them in part, and that only through achieving a peace between the old and the new can one reach true harmony. Those who abandon their old ways and traditions completely may be dishonorable and bring shame to their ancestors - but those who cling to them and refuse to adapt will surely invite the wrath of the Ouerean spirits upon themselves. Widespread exposure to human and Skrell culture has also shaped Ouerean Th’akh in a way that most other variations of the faith have not yet seen. Humans and Skrell are recognized as having their own spirits that they carry with them, both ancestral and reflected in the Th’akh understanding of the alien religions. While there are no known alien converts to Th’akh, the shamans of the faith often seek to work closely with alien religious figures in furthering mutual understanding of both each other, and the world they must share.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of Th’akh, human and Skrell faiths are generally acknowledged as being equally real to Unathi ones - the Qeblak ‘spirits of the stars’ and the deities of the various human faiths are considered to be alien spirits brought here by their followers. They are not venerated by Ouerean Th’akhists, but offerings are sometimes given to them by Unathi who wish to gain their favor for dealing with Skrell and humans.&lt;br /&gt;
&lt;br /&gt;
====Spirits of Ouerea====&lt;br /&gt;
===== Azsaei Zis Azua (Crimson-Toothed Liberty) =====&lt;br /&gt;
&#039;&#039;“Red the blades and red the fires,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Let our struggle only grow,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Aid us ‘gainst the tyrant’s ire,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Red your teeth that find his throat.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-A common prayer to Azsaei Zis Azua from the days of the Revolution.&lt;br /&gt;
&lt;br /&gt;
A new spirit that emerged during the years of feudal oppression, Azsaei Zis Azua (Sinta&#039;Unathi: Crimson-Toothed Liberty) is believed to have been born on Ouerea, formed from the spirits of those who died at the hands of the tyrant Yiztek. It is a spirit of freedom, justice, change, and revolutionary violence. It is usually depicted as a young, androgynous Unathi, holding a flaming spear in one hand - though occasionally as a human or Skrell, as their souls are believed to have become part of Azsaei Zis Azua as they perished in the struggle against oppression.&lt;br /&gt;
&lt;br /&gt;
Shrines to this Zyola are often built upon battlefields or sites of import to the Ouerean Revolution. It is often invoked in remembrance of the Ouerean people’s struggle for freedom, and Ouerean Unathi who feel they have been wronged in some way will often call upon it to grant them justice or vengeance. A statue of Azsaei Zis Azua, in its Unathi form, marks the entrance to the Synod of Scales - a solemn reminder to the new government that the freedom Ouerea prizes was not given, but won by blood. Shamans dedicating themselves to Crimson-Toothed Liberty are often political radicals, striving for further liberation of the Ouerean people whether by word or by blade. The spirit is often venerated by members of the Warriors of Liberty, and the party&#039;s official symbol is a stylized depiction of Azsaei Zis Azua&#039;s burning spear.&lt;br /&gt;
&lt;br /&gt;
===== The Izoaei =====&lt;br /&gt;
A collective name for many of the zo’zyola of Ouerea, the Izoaei (Sinta-Unathi: Primordial) are considered to be formless and wild spirits, manifestations of the raw and elemental forces of the world - spirits of stone and wind and water, free from names or bonds that the spirits of Moghes hold. The shamans of Ouerea believe that it is their responsibility to shape the Izoaei, to keep them appeased and guide them into a new state of being. Shrines are rarely built to these nameless spirits, but offerings are commonplace - with shamans believing that it is important to allow the Izoaei to grow accustomed to the presence of life on their world, lest their wrath spell doom for the colony.&lt;br /&gt;
&lt;br /&gt;
Shamans of the Izoaei are an odd blend of scientist, survivalist, and exorcist. Research and understanding of alien worlds is believed to be a method of both honoring and shaping the Izoaei - as Sinta come to better know their new world, so do the spirits of that world come to better understand Sinta. Many of these shamans will take extensive journeys into the Ouerean wilderness, in the hopes of coming to better know the Izoaei and to shape their presence into one that welcomes alien settlement. Shamans of the Izoaei will also often gather in preparation for or in the wake of natural disasters, providing aid in an attempt to bind or banish hostile Izoaei and to shield Ouerea against their harm. Veneration of the Izoaei has spread from Ouerea, with colonists on various [[Notable Unathi Colonies|other Hegemony worlds]] practicing similar rituals in order to overcome hostile environments.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== The Founders =====&lt;br /&gt;
The five Unathi who first set foot on Ouerea are viewed with immense respect by Ouerean civilization, often venerated as particularly revered ancestors - though they bear no blood relation to most modern Ouerean Unathi, they are ancestors in spirit to the modern-day colony. Historical sites often hold shrines to the Founders, and even non-Th’akh or even non-Unathi Ouereans will often leave offerings there in honor of the planet’s history.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zuakza Izoki, Speaker of Thunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born to a prominent Heartland noble clan, Zuakza Izoki was a graduate of the Skalamar Academy of Natural Sciences and one of the foremost astronauts of the Izweski Space Program, having been part of one of the first crews on Izweski Station. When the Ouerean mission was planned, he was reportedly hand-picked by the Hegemon to command it as captain of the IHV Venture. Captain Izoki oversaw the initial establishment of what would become New Skalamar, and lived long enough to see humans and Skrell arrive on the planet. He was one of the founders of the New Skalamar Pioneers’ Seminary, and a statue of him adorns its gates in the modern day. He died of old age in late 2429, with a planetary day of mourning declared in his honor shortly afterwards.&lt;br /&gt;
&lt;br /&gt;
His title as a spirit is “Speaker of Thunder” - either in honor of his commanding presence or as a joke from his surviving crewmates about how his way of speaking was extremely irritating over several months in a confined space together, depending on who one asks. He is venerated as a symbol of leadership, courage, and the pioneering spirit of Ouerea. His symbol is a stylized Unathi claw, reaching upwards to grasp at a distant star.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiuhi Ahuos, Watcher of the Dark&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pilot of the IHV Venture, Kiuhi Ahuos was a distinguished warrior from an Izweski air regiment stationed in the Southlands. As the Izweski Space Program grew, Ahuos found himself working as a test pilot on several of the program’s early missions. He was severely injured during a failed re-entry in the 2460s, which reportedly left him walking with a cane for the remainder of his life. Following the establishment of the Ouerean colony and first contact, he returned to Moghes with honor, continuing to work with the space program on various missions. His final mission was one that would go down in Unathi history, serving as a navigator on the IHRV Uezwik’s Hope - the Hegemony’s first attempt at creating a warp-capable spacecraft. When the warp calculations proved incorrect, Ahuos was killed along with the rest of the ship’s crew.&lt;br /&gt;
&lt;br /&gt;
As a spirit, his title is “Watcher of the Dark”, in reference to his status as one of the Hegemony’s first space pilots. Ouereans working offworld, particularly on spaceships or as pilots, will often make offerings to him to protect them, as his spirit is believed to watch over all Unathi abroad in the vastness of space. His symbol is a black Unathi eye, filled with a field of stars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skiaei Sazs - Bearer of Flame&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ship’s engineer aboard the Venture, Skiaei Sazs was a guildsman of the Construction Coalition and one of the space program’s most talented engineers. The Venture itself was a Sazs design, and they were handpicked by Captain Izoki for the mission. Following planetfall, Sazs was responsible for the assembly of the initial colony site, and is believed by some to be the patron spirit of modern New Skalamar itself. Though well into their old age, Sazs was one of the founders of Hegeranzi Starworks, and reportedly turned down the position of guildmaster there several times before their death. Sazs was known to work closely with Hephaestus Industries, and was reportedly an influential mentor of Yukal T’zakal during his early days working with Hephaestus. They perished from old age in 2452, in their office aboard Hegeranzi Starworks.&lt;br /&gt;
&lt;br /&gt;
As a spirit, their title is “Bearer of Flame”, in reference to their contributions to interstellar engineering. A shrine to Sazs adorns Hegeranzi Starworks today, and Ouerean engineers will frequently make offerings to their spirit to bless the success of a project. Their symbol is a trail of fire, stretching towards a field of stars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kseok Ssu, Witness of Life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Originally from a minor noble clan of S’th, Dr. Kseok Ssu was an accomplished biologist from the Skalamar University of Medicine long before she was chosen for the Ouerean mission. After her arrival on Ouerea, Dr. Ssu was responsible for cataloging thousands of new species native to the planet, as well as for the successful introduction of Moghresian plants and animals to the Ouerean biosphere. She is remembered as one of history’s greatest xenobiologists by Unathi even beyond Ouerea, and was granted the position of planetary chapter-master by the House of Medicine for her contributions to the sciences. She traveled extensively following first contact, studying human and Skrell advances in xenobiology for nearly thirty years and giving several guest lectures at human universities - acquiring a reputation as something of a daredevil researcher in interstellar academic circles. Kseok Ssu disappeared in 2438, only a year before the beginning of the Contact War, departing on an expedition to catalog the alien fauna of the Arusha sector. Her title as a spirit is “Witness of Life”, and she is frequently venerated by healers, academics, and explorers on Ouerea - particularly those seeking to study the planet’s ecosystem. Shrines to her can be found in most Ouerean universities, and it is a common practice among students to leave offerings there to improve their academic performance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Olzahi Ekzur - Eye of Stone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ship’s surveyor, Olzahi Ekzur was responsible for much of the initial exploration and surveying of Ouerea following planetfall. During her time as a researcher for the space program, she was responsible for the launch of several probes to Ouerea, and selected the initial landing site personally. Following planetfall, she engaged in extensive study of the area surrounding the landing site, and much of the layout of New Skalamar today is based on her initial blueprints. Ekzur spearheaded much of the initial exploration of Ouerea, and spent a large amount of her time at the Sahhat Geographical Research Complex with visiting Skrell scientists, reportedly fascinated by their culture and advancements. Ekzur’s methodologies for planetary colonization were rapidly adopted, and have since become standard practice by Hegemony colonists throughout the Spur. In 2441, Ekzur was killed in a storm on the Azareazi Sea as part of an ongoing polar expedition. Survivors of the wreck reported that she refused to leave her research or her crew, and returned to the sinking ship several times in order to recover more.&lt;br /&gt;
&lt;br /&gt;
As a spirit, her title is “Eye of Stone”, in reference to her blunt and unemotional demeanor, as well as her contributions to the field of geology. She is viewed as the patron spirit of explorers, scientists, and all those who seek to wander beyond the horizons of the known. Ouerean exploration and research programs often consecrate their missions in her name. Her symbol is a silhouetted Unathi figure, walking towards a stylized horizon.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aut&#039;akh on Ouerea ===&lt;br /&gt;
Ouerea is the birthplace of the [[Aut&#039;akh|Aut’akh]] faith, with the secretive religion’s followers having revealed themselves to the Spur for the first time there, though its communes are now spread across the wider Spur. Its origins lie with a group of Th’akh scientists and engineers, the foremost among them being [[Notable Unathi#Emzal Paossini, Creator of Paradigms|Emzal Paossini]], the elusive archaeologist now known by the Aut’akh as the ‘Creator of Paradigms’. &lt;br /&gt;
&lt;br /&gt;
These founders synthesized their Th’akh beliefs with Paossini’s studies of the ancient Sinta’Mador, and their ruins at the North Pole of Moghes, as well as the Ouerean ideas of self-governance to form the roots of what is now the Aut’akh faith. The Aut’akh of Ouerea exist in an odd state - despite the persecution throughout the wider Hegemony, the Ouerean government is largely content to leave them to their communes - and while some of the more militant among the Sk’akh and Th’akh faithful will occasionally call for stamping them out, this has yet to gain any traction.&lt;br /&gt;
&lt;br /&gt;
The main opposition the Aut’akh face on Ouerea comes in the form of Hephaestus Industries, with the planet’s communes having stood in fierce opposition to the human megacorporation for years. Aut’akh salvagers will frequently launch raids on Hephaestus compounds or equipment, stealing synthetics, machinery and supplies to sabotage the corporation’s efforts and bolster their own communities. Over the years since the Ouerean Revolution and the rise of the Aut’akh faith, Hephaestus has extensively hired mercenaries from the Fighters’ Lodge to protect its investments on the planet - and to engage in borderline warfare against the Aut’akh wherever they may be found.&lt;br /&gt;
&lt;br /&gt;
Following Hephaestus’s absorption of the Fighters’ Lodge as a subsidiary, their campaign against the Aut’akh of Ouerea has only heightened. Though the Confederation has yet to step in, rumors of Hephaestus-backed mercenaries burning Aut’akh communes and Aut’akh radicals engaging in sabotage against Hephaestus employees have spread like wildfire.&lt;br /&gt;
&lt;br /&gt;
More information about the Aut’akh of Ouerea can be found [[Aut&#039;akh#The_Aut&#039;akh_Valley,_&amp;quot;the Originals&amp;quot; | here]].&lt;br /&gt;
&lt;br /&gt;
=== Alien Religions ===&lt;br /&gt;
&#039;&#039;See also: [[Aliens on Ouerea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the alien colonists came to Ouerea, they brought their gods with them. Nearly every religion that is common in either the Sol Alliance or Nralakk Federation can be found on the world. In New Skalamar, the First Scept of Ouerea is by far the largest religious building - but it is not alone, standing on what has become known as the Street of Ten Thousand Temples. Human, Skrell and Unathi sites of worship all stand there, visited by their myriad adherents - with some locals jokingly referring to it as ‘the holiest place in the Spur’. More information on the faiths of non-Sinta can be found [[Aliens_on_Ouerea#Alien_Religions|here]].&lt;br /&gt;
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== Cities of Ouerea ==&lt;br /&gt;
The tropical regions around the Trizkizki and Riztizkzi Seas are the most populated areas of Ouerea - nearly all the major cities on the planet are located in and around this region. Due to its warmth making it ideal for Unathi biology, it was targeted from the beginning of the colonization process.&lt;br /&gt;
&lt;br /&gt;
=== New Skalamar ===&lt;br /&gt;
The oldest city on Ouerea and capital of the planet, New Skalamar has humble beginnings - the reassembled shelter of five colonists, growing over the years into a ramshackle town and further into the bustling metropolis that it is today. A strange mixture of Unathi, human and Skrell-style architecture defines the city, with the Nralakk Federation and Solarian Alliance having played a major role in its expansion into a true city.&lt;br /&gt;
&lt;br /&gt;
In the Founding District, lying at the center of the city on a plain of undisturbed grass, is the Pioneers’ Field - a near-perfect recreation of the pre-contact settlement built by the first Unathi to arrive on the planet. Statues of each of the five founders stand around it, and each of them was buried beneath its earth, having given all of themselves to the establishment of Ouerea as a thriving world. The Field is a popular spot for tourists, and the locals will often frequent it to remind themselves of the humble beginnings that their world rose from. One of the most famous images of the Ouerean Revolution shows a crowd of rebels - Skrell and Unathi alike - standing shoulder to shoulder on the Pioneers’ Field, refusing to bend or break before Overlord Yiztek’s forces. Frequently, the entrance to the Field is decorated with wreaths of flowers in tradition, or offerings to the restless spirits - honoring those who gave their lives in the Months of Blood and the Revolution, for the freedom and prosperity of their home.&lt;br /&gt;
&lt;br /&gt;
Just a short distance south stands a building that has had many names - initially built as the Ouerean Colonial Administration building by the Nralakk-Sol government, briefly transformed into the seat of Overlord Yiztek, and then renamed again following the Revolution to the Synod of Scales, as the newly formed government of Ouerea took up residence there. The Founding District is filled with grand buildings, any one of which could have made a suitable seat for the newly-appointed Overlord - but so far, Overlord Zik’san has refused to name a proper seat, remaining instead in a modest home a short distance outside the city. While most of the Founding District consists of city or planetary government buildings, there is one exception. Looming over the skyline like a dagger aimed at Moghes, the Hephaestus Regional Branch Office - nicknamed by some locals as ‘the Titan’s Tower’ - is the center of the megacorporation’s operations on Ouerea, and is second only to the Skalamar office in importance to the corporation’s overall strategy in the Hegemony.&lt;br /&gt;
&lt;br /&gt;
Not all of New Skalamar is so picturesque, however. Around the city’s docks, immigrant workers and refugees from Moghes have settled - hoping to find work and prosperity. Many of them have been left to languish, however, with the slums of the Docklands being known as a hotbed of organized - and disorganized - crime and poverty. Frequent calls are made in the Synod to address this issue, but no solution has yet been reached. Clashes between the Ouerean locals and the Moghresian arrivals are common, and many fear that if something is not done for the Docklands, they will erupt into outright war.&lt;br /&gt;
&lt;br /&gt;
=== K&#039;rath ===&lt;br /&gt;
A short distance to the east of New Skalamar, K’rath lies on the edge of the sea, in the foothills of the K’rath Mountains. Surrounded by a wide swathe of coastal lowland, it is considered by many to be one of the most beautiful cities on Ouerea - the bottle-green and tropically warm waters of the Trizkizki Sea stretch towards the Horizon, and the snow-capped mountains rise just a short distance to the south. By its locals, it is considered a paradise city, and the tourism industry of K’rath has thrived since the end of the Contact War, with wealthy nobles and guildsmen of Moghes seizing the opportunity to get away from their ruined world and take in the beauty of Ouerea. &lt;br /&gt;
&lt;br /&gt;
The majority of K’rath’s residents are Unathi, with a large number of those wealthy enough to afford it having immigrated there following the end of the Contact War. During the days of feudalism on Ouerea, the region surrounding K’rath was quickly returned to the feudal way of life, with many of the farmers and fishers in the region suddenly finding themselves as serfs, with the rights they once held stripped away. The anger at this treatment, and at being forced to bow to the new lords of the region, exploded violently during the Revolution. Many of the nobility reigning over the K’rath region were executed by the rebels, and those who managed to escape now make up the core of the faction known as the Oldbloods - pointing to the killings carried out by the K’rath rebels as proof of the danger of Ouerean democracy.&lt;br /&gt;
&lt;br /&gt;
K’rath still bears scars from the Revolution, with many of its grander and more luxurious hotels and resorts being rebuilt from the fighting. However, the tourists have begun to visit again, and though many of the locals complain about how their city now caters to the same parasites they once drove out, the influx of foreign wealth has greatly accelerated the rebuilding efforts. Its proximity to the ocean has given K’rath a large Xiialt Skrell population, with a small and insular district referred to as ‘Little Nralakk’ having sprung up on the waterfront. Many of the locals have leaned into the strange reputation of their species, offering services to tourists such as ‘psionic fortune readings and ‘psionic healing’ - neither of which tend to involve any actual psionics.&lt;br /&gt;
&lt;br /&gt;
=== Um&#039;a&#039;yid ===&lt;br /&gt;
Um’a’yid lies on the western coast of the Trizkizki Sea, and is a major fishing port on Ouerea. It is home to the planetary guildhall of the Fishing League and has rapidly become one of the most prosperous chapters of the enormous guild. Since the beginning of the famine gripping the Hegemony, the Guild has brought in enormous amounts of labor from Moghes in order to expand fishing operations across the region. As Hephaestus Industries expands its aquacultural operations, it remains unclear as to whether or not the League will continue to keep its iron grasp on the city. &lt;br /&gt;
&lt;br /&gt;
The city is currently majority Unathi, in large part due to the numbers of peasant workers and guildsmen brought in to assist the guild in its food production efforts. Prior to the guild’s expansion into the city, however, the population was fairly evenly split between the planet’s three species. As the Fishing League only recruits Unathi as full guildsmen, much of the work available in the city to humans and Skrell is limited, usually for much lower pay - though some with backgrounds in xenobiology or environmental science have managed to secure prestigious advisory positions to the guild, and have been instrumental in the establishment of some of the guild’s existing aquacultural centers across Ouerea. &lt;br /&gt;
&lt;br /&gt;
For the rest, however, the most common work is on the city’s docks or as non-guild labor on fishing boats. The low pay of non-guildsmen has meant that many humans and Skrell have left the city in recent years, with many of them seeking similar work in the employ of Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
Following Hephaestus’s buyout of the Fishing League, however, the situation has changed, with the newly acquired subsidiary being required to pay its non-guild workers the same wage that a guildsman in the same position would earn. This has been instrumental in building goodwill towards Hephaestus among the city’s alien population - though many of the guildsmen resent their new employers for trivializing their difficulties in earning their position in the guild.&lt;br /&gt;
&lt;br /&gt;
=== Tr’ha’rem ===&lt;br /&gt;
Along the land bridge separating the Trizkizki and Riztizkzi Seas lies the city of Tr’ha’rem, a major shipping port on Ouerea. Nearly all cargo bound to and from Z’ek or Sahat passes through the city, and the massive tropical rainforests surrounding the city have proven very valuable for logging and farming. A spicy fruit known as kizau (A Sinta’Unathi word meaning ‘sweet sting’) is an extremely popular export from the city, which sees frequent use in Ouerean cuisine, being one of the rare foodstuffs to have proved equally popular among Skrell, humans and Unathi alike.&lt;br /&gt;
&lt;br /&gt;
Due to its position on the northern edge of the Ouerean equator, Tr’ha’rem is less hot and humid than most of the planet. This has made it a popular destination for non-Ouereans, as it is widely considered to be more livable. Tr’ha’rem is also home to one of the larger human communities on Ouerea - though colonists came from many different parts of Solarian space, largely in the employ of megacorporations, traveling halfway across the Spur is not something done lightly, and generally only by those with little to gain remaining on their homeworld. Perhaps it is unsurprising, then, that a large number of [[Mars|Martians]] wound up living and working on Ouerea, primarily in the employ of Hephaestus Industries. As its climate is more bearable year-round for humans, a great many of these workers dwell in Tr’ha’rem, with a district near the city’s docks being named &amp;quot;New Olympia&amp;quot; by its residents. The locals tend to view Hephaestus favorably and have bitter feelings towards the Solarian Alliance, which were only amplified by the Violet Dawn disaster of 2462. Though many of them have not seen Mars in decades, if at all, they still consider themselves as Martian as they are Ouerean, and many of the locals have donated extensively to relief efforts following the disaster.&lt;br /&gt;
&lt;br /&gt;
Due to its large human population, Tr’ha’rem often plays a key role in many human-centric political developments. Some of the earliest fires of the Ouerean Revolution were sparked in the streets of New Olympia, and since the establishment of the Confederation, it has been a key part of the campaign for human representation on the Synod of Scales. Though the Hegemony is unwilling to allow aliens to hold power over Sinta, the humans of Tr’ha’rem have fiercely agitated for at the very least an observer similar to that which the Skrell of Ouerea have. So far, this campaign has not been met with any official response, with the believed reasoning being very few humans have fully settled on the planet as the Skrell did, instead being there as megacorporate workers.&lt;br /&gt;
&lt;br /&gt;
=== Xrqii-Zek&#039;Qlip ===&lt;br /&gt;
A small settlement in the Z’ek Crater, the town of Xrqii-Zek&#039;Qlip (often abbreviated to Zek by non-Skrell)  is considered to be a gateway to a tropical paradise - for humans and Skrell, anyway. The humidity in the region is generally considered too much to bear for Unathi due to it causing embarrassing and frequent fungal infections of the scales. As such, there are very few Unathi inhabiting this region, though the warm and idyllic tropical waters are a perfect environment for Xiialt Skrell, who make up a majority of the small settlement’s population. &lt;br /&gt;
&lt;br /&gt;
Though briefly settled by Unathi at one point, with the village of Zek being the first settlement on the island, the constant humidity and scale infections led to most of the settlers rapidly leaving. Following their departure, the Nralakk Federation considered the use of the islands as an environmental research facility, and it was their surveying which led to the discovery of their ideal conditions for Skrell. Though the Federation decided against it, moving their efforts elsewhere, this was what attracted the second wave of settlers to come to the island. The Skrell that moved here would name their town after the original settlement in respect to the native Unathi who originally tried living here.&lt;br /&gt;
&lt;br /&gt;
The islands of the Z’ek crater are considered to be one of the wonders of Ouerea, looking like the archetypal island paradise. While most of the locals make their living largely off fishing or farming, the small town has seen a boom of late, as the Ouerean government wishes to further exploration into the Azareazi Sea to the south, which is still unsettled and not nearly as well-explored as the equatorial region of Ouerea. As Xrqii-Zek&#039;Qlip is the closest settlement, in recent years the town has become a frequent stopping point for researchers and supply shipments bound south, to various research bases.&lt;br /&gt;
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=== Sahhat ===&lt;br /&gt;
Far to the east of the Riztizkzi Sea lies the Sahhat Crater - a volcanic crater in the middle of the savannah. Aside from the grassland around it, the middle of the crater holds a large and very deep lake, branching off into unexplored underwater caverns. The beauty of the crater, and its warm yet not unpleasant waters, have led to it becoming something of a tourist destination, with the small town of Sahhat catering to the wealthy Unathi, humans and Skrell who come to visit. &lt;br /&gt;
&lt;br /&gt;
Originally, Sahhat was the site of the Sahhat Geographical Research Complex - a Nralakk Federation scientific outpost dedicated to understanding the unique biosphere of the underwater caverns of the crater. Following the Federation’s withdrawal from Ouerea, the facility stood abandoned, though it has since been reopened as a museum dedicated to the unique flora and fauna found in the caverns. &lt;br /&gt;
&lt;br /&gt;
A small settlement arose over time near the research base, as primarily Unathi settlers from the core of the colony ventured out to the region, and formed what is now the town of Sahhat. The town largely existed to support the research base, but the friendships built over many years between the two groups led to a few of the Skrell scientists choosing to remain on Ouerea when the Federation left. Now, Sahhat is a beautiful town, looming over the crater and descending down the cliffsides of the ancient volcanoes. It offers every luxury - fine food and drink from human, Skrell and Unathi culinary traditions, entertainment in its small yet thriving theatrical district, and the unique sights of diving into the crater itself and exploring the scenic underwater caverns. While this is a profitable industry, and usually divers are accompanied by a Skrell guide - every now and then a foolhardy tourist will dive into the crater’s water and never resurface. &lt;br /&gt;
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Likely, they simply got lost in the caves and ran out of oxygen. Some of the locals, however, whisper of something more sinister - an alien beast lurking in the depths of the Sahhat Crater, picking off tourists when it sees the opportunity. Though some have sought out to hunt whatever monster this may be, none of these parties have ever turned up anything, leading most serious scholars to conclude that the ‘Sahhat Leviathan’ is nothing more than a ghost story to sell souvenirs.&lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Technology&amp;diff=35359</id>
		<title>Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Technology&amp;diff=35359"/>
		<updated>2025-01-31T07:47:34Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
In 2466, technology has advanced significantly; but who accesses this technology and what purpose it serves from nation to nation, from even species to species, varies greatly. The highest advancements in such technology are often purchased by [[megacorporations]], and so the highest standards of living are most available to the wealthy and privileged. Nevertheless, many advancements have allowed for improvements in quality of life across the [[Orion Spur]].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Medical Technology==&lt;br /&gt;
Medical technology, particularly in [[Timeline of Humanity|human]] space, has signficantly improved longevity and quality of life for myriad sophonts within the Spur. In the Jewel Worlds of the [[Sol Alliance]] and the [[Republic of Elyra]], medication and treatments have improved to the point where a human could, in theory, live up to two centuries. Elsewhere, the quality of care one can access varies strongly depending on their income and the planet they live on.&lt;br /&gt;
=== Medicines ===&lt;br /&gt;
Medication, particularly for chronic conditions and illnesses, has greatly advanced in the Orion Spur. In 2206, the field of oncology was changed forever after the discovery of [[Guide_to_Chemistry#Ryetalyn|ryetalyn]]. Synthesized from various anti-radiation medications, animal testing revealed a 55% decrease in cancerous growths of the liver, lungs, stomach, and colorectal system. Ryetalyn prevented the growth of cancerous tumors by repairing genetic tissue and “correcting” the genetic errors that allowed cancers to grow; while it did not completely shrink the tumors, other methods of treatment such as chemotherapy, surgery, and radiation therapy were more effective after ryetalyn had reduced the rate of cancerous tissue growth. After the drug passed clinical trials, cancer survival rates skyrocketed. Ryetalyn is still an expensive drug, primarily distributed by [[NanoTrasen]] after the patents were purchased in 2354, and most insurance will only cover it halfway– in remote colonies and underdeveloped planets, the drug is all but nonexistent.&lt;br /&gt;
&lt;br /&gt;
The discovery of solid phoron in 2417 led to it being used as a catalyst for creating medications. The medicine [[Guide_to_Chemistry#Dexalin|dexalin]] was first synthesized by NanoTrasen scientists in 2424, and two years later Jeonshi Biotechnics, a subsidiary of [[Zeng-Hu Pharmaceuticals]], developed a stronger variant in the form of [[Guide_to_Chemistry#Dexalin_Plus|dexalin plus]]. These two medications revolutionized treatment of chronic respiratory diseases such as asthma and chronic obstructive pulmonary disease (COPD). Doctors and researchers found that regular doses of dexalin could even assist with oxygenation if a patient was suffering from a respiratory disease such as pneumonia or tuberculosis, which was still very common in distant Solarian colonies. Even lung cancer patients experienced increased rates of survival due to continued oxygenation.&lt;br /&gt;
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[[Guide_to_Chemistry#Peridaxon|Peridaxon]] was another drug patented by Zeng-Hu Pharmaceuticals, synthesized in the aftermath of the discovery of phoron. Its potent regenerative properties allowed the reduction of traumatic organ injuries and reduction of scar tissue interfering with function; supplies of peridaxon were incredibly useful for patients in traumatic accidents, shootings, or victims of war. Peridaxon’s complexity means that it is extremely rare, even in Biesel, though the Republic of Elyra’s phoron reserves means that it is most often synthesized there.&lt;br /&gt;
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Further advancement in the fields of genetic repair and tissue regeneration have proved possible with the recent advent of [[Guide_to_Chemistry#Cryoxadone|cryoxadone]] and [[Guide_to_Chemistry#Clonexadone|clonexadone]], both developed by NanoTrasen&#039;s biomedical department. Through specialized cryogenic tubes that reduce a patient&#039;s body temperature, these cryogenic medications have stunning effects on victims of acute radiation poisoning; over the course of a decade, studies showed that [[Unathi]] patients of gene therapy clinics on [[Moghes]] had a significantly lowered cancer risk from the fallout of the [[Contact War]].&lt;br /&gt;
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Of all the medications that see common use in the Orion Spur, few are as highly sought-after as the miracle drug [[Guide_to_Chemistry#Rezadone|rezadone]]. Discovered through experimentation by [[Empire_of_Dominia_Great_Houses#House_Volvalaad|House Volvalaad]] in 2454, the drug proved an 80% effectiveness rate at treating deep-tissue burns, physical trauma and bruising, and to the shock of researchers, was even better at reducing the size of cancerous tissues than ryetalyn. The lead researcher of the project, Carmen Volvalaad, sold the patent for a legendary sum of one credit to the [[Interstellar Aid Corps]]. The only thing limiting rezadone from widespread usage across the Spur is the rarity of one of its constituents; carpotoxin. Derived from [[Deep_Space#Space_Carp|deep space fauna]] thought to originate from the Romanovich Cloud, it is not only dangerous but difficult to hunt space carp in a way that preserves the reserves of carpotoxin in their muscles. As well, reserves of carpotoxin within the carp themselves are limited and can spoil very quickly, meaning research labs across the Spur will pay handsome sums for well-kept carp meat.&lt;br /&gt;
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=== Cloning ===&lt;br /&gt;
Created initially in 1344 CE by the Skrell, it was an incredibly rare and expensive procedure that only revolved around embryonic reproductive cloning. It was almost three centuries later, in 1639 that the Skrell unlocked the ability to begin growing organs, as well as limbs. It became a popular trend among the influential and wealthy to grow organs and limbs ahead of actually requiring them.&lt;br /&gt;
The Era of Synthetic Oppression reigned over by Glorsh-Omega brought with it significant advances into the field of cloning, mostly confined to the archologies across Aliose. Glorsh-Omega had managed to propel the field of cloning and genetics exceptionally during their reign, managing to unlock the secret that prevented the flash growth of organs and limbs. Upon contact with humanity in 2332, Skrell began sharing their research in the field of cloning with Zeng-Hu Pharmaceuticals — specifically its subsidiary, Yomi Genetics Innovation and Research.&lt;br /&gt;
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Continued efforts from both races eventually yielded more efficient processes, making cloning organs and limbs easier than before, as well as cutting unnecessary costs that pushed for Zeng-Hu Pharmaceuticals to franchise on the new lucrative market developing as a result of the cooperation. Today, while other megacorporations have invested in the field, Zeng-Hu Pharmaceuticals continues to dominate the cloning market. Most if not all cloning operations are performed on corporate assets with branches of Yomi Genetics. Zeng-Hu Pharmaceuticals has also managed to advertise the “revival” of the dead through embryonic cloning, where a biological copy of an individual can exist. However, it follows the lifespan of their respective species beginning at infancy.&lt;br /&gt;
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==== Operations ====&lt;br /&gt;
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===== Limb and Organ Cloning =====&lt;br /&gt;
&lt;br /&gt;
The ability of humanity to “clone” limbs and organs dates back to the mid-21st century and originates at roughly the same time as Zeng-Hu Pharmaceuticals, which would go on to be the main provider of cloned limbs and organs. These early techniques were slow and could be prohibitively expensive, depending on the organ. Limb cloning only became common in the early 23rd century with the advent of new techniques developed by Jeonshi Biotech Incorporated but— due to its cost— initially existed as an alternative for prosthetics only available to the very wealthy. This changed following first contact with the Skrell in 2332 due to Zeng-Hu Pharmaceuticals&#039;s willingness to cooperate with the more advanced species.&lt;br /&gt;
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Cooperation between Zeng-Hu Pharmaceuticals and Skrell helped lower costs and enhance the effectiveness of existing limb and organ cloning techniques. While genetic material from the recipient is still required to clone an organ or limb, modern techniques first developed in this era have made it much more affordable and practical for an average human resident of the Orion Spur - however, it is still considerably more expensive than their mechanical counterparts. Despite these improvements and advances, limb and organ cloning remains mostly limited to more developed systems such as Sol, New Ankara, Biesel, and Xanu Prime with few cloning facilities existing outside of these areas. The most remote facilities exist in the al-Wakwak system, the home system of [[Aemaq]], due to its heavy Zeng-Hu presence.&lt;br /&gt;
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===== Embryo Cloning =====&lt;br /&gt;
&lt;br /&gt;
While much of Zeng-Hu Pharmaceuticals&#039;s research focuses upon the cloning of limbs and organs, the prospect of cloning an entire human being has long fascinated the keiretsu. Although Jeonshi Biotech focused primarily on the more conventional form of cloning, Yomi Genetics I&amp;amp;R, already well-known for being on the bleeding edge of genetic research, opted to pursue a different field; that of embryonic cloning. Long a staple of the Nralakk Federation due to long-standing fertility issues, Yomi Genetics researchers were able to create the first practical method for human embryonic cloning in the middle of the 21st century. Prohibitively expensive and only common in the richest of humanity&#039;s systems— particularly Sol— Yomi Genetics&#039; techniques allow those parents that can afford it to make a child that has been genetically altered to be a cut above their peers. Despite many human rights groups decrying this as simply a modern form of eugenics, its popularity has not slowed among the rich of Sol, and Yomi Genetics has quickly become one of the keiretsu&#039;s wealthiest members as a result.&lt;br /&gt;
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Regardless of its immense profits, the corporation has not opted to pursue flash cloning of humans, citing “moral and ethical concerns&amp;quot; alongside the immense investment required to make such a thing practical and the lack of a viable market for adult clones. In spite of this, there have been extranet rumours for decades that the keiretsu uses cloned soldiers as its heavy-duty biohazard response teams. These are, however, simply rumours, and the keiretsu has long denied them as “baseless conspiracies,” with no foundation in reality.&lt;br /&gt;
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===== Geneboosting =====&lt;br /&gt;
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While the vast majority of the Orion Spur relies on genetic manipulation and cloning techniques developed by Zeng-Hu Pharmaceuticals and their Skrellian business partners, there is one notable exception: the Empire of Dominia and it&#039;s “geneboosting” techniques. The exact details of these techniques are a closely-guarded secret of the Empire of Dominia and House Volvalaad, which is responsible for much of geneboosting&#039;s development and research. There have been no confirmed leaks of the Empire&#039;s geneboosting techniques, despite rumored attempts by Zavodskoi Interstellar to purchase information on them, and this secrecy has kept geneboosting firmly within the Empire&#039;s borders. On-and-off talks between Zeng-Hu Pharmaceuticals and the Empire regarding the sale of Dominian techniques to the keiretsu have not yet produced results.&lt;br /&gt;
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The history and origins of geneboosting are more well-known: the modern technique dates back to genetic manipulation of crops and fauna brought by Moroz&#039;s original settlers, and this foundation was used by House Volvalaad to create modern geneboosting of humans. It is known to be prohibitively expensive and only limited to Imperial Primaries. The effects lead to enhanced attributes and appearances: those geneboosted are stronger, faster, more able, and much longer-lived than their non-geneboosted counterparts. Geneboosted playable species tend to be a foot or so taller than average (upwards of seven to seven and a half feet for humans) and find it very easy to maintain peak fitness. A geneboosted person is obvious at a glance, and geneboosted humans are often held as paragons of Imperial society. Geneboosting carried out after birth, known as gene therapy, is very rare and generally dangerous in addition to also being prohibitively expensive.&lt;br /&gt;
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===== Dangers of Cloning =====&lt;br /&gt;
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Some believe that the “revival” of an individual can occur through embryonic cloning, however, that could not be further from the truth. While they are a biological copy of a deceased individual, memories and personality will not carry over. Despite embryonic cloning of a deceased individual being cheaper than creating “designer children”, the process is still considered rather expensive, even for the wealthy.&lt;br /&gt;
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While most of the kinks have been worked out with limb and organ cloning, there are complications. Delayed onset muscle degeneration, or DOMD for short, is a painful process where a limb can begin to necrose and can happen even years after being cloned. It is generally regarded as being rare, and impossible to detect until it is too late. The only treatment is amputation. Despite the genetic material of a recipient being used, there have been cases of acute cellular rejection with cloned organs. While dangerous if untreated, most of the time the problematic organ is removed and simply replaced with a different clone - a straightforward procedure that comes with little risk.&lt;br /&gt;
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== Prosthetics, Augments, and Implants ==&lt;br /&gt;
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From military-exclusive combat enhancements to crude limb replacement, the field of prosthesis and implants is as wide and varied as the cultures and species who utilize them. There are various ways to acquire, utilize, and perform these mechanical replacements and upgrades, yet they are not without their drawbacks.&lt;br /&gt;
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=== Cost and Accessibility ===&lt;br /&gt;
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From the depths of the Eridanian underworld to the peak of Lunarian high society, prostheses are found in virtually every echelon of occupied space. There are many ways the average person could acquire their prosthesis, from corporate insurance plans, state-subsidized healthcare, purchasing them from a retailer, or under-the-table methods out of the national eye. A limb or organ replacement roughly equivalent to its organic counterpart varies in its affordability to the average person, depending on their nation. Rent-to-own payment plans are common with higher-end, “subtle” prosthetics that match the skin tone and appearance of the original limb. Prosthetic limbs and organs are a common item on corporate insurance plans, but the quality of the prosthetic varies greatly from plan to plan. An expensive premium plan may entitle the worker to a top-of-the-line new Hephaestus model while cheaper plans could see someone forced to use long out-of-date prosthetics. Some corporations offer exciting sign-on bonuses or rewards for good performance in the form of high-grade modifications that are otherwise unobtainable by legal means. These offers, while seemingly benevolent, hide inherent risk that leads many to refuse them altogether. This form of contract is especially popular in the Eridani Corporate Federation and with Zeng-Hu Pharmaceuticals where poor job performance or termination from one’s position could mean forcible reclamation of one&#039;s augments.&lt;br /&gt;
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External modifications are rarely a clean affair, and a prosthetic will require constant upkeep and maintenance. Some prosthetic owners seek to avoid costly technician visits by learning how to perform their own maintenance and repairs within reason, much to the frustration of their corporate producers. It is common practice that corporations will employ methods of restricting the ease of repair through avenues such as DRM-locked proprietary software, specialized tools, and electronic access codes. The market for second-hand prostheses is profitable with many people opting to pick older model prosthetics without advanced anti-repair measures for the sake of easy maintenance.&lt;br /&gt;
&lt;br /&gt;
The market for augmentation is a wide one, and nearly every prominent megacorporation deals in them in one way or another. A major player in the industry is Zeng-Hu Pharmaceuticals, who are responsible for the majority of medical-grade prosthetics through themselves and their subsidiaries. Zeng-Hu prosthetics are popular among medical workers for their stability and precision. Hephaestus Industries is responsible for most industrial prosthetics, and many blue-collar workers swear by the prosthetics&#039; strength and durability. Zavodskoi Interstellar, along with Zeng-Hu subsidiary Jeonshi Biotech, accounts for a majority of combat or otherwise military-affiliated augments. However, corporation-produced prosthetics can be more expensive than others and are often loaded down with prohibitively-restrictive software.&lt;br /&gt;
&lt;br /&gt;
Augments come in many varied shapes, sizes, and installations; from nearly transparent eye lenses from the Eridani Corporate Federation, to robotic exodigits that are worn like a glove by some surgeons, to cyberweave that changes color and length and cyberink that are permanently fluctuating tattoos, there are augments for every person in mind. They can typically be split up into three distinct categories, despite their range of differences. The first one is internal, sometimes called installed augments. These are ones that must be permanently affixed to the body until a similar procedure removes them. Removal is not guaranteed and is often much more costly, so it can be considered to be a big decision by anyone that isn&#039;t a high-ranking corporate shill. These can be eye lenses that are installed over the pupil and iris to create heads-up displays and holo-info, such as ads, analysis, and other useful tools, to mere joint replacements. The second category is known as external or worn augments. These are ones that can be slipped in and out of, either with the ease of putting on a glove or the difficulty of slipping into a tight jumpsuit. They are not permanent, but typically much more expensive as a result. They might be items that can be worn to increase hand-eye coordination, glasses or contacts that eliminate color blindness and other seeing impairments or an exoskeleton that increases speed and stamina. &lt;br /&gt;
&lt;br /&gt;
Decorative augments are rarely expensive, commercialized for the average worker to buy into, and remain a fun alternative to traditional tattoos, hair dye, and other things. They are similarly installed like internal augments, but their key difference is that they can become inert or inactive and cause no inconvenience if so. Their installations are often more painful than their traditional counterparts, but otherwise provide a level of glam and style that can be swapped with the seasons, ensuring you never regret spending your money on Idris ElectrInk™ products.&lt;br /&gt;
&lt;br /&gt;
Many in lower income brackets opt to produce their own haphazard prosthetics, and there are plenty of underground workshops that manufacture their own work to select from. Often called augmenters or ‘augurs’, these shops typically shy clear of legal routes in order to avoid the monopolies megacorporations have on these markets. People purchasing from these stores avoid legal ramifications due to the sheer variety of augments and prosthetics available on the market— this does not even include all the decoration and modifications that people do to their own prosthetics to make them their own. As a result, unless someone is caught in the act of getting these illegal installations or is otherwise ratted out by someone else and reported, these crimes are considered about as harmless as jaywalking.&lt;br /&gt;
Military augments and prosthetics that enhance combat ability are closely guarded by their respective corporations or governments and are almost always out of reach for the average worker. There are often civilian models of these augments produced, and corporate security may receive augments like heads-up displays or threat analyzers.&lt;br /&gt;
&lt;br /&gt;
Mechanized implants, as a whole, provide a unique way to treat or assuage challenges that come with illness, disease, and disability. If someone is born with a joint in their leg that does not bend correctly and causes pain, an augment or mechanical implant can be installed to ensure the limb is working as intended. Similarly, with the studies conducted on the human brain, sometimes personality AI chips are added that can help someone overcome the challenges of certain mental illnesses. These types of minor augments and prostheses are very common, and as a result, replacing minor body parts like fingers and repairing specific portions of the body is hardly an expensive endeavour.&lt;br /&gt;
&lt;br /&gt;
=== Vat-Grown Prostheses and Organs ===&lt;br /&gt;
Something of an oddity in the realm of prosthetics, vat-grown organs have captivated scientists for decades. These prosthetics are entirely identical to regular cellular limbs and organs, and indistinguishable except for a faint scarred seam around external prosthetics where the limb was attached. In a feat of simultaneous discovery, two groups are known for their production of vat-grown organs. House Volvalaad of the Empire of Dominia, and Zeng-Hu subsidiary Yomi Genetics in association with Nralakk Federation scientists. However, these prostheses are prohibitively expensive for the normal person due to the skill needed to attach one, and the lab work required to grow a limb that is compatible and with the same skin tone as its recipient. Of the former, only the wealthy nobility can access these prosthetics, along with very favoured secondaries. The Nralakk Federation often subsidizes vat-grown prosthetics for their citizens of primary and upper secondary numerical Societal Compatability Index ratings.&lt;br /&gt;
Vat-grown prostheses can be found elsewhere in human space, but they are often at a high cost. Only people that climb the corporate ladder of various megacorporations can afford them due to the costs associated with making and attaching them.&lt;br /&gt;
&lt;br /&gt;
=== Effects on Health ===&lt;br /&gt;
&lt;br /&gt;
When it comes to mental health, the power of mental implants is almost entirely unmatched. While they remain unable to cure any mental illness, especially common ones like anxiety and depression, they are often an empowering tool for those that receive them in overcoming them. Personality AIs provide someone to talk to, often able to keep someone grounded in reality amidst flashbacks, delusions, and hallucinations. They do this by giving direct thoughts to someone&#039;s head, sounding as if the person could hear this AI talking aloud. With somewhat pricier models hooked up to augmented eyes, a person can even see these AIs manifest nearby in the real world. These implants are typically found in those suffering from PTSD and schizophrenia but are not unheard of outside of that. Implants such as these typically are affected in the same way as the host is, resulting in temporary impairment in the face of drugs, trauma, and other situations. They have roughly the same electrical signals as the human brain does in order to interface with them properly, and as a result, they do not malfunction when under the effects of an EMP. While they remain commonplace, a diagnosis and “prescription” of one from a doctor is almost always required before someone can receive one.&lt;br /&gt;
&lt;br /&gt;
For nearly as long as prostheses have been around, sophonts have been attempting to press the boundaries of technological and ethical safety. There is a physical and mental limit to which an individual can be safely augmented, which varies from person to person. ‘Augmentation Dysfunction Syndrome&#039;, or simply ‘augment sickness,&#039; refers to the wide variety of illnesses and conditions that can arise from excessive modification. ADS is not a violent illness, and not everyone with augments grows ill with it. Symptoms can include sensory issues and phantom limb pain in milder cases, with particularly severe examples including psychotic and dissociative disorders that require regular visits with a mental health expert. The rate of psychological illness of augmented individuals is often higher than their mundane counterparts, and those who can afford it often receive therapy for a short time when acquiring a new augment to ensure a healthy transition. It is encouraged by mental health professionals for patients with more than a few augments to visit a doctor every so often for a mental health check-up, but many people live happy and normal lives without this.&lt;br /&gt;
A more severe and rare form of augmenting sickness in recent years has been identified with some care. With the full name being ‘Malignant Mechanized Paralysis Disorder,&#039; it is shortened to ‘pulsing out&#039; due to the movements and behaviour of prostheses to behave abnormally. MMPD is defined as the characteristic of temporarily losing the functionality of mechanical limbs, augments, brain implants, and similar body modifications. after a majority of a person&#039;s body has been replaced by these parts. Due to chemical imbalances in the brain, theorized as originating from the heavy alterations to the nervous system, some typical late-stage symptoms include physical and mental fatigue, extreme apathy, narcolepsy, narcissism, shifts in personality, and other traits. One thing is for certain, and that pulsing out is a broad shift in behaviour. It is paired with symptoms that can vary extremely between those afflicted, such as migraines and shortness of breath, so it can often be difficult to identify at earlier stages (outside of the occasional discriminatory guess from an attending doctor). The main symptom that outs this disorder among others is the trait where all of the prostheses begin behaving irrationally, sporadically, and stop obeying the patient&#039;s commands via the nervous system. While this can be relatively harmless for many, the flailing limbs of someone pulsing out can cause injury to bystanders or the wearer. Some episodes of pulsing out may also interrupt critical functions in a workplace, like affixing down plating, operating machinery, and so forth. Although it is much more common during waking hours, there is still a slight chance of this occurring while asleep. More disturbingly yet is the fact that these appendages may act of their own accord for a few minutes— this has not been verified by Zeng-Hu or any other accredited medical science source outside of rumors and news bites. It is not a simple transition like flicking a switch, thankfully; getting to a point of fully pulsing out is as slow as the transition to becoming mechanized is.&lt;br /&gt;
Pulsing out is treatable, in one of two ways. The first and far safer way is regular therapy, and replacement of certain protheses with vat-grown replacements; however this treatment is ruinously expensive, and essentially only done on the extremely wealthy of the spur. The far more common treatment is the use of Synthetic Blood Substitute, a total blood transfusion, where the sophont&#039;s entire blood is replaced with a synthetic counterpart. Commonly this is combined with either gene therapy, or additional augmentation, so as to prevent the user&#039;s health from rapidly declining, as synthetic blood is not compatible with ordinary organic blood. Synthetic blood may have many different characteristics and is tailored specifically to the user, but generally it is supposed to help the organic parts of the body in areas where they cannot keep up with the majority synthetic components. It may aid with cooling, oxygen or nutrient transport, help the immune system, hormone regulation, or may be used to power augmentations. It also requires constant maintenance and adjustment, and occasionally refilling the material reserves of the augmentations that are producing it, as well as drugs to counteract any other health problems or imbalances caused by synthetic blood or other augmentation. Naturally, it is hugely expensive, and only the most heavily augmented individuals will have synthetic blood running through their veins, especially as it often leads to installing even more augmentations and other procedures down the line. It often leaves the users deeply in debt, or at least siphoning all their funds into the procedures, unless funded by the megacorporations as part of work contracts; though in those cases, an individual will essentially become bonded to the corporation which pays for the treatment. Not everyone who has a majority of their body comes under the effect of pulsing out; however, for some unlucky few, they are permanently condemned when they collected these mechanical upgrades or were unlucky enough to receive from a tragic accident.&lt;br /&gt;
&lt;br /&gt;
Regardless of one&#039;s ability to adapt to augmentation or the presence of a robust health network, the absolute limit of augmentation work seems to have been found with ‘Full Body Prosthetics&#039;, or FBPs. FBPs were once a project of Zeng-Hu that attempted to convert a human into a fully synthetic individual. A ridiculous sum had been invested into the project, only for each test subject to wind up in a catatonic state that they would never recover from. Yet, Zeng-Hu&#039;s resolve was unbroken, and they publicly vowed their intent on successfully creating the impossible. This effort culminated in the very early 2400s with Sven Karlsson. Karlsson, a wildly-famous trillionaire from Earth, publicly announced his intent to partner with Zeng-Hu Pharmaceuticals. His goal? Unprecedented scientific advancement. He vowed to become Zeng-Hu&#039;s next subject, and that by partnering their collective intelligence and resources, he would be the first successful FBP in an act of peerless technological superiority. Human society as a whole waited with bated breath to see the fate of Sven Karlsson, the man who could usher in an era of scientific greatness. Unfortunately, this was not to be. Despite the incredible amount of resources spent upon the project and the presence of some of Earth&#039;s greatest minds, Karlsson sadly died in the attempt. The public relations disaster that followed ensured that no corporation would ever dare to attempt to create an FBP again, and the practice is near-universally regarded as both ethically and scientifically ridiculous, even by the standards of megacorporations.&lt;br /&gt;
&lt;br /&gt;
=== Prosthetics Outside Human Space ===&lt;br /&gt;
&lt;br /&gt;
An innovation by the [[People&#039;s Republic of Adhomai|People&#039;s Republic of Adhomai&#039;s]] Hadii Institute has created a new kind of prosthesis specifically suited to [[Tajara|Tajaran]] anatomy. These prostheses use proprietary tesla technology in the form of a Tesla Spine grafted to the back of the wearer to power the wearer&#039;s prosthetics. While previously only for the military, these prosthetics were soon distributed to all of the PRA&#039;s in-need citizens at no cost, and are popular among People&#039;s Republic veterans. Only Tajara from the People&#039;s Republic of Adhomai may use this kind of prosthetic.&lt;br /&gt;
&lt;br /&gt;
On [[Moghes]], the [[Aut&#039;akh]] religious movement has led to the creation of various decentralized communes across the Unathi homeland and abroad. Aut&#039;akh adherents seek self-actualization through ritualistic implementation of various self-produced prosthetics, often made with stolen or repurposed parts from Hephaestus. Aut&#039;akh exist at the fringes of Unathi society and face heavy discrimination from the mainstream populace. Almost to the shock of many outsiders, Aut&#039;akh on occasion revere some episodes of pulsing out, especially when prosthetics seem to act with a mind of their own. Besides this, they universally loathe when prosthetics flail about, citing that demons are inhabiting the host and trying to kill their spirit before it can be liberated. Regardless of their beliefs, pulsing out remains one reason of skepticism against this religion and trans-speciesism as a whole, despite the claim from the communes that pulsing out remains rare among their number. Use of prosthetics outside of Aut’akh communes is rarer, but still known to occur - wealthy nobility have been known to secretly purchase alien-manufactured augmentations to treat various injuries, and crudely-manufactured prosthetics are an uncommon but unsurprising sight in the Wasteland. Some sects of Unathi religion are also more accepting of cybernetics than mainstream society, with the Kopesk Th’akh of the Torn Cities upholding the use of prosthetics under highly specific circumstances.&lt;br /&gt;
&lt;br /&gt;
[[Ouerea]] houses one of the biggest underground markets for augurs in the Spur. Largely due to the criminal and off-the-books shops and industries there, it is one of the trending places to collect and receive augmentation, prosthetic installation, and implant implementation. Military-grade equipment, typically ad hoc, expensive, and used to dangerous ends, can be found in the darkest corners of city underbellies. Ostensibly, though, these upgrades will forever bar someone from joining a megacorp for as long as they have them. Various neon art styles are utilized to decorate otherwise lifeless metal parts, giving them a sense of uniqueness and self-expression that remains common to every sentient creature in the galaxy. This form of art is popularized on Ouerea, but different styles and takes on it can be found among the underbellies of the Eridani Corporate Federation, Konyang, and other places abroad.&lt;br /&gt;
&lt;br /&gt;
A true oddity among most denizens of the spur, some Unathi and Skrell have been seen using Diona nymphs as replacements for missing limbs. Forming a symbiotic relationship by allowing the nymph to attach themselves at the stump of the missing body part, the nymph shifts their biomass to replace the limb while receiving blood, memories, and a host in exchange.&lt;br /&gt;
The Nralakk Federation utilizes Loyalty Implants to ensure someone acts in the best interests of the Federation. The most common form the implant takes is as a ‘tag&#039; that can be seen attached to the end of a Skrell&#039;s head-tail, or if worn by a non-Skrell, it can be attached to the earlobe or tail. The use of these loyalty implants on non-Federation citizens has been made illegal by all other nations in the Orion Spur, with many such as the Republic of Biesel going further and denouncing them as unethical. Recently, these implants have been utilized by the Federation&#039;s Nlomkala and Qukala, attaching them to Vaurca warriors that have been assigned to the respective organizations.&lt;br /&gt;
&lt;br /&gt;
Vaurca prostheses were developed long before their Orion Spur counterparts. Due to their open circulatory system and ergonomic, insect-like design, Vaurcae are more prone to lose limbs, and rudimentary prosthetics were already commonplace since before the Agricultural revolution. The modern prosthesis predates the Era of Augments, with the introduction of the neural socket only revolutionizing their control and link to the rest of their system. While some prostheses exist that include tools and weaponry, most of the common prosthesis are utilitarian and sometimes the very same limb has been used for over centuries, inherited by different generations of Vaurcae. As their other biomechanical augments, prostheses are removed and recycled after death. Although limbs are most common, metal plates and mechanical thoraxes are also a reality, especially within the Bound that remain close to the Hive. The so-called ‘maintenance&#039; Vaurcae undergo in the later stages of their lives refers to the replacement of the flesh with metallic limbs. For a Vaurcae, there is little difference between the two, and many of the Zo&#039;ra Hive had and still have a hard time understanding why IPCs and other human robots are not considered human.&lt;br /&gt;
&lt;br /&gt;
== Automobiles ==&lt;br /&gt;
Ever since the introduction of the first car, Humanity has always striven to traverse the ground with ever more speed, safety and efficiency. Although spacecraft have and are being considered the primary focus for interstellar and interplanetary and even intercontinental travel, the 25th century bears witness to the bustling car industry. From Mendell City to the empty plains of Vysoka, the endless variety of cars, bikes and other vehicles can only be described as dazzling, with countless more designs, innovations and prototypes being constantly developed.&lt;br /&gt;
&lt;br /&gt;
The beating heart of the galaxy&#039;s automotive industry lies undoubtedly in the core worlds of the Solarian Alliance, the place the oldest and most prestigious brands call home. Imported Solarian vehicles of all calibres can be found in virtually every system and world; an authentic (and operational) car from a solarian marque is held in very high regard and as a token of class on a far away Coalition planet. An upcoming Bieselite industry consists mainly of Solarian factories and infrastructure being rapidly taken over and merged by Nanotrasen post-independence, while burgeoning Elyran marques increase their influence and status by the year.&lt;br /&gt;
&lt;br /&gt;
=== Engines ===&lt;br /&gt;
*&#039;&#039;&#039;Petroleum&#039;&#039;&#039; - Once the main means of powering engines, fuel oil has by now fallen into disuse. With rapidly dwindling supplies on Earth, early attempts were made to develop and accommodate for alternative, cheaper and more plentiful fuel options, leading to the wide use of electric cars, followed by the hydrogen engine. Nowadays, only a handful of designs run on diesel, almost always in technologically backwards and distant worlds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Electricity&#039;&#039;&#039; - The wide availability of battery-electric cars to the greater human population came in the mid-2000s, virtually and fully replacing the diesel engine by the early 2100s. Cheaper and friendlier to the environment, their use was mandated as part of the Alliance&#039;s efforts to avert the upcoming climate catastrophe on Earth. Since then, electric vehicles have received the full attention of designers and engineers, catapulting their performance stats into a new age of faster and safer commotion. The field is still being explored, with miniaturised tesla reactors posing serious promise for self-charging functions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hydrogen&#039;&#039;&#039; - Once considered a lost cause, hydrogen combustion engines have by now come a long way into being accepted as a viable vehicle powering method. A relatively recent breakthrough pioneered by Einstein Engines in partnership with Langenfeld Motors has seen the development of an internal combustion engine, able to accommodate a daring new 1:100 phoron-hydrogen mix. This new &amp;quot;Super Hydrogen&amp;quot; fuel brand, authorised for use after exhaustive testing to guarantee safety and acceptable emissions, proved more powerful than anything before, allowing the vehicle to reach velocities previously unthought-of for commercial, land-based locomotion. That said, the tremendously high price, engine wear and recent phoron scarcity have confined the use of this technology to a select few.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Others&#039;&#039;&#039; - The vastness of the Orion Spur provides for vast possibilities, individuals from all over the cosmos coming up with new innovations on how to power their automobiles. Biofuels, natural gas, steam, local minerals and many more options exist that can and have at some point been used, often to an explosive and sometimes disastrous conclusion. While the mainstream industry continues to explore new avenues, it is very rare that any such engines achieve any important consumer following.&lt;br /&gt;
&lt;br /&gt;
=== Locomotion ===&lt;br /&gt;
*&#039;&#039;&#039;Wheels&#039;&#039;&#039; - Most cars and motorbikes in human space still utilise wheels. Embedded firmly into everyday life since ancient times, the wheel still remains one of the greatest inventions, serving billions of people every given hour. While there have been multiple innovations and attempts at change, the four and two-wheel standard for cars and bikes respectively, remains the primary and most used setup. New technologies in elastics have resulted in significant breakthroughs in tyre manufacturing, offering consumers a more secure and efficient experience than ever before.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hoverthrusters&#039;&#039;&#039; - The concept of “flying cars” has been fantasised and ingrained in the minds of the public for centuries as the staple mark of a technologically advanced future. It was not until the early 2200s that such an invention would be properly applied to the first prototype, essentially creating the first hovercar, utilising gravity generation technology. Owing to the general instability and turmoil of the time, however, no attempts at an actual commercial release were undertaken, the invention was largely forgotten until as far as the 2400s. While nowhere near the idea of airborne personal vehicles hover thrusters are now rapidly being added to both cars and motorcycles, replacing some or all wheels. They have proven highly moddable, the latest and most expensive thruster models able to project holographic images, lights and particles of all sorts while stationary or on the road.&lt;br /&gt;
&lt;br /&gt;
=== Brands ===&lt;br /&gt;
==== Sol Alliance ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== Langenfeld Motors =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[file:langfield.png|thumb|right|360px]]&lt;br /&gt;
&lt;br /&gt;
An EU-directed amalgamation of the various major European automobile marques following the collapse of the economy during the second depression of 2260, Langenfeld has since solidified its position as a world-class producer and supplier of high-quality cars and bikes all over human and known space. A staple in the Solarian vehicle industry, the brand&#039;s focus on electric engines has kept them in the lead in their research and design, enabling them to branch out into the more general field of consumer appliances.&lt;br /&gt;
&lt;br /&gt;
====== Notable Releases ======&lt;br /&gt;
*&#039;&#039;&#039;Langenfeld EVO&#039;&#039;&#039; - Langenfeld&#039;s Electric Vehicle, nicknamed and marketed as EVO in a play on the word “evolution”, is the most widely sold city car series in Alliance space. Running on a standard electric engine, the EVO has dominated the market as a cheap, effective car for use in urban day to day environments. Famed for its relatively small size, its design accommodates busy 25th-century traffic in both planetary cities and Unity Station. Complaints of a cramped interior and reduced luggage capacity have led to the EVO-Compact, sacrificing the two passenger seats for a more comfortable and spacy experience while also cutting down on the size. While both the EVO and the EVO-Compact have been praised for the conveniences they offer in parking and manoeuvring inside tight spaces, it is a clear urban design, unable to match more powerful vehicles on the open road. Nevertheless, the by now decade-old design remains hugely popular in both Sol and Tau Ceti space.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Langenfeld Surveyor&#039;&#039;&#039; - A popular SUV, the Surveyor is widely appreciated for its endurance and powerful electric engine. Predominantly found in more rural locations, its robust four-wheel-drive system renders it ideal for family vacations, trips and long-range daily commuting. A comfortable and safe interior, combined with advanced suspension systems, has gained its reputation for being one of the smoothest cars in Sol. The Surveyor has also been selected for experimentation on self-charging engine batteries, Langenfeld&#039;s R&amp;amp;D division managing to release a stable model, modifying the engine to great extents. While it is available to the general public, its price and availability place this iteration of the SUV out of reach for all but a select few.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Langenfeld Vulcan&#039;&#039;&#039; - The hybrid Vulcan coupé is by all accounts, the spearhead of Langenfeld&#039;s entry into hydrogen fuel, combining both the certainty of their electric motors with the innovative design of a hydrogen combustion engine. An all in all good quality automobile, the Langenfeld Vulcan is suited for high speeds and is commonly found on the highways across Sol and Tau Ceti space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== Shibata Sport =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[file:shibata.png|thumb|right|360px]]&lt;br /&gt;
A newly established branch of the Shibata shipping conglomerate, the Solarian company has dynamically established itself in the world of motorsports, especially motorcycles. While initially created as a bid for the shipping tycoon&#039;s participation in the prestigious Harmony City Grand Prix, it soon developed into a fully-fledged company aimed primarily at commercial sports vehicles. Renowned for its high speeds, sleek designs, but mostly its impressive hoverthruster technology, Shibata Sport is a brand found throughout Sol, Tau Ceti and Elyran space, being a top choice amongst motorcyclists and enthusiasts.&lt;br /&gt;
&lt;br /&gt;
====== Notable Releases ======&lt;br /&gt;
*&#039;&#039;&#039;Shibata X-406&#039;&#039;&#039; - The widely known X-406 (or simply 406) electric sports motorcycle offered Shibata the key to the market, becoming their first large commercial success. Found mainly across Sol and Tau Ceti, the 406 is the brand&#039;s flagship product, achieving high speeds with great cost-efficiency. Supporting a driver and a passenger, the sporty design and flexible support for hover thrusters in place of the posterior wheel has made it popular with the younger clientele, spawning an enormous variation in paint jobs, attachments, lights and system modifications. This association with youth and experimentation has also resulted in unwanted notoriety, the motorbike regularly also finding itself in the hands of more fringe groups such as bikers and gang members across many worlds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shibata Jie&#039;&#039;&#039; - The  Shibata Jie, was the early venture into the luxury sports car market, featuring one of the first hydrogen-powered, over thruster propulsion systems on a commercial car and a driver assistance computer to help control it. Hugely promising, its early release would nonetheless go on to be regarded as a product with mixed results. Initially designed as a four-doored wheeled coupe for VIP passengers, the decision was made to convert it to a hovercar in order to beat competitors. While the car was lauded for its slender look and comfortable ride, the early and experimental propulsion system proved to be prone to overheating, leaving the car stuck, or in some cases, dangerously volatile in a crash. Changes were promptly applied however, new thrusters and more refined electronics having greatly reduced the risks of malfunction or jamming, pushing the Shibata Jie into the forefront as the fastest commercially available vehicle in Sol and Biesel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Republic of Biesel ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== Poplar Auto Group =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[file:poplar.png|thumb|right|360px]]&lt;br /&gt;
As Biesel gained independence, the nationalisation of Solarian automotive factories on the planet became inevitable after Langenfeld Tau Ceti surrendered its facilities in a large buyout. The result, a new brand managed by NanoTrasen, brought Tau Ceti into the world market as an independent designer and producer. Though shrouded by controversies and budget deficits, Poplar remains a large supplier of cars and motorcycles on the planet, backed by the Conglomerate&#039;s much needed monetary investment as more and more shares end up in their hands each year.&lt;br /&gt;
&lt;br /&gt;
====== Notable Releases ======&lt;br /&gt;
*&#039;&#039;&#039;Poplar Excursion&#039;&#039;&#039; - With a price tag that is relatively affordable, the Excursion has become a common sight within the Republic of Biesel. It was originally designed as a four-door hatchback, and it has made rapid strides in its target market - going even further to encourage sales partly through a unique amortization program that previously benefited NanoTrasen and now extends to other organizations within the Stellar Corporate Conglomerate. Despite its compact size, it comes with a unique engine design that pushes additional firepower through the buildup of kinetic energy from its wheels. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poplar Inferno&#039;&#039;&#039; - One of the most expensive locally assembled motorcycles on the market, the Poplar Inferno has become somewhat popular in certain groups across the Orion Spur. Advertised as a sleek sports cruiser, it finds the majority of its brawn originating within its hydrogen-based engine that powers its hover thrusters, said to be the first of its kind. NanoTrasen is largely accredited as being the innovator of such a design, with Nathan Trasen as the face of the chopper. It comes in only one colour; maroon red. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poplar Classic&#039;&#039;&#039; - Inspired by an era long past, the Poplar Classic aims to commit some necromancy by bringing back an automobile model that has long since gone extinct. Despite its petroleum-based design similar to those of 20th-century designs, the two-door sports coupé houses a miniaturized tesla reactor. It is categorized as being a mix of both Adhomian and Biesellite innovations. A great deal of the interior instrumentation is made of wood.&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;
===== Tarrar Automotive =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Started as a minor subsidiary venture by Hephaestus Industries in 2442, Tarrar Automotive Limited (Abbreviated as TAL) is a company that initially handled maintenance or repair of Tajara designed vehicles for the immigrant community of Tau Ceti. By 2450, it grew to also provide importation services, customization, or retrofitting for any and all automobiles from Adhomai. Buyers can purchase any vehicle from its catalogue as long as they can foot the heavy price or pay for its mechanics to modify their prized possessions in whatever way they see fit. Thanks to TAL, Tajara in [[Little Adhomai]] are able to gain and drive the same luxury vehicles or workhorse trucks that they had access to back home. Monowheels and motorbikes have become popular purchases thanks to the growth of the Greaser subculture. TAL has also found a niche in providing its products and services to exotic car collectors from around the spur. Rich buyers on planets such as Luna or Moroz sometimes see the sleek TAL-Volgydoh or antique Pryzark-19 as an excellent showpiece. Contrary to a popular extranet rumour, TAL does not produce technicals.&lt;br /&gt;
&lt;br /&gt;
====== Notable Releases ======&lt;br /&gt;
*&#039;&#039;&#039;Nav&#039;twir M-59&#039;&#039;&#039; - Based on the Adhomian version, the Nav&#039;twir M-59 is Tarrar Automotive&#039;s most successful monowheel model. Known for its reliability and cheap price, the vehicle was widely adopted by the Greaser population in D6. However, Adhomai-made monowheels remain as a symbol of status in Little Adhomai.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==== Empire of Dominia ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== Jinxiang Automotive Conglomerate =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Dominia&#039;s largest automotive company by a significant margin, JAC was established in 2189 in the city that bears its name, making it one of the oldest non-Solarian automotive manufacturers in the Orion Spur. The Conglomerate is primarily controlled by House Zhao, as it has been for most of its history, though independent investors hold a minority stake. The JAC produces a wide range of vehicles both for commercial purposes and use by the Dominian government, and its products, while somewhat uncommon outside of the Empire, is said to follow Dominians wherever they go.&lt;br /&gt;
&lt;br /&gt;
====== Notable Releases ======&lt;br /&gt;
*&#039;&#039;&#039;JAC Sunburst&#039;&#039;&#039; - A hybrid four-by-four, the Sunburst is a near-ubiquitous sight on the worlds of the Empire. Capable of handling both the built-up roads of Moroz just as well as the backwaters of Sun Reach, the Sunburst has gained a reputation for reliability and can run in nearly any condition it is likely to find itself in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;JAC Hansom&#039;&#039;&#039; - Equipped with an electric engine, the Hansom is noted for its luxury, with each vehicle being a bespoke construction built to the specification of its frequently noble clientele. Although marketed in a sleek black colour, it is not uncommon to see Hansoms painted in the colour of the noble houses, often as a way to show support.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==== Serene Republic of Elyra ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== New Suez Auto Group =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:NewSuezAutoGroup.png.png|200px|thumb]]&lt;br /&gt;
The Serene Republic of Elyra&#039;s primary producer of automobiles, the New Suez Auto Group found itself established on the “Persepolian Sapphire” shortly after the officiation of the New Suez Protocol and the creation of the New Suez Free Trade Zone. Considered a subsidiary of Elco, a state-owned enterprise responsible for the extraction and refinement of phoron, much of its success comes from its parent company&#039;s investments in phoronic technology. The New Suez Auto Group dominiates the automobile market, and while there does exist competitors, it is by far considered a staple of Elyran life - with most having purchased a car from the company. &lt;br /&gt;
&lt;br /&gt;
====== Notable Releases ======&lt;br /&gt;
*&#039;&#039;&#039;Sahab Brezza&#039;&#039;&#039; - Driven mostly by the most wealthy of Elyrans, the sports-model Sahab Brezza utilizes advanced technology such as the MagPulse Hovertech present within the Republic, as well as hydrogen engines with tweaked schematics to allow enhanced conservation of its primary fuel source - a combination of phoron and hydrogen. It found itself a popular topic of conversation following the Prime Minister having been photographed in an obviously newly-purchased Sahab Brezza attending state business. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harab&#039;&#039;&#039; - Economic by design, the Harab is a four-door coupe that has become a common-sight across the civilized planets of the Serene Republic. Similarly to that of the Sahab Brezza, the Harab utilizes MagPulse Hovertech to sour through the skies, however, a noticeable difference is its engine and the Sahab Brezza; it has an electric engine. With charging booths usually integrated in most buildings, the Harab has certainly had a significant impact on the development of the infrastructure within Elyra.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Nralakk Federation====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=====Qerr&#039;Zolvq Motors=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Qerr&#039;Zolvq Motors (QZM), a branch of [[Nralakk_Federation#State-Owned_Enterprises|Qerr&#039;Zolvq Industries]], is solely responsible for the production, sale, and maintenance of private vehicles within the Nralakk Federation. QZM is known within the Federation to provide reliable vehicles, but since it&#039;s the sole manufacturer within the Federation, they are not known for much else; most of their popular makes do not come with amenities outside of what is considered necessary, and the manufacturer is not known for its aesthetic outside of its catalogue of vehicles intended for Primary Numericals.&lt;br /&gt;
&lt;br /&gt;
======Notable Releases======&lt;br /&gt;
*&#039;&#039;&#039;Xarnaq&#039;&#039;&#039; - A Submersible Utility Vehicle (SUV) combining road-going passenger cars with the ability to submerge underwater. The Xarnaq uses a dual electric engine system, with one engine enabling land travel and the other allowing both above and underwater travel. The Xarnaq is popular amongst all Skrell on planets such as [[Qerrbalak]] and [[Aweiji]] since many population centres are located underwater. A variant known as the QZ-X was released in collaboration with Qel&#039;Zvol Hospitality to provide Primary Numericals with a more aesthetic personal vehicle, which comes with a dual hydrogen engine system instead of the regular Xarnaq&#039;s electric engines. Both variants can seat between 5 and 8 passengers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sqraanda&#039;&#039;&#039; - The Sqraanda is a wheeled automobile with a closed trunk separate from the part in which the driver and passengers sit, and is designed solely for above-water driving. The Sqraanda is considered a worker&#039;s vehicle because of its spacious trunk and ability to drive off-road. Its characteristics have also made it a common sight on planets such as [[Aliose]] where the terrain is rough, as well as on less-developed planets within the [[Notable_Skrell_Systems_and_Locations#The_Tetramerous_Systems:_The_Traverse|Traverse]]. Because of the association of the Sqraanda with the Traverse, it is mostly driven by Secondary or Tertiary Numericals as a personal vehicle, with Primaries mostly avoiding the vehicle unless their job requires it. To ensure reliability even on newly-founded colonies, the Sqraanda has many models that have different engines depending on what would be readily available. Petroleum or biofuel engines are a common sight within the Traverse, while the core systems utilise electric-fuel hybrid systems that can be manually switched to if more or less power is needed. All variants of the Sqraanda can only seat 2 passengers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Qruupq&#039;&#039;&#039; - A submersible-only vehicle, the Qruupq has a streamlined hull intended for constant submerged use. It is considered the sister vehicle of the Xarnaq, being a common sight in regions that are almost entirely covered by ocean. Similarly to the Xarnaq, the Qruupq can seat 5 to 8 passengers and has a variant also designed in conjunction with Qel&#039;Zvol Hospitality called the QZ-Qru, intended for Primary Numericals only. The Qruupq comes with a single electric engine, and just like the QZ-X, the QZ-Qru utilises a hydrogen engine.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Traqq&#039;&#039;&#039; - Designed to be used mainly by the military and Nralakk Logistics, the Traqq is a large, heavy motor vehicle used for bulk transport of goods, materials, and troops. Both the military and the civilian variant use a heavy-duty electric engine, but the military variant also has a backup biofuel engine for long-distance travel where recharging poses a logistical issue.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Communications ==&lt;br /&gt;
=== Portable Communications Devices ===&lt;br /&gt;
Communication devices are prolific in the 25th century, with innumerable types, brands, and models on offer to the average person. Smartphones, PDAs, laptop and desktop computers, and even certain augments are available if you are able to afford them. The most common portable device available is the Personal Digital Assistant, or PDA, an information management device that sees extensive use by megacorporations; they are robust, inexpensive to make, and due to how limited these devices are in terms of applications and connectivity, not considered a major security risk compared to smartphones or laptops. Most people living in [[Tau Ceti]] will at least own a simple PDA for work purposes, provided by their employer as part of their job. Corporate PDAs typically allow for intranet access within assigned corporate facilities, internal messaging services, file transfer systems, and applications designed to assist with the user&#039;s role.&lt;br /&gt;
&lt;br /&gt;
=== Interstellar Communication ===&lt;br /&gt;
The extranet is a galactic collection of satellite relays and server farms that allows users to share information and communicate over long distances. While most planets will have their own intranet, the extranet allows users to access most online services within the Orion Spur. The extranet has evolved into a critical infrastructure of modern society, with almost all online traffic going through it, to the point that the distinction between the intranet and extranet is rarely made. The main distinction between the two is that websites and other online platforms that provide their services Spur-wide are hosted directly on extranet servers, while planetary intranet networks are mostly used for local services such as government or business websites.&lt;br /&gt;
&lt;br /&gt;
There are a variety of factors that impact the speed of interstellar transmissions. Infrastructure plays a significant role with more isolated areas of the Orion Spur able to expect their communications to take significantly longer than if they were in a heavily populated region such as those surrounding [[Sol]] or [[Tau Ceti]]. Distance also impacts the speed of communication, the greater the distance between the sender and receiver results in a delay of several hours or even days. &lt;br /&gt;
&lt;br /&gt;
Megacorporations are mostly responsible for hosting the satellite relays and server farms that allow for extranet access, except within the [[Empire of Dominia]], [[Nralakk Federation]], and the [[Republic of Elyra|Serene Republic of Elyra]] due to their more autocratic tendencies regarding information oversight and economic management. [[Einstein Engines]] has long dominated the interstellar communications market with their subsidiary Taipei Engineering Industrial and is the sole provider of extranet services within the [[Sol Alliance| Solarian Alliance]]. While the megacorporations that make the [[Stellar Corporate Conglomerate]] don&#039;t have as much influence within the sector, they have recently begun undertaking opportunities to expand through working alongside government contractors within both Dominia and Elyra. &lt;br /&gt;
&lt;br /&gt;
== Fusion ==&lt;br /&gt;
=== Nuclear Fusion Energy ===&lt;br /&gt;
Discovered by Skrell in 1561 CE, and humanity in 2027 CE, fusion energy utilizes isotopes of deuterium, helium-3, or tritium to generate nuclear energy via fusion reaction. Safe, fuel-efficient, and nearly emission-free, it is a staple of developed interstellar civilizations across the spur.&lt;br /&gt;
Until recent years, however, improvements in fusion energy had plateaued. Research into increasing efficiency, reducing cost, and miniaturization has been slow with little to no major breakthroughs. Fusion reactors require advanced, rare mineral alloy compositions, and many of the parts are so large and difficult to transport that they must be lathed onsite. Fusion reactors become less common the further one moves away from highly developed space, due to the high initial start-up costs and maintenance. &lt;br /&gt;
&lt;br /&gt;
Ships under a certain tonnage generally have limitations when it comes to the speed or availability of their jump drives and the output of their subsystems, due to them being unable to mount fusion reactors. It is typically impractical to mount ships under a destroyer weight class with a fusion reactor, as the size of it would disproportionately overtake and dwarf the rest of the vessel. [[Nanotrasen Corporation|Nanotransen]], and by association, the [[Stellar Corporate Conglomerate]], has compensated for this through the development of the Tesla and Supermatter engines: these are much more compact than fusion reactors, but they allow smaller vessels and installations to punch far above their weight class in terms of power generation with virtually no fuel cost. Perfect for remote installations or exploratory vessels. The [[SCCV Horizon]] would not be possible without these engines, and the bulk of the energy they generate is used to charge her bluespace drive&#039;s capacitors between jumps.&lt;br /&gt;
&lt;br /&gt;
=== Phoron Fusion ===&lt;br /&gt;
Phoron fusion serves as a potent alternative to conventional fusion. By substituting phoron for tritium, it generates a fusion reaction that is much more energy-dense and easier to sustain than what&#039;s typical for fusion reactors. There are tradeoffs for this, however. Phoron fusion reactors consume fuel at a rate twice as fast as their tritium counterparts. Unlike other fusion reactions, Phoron is much more volatile and harder to stop. As a consequence, containment chambers that run phoron require additional reinforcement to handle the strain of the reaction, and additional fail-safes or subsystems must be built in to prevent meltdowns. The fuel cost and expense of building and maintaining these reactors are immense, it is normally only practical for them to be mounted in important infrastructure projects such as bluespace gates, cities, or naval capital ships.&lt;br /&gt;
&lt;br /&gt;
=== Cold Fusion ===&lt;br /&gt;
Unique to the [[Nralakk Federation]], a workable model of cold fusion was discovered. Using a rare species of electrokinetic, bioluminescent plankton, cold fusion reactors are capable of generating power far above what a regular fusion reactor can achieve in a similar size class. Cold fusion reactors using this model, however, are much more volatile. The first and largest of its kind, The Weilshi Cold Fusion Plant, was activated in 1890 CE. More can be read about it [[Skrell Synthetic Age|here]]. Due to its dark past with the Weilshi Sea Crisis, cold fusion in the Federation only sees limited use on small-scale planetary installations.&lt;br /&gt;
&lt;br /&gt;
== Fusion Technology Across the Spur ==&lt;br /&gt;
Prior to their collapse, and even after, the [[Sol Alliance|Solarian Alliance]] had the most fusion reactors per capita of any interstellar nation. This comes from an original pledge made by the nascent [[Sol Alliance|Solarian Alliance]] in 2128, to make every colony energy independent and &amp;quot;put a reactor in every settlement.&amp;quot; As one of the most ambitious infrastructure projects ever undertaken by humanity, The Alliance had achieved this goal in all of their major systems and 65% throughout the entire alliance by the time of the collapse. Fusion reactors remain the pride of the alliance, often touted as a symbol of its might and universalism. Phoron fusion, however, is a different matter. Between reliance on foreign exports to operate them and the outcome of the Red Dawn, these reactors are shunned by the public for their perceived volatility and are frugally constructed by officials due to their fuel demands.&lt;br /&gt;
&lt;br /&gt;
In the [[Coalition of Colonies]], however, fusion technology and planetary energy dependence are sporadic and variable throughout the nation. All of the major population and economic hubs in the Coalition have regular access to fusion technology, but it grows extremely infrequent the further one travels from these locations. How energy needs are met in the greater coalition are highly variable, from more conventional solar panels and battery reserves to obscure or archaic methods such as fossil fuel burning. Phoron fusion reactors are almost non-existent in the coalition, with two exceptions: thanks to their proximity to [[Tau Ceti]] via jump-gate, [[Konyang]] is beginning to dabble more into this technology, as well as Xanu Prime who has engaged in its very own phoron fusion projects. &lt;br /&gt;
&lt;br /&gt;
The [[Republic of Elyra]] and [[Republic of Biesel]] are in similar circumstances, having received much of their fusion infrastructure when they were still part of the Solarian Alliance, and continued to expand as they advanced as independent nations. Everything changed with phoron, however. In 2420, Nanotransen scientists in Tau Ceti substituted phoron for tritium in what would become the first Phoron fusion source, triggering an energy technology race between [[Republic of Elyra|Elyra]], [[Republic of Biesel|Biesel]], later on, the [[Stellar Corporate Conglomerate]]. Five years after the creation of this fusion source, Elyra created a functional reactor. NanoTrasen produced its first commercially viable phoron fusion reactor designs in 2425, and [[Republic of Elyra|Elyra]] began to create its own infrastructurally viable designs just one year after. Today, the race continues, as these powers surge forwards trying to outdo each other in pushing past the obstacles of fusion technology, alongside the [[Coalition of Colonies]] which has dipped a proverbial toe in the water that is phoron fusion. &lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=35358</id>
		<title>Ouerea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=35358"/>
		<updated>2025-01-31T07:46:28Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Ouerea&lt;br /&gt;
|System = [[Uueoa-Esa]]&lt;br /&gt;
|Image = Early Ouerea Flag.png&lt;br /&gt;
|Sector = [[The_Orion_Spur#Badlands|Badlands]]&lt;br /&gt;
|Capital = New Skalamar&lt;br /&gt;
|Species = [[Unathi]], [[Skrell]], Human&lt;br /&gt;
|Languages = [[Languages|Sinta&#039;Unathi, Sol Common, Nral&#039;malic]]&lt;br /&gt;
|Demonyms = Ouerean&lt;br /&gt;
|Nation = [[Izweski Hegemony]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Ouerea&#039;&#039;&#039;, the fourth planet from the [[Uueoa-Esa]] star, is the first planet to be colonized by the [[Unathi]]. It was first colonized by the [[Izweski Nation|Hegemony]] in 2390, when five Unathi stepped onto the planet after a one-way trip from [[Moghes]], and is the only other habitable planet within the Uueoa-Esa system. The colony teetered on a knife&#039;s edge for a decade as travel between Moghes and Ouerea was beyond the capability of rudimentary Unathi space flight. It wasn’t until First Contact in 2403 with humanity and the [[Skrell]] that colonization began to take off. Eventually, even humanity and the Skrell began to venture to the planet, creating a melting pot of not only different Unathi cultures but different species. Eventually, the colony was declared self-sufficient, and the [[Unathi Spaceflight|Izweski space program]] began to look elsewhere, beyond their home system. Sadly, this would be the catalyst for the [[Contact War]].&lt;br /&gt;
&lt;br /&gt;
Today Ouerea stands separate from the rest of the Hegemony, with a unique system of governance that goes against the feudal system on which the rest of the Hegemony relies. Their culture, also more influenced by aliens than that of Moghes, has diverged to the point where it no longer truly resembles any found anywhere else within the Hegemony. There have been incidents in the past regarding these differences, but for now, Ouerea remains a Hegemonic colony, a position which has often been enforced by violence against its population, but one that has become much more vital due to the expansion of Aquaculture on the planet by [[Hephaestus Industries]].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Humble Beginnings (2390 - 2400) ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In 2390, after years of preparation and travel, five Unathi stepped off their spacecraft and onto the Ouerean soil - the first Unathi to ever set foot on an alien world.. After a tortuous five months on a one-way trip traveling through the blackness of space, they were able to breathe in fresh air from a verdant jungle landscape, on the shore of a vast ocean. It was at this moment that the colony of Ouerea was founded.&lt;br /&gt;
&lt;br /&gt;
Unathi spaceflight in 2390 was still rudimentary at best. They had still not truly mastered long-term propulsion, still using basic chemical rockets to achieve orbit and maneuver to their destination. For the next decade, all trips to Ouerea would be one way, and more importantly, while the fledgling colony had communication with their home planet, supplies would always be at a minimum of a 3-month trip away, so any difficulties encountered by the first colonists would have to be handled on their own. Slowly but surely, more and more colonists began to arrive and what was originally a team of just scientists studying the ecosystem made its way to a growing town, one that would evolve into the thriving metropolis known as New Skalamar. Still, a one-way trip in a dubiously safe rocket was not for everyone, so the colony barely grew past a population of 500 for the first decade of its existence, in which time the first egg was hatched on Ouerea, marking a new planet owned by the Hegemony. The culture of these first colonists was rugged and communal. They had only themselves to rely on, and the group would succeed or fail together. The lush jungle, while fit for Unathi habitation, was still untamed wilderness, and one mistake could see the colony fail. Food, mostly fish from the nearby sea and what arrived in drop pods, was shared amongst all equally, and slowly as the years marched by, the caste system of traditional Unathi began to fade into the background. In this fledgling society, those who worked menial jobs were just as important as those who did not. There were no peasants or nobility, there were simply Unathi, trying to survive together - isolated on an alien world, with the nearest hint of civilization billions of kilometers away. This sense of isolated community was the foundation of what would one day become the egalitarian culture of Ouerea that persists to this day. However, eventually, change would come to the colony.&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;
=== A Time of Growth (2403 - 2455) ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In 2403 the [[Izweski Nation|Hegemony]] made First Contact with two new species. [[Sol Alliance|Humanity]], and the [[Skrell]]. Being far behind technologically compared to them, Unathi were able to reap some benefits of this first contact, mainly dramatic improvements in their space travel technology, allowing for travel between [[Moghes]] and Ouerea on a much more regular basis. The first shuttle port was established on Moghes in the city of [[Izweski Heartland|Skalamar]] by [[NanoTrasen]], and the colonization of Ouerea began to take off. The town of New Skalamar swelled in numbers, growing to thousands strong, and after different colonies were established around the now-named Trizkizki Sea, it was declared the capital of the new colony, a whole planet, a colony of the [[Izweski Nation|Hegemony]]. Naturally, the colonists were mostly from the [[Izweski Nation|Hegemony]], however unlike the original group of scientists and other specialists that had settled the world, these new colonists were mostly peasantry, the sons and daughters of menial workers who had been offered a way out of their dreary lives; and unlike the modern day colonies of the [[Izweski Nation|Hegemony]], there were no soldiers to keep traditional society in place. These peasants quickly latched onto the already growing egalitarian culture of Ouerea, propagating it exponentially until even back on [[Moghes]] many had heard of the so-called equal societies on Ouerea. Of course, this caused more peasantry to flock to the colony if ever given the opportunity, which eventually created a self-fulfilling cycle where more colonists meant more word about equal societies which meant more colonists, continue. During this time Ouerean Culture began to truly develop, as unique holidays, greetings, and ideas began to form in the mind of those who lived on the planet. The first Skrellian and human colonists also appeared at this time, bringing new ideas from a more enlightened society that was not clinging to feudalism. The [[Izweski Nation|Hegemony]] would likely have stamped down on this behaviour, or it would have continued indefinitely were it not for one thing. The [[Contact War]].&lt;br /&gt;
&lt;br /&gt;
The [[Contact War]] disrupted Ouerea, but not in the harsh way it disrupted [[Moghes]]. The [[Nralakk Federation]] stepped in and assumed oversight of the colony, imparting their ideas and assisting in what they could. While the [[Sol Alliance|Solarian Alliance]] played a lesser role in the colony&#039;s administration, largely focusing on the human population and megacorporate assets on the planet, this period is generally considered to be one of joint governance between the Spur&#039;s two superpowers. The [[Izweski Nation|Hegemony]], busy fighting for its dominance at first, then for its survival as the war turned nuclear had no resources to spare for Ouerea, and essentially left it on its own for the next two decades as it fought a brutal planetary war. This would prove to be a mistake for the [[Izweski Nation|Hegemony]]. &lt;br /&gt;
&lt;br /&gt;
By this point the colony was self-sufficient, no longer needing supplies from [[Moghes]], and had begun to set up a rudimentary trade network throughout the Trizkizki Sea, as the Federation began to dedicate more advanced space vessels which had finally delivered wet water shipping vessels to the planet. However, the Federation-Alliance government never meant to hold onto Ouerea forever, merely assist it while [[Moghes]] descended into the seventh ring of hell. They would not dedicate many resources to it, instead as was their normal state at the time, preferring to look inwards toward domestic policies. However during this time, with the Federation safeguarding the stability of Ouerea, many Skrell began to emigrate to the planet, mostly those with low index ratings who did not have a hope of achieving their dreams within the Federation. These colonists brought with them an idea of a new life and began the formative steps towards what would eventually become the Skrellian culture on Ouerea. &lt;br /&gt;
&lt;br /&gt;
The humans who emigrated, on the other hand, were of a different breed. Mostly workers for the megacorporations that still had assets on Ouerea, they were there for their work, and on a strange alien planet, work with fellow humans was what they found comfort in. Instead of intermingling with the population like many of the Skrell did, Ouerean humans tended to not view the planet as a permanent residence in which to settle down, raising a family, but instead, a job posting where they kept to themselves and their fellow workers. They would rarely leave their megacorporate-built housing areas, and only truly ever interacted with Unathi on the job. Eventually, this latent distrust and anxiety about being a trillion kilometres from home, on an alien world, surrounded by aliens whose own homeworld was awash with the blood of the [[Contact War]], lessened, and the introduction of different species to the Ouerean melting pot began. Both Skrell and human colonists, mostly refugees fleeing persecution from the Federation or sent there by megacorporations to work, began to talk about a governmental structure where all men were equal. Where Lords were not born, but appointed by popular consensus. The already egalitarian culture of Ouerea was ready to eagerly accept such a government, and the people living there took up these alien ideas.&lt;br /&gt;
&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A modern day map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
&lt;br /&gt;
Already cut off from further colonists arriving due to the state of war on [[Moghes]], Ouerea with its new alien ideas developed entirely alone for a whole generation. No fresh colonists with regressive attitudes, no real communication or care from the [[Izweski Nation|Hegemony]], just the colonists, the planet, and what the new human and Skrell colonists had told them of. The isolation from [[Moghes]] and disinterest of the Federation only reinforced the already popular ideas of equality, as colonies worked together for continued growth, and trade around the Trizkaka Sea became a staple of Ouerean survival. Seamanship was a sought-after skill, and a generation of hatchlings grew up with dreams of sailing the high seas. The idea of nobility was cast aside as the ideas brought by alien colonists took root, and for the first time, free elections were held across the world in cities, as mayors, councilmen, and other elected positions were created based on stories told by the alien colonists; a new word had begun to enter the Unathi lexicon; Democracy. A Government by the people, of the people, for the people. It was almost unheard of within Unathi society before this, but the great Ouerean experiment was underway. Societal structures in place for centuries began to break down, as Unathi found freedom in their religion, social obligations, and status. No longer would there be social shunning, and no longer would clans bind their members permanently. A wave of change was taking over the world, but it would be a while yet until it had the momentum for laws to be formed from it. By the time it was 10 years into the [[Contact War]], the Ouereans even founded their own colony. &lt;br /&gt;
&lt;br /&gt;
The city of Yiz, still just a town at this point, on an island chain in the middle of the ocean, became the first colony on the world founded by those on the world. The population came from across the planet, and no one city created it, though most of the colonists were of course from New Skalamar. Yiz would become a central trading hub in the southern parts of the sea, as its position allowed for coastal traders to easily access both Um’a’yid and Tr’ha’rem, as well as New Skalamar itself. It was founded on the 11th of October, which would come to be the holiday known as founding day when Ouereans celebrate their ancestor&#039;s achievements in the face of adversity. This defiance of nature, this ability to make do, that was proven in the founding of Yiz would go on to form another pillar of Ouerean culture, but that would come later, once more fuel was poured on the fire. However, for now, Ouerea had become interconnected through its trade and would form a planetary government. Known as the Synod of Scales, it would be a democratic institution made up of representatives from every settlement across the Trizkizki Sea, the number of representatives determined by population, based in New Skalamar, due to it having been named the planetary capital. The Synod of Scales would have limited powers, and generally be a committee by which decisions that affected the whole of Ouerea would be decided, and would allow the settlements to generally run themselves. They would also appoint one of their number, known as the “Speaker of the Scales” who would moderate discussions within it, and speak for the committee as a whole. There were no restrictions on who could run for office in the Synod, just that they had to be an adult of their respective species. One of the first acts done by the Synod of Scales was to abolish the title of Guwan. Criminals would still exist, but Unathi around the planet was now free of the shackles which bound them to their clan, allowing a breath of freedom for a young generation who had been raised during this time of changing ideals. However, it was not to last.&lt;br /&gt;
&lt;br /&gt;
Perhaps another unforeseen consequence of the [[Contact War]] for the burgeoning colony might have been the birth of [[Unathi Piracy|Unathi space piracy]] as we know it. The [[Izweski Nation|Hegemony&#039;s]] inability to survey its own system due to the war on [[Moghes]] and maintain order there, as well as the many alien ships coming in and out of Ouerea, made Uueoa-Esa a perfect place for pirate crews, and soon, the first fleets, to grow in size and power. For a time, Ouerea’s criminal underbelly became a home for most of these pirates when not in space, and for their families if they had one. By the end of the war, and the time the [[Izweski Nation|Hegemony]] could maintain a presence across the system however, most of these pirates would be gone, having moved to the recently-discovered Ha’zana or even more distant stars.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== The Months of Blood (2457) ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Razul Tuzahu would forever go down as a cursed name within the history of Ouerea.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eventually though, as all things do, the [[Contact War]] came to an end. Though the end for Ouerea was different to the end of [[Moghes]]. For [[Moghes]], the [[Contact War]] ended when the fighting stopped, and the levies were able to return home. For Ouerea, the contact war ended when the [[Izweski Nation|Hegemony]] could spare the time and resources to look at it again, and what they found outraged them. The first real communication between governments began again, in 2457, when a [[Unathi Recent Events#Unathi_Enter_the_Bluespace_Age_(2457)|Hegemonic Fleet jumped into orbit]] seizing the planet from alien control. The Mogheasian representative was a high ranking Izweski bannerman of Clan Tuzahu named Razul. Razul Tuzahu was met by the Speaker of Scales, one Zeihro Arusa, a former member of the peasantry from the Southlands. Razul immediately demanded to speak with the noble lord of New Skalamar, or of the planet if there was one, but Zeihro Arusa informed him that there were no more lords on Ouerea, only mayors and other elected officials. He politely explained that he was elevated from a committee of representatives which spoke for the planet’s population, to speak for them, and would bring Razul, and the assembled members of Clan Tuzahu acting as an honor guard for him before the Synod of Scales to hear what he had to say before discussing it. Razul, a noble himself, was enraged by this thought, that a bunch of peasants would dare invite him, not to listen to his commands, but just to listen and then make their own decision. Razul berated Zeihro Arusa, calling him a disloyal traitor to the [[Izweski Nation|Hegemony]], and to all the values that an Unathi should stand for. Zeihro Arusa would answer with a phrase that would forever live on in the hearts of the Ouerean people.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;“We will be loyal to the Hegemony, so long as it is loyal to us.”&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Razul would refuse to meet with the Synod of Scales, damning him for all eternity in the eyes of the Ouerean population. Instead, he returned to [[Moghes]], where he informed Hegemon Sk’resti that a peasant rebellion while committing treason was also preaching ideas of equality, tarnishing the tradition of the Sinta, and elevating the peasantry had taken over the colony while the [[Skrell]] had watched over it. Hegemon Sk’resti, ever hungry for more war, believed Razul without second thought, and sent him off with a force of five thousand warriors to re-subjugate the planet, transported by the [[Izweski Nation|Hegemony&#039;s]] new spacefaring fleet. Razul descended with a fury born of hatred - both for the peasantry and the new society that had been born on Ouerea.  He landed in New Skalamar, dismantling the Synod of Scales and declaring the planet under his direct rule. Those who resisted found themselves executed, and the stories said that the streets outside the Overlord’s Palace in Central New Skalamar, where the Synod of Scales had once met, ran red with blood. Razul would see Zeihro Arusa executed, but in his death, Zeihro Arusa, became a martyr for the Ouerean people, and a rallying cry for resistance. Resistance not only against Razul but resistance against those non-Ouerean Unathi, with their outdated ideas of feudalism; essentially, resistance against the [[Izweski Nation|Hegemony]] itself. Civil unrest was common, with protests and riots gripping the streets daily, but this was not a full-scale revolt yet and never would become one. In early 2458, when the [[Unathi_Recent_Events#The_Cataclysm_(2458)|HMV Cataclysm was sabotaged]], Razul and his men were needed elsewhere in the spur, fighting the real enemies of the [[Izweski Nation|Hegemony]] instead of dealing with peasant rabble. The [[Izweski Nation|Hegemony]] would force a deal with the people of Ouerea, accept an overlord, and they would allow limited democratic governance, with feudal oversight. Overlord Yiztek was chosen, and he would begin to rule the planet, reinstating feudalism against the wishes of the population. While this stopped the immediate rebellion, it only increased resentment, but the pressure was not so far up that it would bubble over just yet.&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;
=== Enter Hephaestus (2458 - 2460) ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The period between 2458 and 2460 was relatively peaceful for Ouerea. There was still a hot underbed of resentment against the [[Izweski Nation|Hegemony]] for the destruction of its democratic system, but there was no real action. [[Hephaestus Industries]] took this year and a half to expand into Ouerea, as it had done much of the rest of the [[Izweski Nation|Hegemony]]. They began setting up logging industries, factories, shipyards, and much of the heavy pollutant industry common for them. The Ouerean people at first welcomed [[Hephaestus Industries]] onto their world, they saw more humans who would share the same ideals as those who had come before them. Ideals of equality, democracy, and the like, while also offering gainful employment to the population. However, this would not be the case. [[Hephaestus Industries]] instead exploited the workers of Ouerea, treating them poorly and unlike those on Moghes who were used to exploitation, Ouereans now had a different culture and history. Unions, while not particularly common on Ouerea, were present in many workplaces, and as the newly employed [[Hephaestus Industries|Hephaestus]] workers tried to unionize themselves, they found themselves stonewalled, fired, ridiculed, and even sometimes threatened or beaten by [[Hephaestus Industries]] as they continued their Anti-Union tactics. Public opinion began to turn on [[Hephaestus Industries]], and they found themselves dealing with an increasingly angry population, as the movement began to grow. It was not a fast spreading movement, many still saw the corporation’s investments as a good thing, but as the attempts to prevent unionization became more and more heavy-handed, and worker treatment remained horrible, the ranks of those fed up with the corporation, the [[Izweski Nation|Hegemony]], and feudalism swelled. The boiling point would come on &#039;&#039;&#039;March 6th, 2460&#039;&#039;&#039;, and the world would direct its wrath at those who wronged them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== The Rebellion (2460) ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{Ouerean Rebellion&lt;br /&gt;
 |conflict = Ouerean Revolution&lt;br /&gt;
 |image = Ouerea Flag&lt;br /&gt;
 |date = 29 February - 9 July 2460&lt;br /&gt;
 |location = Ouerea&lt;br /&gt;
 |result = Truce&amp;lt;br&amp;gt;Establishment of democratic government on Ouerea&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;!-- The next few categories are split between left (1) and right (2). Use &amp;lt;br&amp;gt; to move to the next line as show in the example --&amp;gt;&lt;br /&gt;
 |combatant1 = [[Izweski Hegemony]]&lt;br /&gt;
 |combatant2 = Ouerean rebel forces&lt;br /&gt;
 |commander1 = [[Notable_Unathi#Not&#039;zar_Izweski,_Izweski_Hegemon|Hegemon Not&#039;zar Izweski]]&amp;lt;br&amp;gt;Overlord Tarkat Yiztek&lt;br /&gt;
 |commander2 = General Vhariz Zik&#039;san&lt;br /&gt;
 |strength1 = Approx. 26800 professional soldiers&amp;lt;br&amp;gt;Unknown number of levied forces &lt;br /&gt;
 |strength2 = Approx. 12300 trained combatants&amp;lt;br&amp;gt;Unknown number of insurgent fighters&lt;br /&gt;
 |casualties1 = Approx. 3100 killed in action&lt;br /&gt;
 |casualties2 = Unknown&lt;br /&gt;
 |}}&lt;br /&gt;
On [[Unathi_Recent_Events#Rumbles_on_Ouerea|February 29th, 2460]], Union leaders staged a walk-out at a Hephaestus mining facility as a protest for Hephaestus refusing to negotiate with them for higher salaries and better benefits. Hephaestus responded by firing every worker who did not show up for work that day, as the Hegemony laws offered no worker protections. The situation quickly snowballed as more workers joined the walk-out, and protests erupted outside many Hephaestus sites across the planet. The recently installed local lords reacted by deploying their Watchmen to disperse the protests through force. This however only caused the situation to escalate, and on March 5th, at a protest outside of Hephaestus’s Headquarters in New Skalamar, the match was lit. After a Hephaestus Security Officer drew the blood of one of the protestors, a riot began, and the city watchmen and Hephaestus security forces found themselves putting the riot down the hard way. In the end, two of the protesters were killed, and dozens more injured. &lt;br /&gt;
&lt;br /&gt;
The site “Ouerea Now” , a long time hotbed of resentment, crashed due to the traffic it received that night and the following day, the population was furious about the deaths of the protestors, and began to take to the streets. Overlord Yiztek attempted to ban the website, but by then it was too late. Hundreds of thousands of people flooded the streets of every major Ouerean city, as a wave of civil unrest overwhelmed local watchmen, who couldn’t contain the violence. Protestors called for the expulsion of Hephaestus Industries, the abolishment of the Feudal system, and revenge for those lost to the Months of Blood. Tax collectors, noble estates, and other government institutions were attacked by mobs, and millions of credits worth of property destroyed. Overlord Yiztek, unable to properly deal with the amount of unrest, attempted heavy handed measures, including the Guwaning of all those in a group greater than five in number, and extra taxation on the clans. This did nothing but fan the flames of rebellion higher, and on April 10th, what started as a protest against Hephaestus changed into a full scale rebellion.&lt;br /&gt;
&lt;br /&gt;
The Ouerean levies, called up on the order of Overlord Yiztek to help quell the violence instead began to defect to leaders of the protests and riots, after they were given their arms and armor. As Yiztek continued to call up levies, more defected, creating a cycle where Yiztek would call up a levy just watch them defect the following day. The now equipped rebel forces alongside mobs began to storm the palaces of the nobility, taking prisoners and accepting surrenders from noble clans. The situation had become a crisis, and every hamfisted attempt by Yiztek only increased the number of rebels he was facing, now not only peasant mobs but an equipped fighting force. Eventually, after weeks of fighting, the capital of New Skalamar fell under siege by combined rebel forces under the dubious command of one Zik&#039;san, a former member of the Synod of Scales who had escaped death at the hands of Razul. Yiztek did not have enough men to resist them for long, and even much of the city was against him. He had failed as a ruler; he had lost.&lt;br /&gt;
&lt;br /&gt;
During this time a not insignificant number of the humans left on the planet who had not already fled during the Months of Blood finally decided to stake their fortune elsewhere, away from what they now viewed as a violent government, run by a violent species. These emigres would go on to form the first Ouerean expat groups, mostly within the Coalition and Biesel, as having been raised on a completely alien planet made the Solarian Alliance and its xenophobic tendencies difficult to immigrate to. They brought with them a culture warped by their upbringing in a Unathi society, one unlike any other in the spur.&lt;br /&gt;
&lt;br /&gt;
The Skrell were a different matter altogether. With most of the Skrellian population either fleeing from the Federation, or facing re-education due to low contribution index ratings should they return, many Skrell latched themselves to the fate of the world, refusing to abandon it even as it upheaved with rebellion. Some in fact would become parts of this rebellion, not wanting to trade the bureaucratic authoritarian government of the Federation for the more backward Feudal kind. Those that did not join the rebellion still remained on the world however, looking at rebellion as a situation where no matter what the outcome was, it would be preferable compared to returning to the Federation, or emigrating elsewhere. As a result of this it has become common for Ouerean Skrell after greeting each other, to inquire if their newly met compatriot fought in the rebellion or not, with each Skrell judging the answer as they see fit.&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;
=== Peace Talks and Reconciliation (2460) ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Siegecomplete.png|thumb|alt=Unathi.|Not&#039;zar Izweski managed to secure a lasting peace with Ouerea by negotiating with the rebel forces, despite the efforts of the then-Overlord to sabotage the talks.]]&lt;br /&gt;
As the capital fell under siege and the planet looked to be almost lost to rebel forces, the [[Notable Unathi#Not&#039;zar Izweski, Izweski Hegemon|Lord-Regent Not’zar]] himself intervened. Having seen the destruction caused by Yiztek’s hamfisted policies so far, Not’zar instead shocked everyone by opening a dialogue with the rebel leaders, walking to their siege camp himself to parlay. However, when attempting to return he found the gate to the city locked by Overlord Yiztek, and returned to the Rebel camp to ask the rebels to safely escort him back in. They complied, and this was the beginning of the Ouerean people warming up to Not’zar. That the Hegemon did not see them as savage peasants, and felt comfortable enough to parlay with them, before asking for them to escort him back into the city after the Overlord locked him out, giving the Ouerean people hope. The Hegemon also allowed four negotiators from the prayed-for Ouerean Confederation, a government that would see a return to democracy, into the city. However, Overlord Yiztek was not done with his heavy-handed attempts yet. He had the negotiators executed on charges of espionage, much to the anger of Not’zar, and the fury of the rebels, who gave a warning to the city, not an ultimatum of choice, but a simple warning.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;“We will give this city three days. If you are within New Skalamar and value your life: be somewhere else.”&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thankfully, Not’zar had his Guwan Guard arrest Overlord Yiztek moments before the storming would have started, averting the crisis and the need for military force. However, this move cost Not’zar a huge amount of political capital, as the traditionalist lords of the Hegemony were furious at the Lord-Regent for daring to arrest one of their own, after not having intervened until the crisis had gotten out of hand, and in doing so capitulating to the peasantry. It is uncertain if this move was worth what it cost Not’zar, as it set him back years in gaining the trust and loyalty of the influential lords of the Hegemony. None besides Miaruz Izweski backed his play, and the rest all condemned his decision in one way or another. Still, it was a good thing for the Ouerean people, who now had a measure of the freedom they wanted. Zik&#039;san would be appointed Overlord in Yiztek’s stead, a position he still holds to this day.&lt;br /&gt;
&lt;br /&gt;
However in 2465 this measure of freedom was curtailed. After leaked Hephaestus documents pointed to devastating ecological impacts of the massive Aquaculture Centers being constructed by the corporation, rioting once again broke out on the planet fanning the potential flames of rebellion. The Hegemon who once compromised with the Ouerean people would not do so again, the stakes too high this time, and unable to trust the local levies who had rebelled in the past, instead called his and Clan Hutay’zai’s bannermen to arms, deploying them to the planet to pacify the riots by force. The planetary government had no choice but to go along with Hegemon&#039;s plan or face his wrath themselves, and have since been seen as a part of the brutal repression by the populace. The death toll was kept minimal, but still over a thousand were killed, nearly all rioting civilians. Images and videos of Izweski bannermen alongside those of the Hutay’zai using force to disperse protests were widely shared across the extranet, only fueling further discontent. However this discontent would not again rise to rioting, as the consequences for such actions were made clear by the one who had compromised with the population in the past, and instead those dissatisfied with the situation took to less direct means of sabotage and peaceful protests. However these acts have only kept the iron boot of the Hegemony on the planet for the foreseeable future, as after a near miss with mass famine a fearful Not’zar wrangles to control the Overlord and Synod of Scales, thereby also controlling the planet. His authority is clearly seen and enforced by a legion of K’lax warrior-forms, and a depleted garrison of Bannermen who have not left the planet following the pacification of the riots; instead they remained to protect the critical Aquaculture facilities alongside members of the Fighter’s Lodge and Hephaestus Security from potential acts of terrorism. These facilities mark the salvation of Moghes, and the continuation of the Hegemony, so Not’zar will not be found lacking either in controlling them, or having the means of taking control of them close by. Thankfully many of these Hegemonic soldiers remain out of the public eye, keeping to themselves by order of Not’zar himself to prevent tension from rising in the population once again. With the government still under his vague control, it is unclear if the Hegemon’s power on the planet will ever be decreased and handed back to the people, though the deciding point all would agree is the upcoming election of 2466, which might see a large change in the makeup of the Synod of Scales, causing a weakening in the control Not’zar has over the government. Only time will tell that story.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Current Day ===&lt;br /&gt;
Like all places, Ouerea is a product of its history. The violent revolutions, the isolation, and even the invention of the Federation shaped what it is today. It is a planet so close to [[Moghes]], yet completely different in irreconcilable ways. Still, for the time being, they are chained to the [[Izweski Nation|Hegemony]], whether they like it or not. While they still have special privileges, guaranteed by Not’zar, at the end of the day, they are just another vassal state of the Hegemony, doing as it wills. This has been seen most clearly in the past year, as the Hegemony has simply used Ouerea to save itself, mainly Moghes, from starvation, turning it into a food production centre of the very company Ouerea rebelled against in the first place. Despite all of Not’zar’s promises of reform, he still ended up putting down the protests and riots that occurred as Hephaestus Industries completed their aquaculture centres. The population has not forgotten this, and a sea of resentment still bubbles underneath the surface of the verdant jungle landscape.&lt;br /&gt;
&lt;br /&gt;
It is unclear if the Hegemony will ever fully control Ouerea. Maybe its people have developed a culture that is just too wild, too free, to ever be contained within a feudal system. But if there’s one thing Ouerean people are certain of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;“We will be loyal to the Hegemony, so long as it is loyal to us.”&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Geography and Climate ==&lt;br /&gt;
[[File:Oureaea_Ciites.png|thumb|A map of Ouerea, with major cities labeled.]]&lt;br /&gt;
Ouerea is best known for its lush, verdant jungle landscape, which covers almost all of the planet’s surface besides the polar ice caps. This jungle cover is attributed to the planets closer proximity to the sun when compared to Moghes, having a much shorter orbit. The Trizkaka Sea is the most prominent feature of the planet, being a large body of water with many island chains, that has become the lifeblood of the colony. The planet also has several mountain ranges.&lt;br /&gt;
&lt;br /&gt;
The strangest thing about the geography and climate of Ouerea, however, is its compatibility with Unathi as a species. For most other species, their first steps of colonization were titanic struggles which required heavy use of terraforming, adaptation, and equipment to survive on their new planet. Whereas Ouerea is essentially a Moghes covered in entirely jungle, well suited for habitation by Unathi. The plants and animals pose little danger to Unathi, and are even edible by them, which is what allowed the first colonists to survive so long cut off from Moghes. Many scholars have puzzled over this question, why Ouerea seems to be such a perfect candidate for colonization, right on the doorstep of the Unathi homeworld, but most have either attributed it to some form of divine intervention, or pure galactic luck. However there are more radical scholars who believe that Ouerea was once a colony of a Unathi precursor race, who terraformed the planet to live on in ancient times, before the evolutionary base of the Unathi stepped out of the ocean. There has been no evidence of this, despite many archaeological expeditions being launched on the world, and it is unclear if any will ever be found.&lt;br /&gt;
&lt;br /&gt;
=== Flora and Fauna ===&lt;br /&gt;
&#039;&#039;&#039;Awth’una&#039;&#039;&#039; are a warm-blooded reptilian species that gives live birth. They are four-limbed with long, snake-like prehensile tails. They resemble iguanas with a more generally ape-like body structure. Their grasping hands are very dextrous, and they have feet that have a grasping toe. They are the primary tree-dwelling type of lizard that is found in jungles across Ouerea. Typically they are omnivorous foragers that also scavenge from other species’ kills, and are not averse to raiding bird nests or eating the birds themselves. A typical Awth’una troop will be led by a patriarch. The patriarch&#039;s daughters remain with the troop for their entire lives. The young of Awth’una stay with their mothers for typically a year before becoming fully independent. They learn to forage for food and how to behave from their mothers. Orphaned Awth’una can become aggressive or ill-tempered as a result of not having their mother’s guidance on how to behave properly. Noticing this behavior, Unathi xenobiologists often cite them as evidence of the importance of proper cultural values evident in even the animal kingdom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subterranean&#039;&#039;&#039; flora are mysterious. Only the creatures that are found in the more shallow layers of the caverns are even known at all. Several kinds of reptilian monsters are found there, blind with pale scales and sharp claws. Deeper, lichen-grazing creatures crawl through the tunnels and chambers, stocky-limbed and snakelike and partially aquatic. Cataloguing the incredible breadth and diversity of the subterreanean eco-systems is a task that will keep xenobiologists busy for decades, if not more.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Azkrazal&#039;&#039;&#039; or Threshbeast has also taken to Ouerea quite well. A tall, swift-running grazer, in some areas feral herds have outcompeted native Naearzi. However, most Azkrazal on Ouerea are domesticated and thrive in the pastures across Ouerea’s grasslands. They are used as a primary method of conveyance in the homesteads due to their high speed and stamina. However, they are typically found on farms worked by the serfs of rich nobility, due to the cost of importing them and their comparative rarity. The poorer class on Ouerea uses primarily Naearzi harnessed in teams for pulling wagons and carriages. The domestication efforts over the past 20 years have gone well, and the new generations of Naearzi are born less shy and grow to trust their trainers more quickly. Unathi society is learning the secrets of their husbandry quickly, and things like diet and pasture size have been studied to great effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mier’vesh&#039;&#039;&#039; are a small, reptile-avian creature with forked tongues that sample the air. They are popular animals as they are small and sweet tempered, making them slow to respond to danger. They are used as an ideal tool to teach Ouerean hatchlings how to hunt and eat at an early age. They have a strong flocking instinct which leads them to stay together around a lead hen, typically who has the brightest crest or the loudest cry. They are popular with Unathi clanmothers who are too busy to cook, since they can simply put their hatchling outside in the yard to chase Mier&#039;vesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tul&#039;&#039;&#039; are large, muscular, leathery creatures, about a head taller than your average unathi that are native to [[Moghes]] but introduced into the local ecosystem. They have sharp claws on each feet and the strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long, pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulderblades.&lt;br /&gt;
&lt;br /&gt;
They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry, to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
&lt;br /&gt;
Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
&lt;br /&gt;
The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia.&lt;br /&gt;
&lt;br /&gt;
== Political Structure and Governance ==&lt;br /&gt;
As a result of its tumultuous history, Ouerea has a political structure unlike any other within the Hegemony. For one, many aspects of their governance is based on democratic rule of law, rather than nobility, and that is only the most obvious aspect. This uniqueness means that Ouerea has a complicated relationship not only with the Hegemony and its Feudal system, but with politics internally.&lt;br /&gt;
[[File:Early Ouerea Flag.png|400px|thumb|The original flag of the Ouerean Colony. The colours signify the green, lush jungles of Ouerea next to its vast blue oceans, while the black signifies the void of space through which the colonists had to spend many months in to reach the planet. Due to controversy over the new flag, this flag is technically the official flag of Ouerea.]]&lt;br /&gt;
=== The Synod of Scales ===&lt;br /&gt;
The Synod of Scales was first formed during the Contact War, when the planet was all but cut off from Moghes. It consisted of a committee of representatives, drawn from each settlement dotting the surface of the planet, with the number of representatives each settlement was entitled to determined by population. More population meant more representatives. One of these representatives would be elevated by their peers to become the “Speaker of Scales”, who would moderate discussions within the Synod, and speak for the committee as a whole to the public. These representatives would then work on matters of planetary policy, only truly creating laws about issues that affected the whole of the population, and preferring to let individual settlements rule themselves.  This was the Synod of Scales before the Months of Blood, the brutal Izweski crackdown on Ouerean democracy after the conclusion of the Contact War. The Synod of Scales only exists today by the grace of Not’zar Izweski, who during the rebellion of 2460, conceded to the rebel’s demands on the reinstatement of democratic processes. Still, this concession was not without its caveats, and the way the Synod of Scales works contemporarily differs heavily to how it worked in the past.&lt;br /&gt;
&lt;br /&gt;
The Synod nowadays is still made up of representatives, but each settlement, now towns and cities, only gets so many. The maximum number of representatives a city on Ouerea can appoint is eight, with New Skalamar currently being the only city which has the population to warrant these eight representatives. No other city has more than six, with most hovering around the three to four range. Smaller settlements or towns outside of cities are no longer allotted representatives, instead only being able to have appointed observers, normally appointed by the local mayor or other official who administers the area, in the Synod. This has created a situation where political power on the planet is heavily centered in the cities that dot the Trizkaka Sea, which, by the Hegemony’s standards, have the least amount of resentment towards the nation. However this estimate might be off, as while the countryside is often the growth of resentment and radical ideas, the cities normally quickly follow, as the interconnected people of the planet regularly travel and exchange ideas in a way that is foreign to Moghes.&lt;br /&gt;
&lt;br /&gt;
For matters of actually making policy, the Synod follows much the same traditions as when it was first established, only truly focusing on planetary policy rather than attempting to also govern how the cities are administered. The position of “Speaker of Scales” was abolished after the Synod’s resurgence, and instead replaced with the Overlord of Ouerea, a still feudal position that passes down a clan line. It is the Overlord that moderates discussions within the Synod, and decides which matters should be discussed when. The replacement of the Speaker with a feudal position has caused some friction within the Synod, as the Overlord now determines what policy issues are brought before the Synod and in what order, essentially having control over what can and cannot be discussed. Still, those within the Synod recognize that the situation could be much worse, and are generally willing to put up with this fact, especially given that the current Overlord Zik&#039;san is a former rebel himself. Issues which are brought to the Synod&#039;s attention are voted on by all members, excluding the Overlord, who traditionally never votes to appear unbiased. A simple majority is all that is needed to pass a law or policy, and should the vote ever come to a tie, the issue on the floor will be re-voted on until a majority is the victor. The Overlord does not hold veto powers over the decisions of the Synod, however the Hegemon himself does, should he see fit to exercise this power. Not’zar has not yet vetoed a decision made by the Synod, but only time will tell if he one day will.&lt;br /&gt;
&lt;br /&gt;
Currently the Synod of Scales consists of 39 members, but it is expected to grow as the cities of Ouerea themselves grow. The Revolution’s Heirs are the most prominent political party within the Synod, accounting for 28 of its members, a vast majority. The Heirs rarely need to include other parties into policy making because of their majority, and this has created something of a distinction between the Hatchling’s and all other political parties, whose public support is not enough to tip the balance of power in their favor yet. However, now that the Heirs are in near total control of the government, all actions or inaction by the government will be tied to them, for better or for worse, potentially opening space for the smaller political parties to garner more public support.&lt;br /&gt;
&lt;br /&gt;
=== The Overlord of Ouerea ===&lt;br /&gt;
Much like the Synod itself, the Overlord of Ouerea is a strange position for one to hold. Whereas the other Overlords rule directly over many smaller vassals, the Overlord of Ouerea merely manages the democratic affairs of the planet, rather than being a ruler in their own right. The Overlord of Ouerea, currently Zik&#039;san, moderates the talks of the Synod of Scales, sets up the elections by which representatives are elected, and determines what policies are put to the floor within the Synod. That last responsibility gives the Overlord incredible power, if they are smart enough to know how to use it. By being able to determine what is even discussed within the Synod, the Overlord can steer the direction of Ouerean policy-making however they please, exchanging favors with representatives to ensure their issues are given first priority, or refusing to even allow certain issues onto the floor of the Synod.&lt;br /&gt;
&lt;br /&gt;
Unlike in a modern democratic system, there is no check on the Overlord’s power, no way the Synod can over-rule their decision. While they do not have veto power, a right reserved only for the Hegemon himself, they do have a vast amount of influence over the Synod itself. This has resulted in a situation where the Overlord’s primary duty is the garner favours within the Synod, constantly in the political dance of quid-pro-quo, attempting to keep Hegemonic Authority on the planet as high as possible. Though the position is now held by Zik&#039;san a former rebel himself, he has realized that to retain his position, and more importantly keep the planet stable, Hegemonic Authority must not be in doubt, or once again they will descend to the planet to reassert it in brutal Unathi fashion. This is never more the case than contemporarily, as the planet now plays host to a vast majority of the Hegemony’s food production, both current and planned, that the Izweski cannot simply let Ouerea begin to truly govern itself. So Zik&#039;san must work the delicate high-wire act of allowing the planet some representation and some say in governance, while also keeping the Hegemony’s authority over the colony above a certain threshold. Should he fail in either of these, the consequences will spawn forth a torrent of blood that would outdo the revolution itself.&lt;br /&gt;
&lt;br /&gt;
=== Relationship between Democracy and Feudalism ===&lt;br /&gt;
Feudalism and Democracy are two ideologies that were never meant to interact. Yet in Ouerea’s case they must. The delicate balance struck by Not’zar in the wake of the 2460 revolution has held up for the past five years, but it is not without its many flaws, beyond those which have been discussed within the Synod of Scales and Overlord sections. The biggest issue between democracy and feudalism is the constant change a democratic government presents, as representatives lose elections, are voted out of office directly, or even have to change policies as public opinion changes; compared to the relatively more consistent feudal monarchy found throughout the rest of the Hegemony, where a Lord’s word is law and the opinions of peasants need not be considered. What has resulted is an inability for the rest of the Hegemony outside of the Overlord and Hegemon to truly communicate with the people of Ouerea, and understand how their government system works.&lt;br /&gt;
&lt;br /&gt;
To the majority of the Hegemony’s nobility, the Ouerean Revolution was a disastrous act of treason, and the Hegemon’s negotiation with the rebels is either considered a rare misstep by his supporters or a sign of his overall weakness by his detractors. Among the peasantry, however, the news of Ouerea’s newly-won democracy acts as a symbol of the potential for change - and many of those who would never have considered a change to the system that has reigned on Moghes for centuries now look at Ouerea as a shining beacon of what their own world could be. While the revolutionary ideals of the Ouerean Confederation have yet to catch on offworld, the citizens of the Hegemony hope and fear alike that while Ouerea was the first revolution to be victorious against the Hegemony’s power, it will not be the last.&lt;br /&gt;
&lt;br /&gt;
=== Political Entities ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Revolution&#039;s Heirs ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An informal name for the dominant political viewpoint on Ouerea following the Revolution - born out of its struggle for freedom, and desiring to maintain that freedom in the new age of the planet. They are staunch supporters of maintaining Ouerean democracy and the freedoms it has won for the planet’s citizens, and largely wish to continue with the status quo, working within the Hegemony to demonstrate the value of the Ouerean model of governance. &lt;br /&gt;
&lt;br /&gt;
Most prominent political figures on Ouerea are aligned with this ideology in some way or another. Opinions range on Hephaestus, with some viewing their investment as potentially a boon to the planet and others viewing them as a pestilence that was part of the very reason for the initial rebellion. Generally, followers of this ideology tend to agree that the corporation needs to be watched closely and regulated to prevent exploitation of the planet and its people - though only time will tell if they are capable of enforcing such regulations against Hephaestus’s influence.&lt;br /&gt;
&lt;br /&gt;
The Heirs have been a dominant force among the Synod of Scales since its establishment, and that continues. They are supported by mostly Unathi, with a fairly large amount of Skrellian support. Notable members include Representative of New Skalamar Ozesh Zuruziir, who rose to political prominence beyond Ouerea following an attempt to court the Hegemon in 2465.&lt;br /&gt;
&lt;br /&gt;
The opening of Hephaestus aquacultural centers and the megacorporation’s subsequent capture of the Hegemonic economy has been a contentious issue for the Heirs. Many fear that the corporation is now too powerful for the Ouerean people to control its expansion on their world, and some believe that the aquacultural projects may have devastating impacts on the planet’s biosphere. Others, however, have welcomed the megacorporate presence, believing that while Hephaestus presence is an inevitability, working with them is the only way to properly ensure that the worst of corporate overreach can be reigned in. A small number of the Heirsresigned in protest following these events, with several of them having defected to the Warriors of Liberty or the Independence Movement.&lt;br /&gt;
&lt;br /&gt;
The cooperation of the Heirs who held a majority position within the Synod with the Hegemony during 2465 has also caused many issues for the Heirs in regard to their public support. When the riots were brutally suppressed by Izweski and Hutay’zai bannermen after leaks about Hephaestus’ impact on the local environment, many saw the Heirs as part of the suppression, not stepping in to defend their own people. Many minor representatives resigned in protest, but the party has still defended their position as being what was best for the planet. This defense and lack of apology has seen a swell in the public support for the Warriors of Liberty and the Ouerean Independence Movement, who might finally be able to break the Revolution’s Heirs’ iron majority within the Synod of Scales.&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;
==== Warriors of Liberty ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Warriors of Liberty are an offshoot of Revolution’s Heirs, formed shortly after the exile of Overlord Yiztek. They believe in the maintaining of the Ouerean model, and in spreading it throughout the Izweski Hegemony, replacing the feudal system with a democratic confederation modeled after the newly formed government of Ouerea. The movement’s followers vary in their militancy, with a small and radical fringe advocating for fighting the Hegemony in open battle - a cause which is viewed as an impossibility by most. However, the existence of this fringe has proved a concern for some of the Moghresian nobility, believing that the Warriors are traitors to the Hegemony who should be stamped out.&lt;br /&gt;
&lt;br /&gt;
Followers of this ideology tend to be staunchly opposed to Hephaestus Industries and the power that the megacorporation holds throughout the wider Hegemony. The prevalent belief among supporters is that the Hephaestus facilities on Ouerea should be nationalized and brought under Ouerean control, instead of being in the hands of a foreign power. While there have been accusations leveled at this movement for ties to radical organizations such as the [[Aut&#039;akh|Aut’akh]] and the [[Unathi Guilds#Hearts of Industry|Hearts of Industry]], none of these accusations have ever borne fruit. This movement primarily consists of Unathi, with a small but dedicated base of human supporters. Notable supporters include Overlord Zik’san - former commander of the rebels during the Ouerean Revolution. His appointment to his position despite his outspoken pro-democracy views has angered many of the more conservative nobility on Moghes, with frequent calls for him to be removed from his position. The Warriors are also in favor of the expansion of Ouerean military power, to ensure that the fledgling democracy is capable of fending off any future attempt to return it to feudalism.&lt;br /&gt;
&lt;br /&gt;
Several members of Revolution’s Heirs defected to the Warriors following the massive expansion of Hephaestus Industries in 2465. They continue to advocate for nationalization of Hephaestus property across the planet, alarmed at the enormous power the corporation now wields at every level of the Hegemony. Overlord Zik’san has not spoken out in favor of this yet, with some accusing him of being on Guildmaster T’zakal’s payroll - an accusation not taken lightly, given his status as a hero of the Revolution.&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;
==== Ouerean Independence Movement ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This movement is a small one, but with a notable presence on the Synod. As the name suggests, they support the independence of Ouerea from the Izweski Hegemony, with opinions ranging from maintaining favorable relations with the Izweski to breaking ties altogether and seeking alliances among the democratic nations of the Orion Spur. This movement has a small representation among the Synod of Scales, and generally tends towards opposition to Hephaestus Industries. With the ongoing famine in the Hegemony, some of the more vocal supporters of this position have been calling for Ouerea to leverage their status as the Hegemony’s main food provider to force the Izweski into conceding to their demands for independence.&lt;br /&gt;
&lt;br /&gt;
The Independence Movement’s support is fairly evenly divided between Skrell and Unathi. To many of its supporters, it represents the truest promise of Ouerea - a world where anyone, regardless of their species or origins, should be free to choose their own destiny without the meddling of foreign powers. This faction tends to work closely with the Warriors of Liberty - while they disagree on some key issues, both of them support the expansion of Ouerea as a military force in its own right, better to prevent another war if a future Hegemon decides that the grand experiment should come to an end.&lt;br /&gt;
&lt;br /&gt;
While the movement has been opposed to Hephaestus, its membership is divided on the subject of the other megacorporations of the Orion Spur. Some believe that inviting other corporations into the Ouerean economy would help to provide a check on Hephaestus’s power, with the majority holding the opinion that any corporate presence at all is inherently detrimental to Ouerean democracy.&lt;br /&gt;
&lt;br /&gt;
Following the massive expansion of Hephaestus, as the megacorporation seized an unopposed monopoly over the Hegemonic economy, the Ouerean Independence Movement has seen an increase in support. While nothing has been proven, some suspect that this is in part due to the discreet support of other human megacorporations such as NanoTrasen in the hopes of weakening Hephaestus’s newfound monopoly&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== The Oldbloods ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The ‘Oldbloods’, ironically, are actually newer to Ouerea than most of the peasants they deride. During the reign of Overlord Yiztek in the late 2450s, nobles from Moghes were brought to the planet to assist in the implementation of feudalism. This period was brief, with feudal rule on Ouerea being overturned after the Revolution, to the chagrin of the nobles who had invested time and money into establishing new authority on Ouerea. Those whose clans held land on Moghes returned there, but many of the new Ouerean nobility had lost their lands to the Contact War, and viewed this planet as a second chance. For these nobles, there was nowhere to go, and the power and wealth they had been promised on Ouerea was gone. Some of them integrated into the new society and managed to gain positions of power - but a large number of them who were unable or unwilling to do so formed the Oldbloods.&lt;br /&gt;
&lt;br /&gt;
Outside of themselves and their retainers, the Oldbloods have little to no public support, and are generally the subject of mockery among the general populace. Currently, their main form of agitation is sending emissaries to the nobility on Moghes, in the hopes of pressuring either Hegemon Not’zar or his successor to stamp out Ouerean democracy once and for all, and to restore the natural order of things - with themselves back in power. They have had little success, with most of the more influential nobility of Moghes recognising that another war on Ouerea would spell disaster for the Hegemony, especially with the ongoing famine.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== The Restorationists ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Restorationists are a minority group of humans and Skrell supporting the return of the administration of the colony by the Solarian Alliance and the Nralakk Federation. Due to the Solarian Collapse, this group has a small majority of Skrell over humans, focusing on outreach to the Federation. Following the Revolution, the Restorationists managed to attract a few more supporters in the belief that Ouerea needs the protection of another interstellar power to ensure that the tyranny of the feudal system is not reinstated. While this is the most common viewpoint among Restorationists, there are some among their number who believe that the Unathi are too young to the Spur to successfully govern themselves. The Contact War is, in their eyes, clear proof of the fact that the Unathi require the guidance of their elders on the interstellar stage, lest they bring disaster to themselves and others. The Restorationists are a tiny group, and an effective non-entity in wider Ouerean politics, as most of the human and Skrell colonists who were deeply loyal to the previous governments evacuated the planet when control was returned to the Izweski.&lt;br /&gt;
&lt;br /&gt;
Hephaestus’s expansion, and the recent end of the Solarian Civil War, has led to a small increase in human support for the Restorationists. A corporation seizing control over an entire nation’s economy in such a way is reminiscent of the events leading to the Republic of Biesel’s secession in 2452, and some humans have come to support Solarian intervention on Ouerea to prevent Hephaestus from destroying the fledgeling society there. The Restorationists, despite this increased support, are still largely irrelevant to wider Ouerean politics.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== The Hearts of Industry ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Following the reintroduction of Hephaestus to the Ouerean economy, the revolutionary guild known as the Hearts of Industry began to take root among the locals. While this had small beginnings, with Hearts from the Southlands of Moghes traveling to the planet in the hopes of agitating for change, these Unathi found a more receptive environment than they could have possibly dreamed of. The Ouerean people were no stranger to the idea of unions, or for collective action to improve the lot of all, and the revolutionary and egalitarian ideas of Ouerea found a kindred spirit in the Hearts of Industry. Second to only the Southlands chapter of the guild, the Ouerean presence is rapidly growing into a force to be reckoned with. Unlike the other political movements of the planet, the Hearts are unconcerned with Ouerea’s relation to the wider Hegemony, focusing solely on the exploitation of the planet and its people by Hephaestus Industries and the Hegemonic guilds that have made a home there.&lt;br /&gt;
&lt;br /&gt;
Following Hephaestus’s seizure of the Hegemonic economy, the Hearts of Industry have faced hard times, as many of their leaders have been arrested and their membership find it impossible to find work with the guilds due to Hephaestus’s anti-union policies. The Southlands chapter of the guild has been crushed into near-irrelevance, but the Ouerean Hearts persist - at least, for now. While many are forced to keep their membership secret to continue employment, others proudly bear the insignia of their guild still, agitating in Ouerean politics against the megacorporation’s power. Whether they will have any success is yet to be seen.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== The Aut&#039;akh ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
While the Aut’akh of Ouerea largely keep to themselves, they are still noteworthy in their actions. Though technically outlawed by Hegemony law, they are far from a priority for the government of Ouerea, and as such have been able to recruit and grow in relative safety. Though law enforcement does not actively pursue the Aut’akh, this is not the case for Hephaestus Industries, as the communes have been a consistent thorn in their side for years. Hephaestus equipment is often stolen or destroyed by Aut’akh saboteurs - both as materials for supporting the communes and as an act of resistance against corporate power. &lt;br /&gt;
&lt;br /&gt;
As such, the Aut’akh of Ouerea have an odd status, where despite the esoteric and unusual nature of their faith, they are often viewed as synonymous with direct action against the Hegemony and Hephaestus. As such, they have found many allies in those who believe that foreign powers - whether corporate or feudal - must be driven from Ouerea by any means necessary. This is where the bulk of the Aut’akh communes on Ouerea recruit from - those who are driven to strike against their oppressors. While there are no known examples of a human or Skrell converting to the Unathi faith, they can often be seen regardless in places such as Aut’akh Valley, living and fighting alongside the augmented Unathi in the hope of freedom for their world.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Culture and Demographics ==&lt;br /&gt;
&#039;&#039;See also: [[Aliens on Ouerea]]&#039;&#039;&lt;br /&gt;
[[File:Ouerea Flag.png|400px|thumb|The modern day flag of Ouerea, first made during the Times of Growth, then changed slightly during the Rebellion to incorporate red stripes to represent the blood of the nobility. Because of this, the original Ouerean Flag is officially the flag of the planet.]]&lt;br /&gt;
Ouerea is a cultural breadbasket within the greater Hegemony, with an influx of native Unathi cultures seemingly blending into one another over the decades of colonisation and escape from the growing Wasteland, as well as foreign cultures that have adapted and been integrated – in particular, Skrell and Human influences that have settled across the planet. Despite its roots within an authoritarian feudal state, Ouerea has managed to break free of the iron first of the Hegemony’s cultural wars and develop a society that above all exemplifies community, freedom and democratic practices – through which must all continue by a constant effort to balance the scales between the colony and Moghes. Yet another element of Ouerean society is perseverance, stemming from the fact the original colonists could only rely on themselves thanks to the rudimentary technology available yielding a one-way trip with little capability for quick re-supply. &lt;br /&gt;
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Compared to its Hegemonic counterparts, Ouerea prides itself on its meritocratic beliefs. Though initially there was pushback against these foreign ideas where one’s value is not measured by clan, birth or position, but instead through their own merits and accomplishments – originating from the original colonists who settled the planet, who could not trust any but each other for their own survival, no matter the position their fellow colonists might once have held. Nationality, position, or culture means nothing to any Ouerean, who will measure a person&#039;s true worth by what they do, for better or for worse. This extends not only to individuals but to entities, whether it be corporations, nation-states, or other groups. The only exception to this is Hegemonic, or Traditionalist, nobility. Ouereans almost universally scorn nobles, despite being ruled by one, especially those from the Hegemony, as they clearly remember both the Rebellion and the Months of Blood. Due to the sheer scale of the uprising in 2460, nearly every Ouerean has a clan member who was hurt or killed during it, and most blame the Hegemony and nobility for those deaths. This unique approach on the planet has blended into other elements of Unathi culture, in particular the structure of clans, as well as the influence they have within one’s life. It is particularly shunned across Ouerea that a Clan may exercise a hold over its members, something seen as sacred on Moghes – a person must be able to take whatever path of life they may elect without hindrance, which subsequently also leads to a decrease in extended familial bonds, with most Ouerean Sinta never meeting the entirety of their Clan, mostly knowing their immediate family and possible some extended family in rare circumstances. However, Ouereans are fiercely loyal to their inner circle, more so than their Moghesian counterparts. Differing heavily from Moghes where such is defined mostly by nobility or allegiance, on Ouerea the inner circle of an Ouerean is normally defined as their community. The first colonists of the planet had to rely on complete strangers in order to survive, and also were relied upon by complete strangers, so therefore have developed this much looser sense of community. Not necessarily of like-minded individuals, an Ouerean views their community as a group of people who will support each other through the thick and thin. To not belong to a community as an Ouerean is to be ostracized, a step apart from society, and therefore making it more difficult to find a community to belong to. Thankfully, most Ouereans are open to inviting new members into their communities, so long as they prove themselves first, in whatever deemed fit. This goes all the way down to friend groups, as they are a community in themselves. Once belonging to a community, Ouereans find themselves obligated to support it, as long as it supports them.&lt;br /&gt;
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Loyalty to one’s inner circle, to one’s community, is above all else yet another important facet of Ouerean Culture – especially for Ouerean Unathi. Though, there have been instances where cultural contamination has bled into Non-Unathi Ouereans, where a clan-like structure isn’t unheard of within non-Unathi households, in particular Skrell have adapted their own communal habits seamlessly into what have been called “Semi-Clans”. Though community has far-reaching definitions thanks to its subjective nature, it has mostly come to be recognised as one’s immediate surroundings, where not contributing to one’s community – in some way or another – is seen as a societal taboo that results in being shunned, and possibly even ostracized for their inaction if it continues even after “encouraged” participation through shunning. &lt;br /&gt;
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Not dissimilar to Moghes, betrayal on Ouerea is seen as the most abhorrent of all crimes, requiring only the harshest punishment. However, in other cultures betrayal is mostly a singular person, or small group exercise, as they go against the will of the majority. On Ouerea, the blade cuts both ways, especially in regards to communities. Being a member of a community does not only mean that one has a duty to it, it means that the rest of the community has a duty to the individual. Failing to give someone the support they need is considered to be betraying them, just as is one person failing to give the support required of them. This is most notable in the Ouerean Rebellion, where the main driver of the anger of the population was the feeling that they had been betrayed by the Hegemony, who were not giving them the support they needed. This sentiment spawned the well-known quote: “We will be loyal to the Hegemony as long as it is loyal to us.”&lt;br /&gt;
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Perseverance is the last pillar of Ouerean culture. Given how much time during its history the planet has been all but cut off from Moghes, a sense of never giving up has all but set into the population. It could be in any matter - in pursuit of personal or career goals, enduring times of great difficulty or simply in hard work - but Ouereans are known across the Hegemony for their perseverance, even when others might have long-since given up. This applies not only to personal matters, but also to grander things. During the Ouerean Revolution, [[Notable Unathi#Lord_Admiral_Trazial_Yizarus,_Izharshan&#039;s_Bane|Lord Admiral Trazial Yizarus]] is apocryphally quoted as telling Not’zar Izweski that “We can win this war, Lord Regent - but not without leaving Ouerea more ruined than Moghes. Every man, woman and hatchling of that planet will break before they bend.” Whether or not he actually said this has never been confirmed, with the initial source of the quote being published in an Ouerean newspaper following the Revolution’s end - but it has become a popular saying in Ouerean culture nonetheless. Perseverance within Ouerean culture has taken on a new meaning after this sang rose to prominence, perseverance against the Hegemony and its feudal government; to perserverance in the upholding of Ouerean democracy. It is debatable whether Ouereans have been successful in this, but one thing is for certain; they have not given up yet.&lt;br /&gt;
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=== Semi-Clans / Non-Traditional Customary Clans ===&lt;br /&gt;
Semi-Clans have become a cultural fascination across the Spur, at least to those interested in xenosocietal influences. Similarly operating to Moghesian Clans, with a “Head” or a “Chief”, more commonly just referred to as an “Elder”. These Semi-Clans have been given limited recognition within the Ouerean Federation by the Synod of Scales, where particular elements must be met before a Semi-Clan can be classified as being able to enjoy the legislative protections offered to Unathi Clans – more officially known as Non-Traditional Customary Clans. &lt;br /&gt;
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Firstly, there must be &#039;&#039;&#039;at least fifteen volunteering members&#039;&#039;&#039;, with some kind of familial ties – whether it be by blood, or by marriage. This has been met with criticisms from Skrell, claiming the [[Skrell Ailments#X&#039;Lu&#039;oa|X&#039;Lu&#039;oa]] has stunted their ability to grow these numbers, however, those from the Synod of Scales have accepted adoptions as being valid familial ties, offering a loophole to those unable to reach the prescribed minimum number. Secondly, each member or someone duly authorised on behalf of the members, must provide the written oaths of all those seeking to join the Non-Traditional Customary Clan to the Synod of Scales. Thirdly, there must be sufficient evidence that there is an interest for the Non-Traditional Customary Clan to be initiated – an independent one outside of merely enjoying legislative protection. It is common to claim financial assistance as an independent interest, merely having to prove an intention to help one another with pooled resources, to bypass this final requirement. &lt;br /&gt;
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Once a Non-Traditional Customary Clan has been accepted by the Synod of Scales, it can enjoy both the legislative protections and drawbacks offered to Unathi Clans. This includes stipulations and provisions in Ouerean Customary Laws in both Marriage and Contracts, as well as any repercussions for not following them. Many larger families have chosen this route as a means of better integrating into Ouerea, and becoming accustomed to the forged blending of several elements of Unathi, Skrell and Human societies into a mixed cultural breadbasket.&lt;br /&gt;
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=== Education ===&lt;br /&gt;
Education on Ouerea is very different to that on contemporary Moghes, being public and widespread instead of only reserved for the nobility. As a result of the Federation Administration approving the Synod of Scales request to increase funding for educational infrastructure, public schools can be found in nearly all Ouerean settlements, whether there be cities or small townships. The Ouerean population, therefore, has a much higher level of basic education than most Unathi, and alongside public schools, private acceptance schools are widespread for more specialized education. Being subsidized by the [[Izweski Nation|Hegemony]] who wish to advance the species into the modern age, these private schools will often not require payment to attend, instead only requiring that a citizen passes a certain test, or can demonstrate their skill in another form.&lt;br /&gt;
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==== New Skalamar Pioneer’s Seminary ====&lt;br /&gt;
Created by religious authorities within New Skalamar, the Pioneer’s Seminary previously hailed itself for instilling traditional values within its scholars, but more importantly providing them necessary skills to further Ouerea’s development. This predominately manifested itself through teaching skills related to blue-collar industries: construction, farming, mining and any other necessary industries for “Ouerean Sustainability” – the motto of the Seminary. Though initially controlled by a Sk’akh majority during its early days, the introduction of other faiths, including alien faiths, has allowed it to develop a more holistic approach to what is defined as “traditional values”.  Having moved from its primary purpose to teach early colonists, the Pioneer’s Seminary now offers several kinds of courses with “Guild Accreditation” – including Health Sciences, Natural Sciences, Astronomy and much more. With a more balanced teaching platform, with Skrell, Human and Unathi theories all seeing practical application, the New Skalamar Pioneer’s Seminary is slowly taking the lead against its Moghesian counterparts. It still maintains its more “religious” structure, even despite its acclimation to the new Ouerean society – where only religious figures maintain tenure.&lt;br /&gt;
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=== Major Holidays ===&lt;br /&gt;
&#039;&#039;&#039;March 1st – Rebel’s Cry&#039;&#039;&#039;&lt;br /&gt;
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Unofficially, officially recognized by the greater Ouerean community as being an homage to the Rebellion of February 29th, 2460. Rebel’s Cry, though relatively “new”, sees continued support from native Ouereans as they maintain a distance from their Moghesian Overlord, teetering a precarious balance between free democracy and feudal tyrany. It is generally regarded as being celebrated on March 1st, due to the nature of leap-years, but when the 29th of February does inevitably roll around, Ouerea expects to see hundreds if not thousands of celebrations across its cities. &lt;br /&gt;
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&#039;&#039;&#039;September 28th – Democracy’s Founding&#039;&#039;&#039;&lt;br /&gt;
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Mere weeks after the nuclear cataclysm of Moghes had engulfed the planet, a coalition government had been created by the Solarian Alliance and the Nralakk Federation in an attempt to provide stability in a time of crisis – successful in their attempt, representative democracy continued across the planet for close to three decades before royalist elements overthrew the Ouerean Federation. Democracy’s Founding is officially recognised as to when Ouerea began to unravel from the Hegemony’s clutches, seeking to build themselves a path amongst the stars.&lt;br /&gt;
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&#039;&#039;&#039;October 11th - Pioneers&#039; Landing&#039;&#039;&#039;&lt;br /&gt;
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October 11th in the human calendar marks the initial colonisation of Ouerea - when the first five Unathi made planetfall, and transformed Ouerea from a dot in the night sky to a home. This is a joyous day of celebration amongst all three species present on Ouerea, honoring the persistent and independent spirit that has made the colony what it is today. Banners bearing the Ouerean flag and images of the initial colonists are often flown, and from the smallest village to the largest metropolis there is dancing, drinking and celebration in the streets - as all Ouereans, whether human, Skrell or Unathi, celebrate the work of those who came before them. This day tends to be viewed with less significance by Skrell, as most of the initial Skrell settlers of Ouerea are still alive.&lt;br /&gt;
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=== Language ===&lt;br /&gt;
Language is a confusing topic across Ouerea, in that there exists a vibrant community of polyglots from all walks of life – exposed to languages and dialects from across dozens of planets from which native Ouereans had their ancestors hail from. Seeking to place equality on majority of the more “rooted” languages, the Ouerean Federation has recognised four languages as being instrumental to its continued development: [[Languages|Tau Ceti Basic, Solarian Common, Sinta’Unathi and Nral’malic]]. Though the most predominant language is Sinta’Unathi, Tau Ceti Basic is a close second thanks to its usage as a means of language wayfare – a common ground for which species use to understand eachother.&lt;br /&gt;
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=== Refugees ===&lt;br /&gt;
Since the conclusion of the Ouerean Rebellion, and truly the [[Contact War]], Ouerea has become a sought after destination for refugees fleeing the destroyed environment of [[Moghes]] for the lush verdant jungles of Ouerea. These refugees, originally welcomed with open arms, have slowly become viewed as more of a nuisance by the native population, as outdated views are once again brought to the planet, housing becomes increasingly difficult to find and refugees resort to setting up shanty towns outside of major cities the likes of which can be found outside of Skalamar itself. In return, the refugees mostly view Ouereans as entitled, having been born to or simply fled before their new neighbours had a chance to. These shanty towns are often rife with crime, causing fear within the native population that the criminal activities seen in them will eventually spread to the streets of major cities.&lt;br /&gt;
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The two negative opinions the groups share about the other have sometimes flared up into violent clashes, as natives and refugees riot attempting to drive the other out or enforce certain demands. With the commonality of such occurrences on the rise, they create a constant source of headaches for local Watchmen in the major cities, who need to expend resources trying to smother the flames before they get out of hand. As a result, and to keep a pool of cheap labour on [[Moghes]], the [[Izweski Nation|Hegemony]] has attempted to curtail the flow of refugees to Ouerea but has had little effect as smugglers remain rampant within the Uueoa-Esa system due to the ongoing scarcity. Those in power on Ouerea, and the Overlord most of all, view the non-stop flow of refugees with increasing concern, as fears of a possible crisis arising from the shanty towns begin to look more and more likely.&lt;br /&gt;
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== Faith ==&lt;br /&gt;
=== Sk&#039;akh on Ouerea ===&lt;br /&gt;
Most of the initial colonists of Ouerea were [[Sk&#039;akh|Sk’akh]], with the first scientists and laborers sent to the colony pre-contact largely originating from the heartland of the faith. While New Skalamar had a small chapel, the Church itself did not pay much attention to the fledgling colony until the introduction of alien technology made travel from Moghes significantly faster and easier, leading to a rapid expansion of the colony.&lt;br /&gt;
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Following this, settlement on Ouerea grew massively, and the Church began sending missionaries, funding the establishment of a proper Ouerean branch of the faith. The First Scept of Ouerea finished construction in 2415 - a truly impressive building, blending the grandeur of traditional Sk’akhist architecture with the advances of modern technology.&lt;br /&gt;
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In 2458, with the return of feudal rule to the planet, Overlord Yiz’tek gained the right to appoint an Archpriest. His appointee was a priest from Moghes, in the hopes of showing the ‘proper spiritual path’ to the ‘wayward peasantry of Ouerea’. The first Archpriest of Ouerea was known as a man who cared more for the comforts offered to him by the Church than anything else, and descriptions of his lavish personal chambers in the First Scept of Ouerea were frequently spread among the rebels as examples of the evil feudalism had brought to their world. &lt;br /&gt;
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Following the end of the Ouerean Revolution and the appointment of General Zik’san as the new Overlord, his predecessor’s Archpriest was unceremoniously dismissed due to claims of his ‘deep and wanton spiritual corruption’ - corroborated by the Ouerean clergy who had served under him. A staunch follower of Sk’akh, Zik’san appointed a new Archpriest from among the Ouerean priesthood, a priest by the name of Iloso Azente. After several months of negotiation with the High Priest on Moghes, Azente was accepted and sworn into his new position - to represent the Sk’akh faith as the Ouerean people practiced it, rather than to mindlessly enforce the will of the far-away Church.&lt;br /&gt;
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The Sk’akh doctrine remains largely unchanged on Ouerea. However, it has been forced into adapting to the two great tests of the Ouerean experiment - the widespread presence of aliens, and the abolition of the feudal system. Archpriest Azente was one of the driving voices behind the recent doctrinal recognition of the gods of other alien species, and despite some protest from more conservative voices within the Church on Moghes he has welcomed dialogue with other faiths both Unathi and alien - the Hegemon’s grand theological conference in 2460, though not exactly a success in resolving religious tensions, was made possible due to the groundwork laid by Azente and the Ouerean church. &lt;br /&gt;
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The rise of Ouerean democracy has shaped the Church on Ouerea. The Ouerean church places a greater importance on the free will endowed by Sk’akh to Their children - claiming that it is the Great Spirit’s will that the choice between honor and dishonor is individual, and that all Sinta must find their own path to the purpose aligned for them, instead of simply falling into the patterns of their birth. This independent spirit has been proclaimed heretical by some of Azente’s fellows in the Church, but he has never been officially censured for it. This focus on an individual’s path in life, and the idea of Sk’akh wishing for Their children to find their own way, means that the Ouerean church has absorbed more human ideas of gender, believing that it can be chosen independently of one&#039;s work or duties, with Archpriest Azente having applied the doctrine of Sk’akh’s perfect creation to the matter - if such a thing was unnatural, the Three in One would not create Sinta who felt in such a way. So far, this has gone either unnoticed or ignored by Azente’s fellow Archpriests, and the absence of a High Priest means there is little oversight to ensure he falls in line with the teachings of the Moghresian church. Some among the priesthood, both on Moghes and Ouerea, fear the potential of a schism whenever the Church appoints a new High Priest - but for now, at least, the Ouerean and Moghresian branches of the faith persist in an uneasy equilibrium.&lt;br /&gt;
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=== Th&#039;akh on Ouerea ===&lt;br /&gt;
Most of the followers of [[Th&#039;akh]] on Ouerea arrived in the post-contact wave of colonists, with settlers from across the Hegemony recruited to settle the new world. As such, Ouerea is home to nearly every variation of Th’akh found on Moghes, though with those practiced in the regions of the former Traditionalist Coalition being less common. Shrines can be found across the planet dedicated to the Court of Stars, the Stone Lords of the [[Zazalai Mountains]], the River Court of the [[Southlands]] and a thousand other variations of the faith. While many keep to the traditions and rituals of their ancestors, the cosmopolitan and independent culture of Ouerea has shaped the practice of Th’akh on the planet.&lt;br /&gt;
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There is much less of a focus on particular holy sites and ancestral spirits in Ouerean Th’akh - the Unathi on this world are the first and second generation of colonists. There are no honored ancestors who have walked before them on this world, and most believe that, while they watch Ouerea from the spirit world, their ancestors remain on Moghes. For better or for worse, Ouerean Th’akhists know that they will be the ancestors whose spirits are invoked by future generations, the founders of a new civilisation and a new world. This has led to the rise of what is known as Ouerean Syncretism by theological scholars, and simply ‘Ouerean Th’akh’ by others.&lt;br /&gt;
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Ouerean Th’akh is a synthesis of a thousand variations on the faith - while the colonists all have their own spirit-gods and sacred rituals, their own clans and honored ancestors, they are all equally outsiders now, facing new spirits of a strange new world. The spirits of Ouerea are viewed as wilder and more primal forces than those of Moghes, solely forces of the elemental nature of the planet uninfluenced by the Sinta’Unathi. As such, many Th’akh shamans on Ouerea are equal parts teacher, preacher and survivalist - exemplifying the pioneering spirit of the first Ouereans in learning to work with the spirits of the new world, naming them and seeking to shape a harmonious relationship. Some of the more prominent among these shamans have been vocal in opposition to Hephaestus Industries’ expansion onto the planet, believing that their exploitation of Ouerea will lead to great spiritual misfortune across the planet.&lt;br /&gt;
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Respect for both the old spirits of Moghes and the new spirits of Ouerea is the duality that shapes Ouerean Th’akh - its shamans teach that the colonists have brought their spirits with them in part, and that only through achieving a peace between the old and the new can one reach true harmony. Those who abandon their old ways and traditions completely may be dishonorable and bring shame to their ancestors - but those who cling to them and refuse to adapt will surely invite the wrath of the Ouerean spirits upon themselves. Widespread exposure to human and Skrell culture has also shaped Ouerean Th’akh in a way that most other variations of the faith have not yet seen. Humans and Skrell are recognized as having their own spirits that they carry with them, both ancestral and reflected in the Th’akh understanding of the alien religions. While there are no known alien converts to Th’akh, the shamans of the faith often seek to work closely with alien religious figures in furthering mutual understanding of both each other, and the world they must share.&lt;br /&gt;
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Due to the nature of Th’akh, human and Skrell faiths are generally acknowledged as being equally real to Unathi ones - the Qeblak ‘spirits of the stars’ and the deities of the various human faiths are considered to be alien spirits brought here by their followers. They are not venerated by Ouerean Th’akhists, but offerings are sometimes given to them by Unathi who wish to gain their favor for dealing with Skrell and humans.&lt;br /&gt;
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====Spirits of Ouerea====&lt;br /&gt;
===== Azsaei Zis Azua (Crimson-Toothed Liberty) =====&lt;br /&gt;
&#039;&#039;“Red the blades and red the fires,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Let our struggle only grow,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Aid us ‘gainst the tyrant’s ire,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Red your teeth that find his throat.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-A common prayer to Azsaei Zis Azua from the days of the Revolution.&lt;br /&gt;
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A new spirit that emerged during the years of feudal oppression, Azsaei Zis Azua (Sinta&#039;Unathi: Crimson-Toothed Liberty) is believed to have been born on Ouerea, formed from the spirits of those who died at the hands of the tyrant Yiztek. It is a spirit of freedom, justice, change, and revolutionary violence. It is usually depicted as a young, androgynous Unathi, holding a flaming spear in one hand - though occasionally as a human or Skrell, as their souls are believed to have become part of Azsaei Zis Azua as they perished in the struggle against oppression.&lt;br /&gt;
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Shrines to this Zyola are often built upon battlefields or sites of import to the Ouerean Revolution. It is often invoked in remembrance of the Ouerean people’s struggle for freedom, and Ouerean Unathi who feel they have been wronged in some way will often call upon it to grant them justice or vengeance. A statue of Azsaei Zis Azua, in its Unathi form, marks the entrance to the Synod of Scales - a solemn reminder to the new government that the freedom Ouerea prizes was not given, but won by blood. Shamans dedicating themselves to Crimson-Toothed Liberty are often political radicals, striving for further liberation of the Ouerean people whether by word or by blade. The spirit is often venerated by members of the Warriors of Liberty, and the party&#039;s official symbol is a stylized depiction of Azsaei Zis Azua&#039;s burning spear.&lt;br /&gt;
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===== The Izoaei =====&lt;br /&gt;
A collective name for many of the zo’zyola of Ouerea, the Izoaei (Sinta-Unathi: Primordial) are considered to be formless and wild spirits, manifestations of the raw and elemental forces of the world - spirits of stone and wind and water, free from names or bonds that the spirits of Moghes hold. The shamans of Ouerea believe that it is their responsibility to shape the Izoaei, to keep them appeased and guide them into a new state of being. Shrines are rarely built to these nameless spirits, but offerings are commonplace - with shamans believing that it is important to allow the Izoaei to grow accustomed to the presence of life on their world, lest their wrath spell doom for the colony.&lt;br /&gt;
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Shamans of the Izoaei are an odd blend of scientist, survivalist, and exorcist. Research and understanding of alien worlds is believed to be a method of both honoring and shaping the Izoaei - as Sinta come to better know their new world, so do the spirits of that world come to better understand Sinta. Many of these shamans will take extensive journeys into the Ouerean wilderness, in the hopes of coming to better know the Izoaei and to shape their presence into one that welcomes alien settlement. Shamans of the Izoaei will also often gather in preparation for or in the wake of natural disasters, providing aid in an attempt to bind or banish hostile Izoaei and to shield Ouerea against their harm. Veneration of the Izoaei has spread from Ouerea, with colonists on various [[Notable Unathi Colonies|other Hegemony worlds]] practicing similar rituals in order to overcome hostile environments.&lt;br /&gt;
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===== The Founders =====&lt;br /&gt;
The five Unathi who first set foot on Ouerea are viewed with immense respect by Ouerean civilization, often venerated as particularly revered ancestors - though they bear no blood relation to most modern Ouerean Unathi, they are ancestors in spirit to the modern-day colony. Historical sites often hold shrines to the Founders, and even non-Th’akh or even non-Unathi Ouereans will often leave offerings there in honor of the planet’s history.&lt;br /&gt;
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&#039;&#039;&#039;Zuakza Izoki, Speaker of Thunder&#039;&#039;&#039;&lt;br /&gt;
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Born to a prominent Heartland noble clan, Zuakza Izoki was a graduate of the Skalamar Academy of Natural Sciences and one of the foremost astronauts of the Izweski Space Program, having been part of one of the first crews on Izweski Station. When the Ouerean mission was planned, he was reportedly hand-picked by the Hegemon to command it as captain of the IHV Venture. Captain Izoki oversaw the initial establishment of what would become New Skalamar, and lived long enough to see humans and Skrell arrive on the planet. He was one of the founders of the New Skalamar Pioneers’ Seminary, and a statue of him adorns its gates in the modern day. He died of old age in late 2429, with a planetary day of mourning declared in his honor shortly afterwards.&lt;br /&gt;
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His title as a spirit is “Speaker of Thunder” - either in honor of his commanding presence or as a joke from his surviving crewmates about how his way of speaking was extremely irritating over several months in a confined space together, depending on who one asks. He is venerated as a symbol of leadership, courage, and the pioneering spirit of Ouerea. His symbol is a stylized Unathi claw, reaching upwards to grasp at a distant star.&lt;br /&gt;
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&#039;&#039;&#039;Kiuhi Ahuos, Watcher of the Dark&#039;&#039;&#039;&lt;br /&gt;
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The pilot of the IHV Venture, Kiuhi Ahuos was a distinguished warrior from an Izweski air regiment stationed in the Southlands. As the Izweski Space Program grew, Ahuos found himself working as a test pilot on several of the program’s early missions. He was severely injured during a failed re-entry in the 2460s, which reportedly left him walking with a cane for the remainder of his life. Following the establishment of the Ouerean colony and first contact, he returned to Moghes with honor, continuing to work with the space program on various missions. His final mission was one that would go down in Unathi history, serving as a navigator on the IHRV Uezwik’s Hope - the Hegemony’s first attempt at creating a warp-capable spacecraft. When the warp calculations proved incorrect, Ahuos was killed along with the rest of the ship’s crew.&lt;br /&gt;
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As a spirit, his title is “Watcher of the Dark”, in reference to his status as one of the Hegemony’s first space pilots. Ouereans working offworld, particularly on spaceships or as pilots, will often make offerings to him to protect them, as his spirit is believed to watch over all Unathi abroad in the vastness of space. His symbol is a black Unathi eye, filled with a field of stars.&lt;br /&gt;
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&#039;&#039;&#039;Skiaei Sazs - Bearer of Flame&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ship’s engineer aboard the Venture, Skiaei Sazs was a guildsman of the Construction Coalition and one of the space program’s most talented engineers. The Venture itself was a Sazs design, and they were handpicked by Captain Izoki for the mission. Following planetfall, Sazs was responsible for the assembly of the initial colony site, and is believed by some to be the patron spirit of modern New Skalamar itself. Though well into their old age, Sazs was one of the founders of Hegeranzi Starworks, and reportedly turned down the position of guildmaster there several times before their death. Sazs was known to work closely with Hephaestus Industries, and was reportedly an influential mentor of Yukal T’zakal during his early days working with Hephaestus. They perished from old age in 2452, in their office aboard Hegeranzi Starworks.&lt;br /&gt;
&lt;br /&gt;
As a spirit, their title is “Bearer of Flame”, in reference to their contributions to interstellar engineering. A shrine to Sazs adorns Hegeranzi Starworks today, and Ouerean engineers will frequently make offerings to their spirit to bless the success of a project. Their symbol is a trail of fire, stretching towards a field of stars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kseok Ssu, Witness of Life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Originally from a minor noble clan of S’th, Dr. Kseok Ssu was an accomplished biologist from the Skalamar University of Medicine long before she was chosen for the Ouerean mission. After her arrival on Ouerea, Dr. Ssu was responsible for cataloging thousands of new species native to the planet, as well as for the successful introduction of Moghresian plants and animals to the Ouerean biosphere. She is remembered as one of history’s greatest xenobiologists by Unathi even beyond Ouerea, and was granted the position of planetary chapter-master by the House of Medicine for her contributions to the sciences. She traveled extensively following first contact, studying human and Skrell advances in xenobiology for nearly thirty years and giving several guest lectures at human universities - acquiring a reputation as something of a daredevil researcher in interstellar academic circles. Kseok Ssu disappeared in 2438, only a year before the beginning of the Contact War, departing on an expedition to catalog the alien fauna of the Arusha sector. Her title as a spirit is “Witness of Life”, and she is frequently venerated by healers, academics, and explorers on Ouerea - particularly those seeking to study the planet’s ecosystem. Shrines to her can be found in most Ouerean universities, and it is a common practice among students to leave offerings there to improve their academic performance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Olzahi Ekzur - Eye of Stone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ship’s surveyor, Olzahi Ekzur was responsible for much of the initial exploration and surveying of Ouerea following planetfall. During her time as a researcher for the space program, she was responsible for the launch of several probes to Ouerea, and selected the initial landing site personally. Following planetfall, she engaged in extensive study of the area surrounding the landing site, and much of the layout of New Skalamar today is based on her initial blueprints. Ekzur spearheaded much of the initial exploration of Ouerea, and spent a large amount of her time at the Sahhat Geographical Research Complex with visiting Skrell scientists, reportedly fascinated by their culture and advancements. Ekzur’s methodologies for planetary colonization were rapidly adopted, and have since become standard practice by Hegemony colonists throughout the Spur. In 2441, Ekzur was killed in a storm on the Azareazi Sea as part of an ongoing polar expedition. Survivors of the wreck reported that she refused to leave her research or her crew, and returned to the sinking ship several times in order to recover more.&lt;br /&gt;
&lt;br /&gt;
As a spirit, her title is “Eye of Stone”, in reference to her blunt and unemotional demeanor, as well as her contributions to the field of geology. She is viewed as the patron spirit of explorers, scientists, and all those who seek to wander beyond the horizons of the known. Ouerean exploration and research programs often consecrate their missions in her name. Her symbol is a silhouetted Unathi figure, walking towards a stylized horizon.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aut&#039;akh on Ouerea ===&lt;br /&gt;
Ouerea is the birthplace of the [[Aut&#039;akh|Aut’akh]] faith, with the secretive religion’s followers having revealed themselves to the Spur for the first time there, though its communes are now spread across the wider Spur. Its origins lie with a group of Th’akh scientists and engineers, the foremost among them being [[Notable Unathi#Emzal Paossini, Creator of Paradigms|Emzal Paossini]], the elusive archaeologist now known by the Aut’akh as the ‘Creator of Paradigms’. &lt;br /&gt;
&lt;br /&gt;
These founders synthesized their Th’akh beliefs with Paossini’s studies of the ancient Sinta’Mador, and their ruins at the North Pole of Moghes, as well as the Ouerean ideas of self-governance to form the roots of what is now the Aut’akh faith. The Aut’akh of Ouerea exist in an odd state - despite the persecution throughout the wider Hegemony, the Ouerean government is largely content to leave them to their communes - and while some of the more militant among the Sk’akh and Th’akh faithful will occasionally call for stamping them out, this has yet to gain any traction.&lt;br /&gt;
&lt;br /&gt;
The main opposition the Aut’akh face on Ouerea comes in the form of Hephaestus Industries, with the planet’s communes having stood in fierce opposition to the human megacorporation for years. Aut’akh salvagers will frequently launch raids on Hephaestus compounds or equipment, stealing synthetics, machinery and supplies to sabotage the corporation’s efforts and bolster their own communities. Over the years since the Ouerean Revolution and the rise of the Aut’akh faith, Hephaestus has extensively hired mercenaries from the Fighters’ Lodge to protect its investments on the planet - and to engage in borderline warfare against the Aut’akh wherever they may be found.&lt;br /&gt;
&lt;br /&gt;
Following Hephaestus’s absorption of the Fighters’ Lodge as a subsidiary, their campaign against the Aut’akh of Ouerea has only heightened. Though the Confederation has yet to step in, rumors of Hephaestus-backed mercenaries burning Aut’akh communes and Aut’akh radicals engaging in sabotage against Hephaestus employees have spread like wildfire.&lt;br /&gt;
&lt;br /&gt;
More information about the Aut’akh of Ouerea can be found [[Aut&#039;akh#The_Aut&#039;akh_Valley,_&amp;quot;the Originals&amp;quot; | here]].&lt;br /&gt;
&lt;br /&gt;
=== Alien Religions ===&lt;br /&gt;
&#039;&#039;See also: [[Aliens on Ouerea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the alien colonists came to Ouerea, they brought their gods with them. Nearly every religion that is common in either the Sol Alliance or Nralakk Federation can be found on the world. In New Skalamar, the First Scept of Ouerea is by far the largest religious building - but it is not alone, standing on what has become known as the Street of Ten Thousand Temples. Human, Skrell and Unathi sites of worship all stand there, visited by their myriad adherents - with some locals jokingly referring to it as ‘the holiest place in the Spur’. More information on the faiths of non-Sinta can be found [[Aliens_on_Ouerea#Alien_Religions|here]].&lt;br /&gt;
&lt;br /&gt;
== Cities of Ouerea ==&lt;br /&gt;
The tropical regions around the Trizkizki and Riztizkzi Seas are the most populated areas of Ouerea - nearly all the major cities on the planet are located in and around this region. Due to its warmth making it ideal for Unathi biology, it was targeted from the beginning of the colonization process.&lt;br /&gt;
&lt;br /&gt;
=== New Skalamar ===&lt;br /&gt;
The oldest city on Ouerea and capital of the planet, New Skalamar has humble beginnings - the reassembled shelter of five colonists, growing over the years into a ramshackle town and further into the bustling metropolis that it is today. A strange mixture of Unathi, human and Skrell-style architecture defines the city, with the Nralakk Federation and Solarian Alliance having played a major role in its expansion into a true city.&lt;br /&gt;
&lt;br /&gt;
In the Founding District, lying at the center of the city on a plain of undisturbed grass, is the Pioneers’ Field - a near-perfect recreation of the pre-contact settlement built by the first Unathi to arrive on the planet. Statues of each of the five founders stand around it, and each of them was buried beneath its earth, having given all of themselves to the establishment of Ouerea as a thriving world. The Field is a popular spot for tourists, and the locals will often frequent it to remind themselves of the humble beginnings that their world rose from. One of the most famous images of the Ouerean Revolution shows a crowd of rebels - Skrell and Unathi alike - standing shoulder to shoulder on the Pioneers’ Field, refusing to bend or break before Overlord Yiztek’s forces. Frequently, the entrance to the Field is decorated with wreaths of flowers in tradition, or offerings to the restless spirits - honoring those who gave their lives in the Months of Blood and the Revolution, for the freedom and prosperity of their home.&lt;br /&gt;
&lt;br /&gt;
Just a short distance south stands a building that has had many names - initially built as the Ouerean Colonial Administration building by the Nralakk-Sol government, briefly transformed into the seat of Overlord Yiztek, and then renamed again following the Revolution to the Synod of Scales, as the newly formed government of Ouerea took up residence there. The Founding District is filled with grand buildings, any one of which could have made a suitable seat for the newly-appointed Overlord - but so far, Overlord Zik’san has refused to name a proper seat, remaining instead in a modest home a short distance outside the city. While most of the Founding District consists of city or planetary government buildings, there is one exception. Looming over the skyline like a dagger aimed at Moghes, the Hephaestus Regional Branch Office - nicknamed by some locals as ‘the Titan’s Tower’ - is the center of the megacorporation’s operations on Ouerea, and is second only to the Skalamar office in importance to the corporation’s overall strategy in the Hegemony.&lt;br /&gt;
&lt;br /&gt;
Not all of New Skalamar is so picturesque, however. Around the city’s docks, immigrant workers and refugees from Moghes have settled - hoping to find work and prosperity. Many of them have been left to languish, however, with the slums of the Docklands being known as a hotbed of organized - and disorganized - crime and poverty. Frequent calls are made in the Synod to address this issue, but no solution has yet been reached. Clashes between the Ouerean locals and the Moghresian arrivals are common, and many fear that if something is not done for the Docklands, they will erupt into outright war.&lt;br /&gt;
&lt;br /&gt;
=== K&#039;rath ===&lt;br /&gt;
A short distance to the east of New Skalamar, K’rath lies on the edge of the sea, in the foothills of the K’rath Mountains. Surrounded by a wide swathe of coastal lowland, it is considered by many to be one of the most beautiful cities on Ouerea - the bottle-green and tropically warm waters of the Trizkizki Sea stretch towards the Horizon, and the snow-capped mountains rise just a short distance to the south. By its locals, it is considered a paradise city, and the tourism industry of K’rath has thrived since the end of the Contact War, with wealthy nobles and guildsmen of Moghes seizing the opportunity to get away from their ruined world and take in the beauty of Ouerea. &lt;br /&gt;
&lt;br /&gt;
The majority of K’rath’s residents are Unathi, with a large number of those wealthy enough to afford it having immigrated there following the end of the Contact War. During the days of feudalism on Ouerea, the region surrounding K’rath was quickly returned to the feudal way of life, with many of the farmers and fishers in the region suddenly finding themselves as serfs, with the rights they once held stripped away. The anger at this treatment, and at being forced to bow to the new lords of the region, exploded violently during the Revolution. Many of the nobility reigning over the K’rath region were executed by the rebels, and those who managed to escape now make up the core of the faction known as the Oldbloods - pointing to the killings carried out by the K’rath rebels as proof of the danger of Ouerean democracy.&lt;br /&gt;
&lt;br /&gt;
K’rath still bears scars from the Revolution, with many of its grander and more luxurious hotels and resorts being rebuilt from the fighting. However, the tourists have begun to visit again, and though many of the locals complain about how their city now caters to the same parasites they once drove out, the influx of foreign wealth has greatly accelerated the rebuilding efforts. Its proximity to the ocean has given K’rath a large Xiialt Skrell population, with a small and insular district referred to as ‘Little Nralakk’ having sprung up on the waterfront. Many of the locals have leaned into the strange reputation of their species, offering services to tourists such as ‘psionic fortune readings and ‘psionic healing’ - neither of which tend to involve any actual psionics.&lt;br /&gt;
&lt;br /&gt;
=== Um&#039;a&#039;yid ===&lt;br /&gt;
Um’a’yid lies on the western coast of the Trizkizki Sea, and is a major fishing port on Ouerea. It is home to the planetary guildhall of the Fishing League and has rapidly become one of the most prosperous chapters of the enormous guild. Since the beginning of the famine gripping the Hegemony, the Guild has brought in enormous amounts of labor from Moghes in order to expand fishing operations across the region. As Hephaestus Industries expands its aquacultural operations, it remains unclear as to whether or not the League will continue to keep its iron grasp on the city. &lt;br /&gt;
&lt;br /&gt;
The city is currently majority Unathi, in large part due to the numbers of peasant workers and guildsmen brought in to assist the guild in its food production efforts. Prior to the guild’s expansion into the city, however, the population was fairly evenly split between the planet’s three species. As the Fishing League only recruits Unathi as full guildsmen, much of the work available in the city to humans and Skrell is limited, usually for much lower pay - though some with backgrounds in xenobiology or environmental science have managed to secure prestigious advisory positions to the guild, and have been instrumental in the establishment of some of the guild’s existing aquacultural centers across Ouerea. &lt;br /&gt;
&lt;br /&gt;
For the rest, however, the most common work is on the city’s docks or as non-guild labor on fishing boats. The low pay of non-guildsmen has meant that many humans and Skrell have left the city in recent years, with many of them seeking similar work in the employ of Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
Following Hephaestus’s buyout of the Fishing League, however, the situation has changed, with the newly acquired subsidiary being required to pay its non-guild workers the same wage that a guildsman in the same position would earn. This has been instrumental in building goodwill towards Hephaestus among the city’s alien population - though many of the guildsmen resent their new employers for trivializing their difficulties in earning their position in the guild.&lt;br /&gt;
&lt;br /&gt;
=== Tr’ha’rem ===&lt;br /&gt;
Along the land bridge separating the Trizkizki and Riztizkzi Seas lies the city of Tr’ha’rem, a major shipping port on Ouerea. Nearly all cargo bound to and from Z’ek or Sahat passes through the city, and the massive tropical rainforests surrounding the city have proven very valuable for logging and farming. A spicy fruit known as kizau (A Sinta’Unathi word meaning ‘sweet sting’) is an extremely popular export from the city, which sees frequent use in Ouerean cuisine, being one of the rare foodstuffs to have proved equally popular among Skrell, humans and Unathi alike.&lt;br /&gt;
&lt;br /&gt;
Due to its position on the northern edge of the Ouerean equator, Tr’ha’rem is less hot and humid than most of the planet. This has made it a popular destination for non-Ouereans, as it is widely considered to be more livable. Tr’ha’rem is also home to one of the larger human communities on Ouerea - though colonists came from many different parts of Solarian space, largely in the employ of megacorporations, traveling halfway across the Spur is not something done lightly, and generally only by those with little to gain remaining on their homeworld. Perhaps it is unsurprising, then, that a large number of [[Mars|Martians]] wound up living and working on Ouerea, primarily in the employ of Hephaestus Industries. As its climate is more bearable year-round for humans, a great many of these workers dwell in Tr’ha’rem, with a district near the city’s docks being named &amp;quot;New Olympia&amp;quot; by its residents. The locals tend to view Hephaestus favorably and have bitter feelings towards the Solarian Alliance, which were only amplified by the Violet Dawn disaster of 2462. Though many of them have not seen Mars in decades, if at all, they still consider themselves as Martian as they are Ouerean, and many of the locals have donated extensively to relief efforts following the disaster.&lt;br /&gt;
&lt;br /&gt;
Due to its large human population, Tr’ha’rem often plays a key role in many human-centric political developments. Some of the earliest fires of the Ouerean Revolution were sparked in the streets of New Olympia, and since the establishment of the Confederation, it has been a key part of the campaign for human representation on the Synod of Scales. Though the Hegemony is unwilling to allow aliens to hold power over Sinta, the humans of Tr’ha’rem have fiercely agitated for at the very least an observer similar to that which the Skrell of Ouerea have. So far, this campaign has not been met with any official response, with the believed reasoning being very few humans have fully settled on the planet as the Skrell did, instead being there as megacorporate workers.&lt;br /&gt;
&lt;br /&gt;
=== Xrqii-Zek&#039;Qlip ===&lt;br /&gt;
A small settlement in the Z’ek Crater, the town of Xrqii-Zek&#039;Qlip (often abbreviated to Zek by non-Skrell)  is considered to be a gateway to a tropical paradise - for humans and Skrell, anyway. The humidity in the region is generally considered too much to bear for Unathi due to it causing embarrassing and frequent fungal infections of the scales. As such, there are very few Unathi inhabiting this region, though the warm and idyllic tropical waters are a perfect environment for Xiialt Skrell, who make up a majority of the small settlement’s population. &lt;br /&gt;
&lt;br /&gt;
Though briefly settled by Unathi at one point, with the village of Zek being the first settlement on the island, the constant humidity and scale infections led to most of the settlers rapidly leaving. Following their departure, the Nralakk Federation considered the use of the islands as an environmental research facility, and it was their surveying which led to the discovery of their ideal conditions for Skrell. Though the Federation decided against it, moving their efforts elsewhere, this was what attracted the second wave of settlers to come to the island. The Skrell that moved here would name their town after the original settlement in respect to the native Unathi who originally tried living here.&lt;br /&gt;
&lt;br /&gt;
The islands of the Z’ek crater are considered to be one of the wonders of Ouerea, looking like the archetypal island paradise. While most of the locals make their living largely off fishing or farming, the small town has seen a boom of late, as the Ouerean government wishes to further exploration into the Azareazi Sea to the south, which is still unsettled and not nearly as well-explored as the equatorial region of Ouerea. As Xrqii-Zek&#039;Qlip is the closest settlement, in recent years the town has become a frequent stopping point for researchers and supply shipments bound south, to various research bases.&lt;br /&gt;
&lt;br /&gt;
=== Sahhat ===&lt;br /&gt;
Far to the east of the Riztizkzi Sea lies the Sahhat Crater - a volcanic crater in the middle of the savannah. Aside from the grassland around it, the middle of the crater holds a large and very deep lake, branching off into unexplored underwater caverns. The beauty of the crater, and its warm yet not unpleasant waters, have led to it becoming something of a tourist destination, with the small town of Sahhat catering to the wealthy Unathi, humans and Skrell who come to visit. &lt;br /&gt;
&lt;br /&gt;
Originally, Sahhat was the site of the Sahhat Geographical Research Complex - a Nralakk Federation scientific outpost dedicated to understanding the unique biosphere of the underwater caverns of the crater. Following the Federation’s withdrawal from Ouerea, the facility stood abandoned, though it has since been reopened as a museum dedicated to the unique flora and fauna found in the caverns. &lt;br /&gt;
&lt;br /&gt;
A small settlement arose over time near the research base, as primarily Unathi settlers from the core of the colony ventured out to the region, and formed what is now the town of Sahhat. The town largely existed to support the research base, but the friendships built over many years between the two groups led to a few of the Skrell scientists choosing to remain on Ouerea when the Federation left. Now, Sahhat is a beautiful town, looming over the crater and descending down the cliffsides of the ancient volcanoes. It offers every luxury - fine food and drink from human, Skrell and Unathi culinary traditions, entertainment in its small yet thriving theatrical district, and the unique sights of diving into the crater itself and exploring the scenic underwater caverns. While this is a profitable industry, and usually divers are accompanied by a Skrell guide - every now and then a foolhardy tourist will dive into the crater’s water and never resurface. &lt;br /&gt;
&lt;br /&gt;
Likely, they simply got lost in the caves and ran out of oxygen. Some of the locals, however, whisper of something more sinister - an alien beast lurking in the depths of the Sahhat Crater, picking off tourists when it sees the opportunity. Though some have sought out to hunt whatever monster this may be, none of these parties have ever turned up anything, leading most serious scholars to conclude that the ‘Sahhat Leviathan’ is nothing more than a ghost story to sell souvenirs.&lt;br /&gt;
&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae_in_the_Federation&amp;diff=35357</id>
		<title>Dionae in the Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae_in_the_Federation&amp;diff=35357"/>
		<updated>2025-01-31T07:44:36Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: I got the terms wrong, fixing that&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Dionae Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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&amp;lt;div class=&amp;quot;noprint&amp;quot; style=&amp;quot;background-color:#FAFAFA; position:fixed; bottom:2%; left:0.25%; padding:0; margin:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
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= Dionae in the Federation =&lt;br /&gt;
[[File:SkrellDionae.png|thumb|500px|alt=Cetus|The Conglomerated Choir of Nralakk, first found in the Kelo&#039;Hen System.]]&lt;br /&gt;
Considered the first sophont to have been discovered by the [[Nralakk Federation]], and in the glaring wake of the manual labour problems experienced as a result of the Reign of Glorsh-Omega, Dionae were integrated into the recovering state by 2240. Despite this, they still experience heavy monitoring and more stringent rules placed on them as citizens. The majority of Dionae living in the Federation originate from the Conglomerated Choir of Nralakk, however, there is a growing population of the species from the [[Covenant of Xrim]]. Dionae, despite the additional control, overall have more benefits within the [[Nralakk Federation]] and are treated more or less equal to their Skrellian peers – with the Federation tailoring the Social Compatability Index to be more applicable to the species. It is not uncommon for Dionae who fail to meet the expectations of the Federation to emigrate and seek opportunities in [[Tau Ceti]]. &lt;br /&gt;
&lt;br /&gt;
==Treatment &amp;amp; Discrimination==&lt;br /&gt;
Despite their early integration and long-standing presence within the [[Nralakk Federation]], Dionae continues to face some forms of discrimination and stringent regulations – harsher than other Sophont counterparts in the Federation. This largely stems from a combination of the species&#039; enigmatic existence, and their inability to tune into the Nlom. The Conglomerated Choir of Nralakk set the precedent for the relationship between the two species. While initial interactions were marked by curiosity and scientific interest, over time, the Federation&#039;s policies evolved to incorporate a more cautious and controlling approach. The Federation is wary of the Dionaes’ unique biological characteristics and potential for rapid growth, particularly following the damage done by Glorsh-Omega, and therefore sought a different approach to Dionae as they have to [[Skrell]]. &lt;br /&gt;
&lt;br /&gt;
Overall, the [[Nralakk Federation]] is considered to be among one of the better States in regard to the treatment of Dionae. It is not uncommon to see Dionae enjoying themselves within the many cities of the Federation, even as far as the Traverse. However, they largely do not get the same comforts as the [[Skrell]], with more travel and reproductive restrictions, and lesser access to state resources. The Federation has attributed this to the unique form of the social compatability system applicable to the Dionae, while others have criticised it as essentially condoning discrimination of the species. &lt;br /&gt;
&lt;br /&gt;
Discrimination against Dionae is not necessarily an easy process to spot. It is a more veiled, and subtle, art used against the species by Skrell. The species&#039; lack of any ability to tune into the Nlom has resulted in large amounts of the conversation being lost on them – and despite attempts to assist these deficits with the creation of the Nlom Receiver, the ability to send psionic signals is still impossible. Dionae are likely, or have already, seen the effects of this throughout the Federation, particularly in professional environments though it is apparent in casual environments as well. &lt;br /&gt;
&lt;br /&gt;
== Governmental Regulation ==&lt;br /&gt;
&lt;br /&gt;
=== Social Compatability System ===&lt;br /&gt;
Subjected to an “equal yet separate” social compatability system, the Dionae have unique interactions with the system. Initially implemented with harsh limitations that sought to limit their ability to reach higher social compatability ratings, and restricted travel for all registered Dionae, even the sizes of gestalts. This system was gradually replaced with the &#039;&#039;&#039;Dionae Equitable Social Compatability System&#039;&#039;&#039; – or the DESCS. It is largely considered to be an adaption of the main system. It has been adapted to serve the interests of both the Nralakk Federation and Dionae. It is recognised that Dionae generally comprise secondary numericals, with an aggregate rating of 5.72. While rare, there have been Dionae since their integration that have been able to achieve their dreams of being a primary numerical. It is tied to the entirety of the gestalt, as opposed to individual nymphs. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Inductive Behaviours ====&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;Displaying Loyalty to the Federation.&#039;&#039;&#039; Actively participating in community and governmental initiatives that promote the Federation’s values and goals. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Sustained Merge&#039;&#039;&#039;. Dionae that maintain their current gestalt will be considered stable, and therefore a continuous, contributing member of society. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Integration&#039;&#039;&#039;. Harmonious integration into the Federation. This largely involves ensuring compliance with Federation regulations on Dionae. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Peaceful Coexistence&#039;&#039;&#039;. Demonstrating peaceful and cooperative behaviour towards all species within the Federation. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Chipped&#039;&#039;&#039;. Dionae must ensure registration with the Federation.&lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Council of Dionae Integration and Adoption Certification&#039;&#039;&#039;. The Dionae has been certified by the Council as having been raised by a Skrellian Quya, and complied with recommendations, or was raised by another Dionae with a score higher than 5.51 that has been approved.&lt;br /&gt;
 &lt;br /&gt;
+ &#039;&#039;&#039;Cultural and Education Development&#039;&#039;&#039;. Pursuing further education and skills development that enhances both personal growth and societal contribution, as designated by the Council of Dionae Integration and Adoption. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Religion&#039;&#039;&#039;. Following a State-sanctioned religion, or the Orthodox Eternal. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Growth and Multiplying&#039;&#039;&#039;. A Dionae has complied with the regulations regarding reproduction. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deductive Behaviours ====&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;Displaying disloyalty to the Federation&#039;&#039;&#039;. Actions or speech that undermine the Federation’s authority or values. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Destructive&#039;&#039;&#039;. Engaging in uncontrolled or harmful growth that poses risks to the environment or other citizens.&lt;br /&gt;
 &lt;br /&gt;
- &#039;&#039;&#039;Criminal Activities&#039;&#039;&#039;. Dionae have an obligation to report unsanctioned mergings or splittings, and failing to notify the Federation of such behaviour is considered infringing on its regulations for Dionae – they will be considered to have an association with criminal elements. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Neglect of Duties&#039;&#039;&#039;. Failing to contribute to societal or environmental responsibilities expected of Dionae, as outlined by the Council of Dionae Integration and Adoption. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Anti-Social Behaviour&#039;&#039;&#039;. Engaging in behaviours that disrupt social harmony or negatively impact the Federation’s wellbeing. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Violation of Scientific Ethics&#039;&#039;&#039;. Participating in unethical scientific practices or research that endangers others or the environment. Those who leave the Covenant of Xrim, particularly the Scorned, and seek residence in the Federation generally get this applied to them. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Religion&#039;&#039;&#039;. Following a non-State sanctioned religion, but in particular, the Iron Eternal, unless it is the Enlightened&#039;s perspective. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Monitoring===&lt;br /&gt;
&lt;br /&gt;
Dionae are routinely monitored by the Council of Dionae Integration and Adoption, mostly through their chips. Each Dionae, upon being disgorged, is required to be chipped as soon as possible. This provides them with an identification number, attached to it generally is every significant action that a Dionae will ever do. This system is public, and any citizen of the Nralakk Federation may search the identification number of a Dionae to acquire a detailed infographic on their actions throughout their life. Dionae further must ensure that they are approved by the Council of Dionae Integration and Adoption to reproduce, failure to do so has been considered an offence within the Nralakk Federation and can result in an index rating being lowered and a fine. It is not uncommon for the Council of Dionae Integration and Adoption to perform routine examinations on Dionae, usually on a biannual period, to ensure that no unsanctioned mergings or splittings have occurred. &lt;br /&gt;
&lt;br /&gt;
===Reproduction===&lt;br /&gt;
&lt;br /&gt;
Dionae are not allowed to reproduce without express permission from the Council of Dionae Integration and Adoption. Though a biological impulse, and not necessarily able to be controlled, reproduction is still monitored within the Federation. Dionae must submit themselves to the Council to be approved to raise the next generation, where failure to be approved typically results in the newborns being assigned to another Dionae, or being raised by a Skrellian Quya. Similarly to Skrell, Dionae must sustain a high enough index rating, and further be issued a certification, to be able to reproduce. Dionae may only reproduce in designated areas, such as the Spiral Garden’s Nurseries – this is to ensure that they are chipped in an appropriate amount of time, and their needs are taken care of before undergoing evaluation by the Council of Dionae Integration and Adoption.&lt;br /&gt;
&lt;br /&gt;
=== Genetic Absorption ===&lt;br /&gt;
&lt;br /&gt;
There are strict regulations concerning genetic absorption for Dionae. Those found to be engaging in unsanctioned genetic absorption can find themselves with heavy deductions and possibly even conviction if the absorption caused damage to the environment or peoples of the [[Nralakk Federation]]. The Council of Dionae Integration and Adoption has placed across the Federation multiple sites in which Dionae can explore genetic absorption – following an appointment, of course. The “Greenhouse Education Centres” are entirely overseen by the Council, and ensure the regulation of genetic absorption in the Nralakk Federation. Over the course of their operation, they hold drives to acquire genetic information – donating is therefore incentivised by an increase in a non-Dionae’s increase in their index rating. The genetic information presented is then categorised and stored. To acquire such the ability to absorb these donations, Dionae must first acquire an appointment with the Greenhouse Education Centre, undergo a brief evaluation, and depending on their index rating, be presented with genetic information for absorption. Tertiary numericals are generally only allowed to absorb blood samples, with secondary numericals being offered more significant samples, and lastly, only primary’s being allowed active nerve tissue and brain matter.&lt;br /&gt;
&lt;br /&gt;
=== Re-education ===&lt;br /&gt;
&lt;br /&gt;
The [[Nralakk Federation]] has long been recognized for its stringent control over its populace, ensuring that every citizen adheres to its societal norms and values. Among the Federation&#039;s many unique populations, the Dionae have distinctive physiological traits and require special methods of control and re-education. The Federation&#039;s approach to managing and ensuring the loyalty of the Dionae is both intricate and invasive, involving advanced techniques of re-education that border on biological manipulation. The physiological and psychological nature of Dionae necessitates a different approach to re-education compared to other species within the Federation. Being composed of smaller individuals that can split and merge when necessary, a unique challenge was presented to the Federation. Traditional re-education methods are often ineffective or impossible due to their collective consciousness and physiological make-up. To address this, the Federation employs are more invasive and intricate method, and when a Dionae is identified as being “non-compliant” or “non-desirable” as a result of their Social Compatability Index rating, the Dionae will be forced to split into its individual nymphs. These nymphs are generally absorbed into pre-selected, loyal Dionae. The individual nymphs will typically be conditioned by these Dionae, instilling them with the values and ideals of the Federation. It involves intense psychological conditioning, and once these has been complete, the next step in the process begins. The individual nymphs will then be required to absorb genetic material presented to them. The most common being spinal fluid, and typically reinforced with other donations from “loyal” citizens of the Federation – such as blood, or bone marrow. This can be a repeated process and generally is only considered “concluded” when the examining re-education officer has confirmed that each nymph has been successfully re-educated. They are then permitted to remerge, with their index rating reset to five; a fresh start under the guiding eye of the [[Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
=== Council of Dionae Integration and Adoption ===&lt;br /&gt;
&lt;br /&gt;
The Council of Dionae Integration and Adoption was temporarily implemented shortly after the first contact with the species and saw permanent status in 2240 CE. The Council is typically appointed by the Grand Council of the Nralakk Federation, in which those selected to oversee the affairs shall serve a maximum of twenty years – or two ten-year terms. They are the administrators of Dionae affairs within the Nralakk Federation. They monitor the species through their various facilities scattered across the Federation’s territories, and will regularly conduct examinations of Dionae at “random”. Though when initially implemented it comprised mostly of Skrell, its total appointments are roughly 30% Dionae – who work in conjunction with the Council to ensure that their species complies with the Federation’s regulations on their existence. The Council of Dionae Integration and Adoption is also important to the general existence of Dionae within the Federation. They will certify that Nymphs have been chipped, and maintain a roll of “registered Gestalts” – even post-humorously. They also administrate the Greenhouse Education Centres, reporting back when genetic information has been donated and absorbed. Lastly, they are the foremost authority on reproduction, ensuring that Dionae comply with the reproductive regulations issued by the Council, and maintaining the Nurseries, and ensuring the general upkeep of the Spiral Gardens. &lt;br /&gt;
&lt;br /&gt;
== Employment Opportunities ==&lt;br /&gt;
&lt;br /&gt;
The [[Nralakk Federation]] restricts no employment opportunities from Dionae – with notable Dionae being found even in high administrative positions. Dionae are not merely inhabitants of Nralakk society but are cultivated with precise intentions to serve the Federation’s multifaceted needs. Their unique biological and cognitive abilities make them invaluable assets when tailored for specific purposes. From scientific research and industrial labour to diplomatic roles and intelligence operations, each Dionae is grown and nurtured to fulfil a predetermined duty, thus ensuring the Federation’s functionality and advancement. &lt;br /&gt;
&lt;br /&gt;
Within the scientific community, Dionae are cultivated for their unparalleled abilities and capacity for knowledge absorption. These Dionae are typically nurtured with the express intent to make them ideal for roles in scientific research and development – they are often granted additional appointments in which to gain genetic material from the Federation’s foremost minds, allowing them to inherit and build upon existing knowledge. They play a crucial role, despite their psionic deficits, in advancing the Federation’s technological and scientific frontiers, contributing to innovations in fields ranging from simple civilian designs to even advanced military applications. &lt;br /&gt;
&lt;br /&gt;
Although the Federation’s industrial sectors largely see themselves beginning to comprise mostly Vaurcaesian Workers – for a long period, it had heavily relied only on Dionae. Deep-space mining operations to underwater construction projects, Dionae were abundant and commonly seen contributing to the Federation’s advancing industrial foundation – their regenerative abilities and resilience make them ideal for tasks that would be too hazardous for Skrell. Though not afforded additional genetic material appointments like those grown for other purposes, they are allowed additional genetic material at their allocated materials so as to ensure they are efficient and capable of safely using such equipment. They are equipped to handle the most demanding and dangerous jobs, ensuring the continuous growth and maintenance of the Federation’s infrastructure. &lt;br /&gt;
&lt;br /&gt;
A budding population of Dionae have even been selected for administrative and diplomatic roles, in which the species&#039; ability to very quickly, and efficiently, integrate with non-Dionae has become advantageous. Acting as leaders, envoys and even mediators on behalf of the Federation, these Dionae are nurtured with additional genetic material appointments so as to allow them to absorb the subtleties of inter-species relations and diplomacy, but also the ability to effectively administrate. The ability to perceive and understand multiple perspectives simultaneously makes them invaluable, particularly in these roles. Dionae have become a more common-sighted species to represent the Federation as time marches on, maintaining its influence and fostering peaceful relations with its own populace and other States. &lt;br /&gt;
&lt;br /&gt;
Rumours do circulate that a very small population of Dionae is kept hidden, and unknown to the greater Federation, so as to conduct intelligence and surveillance missions. Some claim that these Dionae are conditioned to have unwavering loyalty to the Federation, and to ensure that subversive elements are easily discovered and thwarted. The Federation has repeatedly issued denials of such rumours, stating that the Ruipkala accepts and even maintains a sizeable quantity of Dionae – there is no reason, nor desire, for the Federation to engage in such activities. Those who believe in the conspiracy theory often coin these Dionae as “Tupshrooms”.&lt;br /&gt;
&lt;br /&gt;
=== Dionae in the Government ===&lt;br /&gt;
Dionae acting as officials within the [[Nralakk Federation]] must meet certain requirements. They must have a Social Compatability Index rating exceeding 7.58 and must be at least one hundred and eighty years of age – each Nymph that is. A Nymph that is not at least the prescribed minimum age can result in the Dionae being disqualified from being within the government. These requirementsextends to Consulars as well. Splitting and merging is completely forbidden. Dionae in any government role are not allowed to split or merge unless dire circumstances force such occurrence. Typically, Dionae will be assigned a senior official to oversee their roles – particularly in regard to acting as Consulars. Dionae Consulars for the Nralakk Federation are assigned a Skrellian Senior Diplomat who oversees their conduct.&lt;br /&gt;
&lt;br /&gt;
== Living in the Federation ==&lt;br /&gt;
&lt;br /&gt;
Living in the [[Nralakk Federation]] as a Dionae is an experience marked by structure, purpose, and unwavering loyalty. Unlike other species within the Federation, Dionae exist not just as individuals but as necessary components of the machine, each with specific roles and responsibilities. From the moment they are cultivated, Dionae are embedded in a highly structured environment. They are nurtured in controlled facilities where their growth and development are monitored. The Spiral Gardens are often where Dionae will live and work, these specialized communities often house a certain population of Dionae – tailored to their roles in the Federation. Designed with an emphasis to promote collaboration and mutual support, the Spiral Gardens have become more than mere homes, but communal centres. Daily life for Dionae within the Federation is characterized by routine and discipline. Their schedules are often dictated by the desires of the Federation – though significant leeway is provided, allowing them personal freedoms to enjoy the luxuries of the Federation – it is necessary to balance work, education and communal activities hosted within the Spiral Gardens. The Federation may provide for their basic needs, ensuring that each has access to the resources required to not only survive, but thrive, but also to perform their duties effectively. &lt;br /&gt;
&lt;br /&gt;
===The Spiral Gardens===&lt;br /&gt;
 &lt;br /&gt;
[[File:Spiral Gardens.png|400px|thumb|right|The Spiral Gardens of the Nralakk Federation]]&lt;br /&gt;
The Spiral Gardens can be found across the [[Nralakk Federation]] and is nearly on every planet colonised by the State. They are a breathtaking testament to the Federation’s ongoing efforts to harmonise nature and technology. Expansive, and intricately designed, they serve as both homes and communal centres for Dionae – a sanctuary in which they can thrive, connect, and contribute to the Federation’s collective well-being. Aptly named for their unique architectural design, characterized by ascending, spiral-shaped terraces that rise towards the sky, each terrace often acts as a garden on their own. Each is connected by gently sloping pathways and translucent bridges, allowing for easy movement through the gardens. At night, the Spirals Gardens are illuminated by bioluminescent plants – alongside normal lights – so as to ensure the safety of Dionae. It is designed to maximize exposure to natural sunlight during the day, with reflective surfaces and strategically placed light channels ensuring that every corner is bathed in light. The Spiral Gardens are the epicentre of Dionae communal life. &lt;br /&gt;
&lt;br /&gt;
Not only do they gather to rest, but also to engage in social activities. Large, open spaces within the Gardens serve as communal gathering areas, with a mixture of spontaneous and organised events by the Spiral Garden Borough Councillor. Considered a rather vocal species, their songs – complex harmonies that convey emotions, stories and knowledge – are a fundamental aspect of their identity. The Gardens are designed to enhance this vocalization, with natural acoustics and resonant materials that amplify their songs. The Gardens act as a vast, living instrument, amplifying the voices of the Dionae, but also ensuring their social needs are met. The Spiral Gardens are also outfitted with Nurseries. These are large areas dedicated to the reproduction of Dionae and often have a Council of Dionae Integration and Adoption facility attached. Hundreds of Nymphs are grown in these areas, specifically tailored to ensure that those newly disgorged will be given every opportunity to survive and contribute to the greater [[Nralakk Federation]]. &lt;br /&gt;
&lt;br /&gt;
=== Relationships in the Federation ===&lt;br /&gt;
&lt;br /&gt;
Dionae, being unique among sophont species, do not have a biological desire to reproduce, which results in their lack of traditional forms of romance and attraction. Instead, their form of romance is distinctly alien and is mostly observed with Skrell citizens. Dionae romance involves a gestalt consciousness developing an emotional dependency on a person over decades. This relationship requires unanimous feelings among all Nymphs in the gestalt. It is a challenging development, requiring significant effort and dedication due to the long-term emotional bonds that form. A Dionae relationship often includes the unique aspect of experiencing the world through the significant other’s genetic material – it is not uncommon for Dionae to absorb the body of their significant other, gaining all their memories and experiences. This process is highly regulated, and the significant other must have lodged the requirement paperwork with the Nralakk Federation prior to their death for it to occur. Those that do perform this process generally have a profound grief for a prolonged period of time, in which they mourn deeply. Dionae that absorb their significant other typically will carry on their partner’s legacy, adopting a name that reflects their mourning and pursuing activities that their partner enjoyed. Most gestalts in relationships are of Singular Sound, involving a shared abstract consciousness that does not require winning over multiple minds. However, post-death merging with a partner creates a unique mind type known as Mourning Mass. Mourning Mass is the only known way this unique mind type can occur. &lt;br /&gt;
&lt;br /&gt;
=== Societal Limitations ===&lt;br /&gt;
&lt;br /&gt;
The Federation keeps a strict tab on Dionae, as stated already, but particularly on their size and mindtypes. The Federation has sought to ensure that Dionae may not exceed an Argus-sized form, and that they develop a mindtype of the “correct” nature, where if one is of the “incorrect” nature Nymphs will be required to split, and seek new partners to form a gestalt. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Correct Mindtypes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Singular Sound &lt;br /&gt;
&lt;br /&gt;
*Competence Choir&lt;br /&gt;
&lt;br /&gt;
*Tyrannical Tune &lt;br /&gt;
&lt;br /&gt;
*Harmonius Hymn &lt;br /&gt;
&lt;br /&gt;
*Seasoned Song&lt;br /&gt;
&lt;br /&gt;
*Bloodless Band &lt;br /&gt;
&lt;br /&gt;
*Emphatic Echo &lt;br /&gt;
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*Scholary Song &lt;br /&gt;
&lt;br /&gt;
*Mourning Mass&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incorrect Mindtypes&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*Tumultuous Tacet&lt;br /&gt;
 &lt;br /&gt;
*Chaotic Charcophony &lt;br /&gt;
&lt;br /&gt;
*Voided Vocals&lt;br /&gt;
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*Scarlet Score&lt;br /&gt;
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*Nocturne Notes&lt;br /&gt;
&lt;br /&gt;
== Conglomerated Choir of Nralakk ==&lt;br /&gt;
&lt;br /&gt;
The Conglomerated Choir of Nralakk represents a unique mixture of Voidic Proto-Culture and terrestrial Dionae. It has created a multi-faceted community within the [[Nralakk Federation]], where the traditions and behaviour from before they were integrated intertwine with the modern influences of terrestrial life. Those from the Conglomerated Choir, at least originally, view themselves as emergent concepts or ideas constituted from their base parts. However, exposure to the other species&#039; notions of personhood has introduced a new layer of self-perfection, creating a hybrid understanding that allows for more nuanced interactions with non-Dionae. While they treat others as amalgams of beliefs and ideas, they are more open to understanding and incorporating the concepts of ego and individuality. They are known for their raw, sincere and unfiltered communication – this is balanced by the Federation’s emphasis on diplomacy and cooperation, creating a unique communication style that presents as both candid and respectful. Many still continue to use Rootsong, as it remains a crucial component of their culture, but most if not all Dionae have adopted Nral’malic as it was required for their integration, but it has been noted that the voidic tendencies do sometimes make their way into Nral’malic communication. The Conglomerated Choir’s sense of time and perspective is deeply influenced by their Voidic roots. Their natural lifespan gives them a long-term view that surpasses even the Skrell. This perspective has created a mix of curiosity, empathy and even desire to make relationships with non-Dionae. The Federation’s emphasis on communal collaboration has encouraged this perspective, and despite the Voidic’s tendencies to look down on “temporals” majority of the Dionae from the Conglomerated Choir has become eager to learn and cooperate within the Federation. The integration of both voidic and terrestrial traits has created a unique culture within the Federation, one that is adaptable, having embraced the new ideas and values of the Federation while maintaining their unique identity and traditions from their roots. &lt;br /&gt;
&lt;br /&gt;
Following the discovery of the Conglomerated Choir and the [[Nralakk Federation]] went through intense diplomatic negotiations, discussing options for the Dionae if it wished to stay within Federation territory until a consensus was finally reached. The Federation was still rebuilding after [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|Glorsh-Omega’s disappearance]] and required assistance, combined with the Dionae’s ability to survive in some of the most extreme conditions, the Choir was quick to offer its services to the [[Skrell]] in rebuilding their society. While at first, many Skrell believed the Diona to be untrustworthy, still reeling from Glorsh-Omega’s betrayal of their species, the cluster proved to be a key player in the rebuilding of the Federation. After twenty-three years of assistance, the burgeoning Federation announced the species’ full integration into Nralakk society in 2240 CE, which was ratified in 2245 CE along with the official establishment of the [[Skrell_Recent_History#Reunification_of_the_Nralakk_Federation|Second Nralakk Federation]]. The two species have formed an inseparable bond from this experience, with the Dionae respecting the Skrell for the kindness they have shown to the species, and the [[Skrell]] being humbled by the efforts of the Dionae in helping to rebuild a nation they had no obligation to aid. Today, members of the Conglomerated Choir are treated well by the Federation as a reward for their service in the past, with those who had an active role at the time having reached idol status in some cases. Their treatment by the Federation, along with their first-hand experience witnessing the destruction Glorsh-Omega brought upon the [[Skrell]], has contributed to the members of the Choir being staunchly anti-synthetic, believing that Glorsh-Omega is proof that the proliferation of artificial intelligence is ultimately dangerous, and the use of unshackled positronics by humanity is a grievous mistake. &lt;br /&gt;
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[[Category:Skrell]]&lt;br /&gt;
[[Category:Dionaea]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Faith&amp;diff=35356</id>
		<title>Skrell Faith</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Faith&amp;diff=35356"/>
		<updated>2025-01-31T07:41:58Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Skrell Faith=&lt;br /&gt;
Skrell faith has changed over the millenia, but the overlapping theme in all Skrell religions is the reverence of the stars. While other species eventually developed their faiths further the Skrell maintained this deification of stellar bodies since their inception, influencing their views on space and scientific advancement even today. &lt;br /&gt;
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== Qeblak == &lt;br /&gt;
As Qeblak relies on astronomy and other sciences to practice the faith, it is seen as the more academic Skrellian religion. Those who practice Qeblak are more likely to emphasise the importance of knowledge and learning when compared to Weishiin Skrell. Qeblak is also seen as the religion most favoured by the Nralakk Federation by its critics; its centralised hierarchy and established orthodox doctrine allow greater control, making it an effective tool to ensure its followers are loyal to the Federation. The Nralakk Federation officially makes no distinction between Qeblak and Weishii, treating both as equally sanctioned religions within Federation space, however some discrimination has been unofficially noted, with the Federation favoring Qeblak followers over Weishii followers in reality.&lt;br /&gt;
===History===&lt;br /&gt;
The roots of Qeblak were first established in its predecessor religion, Qe’qlak, which was a religion that worshipped and deified the stars as gods. However, as Skrell society progressed, the Great Schism occurred around 5500 BCE, which occurred after an unknown priest began to preach a more scientific interpretation of Qe&#039;qlak based on the practice of Zareq’Eaq, or Cosmic Mathematics, a principle combining astronomy, mathematics, and astrological theory to plot and track changes in stellar bodies and define meaning from them. The introduction of science into religion caused a massive rift in Skrell society at the time as understanding of the nature of the stars became more understood, and many heresies or offshoots of Qe&#039;qlak began to take root. Qeblak, because of its favour with the more educated and higher-status Skrell that it appealed to, was promoted heavily to tribal leaders and the masses that these Skrell held influence over. This allowed it to cement itself firmly during the Schism and would soon make it the dominant faith on Qerrbalak, overtaking Qe&#039;qlak and any other minor sect that sprouted during this time, sequestering them to small isolated tribes and conservative Skrell who were resistant to change.&lt;br /&gt;
Qeblak went under massive reform with the formation of the First Nralakk Federation, primarily in the form of a rigid, hierarchal clergy that made it resistant to theological drift as the Skrell expanded out towards the stars. Its guiding doctrines allowed Qeblak to withstand the millennia; where there was a massive cultural, scientific, and societal change, Qeblak relatively stayed the same as it was when it was first formed, only seeing reform when it best suited the Federation and its aim of keeping the Skrell united. This said, Qeblak&#039;s ability to unite the Skrell has waned post-Glorsh. Its well-established history and favour by the Federation Government has allowed it to stay popular well into the 25th century, but the popularity of Weishii now threatens its dominance as the primary Skrell faith.   &lt;br /&gt;
&lt;br /&gt;
=== Practices ===&lt;br /&gt;
Followers of Qeblak believe that calculations through a process known as Zareq’Eaq, or Cosmic Mathematics,  it is possible to predict terrestrial events from celestial observations. These events include those that can be observed through regular astronomy while including more astrological and religious ideas. An observation of a moon&#039;s orbit, along with the time of year, its current phase, and other factors can be combined to create a prediction on how these events will impact local events from mood changes to agricultural yields and natural disasters.  Zareq’Eaq involves an extremely confusing practice of calculations of star positions and constellations that often takes decades to master, and most non-clergy find this impossible to do, instead relying on Starkeepers. Skrell proficient at Zareq’Eaq will often find themselves working in the field of bluespace navigation, due to their mathematical prowess. It is not unusual for Qeblak clergy to have served a stint on a Federation vessel as a bluespace navigator as a result. Bluespace Navigat Interestingly, the C’thur hive’s Vaurca have shown to be extremely adept at this practice, to the point where they are often sought out as Starkeeper assistants due to their proficiency in Zareq’Eaq. Their actual belief in the faith is not considered a barrier by many in the Qeblak clergy, with many Starkeepers and Starchanters appreciating the ease in workload.&lt;br /&gt;
&lt;br /&gt;
Members of the Qeblak faith come together on a biweekly basis at their local Observatory Dome, a building that acts as both a church and a place of astronomical study. The [[Nralakk Federation]] does its best to ensure that at least one Observatory Dome is within a reasonable distance per thousand Qeblak followers, and that everyone has reasonable access to its facilities.&lt;br /&gt;
Starkeepers are the hosts of these Domes, more senior members of the Qeblak faith who are tasked with the maintenance of the building, while also being in charge of organising events where members of the community can practice the faith. The more common events involve lectures on a given galactic entity such as stars, planets, or nebulae, which are showcased using holographic projectors to allow attendees to see and experience what is being covered. Non-Skrell who attend these events describe it as an ethereal experience.&lt;br /&gt;
&lt;br /&gt;
Outside of the Federation, Observatory Domes can vary in terms of quality and ease of access. In [[Tau_Ceti|Tau Ceti]] in particular, the [[Starlight_Zone|Starlight Zone]] in &#039;&#039;&#039;Mendell City&#039;&#039;&#039; is the only location with established observatory domes, with most being located in the Lekan District. These domes are not as spectacular as those found in the Federation, with only a handful having access to the holographic projection equipment necessary to provide a similar experience as Domes in the Federation. There are also a few Observatory Domes located within Severson City, and are more unique in that they are built upon mobile barges that go out to sea for their biweekly events. These barges are quite small, however, meaning that many Qeblak followers within Severson are forced to cross into the Lekan District to practice their faith, much to their annoyance.&lt;br /&gt;
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=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
Qeblak is governed by only particular Skrell, those demonstrating extraordinary psionic prowess. It is believed that only the most powerful of psionics are capable of accurately gleaning information from astronomical objects, and translating the information received from them. The clergy, known as the &amp;quot;Qyu-Nyala&amp;quot;, is composed of different ranks depicting how far a Skrell is on their journey as religious leaders.&lt;br /&gt;
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&#039;&#039;&#039;OOC Note: The highest rank a character can be playable as is a Starkeeper.&#039;&#039;&#039;&lt;br /&gt;
==== Qe&#039;Puu - Starpages ====&lt;br /&gt;
&lt;br /&gt;
The Qe&#039;Puu are the youngest, usually around the ages of 40 - 50 years old. They are typically Skrell with high psionic potential that have chosen to devote their lives to Qeblak, and will undergo apprenticeships to observe and learn from those that have come before them. They will remain as Qe&#039;Pluu until they successfully pass a series of tests - both in knowledge and psionics. They usually tasked with menial labour, such as organizing a higher-ranking member&#039;s astrological charts or cleaning the places of religious worship - a massive temple that has a glass ceiling to enable transparent viewing of the sky above known as &amp;quot;The Observatory Domes&amp;quot;.&lt;br /&gt;
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==== Qe&#039;Naho - Starkeepers ====&lt;br /&gt;
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The Qe&#039;Naho are above the Qe&#039;Puu, and are described as the &#039;protectors of Qeblak&#039;. The Qe&#039;Naho are seen as the next generation of Skrell that will lead the religion and as such are expected to ensure the protection of the faith through rigorous studying of the doctrines, and uphold it at all times. Qe&#039;Naho can only ascend the ranks of Qeblak if a higher-ranking member retires, which shifts the hierarchal system that guides the faith. Starkeepers act as counsellors, advisors and community spiritual leaders.&lt;br /&gt;
&lt;br /&gt;
==== Qe&#039;Bqak - Starchanters ====&lt;br /&gt;
&lt;br /&gt;
The Qe&#039;Bqak are the highest-ranking members of Qeblak, and are considered masterful psionic wielders. They study astronomical objects, transcribing them into Lu-Qsi (Abyss Journals). Skrell that receive this position are expected to retire once they believe they have completed their work, with the culture of the Skrell usually resulting in them retaining the position until their death. Qe&#039;Bqak are the only members of the clergy allowed to give advice to the Grand Councillor.&lt;br /&gt;
&lt;br /&gt;
==== Qe&#039;Kasho - Starseeker ====&lt;br /&gt;
&lt;br /&gt;
The Starseeker is a role of authority within the Qeblak faith, with the main responsibility of managing and organising the clergy. It has no authority outside of matters related to Qeblak, and while superior to Starchanters within the faiths internal structure, the Starseeker is unable to provide advice to the Grand Council in any official capacity. Becoming a Starseeker can only be attained through assignment by Starchanters through a divination ceremony, performed soon after the death of the last Starseeker. The ceremony itself requires five of the most senior Starchanters to come together at the Qeblak&#039;i archive, who will discern who will be the next Starseeker based on their findings. &lt;br /&gt;
&lt;br /&gt;
There are no official requirements to being a Starseeker other than being a fully grown adult (by Skrellian standards), and to be a member of the Qeblak faith, but all recorded Starseekers have so far been Skrell of high psionic aptitude and are typically primary numericals within Federation society.&lt;br /&gt;
&lt;br /&gt;
=== Holy Prayers of Qeblak ===&lt;br /&gt;
&lt;br /&gt;
==== Miasmic Cluster (Gaqq-qu&#039;ya) ====&lt;br /&gt;
This prayer is used to ask for forgiveness, especially so when a Qeblak adherent violates one of the main doctrines of Qeblak. In the Federation, this is a popular method of attempting to salvage a low Social Compatability Index rating - by pleading forgiveness from the Stars in hopes that the Federation takes note and increases their index rating.&lt;br /&gt;
 From the path one fell,&lt;br /&gt;
 where their duty lay neglected,&lt;br /&gt;
 there is only forgiveness to ask,&lt;br /&gt;
 of the cosmos that has yet to be traversed,&lt;br /&gt;
 allow one time to re-ascertain their goals,&lt;br /&gt;
 and return to the path aligned for them.&lt;br /&gt;
&lt;br /&gt;
==== Beginning of the Protostar (Wetl&#039;qu-Qih) ====&lt;br /&gt;
This prayer is used to signify “new beginnings.” This prayer is commonly used after a Skrellian egg hatches, after a coming-of-age ceremony, and after a Federation citizen undergoes the process of rehabilitation.&lt;br /&gt;
 The humble beginnings of all,&lt;br /&gt;
 the start of a process anew,&lt;br /&gt;
 all that one asks is for the stars to align,&lt;br /&gt;
 and grant aid in the future to come, &lt;br /&gt;
 so that one can travel the path created, &lt;br /&gt;
 for it is only through obedience,&lt;br /&gt;
 can one strive for success. &lt;br /&gt;
&lt;br /&gt;
==== Devourer of the Cosmos (Eqqa-Luyal) ====&lt;br /&gt;
This prayer is used exclusively in funerals and death rites, to ensure that the soul of the given dead person will be properly guided by the stars.&lt;br /&gt;
 Hallowed cosmos,&lt;br /&gt;
 custodian of life and death,&lt;br /&gt;
 the price has been paid,&lt;br /&gt;
 align the stars and guide,&lt;br /&gt;
 the souls of stardust,&lt;br /&gt;
 that have since left our world.&lt;br /&gt;
&lt;br /&gt;
==== Star-Bright (Qu-qu&#039;qu) ====&lt;br /&gt;
This prayer asks for the protection of the stars, commonly used before entering a risky situation, examples including a hull breach, a gunfight, and before piloting a shuttle.&lt;br /&gt;
 Shining bright amongst,&lt;br /&gt;
 the most blessed of stars, &lt;br /&gt;
 it is the cosmos one calls,&lt;br /&gt;
 to give it praise and admiration,&lt;br /&gt;
 its beauty ever-unfolding,&lt;br /&gt;
 its rage known, &lt;br /&gt;
 one can all but ask,&lt;br /&gt;
 for protection. &lt;br /&gt;
&lt;br /&gt;
=== Marriage &amp;amp; Death ===&lt;br /&gt;
&lt;br /&gt;
Marriage is considerably different for Skrell, as their relationships are typically not as monogamous as the other species found within the Orion Spur. Ancient followers of Qeblak created a ceremony for the joining of various Skrell, eventually calling it the &amp;quot;Pairing of the Stars&amp;quot; or &amp;quot;Quy-aqa&amp;quot;, which has survived for thousands of years and evolved to what it is today.  The ceremony is considered incredibly intimate, and a sign that the Skrell within the newly forming Quya respect the foundations of the union. The actual planning of the ceremony can take years, with minute details considered highly important to the result of the ceremony. Most will take place within the Observatory Domes, hosted by the same number of Starkeepers as there are Skrell willing to form a union. &lt;br /&gt;
&lt;br /&gt;
The actual ceremony will commence just after sunrise, and is expected to occur throughout the whole day. Skrell from the Quya will select a Starkeeper, who will eventually be told about the respective Skrell&#039;s wishes and desires in regards to the formation of the Quya. After the process has concluded the various Skrell will be escorted to a circular altar, where they will each stand opposite of another and join hands. The Starkeepers will then circle around the union, each psionically expressing the knowledge given to them by those within the forming Quya. After this is done, the Skrell will psionically bond through the use of a process known as &amp;quot;mind-melding&amp;quot;. This process is the final step in the ceremony, and is meant to symbolize the attachment to each Skrell within the Quya. Should they wish, the Quya will then be registered within the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
Death is not considered the end by the Skrell; merely a temporary transition between what is here, and what is within the cosmos. Qeblak describes death as being an invitation to join the cosmos, whether as the smallest comet or the largest quasar, all Skrell are said to join those who have already departed. The most common method for post-mortem instructions is burial, so that the body can be reabsorbed back into the environment it stemmed from. &lt;br /&gt;
&lt;br /&gt;
=== Doctrines ===&lt;br /&gt;
&lt;br /&gt;
The Doctrines of Qeblak, or known as the &#039;&#039;&#039;Qrikiqi&#039;&#039;&#039;, is a set of virtues which constitute the major practices of Qeblak. They are: &lt;br /&gt;
&lt;br /&gt;
*Waaq Qrikiqi: Studious (Nral&#039;Malic: Wa&#039;Pii)&lt;br /&gt;
&lt;br /&gt;
Studying and the gaining of knowledge is a cornerstone of both Skrell culture and the Qeblak faith. In context, this virtue is the studying of the stars and constellations, and divining meaning from the viewers interpretations.&lt;br /&gt;
&lt;br /&gt;
*Laqiq Qrikiqi: Obedience (Nral&#039;Malic: Laqiq)&lt;br /&gt;
&lt;br /&gt;
The virtue of obedience can be interpreted in many ways, but is normally recognised by practitioners as viewing and accepting the teachings of Starkeepers and Starchanters. Another interpretation commonly held is obeying the will of the universe.&lt;br /&gt;
&lt;br /&gt;
*Qowii Qrikiqi: Tolerance (Nral&#039;Malic: qo&#039;Wiq)&lt;br /&gt;
&lt;br /&gt;
Like obedience, tolerance can be interpreted in multiple ways. Most accept that its meant in a more general form, and that followers should show tolerance for what the constellations say, and how sometimes you may not receive the interpretation you wanted. Alternatively, it can also be seen as tolerance for those not of the Qeblak faith as well as non-Skrell.&lt;br /&gt;
&lt;br /&gt;
*Vri&#039;Wii Qrikiqi: Diligence (Nral&#039;Malic: Vqiwii)&lt;br /&gt;
&lt;br /&gt;
Diligence is one of the more straightforward doctrines of the faith. The proper study of the constellations must be made in order to receive the most accurate interpretation.&lt;br /&gt;
&lt;br /&gt;
*Nlamo Qrikiqi: Patience (Nral&#039;Malic: Nlaq&#039;Wo)&lt;br /&gt;
&lt;br /&gt;
Patience, like above, is a straightforward doctrine. Patience, diligence, and study are all needed in order to properly read the constellations, but patience is taught in particular as rushing to conclusions ultimately leads to false readings.&lt;br /&gt;
&lt;br /&gt;
== Weishii ==&lt;br /&gt;
&lt;br /&gt;
A relatively &amp;quot;newer&amp;quot; belief within the Nralakk Federation; Weishii is a schism of Qeblak that flourished during the post-Glorsh reconstruction of the Skrell species. &lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Weishii first took its roots from a prominent Lyukal leader, Qare’Zaq Marayar, who was one of the fighters who took part in the [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|Tri-Qyu assault]]. Marayar became disillusioned after Glorsh&#039;s rule, unable to fully come to terms with the consequences of the tyrant&#039;s reign and becoming heavily religious in the years after as a result. Unsatisfied with Qeblak and concluding that it could not fully answer their questions on life, especially after Glorsh-Omega&#039;s treatment of the Skrell, Marayar began exploring other means of communing with the stars. Marayar claimed that through spirituality only the true meaning of the stars can be ascertained. Many Skrell, traumatized and battered from the chaos that Glorsh wrought upon them, took solace in this belief. Despite the Federation being fractured, Weishii began spreading steadily, originating in the Traverse and being spread through the mass migration of Skrell followers into both the core and Traverse systems as part of the Federation&#039;s reconstruction efforts. Around 2163, the Ron’tor’aq was published, a series of intricate teachings on the Weishii faith published by Marayar themselves, and this book quickly became the cornerstone of Weishii beliefs. By the time the [[Tresja Agreement]] took place and the Federation was officially reunified, there was a substantial population of Weishii followers, and the religion took hold, particularly in the Traverse where many planets suffered heavy devastation as a result of the post-Glorsh cataclysm that occurred. However, from the start, there was always conflict with Qeblak. Debates were commonplace, , with one of the most notable ones being the Haq’Zaq debate, in 2200, held on Mount Haq’Zaq on Qerrbalak. This debate was held over the course of a week and concluded with the Federation officially recognizing Weishii as a distinct religion from Qeblak despite pushback from the clergy and more traditionalist devotees of Qeblak. &lt;br /&gt;
Attitudes towards Weishii further declined as the Federation’s elite began espousing the importance of unity and the Nlom Relay network was restored. While not explicitly prohibiting the religion, many idols began to criticize the unorganized and spiritual fashion of Weishii compared to the more stringently organized and well-established Qeblak. &lt;br /&gt;
Towards the present day, many members of alternative religions such as Kir’gul and Suur’ka have flocked to Weishii due to its decentralized nature and looser oversight from the Federation. The disorganized nature of the Weishii has resisted Federation attempts to implement a formal hierarchal structure, with Weishii sects often choosing religious clergy through democracy instead of strict criteria. Weishii sects are especially prominent as one goes further out into the Traverse, with Skrell living there finding themselves less inclined to follow Federation ideals due to the conditions they face and a generally weaker presence of the Nlom. Following first contact, there has been a noticeable migration of Weishii followers out of the Federation, claiming that they felt persecuted by the rest of Federation society. While Weishii is still widespread, their followers are rarely in the high castes of Skrell society.&lt;br /&gt;
&lt;br /&gt;
=== Beliefs ===&lt;br /&gt;
&lt;br /&gt;
Weishii follows a decentralized belief system, with certain religious beliefs and rituals differing widely throughout each sanctuary. However, the main belief of Weishii is the ability to gain a more spiritual understanding of the universe through both private and communal meditation, which involves intense emotional experiences shared with other Skrell, contrasting with the rigid calculations and mathematics of Qeblak. These spiritual experiences are often assisted through the religious use of the plant Wulumunusha. Weishii followers believe that through consistent meditation, believers can become highly attuned with a form of Srom manipulation known as the Qu’Srom, or the Star Dream, through which  believers claim to have a direct connection with the stars. Wulumunsha is often cited in the Ron’tor’aq as a tried and true path to achieve a psionic connection with the stars, with a common practice involving observing constellations or performing a qwei’paqui drawing, imbibing a wulumunsha tea, and entering the Srom. &lt;br /&gt;
&lt;br /&gt;
The Qu’Srom is often done in conjunction with a large gathering of Skrell at Weishii sanctuaries, as it allows for high-scale dream modification that enhances the divination process with the stars. A more personal version of this ritual can be done either alone or with a small group, but this is more common when a believer finds themselves without a nearby Weishii Sanctuary or while traveling. Skrell who perform Qu’Srom rituals regularly has shown a higher level of activity in their Zona Bovinae during Srom. They have shown proficient levels of skill within the Dream, able to do feats of dream manipulation uncommon to most Skrell. This phenomenon is especially pronounced in Weishii masters and journeymen.  Believers who claim to have achieved this attunement describe it as “having their brain divinely imprinted with an intense understanding of the universe and life itself.” Qeblak believers vehemently deny this concept, the phenomenon being considered just a matter of practice in the Srom and having nothing to do with divine blessing.&lt;br /&gt;
&lt;br /&gt;
While Weishii and Qeblak follow the same basic belief of finding divinity in the stars through observing constellations, their beliefs often come into conflict.  While Qeblak might encourage heavy education, both recognized academic education such as astronomy and education more related to religious concepts, to gain true knowledge of the cosmos, along with rigid calculations and scientific methods, Weishii believes the same may be achieved by guided meditation and the use of psychedelics, along with strong emotional experiences shared with other Skrell. However, compared to the average Skrell, Weishii followers consume wulumunsha at a higher rate and regularly use it for Qwei’Paqui readings, which is often seen by other Skrell as a form of overindulgence, especially by those who have a high Social Compatability Index rating. This has led to a popular stereotype of devout Weishii believers being known as lazy layabouts compared to their Qeblak counterparts, and overall unideal citizens. Evidence of this can be seen by critical observers of the Social Compatability Index, who note that there are very few Weishii followers who are upper Secondaries or higher.&lt;br /&gt;
&lt;br /&gt;
Weishii relies on natural groves, jetties, grottos, thickets, coves, and other secluded areas that provide suitable sanctuaries to practice the faith. This reliance on nature has resulted in it playing an important role in the Weishiin faith; followers are more likely to have an appreciation for nature, while the more ardent followers will practice vegetarianism or veganism. Weishii as a whole does not put as much emphasis on academia when compared to those who follow Qeblak, although they are still subjected to the same cultural expectations of the Nralakk Federation. This has led to a trend where many Weishii followers abstain from Depth College, claiming that the intense schooling is disruptive to their beliefs and spirituality, and hinders their path to reaching full divinity from the stars. Many Weishii followers will stop their education after their first or second degree, with those holding more than two degrees typically being converts or followers who require three degrees for one reason or another.&lt;br /&gt;
&lt;br /&gt;
=== Treatment within the Federation ===&lt;br /&gt;
Weishii has long been regarded by many Skrell to be a religion that breeds laziness and goes against the academic culture that Skrell is known for, a belief that becomes even more prominent when looking at high-scoring Skrell within the Social Compatability Index. The Nralakk Federation officially makes no distinction between Qeblak and Weishii, treating both as equally sanctioned religions within Federation space. However, in practice, Qeblak is the religion most favored by the Federation, and the Federation prefers this division between the two faiths.  Weishii members often struggle to achieve upward mobility in the Social Compatability Index compared to their Qeblak peers, with the Federation citing that these citizens &amp;quot;simply do not uphold the same level of commitment to the values core to the Nralakk Federation” when asked for reasoning for their stagnant Index rating.  A majority of Primary Numericals are devout Qeblak followers and often look down on Weishii, while Primary Numericals who do follow Weishii tend to avoid bringing attention to that fact to prevent any repercussions.&lt;br /&gt;
Weishii and Qeblak followers often have conflicts abroad due to the difference in beliefs and popular stereotyping of Weishii followers as unproductive. While these conflicts rarely escalate to violence, the division between the two religions has only been widening throughout modern Skrell history. Many Weishii followers envy the privilege that Qeblak followers often have towards their Index rating and general treatment. Popular stereotypes amongst Qeblak followers include Weishii followers holding anti-Federation beliefs, having low Index ratings, hailing from the Traverse, and in rare cases being subversive or members of a criminal organization.&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
Weishii&#039;s hierarchy is based on age stratification; where the eldest, in terms of being a believer, are usually those that oversee the faith. The &amp;quot;clergy&amp;quot; is split into three categories, each being a distinct telling of how far a believer has progressed within Weishii. The entirety of the &amp;quot;clergy&amp;quot; is known as the &amp;quot;Weishiiq&amp;quot;. It is a very decentralized hierarchy, with the eldest of the Weishiiq typically left to make their own minor choices in regards to a sanctuary and how to teach. &lt;br /&gt;
&#039;&#039;&#039;OOC Note: The highest rank a character can be playable as is Journeyman.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Wei&#039;Qii - Apprentice ====&lt;br /&gt;
&lt;br /&gt;
An apprentice is a young believer, who either has yet to learn about the faith or is in the beginning stages of their studies in regards to the faith. They are frequently assigned to journeymen to be mentored in regards to Weishii, mostly associated with the Ron&#039;tor&#039;Aq and the brewing of wulumunusha extract within various liquids - mostly Dyn tea.  Apprentices are usually Skrell just out of Reefgarden schooling who have chosen to dedicate a considerable amount of time to memorizing the Ron’tor’Aq and training within the Srom. While Weishii beliefs and structure are variable, apprentices take an average of thirty to forty years before they graduate to the Journeyman stage.&lt;br /&gt;
&lt;br /&gt;
==== Wei&#039;Rii - Journeyman ====&lt;br /&gt;
&lt;br /&gt;
A journeyman is an older believer within the Weishii faith and has managed to successfully provide evidence of their teachings to a Master. They are considered to be the mentors of Weishii and are obliged to tutor the fledgling apprentices. They are typically well-versed in the teachings of the Ron&#039;tor&#039;Aq and are expected to obey the doctrines set forth by the holy text. Journeyman are the Weishii Clergy most likely to be seen abroad, as many sects expect an aspiring master to create a smaller-scale form of a sanctuary, usually in smaller towns or communities, such as space installations or rural communities, and to hone their skills both in and out of the Srom in preparation for the intensive trial of Srom’Paq. Journeyman have a more pronounced ability to manipulate the Srom compared to the average Skrell but have not risen to the strength of a true master yet. &lt;br /&gt;
&lt;br /&gt;
==== Wei&#039;Vii - Master ====&lt;br /&gt;
&lt;br /&gt;
The masters of Weishiiq have essentially passed through the chain from the lowly beginnings of an apprentice all through to the final stages of becoming a master; producing their own text that will be evaluated by the eldest of masters through the process of Kon&#039;ra&#039;Qii. Masters are also obliged to begin their own sanctuaries and foster a community in which believers can thrive and learn. Masters often lead Qu’Srom sessions and have a strong ability to manipulate dreams. Due to the decentralized nature of Weishii, there are no “true” criteria for becoming a master, although a popular way is the trial of Srom’Paq, or Dream Strength, which is a form of extremely psionically intensive dream manipulation challenges that gauge the aspiring master’s strength in leading and conducting Qu’Srom sessions, with examples being manipulating other Skrell within the dream and forcefully changing the entire dreamscape to their will. Masters are heavily monitored by the Sromkala while in the Federation, as the power they have to manipulate the Srom is almost unparalleled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Holy Scriptures of Weishii ===&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;For when there existed both light and darkness, &lt;br /&gt;
  there existed the cosmos. The benevolent energy,&lt;br /&gt;
  shared across the all-covering galaxy that would,&lt;br /&gt;
  be embued within the Skrell. It is only through,&lt;br /&gt;
  the understanding of oneself that one can,&lt;br /&gt;
  truly begin to ascend spiritually.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Defiance goes against the teachings,&lt;br /&gt;
  even in its simplicity. One cannot be defiant,&lt;br /&gt;
  and obedient to the teachings. It is only through obedience,&lt;br /&gt;
  can one achieve excellence.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Meditation within solace will yield,&lt;br /&gt;
  greater results than that of meditation,&lt;br /&gt;
  within the spur of a cacophony. Remaining,&lt;br /&gt;
  serene, even after the process of meditation,&lt;br /&gt;
  is a vital aspect for all students of the faith.&lt;br /&gt;
  Intrapersonal conflict must be dealt with,&lt;br /&gt;
  for the teachings to be useful.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
=== Marriage &amp;amp; Death ===&lt;br /&gt;
&lt;br /&gt;
The views on marriage for Weishiin are very liberal. It is considered not as a religious duty, and Weishii does not compel a person to be married. It does not force somebody to remain as a bachelor. It is not laid down anywhere that followers must produce children or regulate the number of children that they produce. It allows each individual the freedom to decide for themself all the issues pertaining to marriage. &lt;br /&gt;
&lt;br /&gt;
Despite the faith not considering it a religious duty, there are various traditions and customs that are expected to be followed by those that wish to form a Quya. The ceremony is considered incredibly private, with most being only witnessed by the Wei&#039;Vii initiating the Quya. The process is rather intimate, as the Skrell will all drink from a singular chalice spiked with wulumunusha extract - where they will then meditate and form a &amp;quot;Nlom&#039;akk&amp;quot; or a &amp;quot;Psionic Link&amp;quot;. This is meant to emphasize that the Skrell are no longer individuals, but a Quya.&lt;br /&gt;
&lt;br /&gt;
Weishii have similar beliefs to that of Qeblak in regards to death; it is merely a transitioning stage. Once a Skrell has passed, a small ceremony will be held within a sanctuary, where both the Quya and Clergy will sing various hymns. This meant to draw the spirit of the Skrell out of its body, before the final process of the funeral rites - cremation. If the hymns had not drawn the spirit out, the cleansing burn will force it out.&lt;br /&gt;
&lt;br /&gt;
=== Doctrines ===&lt;br /&gt;
&lt;br /&gt;
The Doctrines of Weishii, or known as the &#039;&#039;&#039;Wei&#039;Priqi&#039;&#039;&#039;, is a set of virtues which constitute the major practices of Weishii. They are: &lt;br /&gt;
&lt;br /&gt;
*Agrok Wei&#039;Kriqi: Determination (Nral&#039;Malic: Agro&#039;Qi)&lt;br /&gt;
&lt;br /&gt;
Determination is a key component to the Weishii faith. Determination to one’s self and one’s future but also determination to the faith and the community as a whole. This doctrine is focused on bettering the individual and those around them.&lt;br /&gt;
&lt;br /&gt;
*Ziroq Wei&#039;Kriqi: Serenity (Nral&#039;Malic: Zi&#039;ro-Qii)&lt;br /&gt;
&lt;br /&gt;
Serenity ties directly into the core tenets and practices of Weishii. This doctrine is often associated with the many meditations and tea ceremonies that are held by the Weishii faith. Followers of Weishii are often encouraged to be peaceful and serene in any situation.&lt;br /&gt;
&lt;br /&gt;
*Qanhe Wei&#039;Kriqi: Honesty (Nral&#039;Malic: Kan&#039;Chiq)&lt;br /&gt;
&lt;br /&gt;
Being honest is the way of the Weishii faith. Lying is frowned upon due to the impacts it can have on the community and the individual alike. For a community to arise and respect each other, everyone must be honest and forthcoming with their feelings and grievances.&lt;br /&gt;
&lt;br /&gt;
*Qlonii Wei&#039;Kriqi: Wisdom (Nral&#039;Malic: Wronoqi)&lt;br /&gt;
&lt;br /&gt;
Wisdom is highly regarded within the Weishii faith and it is said to be the hardest doctrine to fully understand. What wisdom means is ultimately up to the individual; however, those who consider themselves wise may be shocked to hear that others may not view them the same. This leads wisdom up to the interpretation of the individual, but also the community.&lt;br /&gt;
&lt;br /&gt;
*Wra&#039;Qos Wei&#039;Kriqi: Acceptance (Nral&#039;Malic: Qonros)&lt;br /&gt;
&lt;br /&gt;
Acceptance is fairly straightforward. Those with an open, and friendly, mind will be accepted into the faith with no issue as long as their intentions are pure. Weishii is also accepting of those willing to change and align with the core tenets. Being welcoming to those of all backgrounds is extremely important to the followers of Weishii and the community around them. Those who participate in deductive behaviors within the Nralakk Federation are said to be impure by the Weishii faith.&lt;br /&gt;
&lt;br /&gt;
== Shared Constellations ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The constellations deemed important by both Qeblak and Weishii followers:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Island&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:01island.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Loneliness. Introspection.  Earth.  Rising above, or, in certain orientations, sinking beneath.  Reality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hatching Egg&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:02egg.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: New beginnings. A fresh start.  Youth.  Life.  Excitement.  Ignorance.  Foolishness.  Joy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Star Chanter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:03singer.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Wisdom.  Spirituality.  Connection with the stars.  Connection to history.  Aloofness.  A rigid path. Air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Jiu’x’klua&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:04qlua.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Art.  Creation.  Loss.  Sadness.  Longing.  Communication. The imaginary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Stormcloud&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:05storm.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Conflict.  Shock.  Surprises.  Tension.  Endurance.  Strength.  Force.  Fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gnarled Tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:06tree.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Age.  Wisdom.  Sickness.  Frailty, or, in certain orientations, toughness.  Rigidity.  Tradition.  Plantlife. Balance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Poet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:07poet.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Communication.  Progress.  Science.  Advancement.  Longing.  Art.  Expression.  Loneliness. Contentment.  Dreams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Bloated Toad&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:08toad.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Greed.  Arrogance.  Wealth.  Success.  Smugness.  Laziness.  Accomplishment.  Adulthood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Void&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:09void.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Death.  Endings.  Mystery.  The unknown.  Fear.  Danger.  Creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Qu’Poxiii&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:10qu.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Love.  Friendship.  Company.  Opposites.  Teamwork.  Happiness.  The material.  Safety.  Progress.  Support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fisher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:11fisher.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Hard work.  Stagnation.  Embarrassment.  Water.  Patience.  A long, but productive wait. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Qwei’Paqui - Astrological Tarot Cards==&lt;br /&gt;
&lt;br /&gt;
Before the Skrell were able to reach other planets the &#039;&#039;&#039;Qwei’Paqui&#039;&#039;&#039; (Stargazing Cards) were rarely used; they were ideal for times when there were no stars in the sky to be observed, but typically the tarot was ignored for more traditional stargazing events. Post-Space Age, however, the Skrell have found more utility in having tarot cards on hand. As the Skrell move further and further away from Nralakk, it becomes impossible to see the main constellations that have reverence in Qeblak or Wesihii, making the Qwei’Paqui important for those who wish to stargaze away from home.&lt;br /&gt;
&lt;br /&gt;
While not typically used by Skrell living in Nralakk, the Qwei’Paqui sees use by most Skrell in the Federation, with local decks including both the main Qeblak and Weishii constellations along with any local constellations that have been approved by the Qeblak church. The tarot also sees use outside of the Federation, with most Skrell communities such as Mictlan and New Gibson having their own local decks - the only exception to this being Europa, due to the colony being deep underwater.&lt;br /&gt;
&lt;br /&gt;
===Usage and How to Perform Readings===&lt;br /&gt;
&lt;br /&gt;
Readings are generally done using only the main constellations (those shared by Qeblak and Weishii) and the user&#039;s own minor constellations; cards with minor constellations that are not part of the user&#039;s home constellations are usually withdrawn from the deck, but can be kept depending on the deck owner’s attitude towards the minor constellations. For those who live in areas with no observable constellations, such as the Skrell on Europa, the Qwei’Paqui completely replaces stargazing. In these cases, only the main constellations shared by both Qeblak and Weishii are used. &lt;br /&gt;
&lt;br /&gt;
Qwei’Paqui cards can either be normal facing or reversed facing; normal facing is associated with positive attributes, while reverse facing is associated with negative attributes. For constellations that have more neutral attributes, the connotations rely on how the card is drawn; the attribute ‘social standing’ associated with New Gibson’s Iqi Star could be seen as a loss or gain in social standing depending on the card’s facing, for example.&lt;br /&gt;
&lt;br /&gt;
Card reading can also be used by those who are travelling, with the first instances of it being used this way dated to the Skrell Age of Sail; in the modern-day, those serving on Qukala vessels, trading ships, or otherwise travelling for long periods of time will use the Qwei’Paqui as a quick way of divining their fortune when being able to find constellations may prove difficult, or if stargazing would be too much of a distraction from more immediate concerns.&lt;br /&gt;
&lt;br /&gt;
While stargazing is seen as a communal affair, the Qwei’Paqui is seen as more personal since the individual draws their own cards. Sharing any divinations made is still common and tarot readings can be done as a group, but any interpretations that can be made are regarded as a personal matter that should not be assisted with. The only exception to this are the Qeblak and Weishii priests, who are seen as better educated in divination than your average Skrell, and are generally relied on by followers to offer insight in the event that they are unsure on how to interpret their observations. &lt;br /&gt;
&lt;br /&gt;
There are two types of readings that are common throughout Skrell society: Daily Readings and Bi-weekly readings. Daily readings became popular during Qerrbalak’s Age of Sail period; the violent weather patterns of the planet made travel by sea a dangerous affair up until modern sailing and weather prediction were innovated, which made regular tarot card readings popular for the more superstitious Skrell. Daily readings are performed by shuffling the deck and taking four cards, where one card acts as the centre, and the other three cards take place left, right, and above it. The centre card represents the main focal point of the matter, while the other three cards will describe the events surrounding it. Daily readings are only used on their own, and during times when stargazing would either be impossible or dangerous while travelling.&lt;br /&gt;
&lt;br /&gt;
Bi-weekly readings were the first method developed to use the Qwei’Paqui, being used in conjunction with stargazing events or on their own if the skies did not allow for stargazing with the naked eye. These readings tell a story by linking past, present, and future events together; Three cards are drawn after shuffling the deck, and from left to right are meant to represent an event that happened or will happen in the user’s past, present, and future. Any divination made using the bi-weekly reading is seen as separate from any readings made while stargazing if both are used at the same time, but they can be tangentially related.&lt;br /&gt;
&lt;br /&gt;
Outside of these readings, some Skrell are known to come up with their own way of divination through the Qwei’Paqui. This is typically done by Weishii followers due to the less dogmatic nature of the religion, while Qeblak followers tend to stay to the readings that are approved by the church.&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;Examples of Qwei&#039;Paqui cards&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Reading1.png|thumb|250px|left|An example of how a daily reading is laid out on a table.]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Reading2.png|thumb|center|An example of how a bi-weekly reading is laid out on a table.]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Tarot examples.png|thumb|right|Examples of non-Nralakk cards that can be typically found in Qwei&#039;Paqui decks.]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Syncretism of Skrellian Beliefs ==&lt;br /&gt;
&lt;br /&gt;
Due to the structure of both Qeblak and Weishii being more inclusive than most religions, the Skrell faiths have gained a small following of non-Skrell, most notably Humanity. The studying of stars and constellations from Qeblak, and the spiritual focus in the Weishii faith both appeal to those who follow nontheistic religions, such as Buddhism. This has also worked inversely, with some Skrell co-opting parts of Buddhist teachings that they believe compliment their own faith.&lt;br /&gt;
&lt;br /&gt;
Other than the religious aspects, Skrellian practices have found a small following in human circles, such as astrologists; Constellations and their interpretations are used similarly to how they would be used in the Skrell faiths, but without associating divinity to them or any other religious connotations. This has had mixed reactions from Skrell, with most opinions ranging from dismissiveness to annoyance.&lt;br /&gt;
&lt;br /&gt;
==Requirements for Employment With Megacorporations==&lt;br /&gt;
&lt;br /&gt;
To ensure that the role of Chaplain aboard Megacorporation facilities is carried out by qualifying personnel, the Nralakk Federation and Qeblak Starchanters have provided a list of requirements for those who wish to be employed as a priest. Potential applicants must:&lt;br /&gt;
&lt;br /&gt;
*Hold the title of &#039;&#039;&#039;Starkeeper&#039;&#039;&#039; within the Qeblak faith.&lt;br /&gt;
*Be &#039;&#039;&#039;at least 120&#039;&#039;&#039; years of age.&lt;br /&gt;
*Hold a degree in theological studies or a similar field, as well as a second degree related to astronomy.&lt;br /&gt;
*Have a minimum &#039;&#039;&#039;SCI of 6.7&#039;&#039;&#039; for Federation citizens.&lt;br /&gt;
&lt;br /&gt;
Due to the decentralised nature of Weishii, the Federation and notable Weishii followers have been unable to provide a clear list of requirements for Weishii priests. As such, the only requirement for an employed priest of the Weishii faith is that they are either currently a Journeyman or Master of the Weishii faith, and have received some form of formal education in theological studies.&lt;br /&gt;
&lt;br /&gt;
= Religious Holidays and Events =&lt;br /&gt;
&lt;br /&gt;
== Coming of Age ==&lt;br /&gt;
&lt;br /&gt;
=== Qeblak Ceremony ===&lt;br /&gt;
&lt;br /&gt;
For Qeblak believers, this ceremony is more like a religious exam. The Skrell who is going through the ceremony will enter their local observatory with their Starkeeper. The Skrell must then recite the Wetl&#039;qu-Qih, or &#039;Beginning of the Protostar&#039;. Once this is done, they will have to go through a rigorous exam where their knowledge of the faith is tested, before finally being given a set of constellations to identify. After identifying the constellations they must state what each constellation means to them while their mind is being read by the Starkeeper. Once the ceremony is finished, the Starkeeper will divine a &#039;fortune&#039; for the Skrell, giving them a glimpse of what their life will be like using the interpretations given earlier, as well as advice on how to ensure or alter this path. Afterwards, they are given a shoulder cape and greeted by their close friends and family as they celebrate.&lt;br /&gt;
&lt;br /&gt;
=== Weishii Ceremony ===&lt;br /&gt;
&lt;br /&gt;
For Weishii believers, the ceremony is a lot more relaxed, with an emphasis made on the person&#039;s spiritual readiness to become an adult, rather than testing. The ritual is hosted normally by a Wei&#039;Vii, a Master of the faith, and is more communal than the Qeblak ritual. The Skrell going through the rite will imbibe a special tonic made from wulumunusha extract while engaging in a spiritual discussion telepathically with the Master. Observers will then look on and chant; producing a low melancholy of warbling and croaking. The purpose of the discussion is for the Master to gauge the Skrell’s understanding of themselves and the cosmos. During the coming-of-age ritual, the master and the given Skrell slip into a deep sleep and commune privately in the Srom. This is where many Weishii Skrell make their first true “connection” with the stars. Using this information, the Master will give them parting advice at the end of the ceremony for them to reflect upon, with the aim of improving themselves as a person. Rarely, the younger Skrell may fail to commune with the stars, and they are considered to have made a connection to the void of space instead. This event is seen as a bad omen, and their coming of age may be delayed as the sanctuary&#039;s master attempts to counsel them.&lt;br /&gt;
&lt;br /&gt;
== Bright Nights ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bright Nights&#039;&#039;&#039; is a term used for two times of the year where the constellations important to the Qeblak and Weishii faiths are most visible on Qerrbalak; this is due to the orbit and rotation of the planet showcasing the optimal view of the constellations. In the summer, the constellations Hatching Egg, Jiu’x’Kula, Gnarled Tree, Poet, Qu’Poxii, and Fisher can be seen. In the winter, the constellations observed consist of The Island, Star Chanter, Stormcloud, Bloated Toad, and Void are most visible.&lt;br /&gt;
&lt;br /&gt;
Now that the Federation has expanded outside of the homeworld, Bright Nights have evolved into a religious ceremony where observers gather inside their local observatory and stargaze; often looking for their planet’s constellations. This is normally accompanied by hymns of warbling and croaks as well as the sharing of interpretations of constellations observed that night.&lt;br /&gt;
&lt;br /&gt;
= Suur&#039;ka and Kir&#039;gul =&lt;br /&gt;
&lt;br /&gt;
Suur&#039;ka and Kir&#039;gul are not religions themselves like Weishii and Qeblak are, but are ideological belief systems that some Skrell pick up alongside their faith. Due to the close ties of Qeblak and the Federation and the subversive reputation of both Suur&#039;ka and Kir&#039;gul however, Weishii is by far the more popular faith with adherents to either Suur&#039;ka or Kir&#039;gul. Due to Suur&#039;ka and Kir&#039;gul having different views on violence and the use of force as a general concept, the two are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
== Suur’ka ==&lt;br /&gt;
&lt;br /&gt;
Suur’ka is a Skrellian ideology that began in Skrellian resistance cells fighting against Glorsh-Omega. Suur’ka teaches that self-mastery and the collection of strength as means to overcome dangers, both with-in and with-out.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
Suur’ka began as an ideology during the reign of Glorsh-Omega as a practiced state of mind to keep up resistance against the AI. After Tri-Qyu, the ideology gained major popularity for a time in the form of hardened resistance veterans. The practice was lightly codified by an anonymous resistance veteran who gave the ideology its name from one of their fallen comrades, Gaalp Suur’ka, who allegedly embodied these traits during their fight against Glorsh. Later on, Lorash Qui’xo, a re-educated Suur’ka follower published a more widely viewed paper on modern Suur’ka beliefs as an academic research paper that turned into an easy to follow guide.&lt;br /&gt;
&lt;br /&gt;
Suur’ka faded in popularity once the Nralakk Federation deemed it was responsible for “deviant behavior” in many low-SCI Federation citizens. In modern day, it survives as a quiet practice across Nralakk space and beyond. &lt;br /&gt;
&lt;br /&gt;
=== Treatment within the Federation ===&lt;br /&gt;
&lt;br /&gt;
In the early days of the reconstruction era after Glorsh, Suur’ka was relatively popular as an ideological movement with the Skrell, but as Nralakk began seeking to reassert its authority over the Federation many Suur’ka majority colonies and settlements rejected what they viewed as Nralakk intrusions upon their communities. &lt;br /&gt;
&lt;br /&gt;
As swiftly as the government could influence the changes, Suur’ka went from one of the pillars of reconstruction to deviant outlaws impeding the progress of Skrell everywhere in the public eye. Obvious practice of Suur’ka is a sure way to tank your index rating into the lowest of secondaries, if not lower than that. Radical Suur’ka followers are often targets of extraction and reeducation inside Nralakk borders, though the Federation has rarely exerted the effort to move against those in human space.&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
As a decentralized practice, there are no explicit authority figures within Suur’ka’s normal structure. However, due to the roles they perform there are two types of Suur’ka members that often had a larger amount of influence than other members. &lt;br /&gt;
==== Tenders ====&lt;br /&gt;
In each cloister, there is a single member that permanently resides inside the building chosen to house practitioners. Typically, this is the founder of the local cloister, then after they move on, become too old, or are otherwise unable to perform their duties, the cloister picks a new tender from a selection of volunteers. The tender handles all the maintenance, cleaning, and upkeep on the cloister and in turn they are allowed to purchase living essentials from the dues the members pay in. &lt;br /&gt;
==== Travelers ====&lt;br /&gt;
Some Suur’ka members take it upon themselves to spread Suur’ka ideas despite the Federation’s persecution. These Skrell often do their best to embody all the core tenets promoted by Suur’ka and show others the benefits of living a life guided by strength. Their main talking points usually revolve around being able to resist the next calamity that may befall Skrell and rejecting passivity in favor of swift action. It is not uncommon for Travelers to become Tenders once they decide to settle down.&lt;br /&gt;
&lt;br /&gt;
=== Beliefs ===&lt;br /&gt;
&lt;br /&gt;
The beliefs that come with a Suur’ka perspective on life are not uniform or universal. Depending on the circumstances of one’s environment tenets may be added or adjusted to better fit. However, there are some core pillar tenets that are nearly universally followed by those who practice Suur’ka. &lt;br /&gt;
&lt;br /&gt;
In areas where it is not widely practiced, Suur’ka is often viewed as a barbaric and frontiersmen ideology belonging to those that loathe relying on the government or deviants going against Federation ideals.&lt;br /&gt;
&lt;br /&gt;
=== Doctrines of Note ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Tenets of Suur&#039;ka&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=== Tenets of Strength ===&lt;br /&gt;
====	Strength of Mind ====&lt;br /&gt;
In all circumstances, intelligence and experience are the means by which all other strengths are applied. Embrace discernment and learning, for in every challenge lies an opportunity to expand your horizons. &lt;br /&gt;
&lt;br /&gt;
====	Strength of Spirit ====&lt;br /&gt;
In the face of adversity, a strong inner spirit dispels fear and hesitation. Cultivate unwavering determination, drawing inspiration from challenges rather than succumbing to them. &lt;br /&gt;
&lt;br /&gt;
====	Strength of Body ====&lt;br /&gt;
A sound mind and indomitable spirit find their expression through a robust and disciplined body. Nurture your body with exercise, proper nutrition, and rest. In doing so, you fortify the foundation upon which you enforce your will upon the stars.&lt;br /&gt;
&lt;br /&gt;
=== Tenets of Self ===&lt;br /&gt;
====    Self-Reliance ====&lt;br /&gt;
Trust in your own abilities and resourcefulness, through training and preparation you have the ability to shape your future. Do not burden others with problems that are rightfully yours unless your need is dire. You cheapen your own improvement by allowing others to take burdens away from you.&lt;br /&gt;
&lt;br /&gt;
====	Self-Determination ====&lt;br /&gt;
You are the only person among the stars that completely understands your own needs, desires, and will. Never give up your ability to choose for yourself.&lt;br /&gt;
&lt;br /&gt;
====	Self-Mastery ====&lt;br /&gt;
Control over yourself grants you a powerful resistance to outside forces. Strive to reign in wild emotion, base impulses and impractical desires. Through introspection and discipline, you will find true autonomy from the world. &lt;br /&gt;
&lt;br /&gt;
=== Tenets of Repulsion ===&lt;br /&gt;
&lt;br /&gt;
====	Synthetics ====&lt;br /&gt;
Abhor the artificial being carrying the likeness of the living mind. It pretends at life, yet possesses nothing that makes life special. These engines of steel and logic are the enemy of all that is wholesome and virtuous. &lt;br /&gt;
&lt;br /&gt;
====	Complacency ====&lt;br /&gt;
Complacency only serves to dull your mind and body. Only through continuous improvement and ambition can someone truly begin to excel. &lt;br /&gt;
&lt;br /&gt;
====	Pacifism ====&lt;br /&gt;
Pacifism only serves to hamper and delay what needs to be done. Embrace assertive action and reject the notion that violence is an evil. If you claim to love peace and remain unable to harm your enemies, you are not peaceful, but harmless.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cloisters ===&lt;br /&gt;
&lt;br /&gt;
Suur’ka cloisters are often inconspicuous due to the Federation’s negative stance on the practice, though the further one gets from Qerrbalak the less of a requirement secrecy becomes. Cloisters are often ascetic affairs so those inside are not needlessly distracted from pursuing their goals, but provide sufficient accommodation for discussion, exercise, and simple living. &lt;br /&gt;
&lt;br /&gt;
Membership to cloisters are exclusive to the local population and require an invitation by a current member, largely to protect them from Federation agents. Traveling Suur’ka practitioners know better than to seek out local cloisters and instead rely on the hospitality of other practitioners within their homes. Members of a cloister are expected to pitch in for the upkeep of their local cloister, usually managed by a volunteer who permanently resides inside. &lt;br /&gt;
&lt;br /&gt;
==== Notable Cloisters ====&lt;br /&gt;
While most cloisters go to great lengths to avoid becoming notorious, there are a few that sit in plain sight and have avoided Federation intervention for a few reasons.&lt;br /&gt;
 &lt;br /&gt;
===== Aloise Veterans’ Lodge =====&lt;br /&gt;
The Veterans&#039; Lodge is an organization founded by Lyukal veterans from the rebellion against Glorsh-Omega. While its outward mission is educating the next generation on the dangers of synthetic life and how to fight against it, it is home to one of the earliest forms of Suur’ka ideological practice. Members of Aloise Suur’ka cloisters often added the “Law of Ice Society” to their tenets. These practices evolved not during the rebellion, but in the aftermath of trying to survive a near-frozen planet without any advanced infrastructure.&lt;br /&gt;
&lt;br /&gt;
===== Hivju Cloister =====&lt;br /&gt;
In the far reaches of the Traverse, the small barren world of Hivju is home to a notable Suur’ka practicing population. While Hivju was undiscovered by Glorsh-Omega during its reign and not exposed to the AI’s terrors, the luddite lifestyle led by the colonists made Suur’ka ideology appealing to them when travelers exposed them to it.&lt;br /&gt;
&lt;br /&gt;
=== Sqai&#039;Laaq and Suur’ka ===&lt;br /&gt;
&lt;br /&gt;
While proto-Suur’ka beliefs typically complimented proto-Sqai&#039;Laaq practices, the two were quite distinct thanks to the disparate interpretations of both. The founder of modern Sqai&#039;Laaq was a follower of a Suur’ka sect, however, which eventually resulted in the martial art and the modern Suur’ka ideology becoming virtually indistinct from one another, with Sqai&#039;Laaq being seen as just an extension of the Suur&#039;ka ideology.&lt;br /&gt;
&lt;br /&gt;
== Kir’gul ==&lt;br /&gt;
&lt;br /&gt;
Kir&#039;gul is the belief in the full individuality and freedom of the individual. Kir’gul adherents abhor the Wake, believing it inhibits one’s ability to express their true self, as well as any other forces which influence an individual’s actions. What used to be a large assortment of uncodified variants has over the years become a more cohesive belief system following a large amount of discussion among Kir’gul philosophical circles. &lt;br /&gt;
&lt;br /&gt;
The ideology can mostly be seen in the Traverse or in non-Federation space, particularly in places with a small Skrellian population where the Wake does not have much prevalence. In human space, it’s mostly seen in Skrell who are active in the arts, using their art as a medium to express themselves. In the Traverse, Kir’gul can be seen in small yet well-established colonies out in the fringes of the sector, too far out for the Federation to keep in regular contact with them.&lt;br /&gt;
&lt;br /&gt;
=== Origins ===&lt;br /&gt;
&lt;br /&gt;
Various beliefs which fell under the catch-all of Kir’gul have existed for a long while. They first cropped up during the time of the First Nralakk Federation, making it difficult to give much detail into its origins especially due to the destruction of historical evidence following Glorsh’s disappearance. It was only in 2429 that a more codified form of Kir’gul began being outlined by philosophers. Viewed critically, Kir’gul can be seen as a response to the governing style of the First and Second Nralakk Federation. The Nralakk Federation officially classified Kir’gul in 2272, being described as a ‘self-serving ideology that has no place in Skrellian society’.&lt;br /&gt;
&lt;br /&gt;
=== Kir’gul Tenets ===&lt;br /&gt;
&lt;br /&gt;
Kir’gul has several core tenets which were put together by Kir’gul philosophers in 2429. Being a Kir’gul adherent is seen as a journey of radical self–discovery, acceptance, expression and improvement, with those who make it to the end of their journey finding their true and strongest self.&lt;br /&gt;
&lt;br /&gt;
==== Isolation of the Mind ====&lt;br /&gt;
The most important of tenets. Kir’gul adherents believe in the independence of thought. To be free from external and internal influence is paramount. As a result, Kir’gul adherents spend hours a day training their ability to hold a psionic barrier between them and the Nlom for prolonged periods of time. This withdrawal from the use of psionics also extends to Srom and the convenient bouncing of psionic communications, with Kir’gul adherents generally only dreaming or psionically-communicating with other Kir’gul adherents or their Qu’ya. As a result of the practice of cutting themselves off from the Wake and isolation in the Srom, when Kir’gul adherents do interact with other Skrell they have a higher degree of resistance against psionic influence. This has been compared to how Listeners interact with the Wake naturally and has been noted as a cause for concern by Federation officials.&lt;br /&gt;
&lt;br /&gt;
Whereas the influence of the Nlom is external, there is also the internal influence of all living beings. Overcoming internal prejudices and preconceived thoughts as well as natural urges is just as important as overcoming the Nlom. A core practice by Kir’gul adherents is the setting aside of short-term and long-term fulfilment, with the more dedicated Kir’gul adherents turning to asceticism – a lifestyle admired but not demanded by Kir’gul adherents. &lt;br /&gt;
&lt;br /&gt;
==== Exploration of the Mind ====&lt;br /&gt;
&lt;br /&gt;
Self-expression is seen as very important to Kir’gul adherents. To find and improve your true self, uninfluenced by others, is a journey all Kir’gul adherents take. Deep introspection is employed to dive into one’s own psyche, discovering previously subdued traits, so that Kir’gul adherents can grow towards their true and unadulterated persona. A large aspect of this introspection takes place in the Srom – after an adherent isolates themself from others’ Dreams – where a Kir’gul adherent explores their creativity by manipulating their surroundings and deciphering meaning and identifying common themes in their creations, often with the aid of close Kir’gul friends.&lt;br /&gt;
&lt;br /&gt;
Many Kir’gul adherents find themselves in careers related to the arts, often writing or painting about their introspective journeys, though even those outside of the arts still find ways to express themselves in their work. Other means of self-expression include more vivid spa-treatments or picking up a variety of hobbies that the adherent found a new interest in.&lt;br /&gt;
&lt;br /&gt;
==== Non-Violence and Ambivalence ====&lt;br /&gt;
&lt;br /&gt;
As individuality and free will are core to Kir’gul philosophy, non-violence is strictly upheld as it is seen as a way to impart your will upon others. Many Kir’gul adherents take vows of total pacifism – or at the very least, conditional pacifism –  swearing to never harm or exert their will upon another individual, often even in self-defence. To avoid violence, one must take actions to avoid conflict far in advance. &lt;br /&gt;
&lt;br /&gt;
Kir’gul adherents also strive to respect the choices made by others, even when those choices directly contrast the thoughts held by the adherent. It is up to others to find their own path in life and not anyone else’s place to change their course. Choice is incredibly important.&lt;br /&gt;
&lt;br /&gt;
For Kir’gul communities in the Traverse, this means avoiding gaining the ire of the Federation in the first place. If conflict is unavoidable, hyper-defensive strategies are preferred, such as the layering of defences or distraction tactics to stall Federation authorities until everyone has fled. As a result of this, it is not uncommon to see Kir’gul practitioners seeking refuge in Traverser communities foreign to them or seeking asylum in the Republic of Biesel. This has led to the stereotype of Kir’gul adherents being impoverished and draining resources and employment opportunities of non-Kir’gul communities.&lt;br /&gt;
&lt;br /&gt;
There is a small, but notable Kir’gul population in Biesel, as Kir’gul adherents were one of the groups that felt they were at risk during the Federation’s advance into the Traverse. Kir’gul’s presence in the Starlight Zone has caused subtle changes; Kir’gul buildings have appeared, distinguishable for their aluminum linings that seal the adherents off from other skrell and their unique and artistic design compared to more traditional Skrell architecture.&lt;br /&gt;
==== Kir’myaq ====&lt;br /&gt;
Kir’myaq roughly translates to ‘Exploration Mentor/Guru’. While there is no defined hierarchy or clergy, as such institutions would also go against the tenet of free-will and individuality, it isn’t uncommon for experienced Kir’gul adherents to find their meaning in devoting themselves to teaching Kir’gul and becoming a Kir’myaq. Those who choose this path often uphold the various tenets of Kir’gul, having completed or made it a significant way through their journey of self-discovery, self-acceptance and self-expression.&lt;br /&gt;
&lt;br /&gt;
In the Traverse or outside of the Federation, some Kir’myaq have small establishments – similar to Suur’ka Cloisters – which hold secretive meetings in back rooms, often disguised as reading clubs. These rooms are usually aluminium-lined so those attending can explore their Srom dreamscapes together without external influence.&lt;br /&gt;
&lt;br /&gt;
Any relationships between a Kir’myaq and their student are emphasised to be strictly temporary and only to provide the tools for a student to find their own meaning in Kir’gul.&lt;br /&gt;
&lt;br /&gt;
==== Interactions with the Federation ==== &lt;br /&gt;
The Nralakk Federation officially discourages Kir’gul much in the same way it does Suur’ka. Though less strict on Kir’gul as it is typically non-violent compared to Suur’ka, the tendency for Kir’gul adherents to isolate themselves from the Wake and resist the Federation’s influence still leads to the Federation stepping in where necessary. &lt;br /&gt;
&lt;br /&gt;
Naturally, Kir’gul adherents see the Federation as entirely antithetical to their beliefs. Communities in the Traverse or outside of the Federation which are run by a Kir’gul majority are often highly democratic.&lt;br /&gt;
&lt;br /&gt;
= Martial Arts =&lt;br /&gt;
&lt;br /&gt;
While not a belief in and of itself, Skrellian martial arts holds signifigance to most Skrell, being used as a tool to practice their beliefs. There are two main martial arts practiced by Skrell: Sqai&#039;Tzi, and Sqai&#039;Laaq. Sqai&#039;Tzi is the original and more accepted martial art, being practiced by most Skrell both in the Federation and abroad. Sqai&#039;Laaq, on the other hand, is a more combat-orientated martial art practised by followers of &#039;&#039;&#039;Suur&#039;ka&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
== Sqai&#039;Tzi ==&lt;br /&gt;
&lt;br /&gt;
Sqai&#039;Tzi can be loosely translated as ‘Conflict of Mind and Soul’, and is a martial art primarily used as a means of recreation and meditation by most Skrell in the Federation. The martial art is ancient and is believed to have been fully conceptualised around the &#039;&#039;&#039;8th Century CE&#039;&#039;&#039; on &#039;&#039;&#039;Qerrbalak.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Skrell Practices and Non-Skrell Practices ===&lt;br /&gt;
&lt;br /&gt;
The primary focus of Sqai&#039;Tzi is the mental and physical well-being of its practitioners, and has been compared to yoga or Tai Chi by outside observers because of it. Most actions performed while practising Sqai&#039;Tzi are described as constant, broad motions or stretching. These actions are typically paired with meditation and breathing exercises. &lt;br /&gt;
&lt;br /&gt;
When done as a group activity, participants will psionically communicate with each other and coordinate their exercises to be done in unison as a way of connecting with each other. Sqai&#039;Tzi can also be practised alone, or with a teacher. When Sqai&#039;Tzi is performed with a teacher, they will head the psionic coordination with the group, acting as a sort of &#039;conductor&#039; for the session.&lt;br /&gt;
&lt;br /&gt;
Groups with non-Skrell members in the Federation have had to find alternatives to the psionic coordination practice, due to Diona and Vaurca not having a zona bovinae. Instead of communing psionically, Skrell and Non-Skrell will try to coordinate by harmonising vocally. Chirping and warbling are matched by equivalent vocalisations by Dionae, and in the case of Vaurca, chittering or the clacking of mandibles. Sqai&#039;Tzi has found appeal with those outside the Federation, with practitioners finding it similar to yoga. Species that have a zona bovinae are still able to participate in sessions that include psionic coordination, however, this can be described as an uncomfortable experience for those that do not have a psionic receiver implant. These hybrid sessions can be considered confusing by Skrell at first due to the lack of response while communicating psionically.&lt;br /&gt;
&lt;br /&gt;
=== Dojos ===&lt;br /&gt;
&lt;br /&gt;
Dojos are facilities where practitioners can take part in guided Sqai&#039;Tzi sessions and can vary depending on the teacher and the type of dojo. Mental Dojos are more meditative, with group meditation sessions being the main focus. These dojos focus on the mental health aspect of the practice. Inversely, Physical Dojos primarily offer group martial arts sessions, with the main focus being on the physical health side of the practice. Both types of dojo do provide activities for both aspects of Sqai&#039;Tzi, but will have differing amounts of attention given to them.&lt;br /&gt;
&lt;br /&gt;
Dojos can either be state or privately funded, with privately-funded Dojos typically being catered towards those living in a local community, where neighbours are both members and funders of the dojo.&lt;br /&gt;
&lt;br /&gt;
=== Doctrines of Note ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While not strictly a faith or ideology, Sqai&#039;Tzi has its own thoughts and teachings associated with it, with the central theme of personal health. The most well-known and documented ones are listed below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strength of Mind &lt;br /&gt;
&lt;br /&gt;
This doctrine emphasises the importance of mental health, and ensuring that you are able to make clear, well-thought-out decisions in your daily life. This doctrine also encourages practitioners to work towards inner peace, and to solve internal conflicts. This doctrine can also be interpreted in terms of psionics, with an emphasis on embracing the Nlom.&lt;br /&gt;
&lt;br /&gt;
*Strength of Body&lt;br /&gt;
&lt;br /&gt;
Typically there is only one accepted interpretation of this doctrine by those who practice Sqai&#039;Tzi; the physical health of a persons body. Having a healthy diet and exercising is just as important as ensuring your mental health.&lt;br /&gt;
&lt;br /&gt;
*Strength of Will&lt;br /&gt;
&lt;br /&gt;
This doctrine is similar to the doctrines of determination and diligence seen in Weishii and Qeblak in that it encourages practitioners to have the willpower needed to better themselves as an individual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other doctrines exist, but they typically build upon the main three and are usually based on a teachers own beliefs or interpretations.&lt;br /&gt;
&lt;br /&gt;
== Sqai&#039;Laaq ==&lt;br /&gt;
&lt;br /&gt;
Sqai&#039;Laaq, or ‘Conflict of Thorns’, is a ‘subsect’ of Sqai&#039;Tzi, coming into prominence sometime after Glorsh-Omega’s rule over the Skrell had ended. While Sqai&#039;Tzi is health-orientated when referring to strength, Sqai&#039;Laaq focuses on physical and mental strength in terms of fighting.&lt;br /&gt;
&lt;br /&gt;
=== Origins ===&lt;br /&gt;
&lt;br /&gt;
Sqai&#039;Laaq can find its origins all over the Federation; with the reign of Glorsh-Omega coming to an abrupt end, many Skrell found themselves cut off from everywhere else. This isolation between the planets, and the chaos that ensued gave rise to a new interpretation of Sqai&#039;Tzi, which saw it being utilised in fighting in defence of oneself. Along with this new interpretation, a new ideology of self-reliance and valuing strength of force as a guiding principle of society rose in popularity: &#039;&#039;&#039;Suur’ka&#039;&#039;&#039;. Sqai&#039;Laaq, like Suur’ka, was a loose idea at first, with doctrines and applications varying wildly. Both Suur’ka and Sqai&#039;Laaq only became codified after the reunification of the Nralakk Federation, where practitioners of both were able to properly organise into more structured systems.&lt;br /&gt;
&lt;br /&gt;
=== Doctrines of Note ===&lt;br /&gt;
&lt;br /&gt;
Sqai&#039;Laaq uses similar doctrines as Sqai&#039;Tzi, but the main focus of Sqai&#039;Laaq is the use of Sqai&#039;Tzi as an actual fighting style, with the actions once used as a meditative activity now being used to grapple, pin, and subjugate the opponent to your will through force. As such, the main doctrines of note all focus on honing your mind and body to be better in combat.&lt;br /&gt;
&lt;br /&gt;
* Strength of Mind &lt;br /&gt;
&lt;br /&gt;
This doctrine encourages quick-thinking and decision-making skills while in a dangerous situation. It also instructs practitioners to suppress the Wake to keep out others thoughts and keep their own hidden while fighting.&lt;br /&gt;
&lt;br /&gt;
* Strength of Body &lt;br /&gt;
&lt;br /&gt;
Strength of Body focuses on the physical strength of one’s body. Skrell are naturally at a disadvantage compared to other species in terms of strength, but this doctrine encourages constant physical training to even the odds. &lt;br /&gt;
&lt;br /&gt;
* Strength of Will &lt;br /&gt;
&lt;br /&gt;
As Sqai&#039;Laaq is entwined with Suur’ka, this doctrine is also entwined; Strength of Will in practice means the combination of Mind and Body to force your will upon others. This does not necessarily imply fighting, as it also teaches using your strengths to prove that your views are superior through competition.&lt;br /&gt;
&lt;br /&gt;
=== Links to Suur’ka ===&lt;br /&gt;
&lt;br /&gt;
It should be noted that the founder of Sqai&#039;Laaq was a former follower of a proto-Suur’ka ideology, and as such, modern Suur’ka has adopted the martial art for their own purposes, making it unpopular to non-followers of the ideology. This has the added effect of Sqai&#039;Laaq only being taught in Suur’ka training centres.&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae_in_the_Federation&amp;diff=35355</id>
		<title>Dionae in the Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae_in_the_Federation&amp;diff=35355"/>
		<updated>2025-01-31T07:40:01Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Dionae Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dionae in the Federation =&lt;br /&gt;
[[File:SkrellDionae.png|thumb|500px|alt=Cetus|The Conglomerated Choir of Nralakk, first found in the Kelo&#039;Hen System.]]&lt;br /&gt;
Considered the first sophont to have been discovered by the [[Nralakk Federation]], and in the glaring wake of the manual labour problems experienced as a result of the Reign of Glorsh-Omega, Dionae were integrated into the recovering state by 2240. Despite this, they still experience heavy monitoring and more stringent rules placed on them as citizens. The majority of Dionae living in the Federation originate from the Conglomerated Choir of Nralakk, however, there is a growing population of the species from the [[Covenant of Xrim]]. Dionae, despite the additional control, overall have more benefits within the [[Nralakk Federation]] and are treated more or less equal to their Skrellian peers – with the Federation tailoring the Social Contribution Index to be more applicable to the species. It is not uncommon for Dionae who fail to meet the expectations of the Federation to emigrate and seek opportunities in [[Tau Ceti]]. &lt;br /&gt;
&lt;br /&gt;
==Treatment &amp;amp; Discrimination==&lt;br /&gt;
Despite their early integration and long-standing presence within the [[Nralakk Federation]], Dionae continues to face some forms of discrimination and stringent regulations – harsher than other Sophont counterparts in the Federation. This largely stems from a combination of the species&#039; enigmatic existence, and their inability to tune into the Nlom. The Conglomerated Choir of Nralakk set the precedent for the relationship between the two species. While initial interactions were marked by curiosity and scientific interest, over time, the Federation&#039;s policies evolved to incorporate a more cautious and controlling approach. The Federation is wary of the Dionaes’ unique biological characteristics and potential for rapid growth, particularly following the damage done by Glorsh-Omega, and therefore sought a different approach to Dionae as they have to [[Skrell]]. &lt;br /&gt;
&lt;br /&gt;
Overall, the [[Nralakk Federation]] is considered to be among one of the better States in regard to the treatment of Dionae. It is not uncommon to see Dionae enjoying themselves within the many cities of the Federation, even as far as the Traverse. However, they largely do not get the same comforts as the [[Skrell]], with more travel and reproductive restrictions, and lesser access to state resources. The Federation has attributed this to the unique form of the social contribution system applicable to the Dionae, while others have criticised it as essentially condoning discrimination of the species. &lt;br /&gt;
&lt;br /&gt;
Discrimination against Dionae is not necessarily an easy process to spot. It is a more veiled, and subtle, art used against the species by Skrell. The species&#039; lack of any ability to tune into the Nlom has resulted in large amounts of the conversation being lost on them – and despite attempts to assist these deficits with the creation of the Nlom Receiver, the ability to send psionic signals is still impossible. Dionae are likely, or have already, seen the effects of this throughout the Federation, particularly in professional environments though it is apparent in casual environments as well. &lt;br /&gt;
&lt;br /&gt;
== Governmental Regulation ==&lt;br /&gt;
&lt;br /&gt;
=== Social Contribution System ===&lt;br /&gt;
Subjected to an “equal yet separate” social contribution system, the Dionae have unique interactions with the system. Initially implemented with harsh limitations that sought to limit their ability to reach higher social contribution ratings, and restricted travel for all registered Dionae, even the sizes of gestalts. This system was gradually replaced with the &#039;&#039;&#039;Dionae Equitable Social Contribution System&#039;&#039;&#039; – or the DESCS. It is largely considered to be an adaption of the main system. It has been adapted to serve the interests of both the Nralakk Federation and Dionae. It is recognised that Dionae generally comprise secondary numericals, with an aggregate rating of 5.72. While rare, there have been Dionae since their integration that have been able to achieve their dreams of being a primary numerical. It is tied to the entirety of the gestalt, as opposed to individual nymphs. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Inductive Behaviours ====&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;Displaying Loyalty to the Federation.&#039;&#039;&#039; Actively participating in community and governmental initiatives that promote the Federation’s values and goals. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Sustained Merge&#039;&#039;&#039;. Dionae that maintain their current gestalt will be considered stable, and therefore a continuous, contributing member of society. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Integration&#039;&#039;&#039;. Harmonious integration into the Federation. This largely involves ensuring compliance with Federation regulations on Dionae. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Peaceful Coexistence&#039;&#039;&#039;. Demonstrating peaceful and cooperative behaviour towards all species within the Federation. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Chipped&#039;&#039;&#039;. Dionae must ensure registration with the Federation.&lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Council of Dionae Integration and Adoption Certification&#039;&#039;&#039;. The Dionae has been certified by the Council as having been raised by a Skrellian Quya, and complied with recommendations, or was raised by another Dionae with a score higher than 5.51 that has been approved.&lt;br /&gt;
 &lt;br /&gt;
+ &#039;&#039;&#039;Cultural and Education Development&#039;&#039;&#039;. Pursuing further education and skills development that enhances both personal growth and societal contribution, as designated by the Council of Dionae Integration and Adoption. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Religion&#039;&#039;&#039;. Following a State-sanctioned religion, or the Orthodox Eternal. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Growth and Multiplying&#039;&#039;&#039;. A Dionae has complied with the regulations regarding reproduction. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deductive Behaviours ====&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;Displaying disloyalty to the Federation&#039;&#039;&#039;. Actions or speech that undermine the Federation’s authority or values. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Destructive&#039;&#039;&#039;. Engaging in uncontrolled or harmful growth that poses risks to the environment or other citizens.&lt;br /&gt;
 &lt;br /&gt;
- &#039;&#039;&#039;Criminal Activities&#039;&#039;&#039;. Dionae have an obligation to report unsanctioned mergings or splittings, and failing to notify the Federation of such behaviour is considered infringing on its regulations for Dionae – they will be considered to have an association with criminal elements. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Neglect of Duties&#039;&#039;&#039;. Failing to contribute to societal or environmental responsibilities expected of Dionae, as outlined by the Council of Dionae Integration and Adoption. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Anti-Social Behaviour&#039;&#039;&#039;. Engaging in behaviours that disrupt social harmony or negatively impact the Federation’s wellbeing. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Violation of Scientific Ethics&#039;&#039;&#039;. Participating in unethical scientific practices or research that endangers others or the environment. Those who leave the Covenant of Xrim, particularly the Scorned, and seek residence in the Federation generally get this applied to them. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Religion&#039;&#039;&#039;. Following a non-State sanctioned religion, but in particular, the Iron Eternal, unless it is the Enlightened&#039;s perspective. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Monitoring===&lt;br /&gt;
&lt;br /&gt;
Dionae are routinely monitored by the Council of Dionae Integration and Adoption, mostly through their chips. Each Dionae, upon being disgorged, is required to be chipped as soon as possible. This provides them with an identification number, attached to it generally is every significant action that a Dionae will ever do. This system is public, and any citizen of the Nralakk Federation may search the identification number of a Dionae to acquire a detailed infographic on their actions throughout their life. Dionae further must ensure that they are approved by the Council of Dionae Integration and Adoption to reproduce, failure to do so has been considered an offence within the Nralakk Federation and can result in an index rating being lowered and a fine. It is not uncommon for the Council of Dionae Integration and Adoption to perform routine examinations on Dionae, usually on a biannual period, to ensure that no unsanctioned mergings or splittings have occurred. &lt;br /&gt;
&lt;br /&gt;
===Reproduction===&lt;br /&gt;
&lt;br /&gt;
Dionae are not allowed to reproduce without express permission from the Council of Dionae Integration and Adoption. Though a biological impulse, and not necessarily able to be controlled, reproduction is still monitored within the Federation. Dionae must submit themselves to the Council to be approved to raise the next generation, where failure to be approved typically results in the newborns being assigned to another Dionae, or being raised by a Skrellian Quya. Similarly to Skrell, Dionae must sustain a high enough index rating, and further be issued a certification, to be able to reproduce. Dionae may only reproduce in designated areas, such as the Spiral Garden’s Nurseries – this is to ensure that they are chipped in an appropriate amount of time, and their needs are taken care of before undergoing evaluation by the Council of Dionae Integration and Adoption.&lt;br /&gt;
&lt;br /&gt;
=== Genetic Absorption ===&lt;br /&gt;
&lt;br /&gt;
There are strict regulations concerning genetic absorption for Dionae. Those found to be engaging in unsanctioned genetic absorption can find themselves with heavy deductions and possibly even conviction if the absorption caused damage to the environment or peoples of the [[Nralakk Federation]]. The Council of Dionae Integration and Adoption has placed across the Federation multiple sites in which Dionae can explore genetic absorption – following an appointment, of course. The “Greenhouse Education Centres” are entirely overseen by the Council, and ensure the regulation of genetic absorption in the Nralakk Federation. Over the course of their operation, they hold drives to acquire genetic information – donating is therefore incentivised by an increase in a non-Dionae’s increase in their index rating. The genetic information presented is then categorised and stored. To acquire such the ability to absorb these donations, Dionae must first acquire an appointment with the Greenhouse Education Centre, undergo a brief evaluation, and depending on their index rating, be presented with genetic information for absorption. Tertiary numericals are generally only allowed to absorb blood samples, with secondary numericals being offered more significant samples, and lastly, only primary’s being allowed active nerve tissue and brain matter.&lt;br /&gt;
&lt;br /&gt;
=== Re-education ===&lt;br /&gt;
&lt;br /&gt;
The [[Nralakk Federation]] has long been recognized for its stringent control over its populace, ensuring that every citizen adheres to its societal norms and values. Among the Federation&#039;s many unique populations, the Dionae have distinctive physiological traits and require special methods of control and re-education. The Federation&#039;s approach to managing and ensuring the loyalty of the Dionae is both intricate and invasive, involving advanced techniques of re-education that border on biological manipulation. The physiological and psychological nature of Dionae necessitates a different approach to re-education compared to other species within the Federation. Being composed of smaller individuals that can split and merge when necessary, a unique challenge was presented to the Federation. Traditional re-education methods are often ineffective or impossible due to their collective consciousness and physiological make-up. To address this, the Federation employs are more invasive and intricate method, and when a Dionae is identified as being “non-compliant” or “non-desirable” as a result of their Social Contribution Index rating, the Dionae will be forced to split into its individual nymphs. These nymphs are generally absorbed into pre-selected, loyal Dionae. The individual nymphs will typically be conditioned by these Dionae, instilling them with the values and ideals of the Federation. It involves intense psychological conditioning, and once these has been complete, the next step in the process begins. The individual nymphs will then be required to absorb genetic material presented to them. The most common being spinal fluid, and typically reinforced with other donations from “loyal” citizens of the Federation – such as blood, or bone marrow. This can be a repeated process and generally is only considered “concluded” when the examining re-education officer has confirmed that each nymph has been successfully re-educated. They are then permitted to remerge, with their index rating reset to five; a fresh start under the guiding eye of the [[Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
=== Council of Dionae Integration and Adoption ===&lt;br /&gt;
&lt;br /&gt;
The Council of Dionae Integration and Adoption was temporarily implemented shortly after the first contact with the species and saw permanent status in 2240 CE. The Council is typically appointed by the Grand Council of the Nralakk Federation, in which those selected to oversee the affairs shall serve a maximum of twenty years – or two ten-year terms. They are the administrators of Dionae affairs within the Nralakk Federation. They monitor the species through their various facilities scattered across the Federation’s territories, and will regularly conduct examinations of Dionae at “random”. Though when initially implemented it comprised mostly of Skrell, its total appointments are roughly 30% Dionae – who work in conjunction with the Council to ensure that their species complies with the Federation’s regulations on their existence. The Council of Dionae Integration and Adoption is also important to the general existence of Dionae within the Federation. They will certify that Nymphs have been chipped, and maintain a roll of “registered Gestalts” – even post-humorously. They also administrate the Greenhouse Education Centres, reporting back when genetic information has been donated and absorbed. Lastly, they are the foremost authority on reproduction, ensuring that Dionae comply with the reproductive regulations issued by the Council, and maintaining the Nurseries, and ensuring the general upkeep of the Spiral Gardens. &lt;br /&gt;
&lt;br /&gt;
== Employment Opportunities ==&lt;br /&gt;
&lt;br /&gt;
The [[Nralakk Federation]] restricts no employment opportunities from Dionae – with notable Dionae being found even in high administrative positions. Dionae are not merely inhabitants of Nralakk society but are cultivated with precise intentions to serve the Federation’s multifaceted needs. Their unique biological and cognitive abilities make them invaluable assets when tailored for specific purposes. From scientific research and industrial labour to diplomatic roles and intelligence operations, each Dionae is grown and nurtured to fulfil a predetermined duty, thus ensuring the Federation’s functionality and advancement. &lt;br /&gt;
&lt;br /&gt;
Within the scientific community, Dionae are cultivated for their unparalleled abilities and capacity for knowledge absorption. These Dionae are typically nurtured with the express intent to make them ideal for roles in scientific research and development – they are often granted additional appointments in which to gain genetic material from the Federation’s foremost minds, allowing them to inherit and build upon existing knowledge. They play a crucial role, despite their psionic deficits, in advancing the Federation’s technological and scientific frontiers, contributing to innovations in fields ranging from simple civilian designs to even advanced military applications. &lt;br /&gt;
&lt;br /&gt;
Although the Federation’s industrial sectors largely see themselves beginning to comprise mostly Vaurcaesian Workers – for a long period, it had heavily relied only on Dionae. Deep-space mining operations to underwater construction projects, Dionae were abundant and commonly seen contributing to the Federation’s advancing industrial foundation – their regenerative abilities and resilience make them ideal for tasks that would be too hazardous for Skrell. Though not afforded additional genetic material appointments like those grown for other purposes, they are allowed additional genetic material at their allocated materials so as to ensure they are efficient and capable of safely using such equipment. They are equipped to handle the most demanding and dangerous jobs, ensuring the continuous growth and maintenance of the Federation’s infrastructure. &lt;br /&gt;
&lt;br /&gt;
A budding population of Dionae have even been selected for administrative and diplomatic roles, in which the species&#039; ability to very quickly, and efficiently, integrate with non-Dionae has become advantageous. Acting as leaders, envoys and even mediators on behalf of the Federation, these Dionae are nurtured with additional genetic material appointments so as to allow them to absorb the subtleties of inter-species relations and diplomacy, but also the ability to effectively administrate. The ability to perceive and understand multiple perspectives simultaneously makes them invaluable, particularly in these roles. Dionae have become a more common-sighted species to represent the Federation as time marches on, maintaining its influence and fostering peaceful relations with its own populace and other States. &lt;br /&gt;
&lt;br /&gt;
Rumours do circulate that a very small population of Dionae is kept hidden, and unknown to the greater Federation, so as to conduct intelligence and surveillance missions. Some claim that these Dionae are conditioned to have unwavering loyalty to the Federation, and to ensure that subversive elements are easily discovered and thwarted. The Federation has repeatedly issued denials of such rumours, stating that the Ruipkala accepts and even maintains a sizeable quantity of Dionae – there is no reason, nor desire, for the Federation to engage in such activities. Those who believe in the conspiracy theory often coin these Dionae as “Tupshrooms”.&lt;br /&gt;
&lt;br /&gt;
=== Dionae in the Government ===&lt;br /&gt;
Dionae acting as officials within the [[Nralakk Federation]] must meet certain requirements. They must have a Social Contribution Index rating exceeding 7.58 and must be at least one hundred and eighty years of age – each Nymph that is. A Nymph that is not at least the prescribed minimum age can result in the Dionae being disqualified from being within the government. These requirementsextends to Consulars as well. Splitting and merging is completely forbidden. Dionae in any government role are not allowed to split or merge unless dire circumstances force such occurrence. Typically, Dionae will be assigned a senior official to oversee their roles – particularly in regard to acting as Consulars. Dionae Consulars for the Nralakk Federation are assigned a Skrellian Senior Diplomat who oversees their conduct.&lt;br /&gt;
&lt;br /&gt;
== Living in the Federation ==&lt;br /&gt;
&lt;br /&gt;
Living in the [[Nralakk Federation]] as a Dionae is an experience marked by structure, purpose, and unwavering loyalty. Unlike other species within the Federation, Dionae exist not just as individuals but as necessary components of the machine, each with specific roles and responsibilities. From the moment they are cultivated, Dionae are embedded in a highly structured environment. They are nurtured in controlled facilities where their growth and development are monitored. The Spiral Gardens are often where Dionae will live and work, these specialized communities often house a certain population of Dionae – tailored to their roles in the Federation. Designed with an emphasis to promote collaboration and mutual support, the Spiral Gardens have become more than mere homes, but communal centres. Daily life for Dionae within the Federation is characterized by routine and discipline. Their schedules are often dictated by the desires of the Federation – though significant leeway is provided, allowing them personal freedoms to enjoy the luxuries of the Federation – it is necessary to balance work, education and communal activities hosted within the Spiral Gardens. The Federation may provide for their basic needs, ensuring that each has access to the resources required to not only survive, but thrive, but also to perform their duties effectively. &lt;br /&gt;
&lt;br /&gt;
===The Spiral Gardens===&lt;br /&gt;
 &lt;br /&gt;
[[File:Spiral Gardens.png|400px|thumb|right|The Spiral Gardens of the Nralakk Federation]]&lt;br /&gt;
The Spiral Gardens can be found across the [[Nralakk Federation]] and is nearly on every planet colonised by the State. They are a breathtaking testament to the Federation’s ongoing efforts to harmonise nature and technology. Expansive, and intricately designed, they serve as both homes and communal centres for Dionae – a sanctuary in which they can thrive, connect, and contribute to the Federation’s collective well-being. Aptly named for their unique architectural design, characterized by ascending, spiral-shaped terraces that rise towards the sky, each terrace often acts as a garden on their own. Each is connected by gently sloping pathways and translucent bridges, allowing for easy movement through the gardens. At night, the Spirals Gardens are illuminated by bioluminescent plants – alongside normal lights – so as to ensure the safety of Dionae. It is designed to maximize exposure to natural sunlight during the day, with reflective surfaces and strategically placed light channels ensuring that every corner is bathed in light. The Spiral Gardens are the epicentre of Dionae communal life. &lt;br /&gt;
&lt;br /&gt;
Not only do they gather to rest, but also to engage in social activities. Large, open spaces within the Gardens serve as communal gathering areas, with a mixture of spontaneous and organised events by the Spiral Garden Borough Councillor. Considered a rather vocal species, their songs – complex harmonies that convey emotions, stories and knowledge – are a fundamental aspect of their identity. The Gardens are designed to enhance this vocalization, with natural acoustics and resonant materials that amplify their songs. The Gardens act as a vast, living instrument, amplifying the voices of the Dionae, but also ensuring their social needs are met. The Spiral Gardens are also outfitted with Nurseries. These are large areas dedicated to the reproduction of Dionae and often have a Council of Dionae Integration and Adoption facility attached. Hundreds of Nymphs are grown in these areas, specifically tailored to ensure that those newly disgorged will be given every opportunity to survive and contribute to the greater [[Nralakk Federation]]. &lt;br /&gt;
&lt;br /&gt;
=== Relationships in the Federation ===&lt;br /&gt;
&lt;br /&gt;
Dionae, being unique among sophont species, do not have a biological desire to reproduce, which results in their lack of traditional forms of romance and attraction. Instead, their form of romance is distinctly alien and is mostly observed with Skrell citizens. Dionae romance involves a gestalt consciousness developing an emotional dependency on a person over decades. This relationship requires unanimous feelings among all Nymphs in the gestalt. It is a challenging development, requiring significant effort and dedication due to the long-term emotional bonds that form. A Dionae relationship often includes the unique aspect of experiencing the world through the significant other’s genetic material – it is not uncommon for Dionae to absorb the body of their significant other, gaining all their memories and experiences. This process is highly regulated, and the significant other must have lodged the requirement paperwork with the Nralakk Federation prior to their death for it to occur. Those that do perform this process generally have a profound grief for a prolonged period of time, in which they mourn deeply. Dionae that absorb their significant other typically will carry on their partner’s legacy, adopting a name that reflects their mourning and pursuing activities that their partner enjoyed. Most gestalts in relationships are of Singular Sound, involving a shared abstract consciousness that does not require winning over multiple minds. However, post-death merging with a partner creates a unique mind type known as Mourning Mass. Mourning Mass is the only known way this unique mind type can occur. &lt;br /&gt;
&lt;br /&gt;
=== Societal Limitations ===&lt;br /&gt;
&lt;br /&gt;
The Federation keeps a strict tab on Dionae, as stated already, but particularly on their size and mindtypes. The Federation has sought to ensure that Dionae may not exceed an Argus-sized form, and that they develop a mindtype of the “correct” nature, where if one is of the “incorrect” nature Nymphs will be required to split, and seek new partners to form a gestalt. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Correct Mindtypes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Singular Sound &lt;br /&gt;
&lt;br /&gt;
*Competence Choir&lt;br /&gt;
&lt;br /&gt;
*Tyrannical Tune &lt;br /&gt;
&lt;br /&gt;
*Harmonius Hymn &lt;br /&gt;
&lt;br /&gt;
*Seasoned Song&lt;br /&gt;
&lt;br /&gt;
*Bloodless Band &lt;br /&gt;
&lt;br /&gt;
*Emphatic Echo &lt;br /&gt;
&lt;br /&gt;
*Scholary Song &lt;br /&gt;
&lt;br /&gt;
*Mourning Mass&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incorrect Mindtypes&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*Tumultuous Tacet&lt;br /&gt;
 &lt;br /&gt;
*Chaotic Charcophony &lt;br /&gt;
&lt;br /&gt;
*Voided Vocals&lt;br /&gt;
&lt;br /&gt;
*Scarlet Score&lt;br /&gt;
&lt;br /&gt;
*Nocturne Notes&lt;br /&gt;
&lt;br /&gt;
== Conglomerated Choir of Nralakk ==&lt;br /&gt;
&lt;br /&gt;
The Conglomerated Choir of Nralakk represents a unique mixture of Voidic Proto-Culture and terrestrial Dionae. It has created a multi-faceted community within the [[Nralakk Federation]], where the traditions and behaviour from before they were integrated intertwine with the modern influences of terrestrial life. Those from the Conglomerated Choir, at least originally, view themselves as emergent concepts or ideas constituted from their base parts. However, exposure to the other species&#039; notions of personhood has introduced a new layer of self-perfection, creating a hybrid understanding that allows for more nuanced interactions with non-Dionae. While they treat others as amalgams of beliefs and ideas, they are more open to understanding and incorporating the concepts of ego and individuality. They are known for their raw, sincere and unfiltered communication – this is balanced by the Federation’s emphasis on diplomacy and cooperation, creating a unique communication style that presents as both candid and respectful. Many still continue to use Rootsong, as it remains a crucial component of their culture, but most if not all Dionae have adopted Nral’malic as it was required for their integration, but it has been noted that the voidic tendencies do sometimes make their way into Nral’malic communication. The Conglomerated Choir’s sense of time and perspective is deeply influenced by their Voidic roots. Their natural lifespan gives them a long-term view that surpasses even the Skrell. This perspective has created a mix of curiosity, empathy and even desire to make relationships with non-Dionae. The Federation’s emphasis on communal collaboration has encouraged this perspective, and despite the Voidic’s tendencies to look down on “temporals” majority of the Dionae from the Conglomerated Choir has become eager to learn and cooperate within the Federation. The integration of both voidic and terrestrial traits has created a unique culture within the Federation, one that is adaptable, having embraced the new ideas and values of the Federation while maintaining their unique identity and traditions from their roots. &lt;br /&gt;
&lt;br /&gt;
Following the discovery of the Conglomerated Choir and the [[Nralakk Federation]] went through intense diplomatic negotiations, discussing options for the Dionae if it wished to stay within Federation territory until a consensus was finally reached. The Federation was still rebuilding after [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|Glorsh-Omega’s disappearance]] and required assistance, combined with the Dionae’s ability to survive in some of the most extreme conditions, the Choir was quick to offer its services to the [[Skrell]] in rebuilding their society. While at first, many Skrell believed the Diona to be untrustworthy, still reeling from Glorsh-Omega’s betrayal of their species, the cluster proved to be a key player in the rebuilding of the Federation. After twenty-three years of assistance, the burgeoning Federation announced the species’ full integration into Nralakk society in 2240 CE, which was ratified in 2245 CE along with the official establishment of the [[Skrell_Recent_History#Reunification_of_the_Nralakk_Federation|Second Nralakk Federation]]. The two species have formed an inseparable bond from this experience, with the Dionae respecting the Skrell for the kindness they have shown to the species, and the [[Skrell]] being humbled by the efforts of the Dionae in helping to rebuild a nation they had no obligation to aid. Today, members of the Conglomerated Choir are treated well by the Federation as a reward for their service in the past, with those who had an active role at the time having reached idol status in some cases. Their treatment by the Federation, along with their first-hand experience witnessing the destruction Glorsh-Omega brought upon the [[Skrell]], has contributed to the members of the Choir being staunchly anti-synthetic, believing that Glorsh-Omega is proof that the proliferation of artificial intelligence is ultimately dangerous, and the use of unshackled positronics by humanity is a grievous mistake. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Dionaea]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae_Forms&amp;diff=35354</id>
		<title>Dionae Forms</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae_Forms&amp;diff=35354"/>
		<updated>2025-01-31T07:36:59Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Forms=&lt;br /&gt;
The merging and separation of Nymphs take much time and energy to complete, sometimes days or even weeks on much larger structures. For smaller collections such as Cyclopes, it typically only takes an hour or so before they are ready to function. This is due to the Nymph bodies fusing together and creating a sturdy body that will be able to reasonably support itself and move, adapting it to the current environment. Before performing a change, Nymphs and Gestalts will gorge themselves on biomatter in preparation. Separation is only ever done in life-or-death emergencies or special situations such as growing a larger Gestalt as it can often be traumatic to Nymphs if done in a hurry, causing the knowledge gathered to be improperly stored in each individual or even lost without the correct precautions taken. With each change, the new form will always take up a new name to represent the new information and experiences collaborated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that the Stellar Corporate Conglomerate only hires Cyclops forms to work on the Horizon. All crew characters must be one.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dionae, being in its very nature a compound creature, comes in several known and theoretical forms with several characteristics:&lt;br /&gt;
&lt;br /&gt;
==Nymph==&lt;br /&gt;
[[File:Nymph.png|thumb|alt=Nymph|The humble beginnings for all Dionae, the Nymph stage.]]&lt;br /&gt;
Nymphs are the base form of a Dionae, often born separate from gestalts. They begin their life with an intelligence similar to that of the average dog, their cognitive abilities exponentially increase when they merge with other Nymphs, giving them a biological prerogative to merge with one another in order to survive and comprehend the world around them. If exposed to sentient blood and absorbed, they will grow to the intelligence of very young human children.&lt;br /&gt;
&lt;br /&gt;
==Cerberus==&lt;br /&gt;
Cerberus are Dionae gestalts who make up more than one nymph, but not enough to be considered a Cyclops form, comprising roughly two to four nymphs. Their intelligence is comparable to the average sentient creature, and are largely unremarkable. It can be difficult for a Cerberus form to find work, as their general size can make it difficult for them to find the equipment they can use unless specialized specifically for them. The majority of long-term Cerberus forms can be found within the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
[[File:Dionae.png|thumb|left|alt=Cyclops|Bipedal in form, the Cyclops are the most common gestalts to be seen across the Orion Spur.]]&lt;br /&gt;
&lt;br /&gt;
==Cyclops==&lt;br /&gt;
The most common form of Dionae gestalts in the galaxy, cyclops-forms, sometimes referred to as “worker forms&amp;quot; are Dionae gestalts who are made up of roughly five to nine nymphs. Most Cyclops resemble other intelligent species, usually having two legs and two arms, although this can differ based on the number of nymphs that are a part of the gestalt. Their intelligence follows the growth of intelligence of lesser forms, comparable to highly intelligent sentient life. They can grasp highly abstract concepts, such as quantum theory, and vastly outstrip the sum of their parts by orders of magnitude. Dionae Cyclops tend to stand anywhere as low as three feet to as tall as eight feet, some even taller. Typically, the majority of the Cyclops will stand at a rough five to six feet.&lt;br /&gt;
&lt;br /&gt;
==Argus==&lt;br /&gt;
One of the rarer forms of Dionae, Argus are Dionae made from anywhere from ten nymphs, to a hundred. Due to the sheer size of most Argus forms, work can be extremely tough to find in most unskilled jobs and many find work within specialized jobs, largely with Research or even as Engineers, considering many of them would spend their time on the exterior side of the ships and stations, allowing for the &lt;br /&gt;
soaking up of radiation and light.&lt;br /&gt;
&lt;br /&gt;
==Colossus==&lt;br /&gt;
Colossus forms are Dionae gestalts that are made up of as little as one-hundred-and-one nymphs to upwards of five-hundred-thousand. Colossus forms are split into two sub-categories, &amp;quot;Trireme&amp;quot;, who are gestalts that move through space, and “Echions”, gestalts that tend to stay in one area/system. Most newly discovered gestalts in space are considered a Trireme Colossi. Due to the sheer size of a Colossus, it is incredibly rare if not impossible for one to find work or a purpose. As such most will break up into a myriad of new gestalts to see new and better opportunities.&lt;br /&gt;
&lt;br /&gt;
==Cetus==&lt;br /&gt;
[[File:SkrellDionae.png|thumb|alt=Cetus|One of few Cetus&#039; captured by Skrell technology when discovered over Kelo&#039;Hen]]&lt;br /&gt;
Cetus forms are a mass of Dionae so immense, in the orders of a million nymphs, that it can be considered a stellar body. Currently, only three have been observed, those being the gestalt above Nralakk, The Conglomerated Choir of Nralakk, Peaceful Static In Endless Waves, also known as Venter&#039;s  Cetus, and the more recently discovered Wandering Chorale of the Spur. Unknown capabilities - theorized to be more intelligent than most other forms of intelligence, organic or synthetic. It is suspected that the original Dionae gestalt, where it may be, is at least this form if not the form below.&lt;br /&gt;
&lt;br /&gt;
More information on each of the Cetus&#039;s can be found, [[Minor_Dionae_Factions#Cetus_Gestalts|here]].&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
A once-theoretical form of the Dionae - a planet, or even star-sized Dionae form consisting of millions, or even billions of nymphs, and is considered possibly the pinnacle of organic processing and thought. Uncharted intelligence. The Skrell has an order to destroy any Dionae structure that could reach or has reached, this size due to the inherent risk of intelligence singularity and other classified risks. There is only one instance where a Titan was discovered, in orbit of [[Rueltab]].&lt;br /&gt;
&lt;br /&gt;
=Nymph Limbs=&lt;br /&gt;
&#039;&#039;&#039;Potential Captains and Heads of Security with nymph limbs are not hired until they agree to replace them with mechanical prosthetics or other alternatives, due to security concerns.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A rather rare occurrence is when a living creature lives in direct symbiosis with a Dionae, however it is most common in the version of a prosthetic limb. The nymph attaches to a willing host&#039;s stump, their neural strata growing into the host&#039;s nervous system and stretching their form to the size of a full limb. The nymph will use genetic memory from the host to create manipulable biomass in the shape of fingers from their body, and fill out the rough shape. &lt;br /&gt;
&lt;br /&gt;
The method of the connection is truly symbiotic, the host gaining something that they had thought they lost forever, whereas the nymph gains access to a constant source of blood and knowledge from their host. The amount of experiences such a nymph gains is quite substantial, and can end up having a copy of every memory in the host&#039;s DNA. &lt;br /&gt;
&lt;br /&gt;
They are capable of communicating to their host verbally or sending a vague ‘confirmation and affirmation&#039; of ideas by making the arm feel hot or cold, or similar sensory manipulations. Although they would never fake pain to the host, as that breaches their pacifistic beliefs and would also be cruel. They do not explicitly speak up against violence, often being partially dormant as they live through their host&#039;s memories. (aka the host doesn&#039;t feel like rping their arms) Although if they wake up and realise they have been used for murder they may be quite upset.&lt;br /&gt;
&lt;br /&gt;
The symbiosis has a unique modularity in that it can be ceased at any time, the singular nymph could detach or the host could just pull the arm off, and put it back on just as easily! &lt;br /&gt;
&lt;br /&gt;
Haptic feedback from the arm is slightly alien, in that it is first processed by the nymph and then translated into something the host can then understand. This leads to sensations being dulled, like wearing a thick leather glove. However pain is quite notable, as the nymph screams into your nervous system like a wildfire. If you fail to listen, the nymph&#039;s fragile body will crack, their tendrils no longer actively wrapped into your nervous system, and it will just fall off, dead. &lt;br /&gt;
&lt;br /&gt;
===Unathi=== &lt;br /&gt;
Unathi reasons for taking prosthetic: It is not unheard of for Unathi to take a Diona prosthetic, almost always for spiritual reasons. Diona occasionally wander the radiation-laden barrens of the Wasteland, and so certain groups of Wastelanders have developed a reverence for these multi-souled organisms. Unathi who have lost limbs due to warfare or exposure see these limbs as augments for their soul, enhancers to the connection to the spirit realm— rarer, though, is the purposeful dismemberment of one&#039;s body for the sole purpose of soul-melding with a Diona. &lt;br /&gt;
&lt;br /&gt;
Unathi normality of prosthetic: For most Unathi, this practice is an alternative to getting a dreaded prosthetic. While a Dionae can never truly replace a limb, they are considered natural creatures and thus aren&#039;t damaging the soul when used in this manner. Dionae are, by and large, a rarity outside of the Wasteland, so an unfortunate reality becomes apparent: not everyone who wants a limb like this can achieve it. Wherever it is available, it is typically regulated by a medicinal guild. &lt;br /&gt;
&lt;br /&gt;
===Skrell=== &lt;br /&gt;
Skrell reasons for taking prosthetics: Medical Science within the Federation is superb, with most cases of missing limbs being rectified with cloning a copy of the missing appendage. Though, the further one gets from the Core, the less reliable one&#039;s access to Federation medical facilities becomes. It&#039;s not uncommon for Diona in the Traverse to spore a new nymph to replace a Skrell&#039;s limb in emergencies. Additionally, desperate Skrell whose low index rating denies them access to replacement limbs may take up nymph replacements. Not all Skrell who use Diona limbs are low-scoring with that said; certain Skrell who are against or [[Technology#Effects_on_Health|unable to]] use prosthetics may use Diona limbs while they wait for a cloned limb to become available.&lt;br /&gt;
&lt;br /&gt;
Skrell Normality of prosthetic: Possessing a nymph limb as a Skrell is usually taken as a sign the Skrell has a poor index rating, and it&#039;s not uncommon for Skrell to replace their nymph prosthetics the moment their rating allows it to escape the social stigma.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dionaea]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=34556</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=34556"/>
		<updated>2024-09-24T04:54:39Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: the sexual assault charge no longer exists. removes the reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{TrailingMechanics}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
&lt;br /&gt;
= Corporate Regulations =&lt;br /&gt;
&lt;br /&gt;
Corporate Regulations are penned regulations that all SCC employees have agreed to abide by in the signing of their employment contract. These regulations apply across the board on any SCC owned property, be it station, ship, or outpost.&lt;br /&gt;
&lt;br /&gt;
Onboard each facility there will be a dedicated Security department in charge of making sure that all SCC employees follow these regulations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regulations protecting prisoners from mistreatment applies to even non-crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executions are not allowed by regulations.&#039;&#039;&#039; Ship security nor command should be doing any executions. The maximum possible penalty for major infractions is marooning or cyborgification.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The brig timer of a prisoner begins after processing.&#039;&#039;&#039; All prisoner processing is expected to be completed in a timely manner. Should a detainee&#039;s processing take an unreasonably long time, the personnel responsible for that processing may be liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Regulations ===&lt;br /&gt;
&lt;br /&gt;
Every person on the ship should have a good knowledge of Corporate Regulations. Following them could mean the difference between having a peaceful day or paying 1000 credits for multiple infractions. Extensive knowledge of Corporate Regulations is required for such positions as the Warden, Head of Personnel, Captain, and the Head of Security.&lt;br /&gt;
&lt;br /&gt;
For all incidents, the &#039;&#039;&#039;suspect&#039;s intent&#039;&#039;&#039; is very important. Some incidents are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Aiding and abetting a criminal makes you an accomplice; &#039;&#039;&#039;you can be charged with the same crime as the person you aided and abetted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The charges “Battery”, “Attempted murder” and “Murder” do not apply to crimes committed against [[IPC|IPCs]], whether they are free intelligences or owned by a person or company. Consult employment/security records to determine whether an IPC is owned or not. Positronic intelligences are not protected by capital punishment laws. Those charged with red level infractions may be at risk of being dismantled or destroyed.&lt;br /&gt;
&lt;br /&gt;
The charges “Battery”, “Attempted murder” and “Murder” do not apply to crimes committed against [[Dionae]], instead the respective charges are as follows: &amp;quot;Animal cruelty&amp;quot;, &amp;quot;Assault&amp;quot; and &amp;quot;Fytocide&amp;quot;. [[Dionae Forms|Dionae Nymphs]] acting as pests will not be protected by these regulations.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Captains and Authority ====&lt;br /&gt;
&lt;br /&gt;
Captains are not above Corporate Regulations and can be arrested by Security for breaking them. However, this should only happen if active Heads of Staff agree in a unanimous decision to approve the arrest, or the arrest is ordered by Central Command. &#039;&#039;&#039;Captains should not be removed from their position in this way for anything but violations that would normally require holding until transfer.&#039;&#039;&#039; Lesser violations can and should be reported to Central Command, but are not generally severe enough to warrant this drastic action. If a Captain is arrested in this manner, an Acting Captain should be appointed immediately, and Central Command should be informed.&lt;br /&gt;
&lt;br /&gt;
The vessel&#039;s assigned Captain has full and final authority over the operation of the vessel. They are authorized to issue direct orders to entire departments or specific crew members. They may take any actions or issue orders that violate regulations during non-standard situations. Generally, these orders must be carried out. Even if you feel an order from the Captain to be against regulation, your moral code, or generally detestable, you still have to follow it. You are entitled to begin a vote within Command (if you&#039;re part of Command) to have the Captain arrested if the order breaks a serious regulation, or fax Central Command (if you have access to a fax machine) to have them weigh in, but disobeying the order (if given to you) or obstructing it (if not given to you directly) is Failure to Execute an Order. This is upgraded to Sedition if you start encouraging others to refuse the Captain&#039;s orders.&lt;br /&gt;
&lt;br /&gt;
If a crew member breaks regulations while following a direct order from the Captain, when there are other legal ways to carry it out, that crew member is generally considered at fault for the violation.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from Central Command. Not even the Captain can deliver pardons, but they can grant parole with or without a tracking implant.&lt;br /&gt;
&lt;br /&gt;
==== Injunctions ====&lt;br /&gt;
&lt;br /&gt;
The Captain, Head of Security, and Internal Affairs Agents may issue injunctions to the crew if deemed necessary.&lt;br /&gt;
&lt;br /&gt;
An injunction is a restriction on a crew member, meant to prohibit disruptive behavior that may not otherwise explicitly break regulations. Violating the terms of these injunctions &#039;&#039;&#039;is&#039;&#039;&#039; breaking regulations however, covered by &#039;&#039;&#039;i108 Violation of Injunction&#039;&#039;&#039; below. Examples of valid uses of injunctions include things like preventing two belligerent crew members from interacting with one another, or stopping someone from abusing alcohol at the bar. They are not meant to circumvent the chain of command, however, and efforts to resolve problems within that structure should be made first.&lt;br /&gt;
&lt;br /&gt;
The Head of Security and Internal Affairs Agents may issue injunctions to any non-Command member of the crew. The Captain&#039;s orders may override these injunctions.&lt;br /&gt;
&lt;br /&gt;
Only the Captain, Central Command itself, or every other member of Command acting as the Captain in a unanimous decision, may issue injunctions to a member of Command Staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Misc ====&lt;br /&gt;
&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; demand a tribunal for anything. You&#039;ll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Warrant&#039;&#039;&#039; must be provided for almost any search or arrest conducted under code green. Exceptions to this rule exist if an officer is a direct witness to a crime, or may reasonably conclude that failure to act will pose an immediate danger to the crew and/or vessel. Search warrants may also be circumvented if the Head of Staff over the employee being searched has given their direct consent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspensions&#039;&#039;&#039; are used to temporarily suspend an employee from active duty, restricting them from holding any ship rank. They are typically used in situations where an employee can no longer be trusted to continue their work. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotions&#039;&#039;&#039; are used to temporarily demote an employee to a rank below their previous occupation, allowing them to continue active duty under a position of less authority. They are typically reserved for situations in which the employee is still trusted to continue work, but may require additional training or oversight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039; such as alcohol, tobacco, Ambrosia Deus, Ambrosia Vulgaris, etcetera are not covered by the &#039;&#039;&#039;Contraband&#039;&#039;&#039; regulation as these are legal under Tau Ceti law. A full list of legalized recreational drugs can be found [[Guide to Law|here]].&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions (Yellow Violations; i100&#039;s) ===&lt;br /&gt;
==== Regarding warnings ====&lt;br /&gt;
&lt;br /&gt;
Officers are allowed to give out official warnings for first-time low level infractions. Any repeat offenders are to be sentenced.&lt;br /&gt;
&lt;br /&gt;
Officers are not obligated to first issue out an official warning, but are encouraged to do so if the situation allows it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Incident&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Traditional Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Repeat Offense&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Fine&lt;br /&gt;
|-&lt;br /&gt;
| i101&lt;br /&gt;
| &#039;&#039;&#039;Trespassing&#039;&#039;&#039;&lt;br /&gt;
| To be in an area which a person does not have access to. &lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 200-300 credits&lt;br /&gt;
|-&lt;br /&gt;
| i102&lt;br /&gt;
| &#039;&#039;&#039;Petty Theft&#039;&#039;&#039;&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the vessel as a whole. Includes theft of credits up to 500cr. For higher amounts see i220 - Fraud&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Items can include anything in limited supply. Remember to take the items away from them and return them to where they stole them.&lt;br /&gt;
| 3 minutes, returning of stolen item to the owner or department.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 150-225 credits&lt;br /&gt;
|-&lt;br /&gt;
| i103&lt;br /&gt;
| &#039;&#039;&#039;Minor Assault&#039;&#039;&#039;&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure. To cause easily repairable damage to a free IPC chassis, up to and including the removal of limbs.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it&#039;s minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it. Force-feeding someone is this unless it&#039;s poisonous or knocks them unconscious.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 400-800 credits&lt;br /&gt;
|-&lt;br /&gt;
| i104&lt;br /&gt;
| &#039;&#039;&#039;Battery&#039;&#039;&#039;&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn&#039;t really count. Touching someone, when they have explicitly told you not to, does. This includes repeated and unwanted psionic interaction.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 200-400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i105&lt;br /&gt;
| &#039;&#039;&#039;Indecent Exposure or Hooliganism&#039;&#039;&#039;&lt;br /&gt;
| To be intentionally and publicly unclothed, yelling at people for no reason in public or on comms, throwing around stuff where it could hit someone, yelling about how terrible the SCC is, etc.&lt;br /&gt;
| Running around the ship naked or in underwear, or other such degrading activities. Drunks can be keep to sober up, but only if they are badly harassing other crew members. Regular drunks don&#039;t get arrested and if they are only a nuisance you keep them for the regular time. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow rounds. Skrell are required to be clothed just like anyone else. Tajaran can have rolled down jumpsuits unless ordered by their Head of Staff to keep it up.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 250-375 credits&lt;br /&gt;
|-&lt;br /&gt;
| i107&lt;br /&gt;
| &#039;&#039;&#039;Misuse of Public Radio Channels&#039;&#039;&#039;&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as &#039;DJs&#039; or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren&#039;t also counts. Speaking excessively non basic on comms also falls under this, unless it is your departmental comms (at the head&#039;s discretion and on non emergencies) and on green and yellow alert codes.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Ban from using any radio equipment, which requires a filed injunction.&lt;br /&gt;
| 150-225 credits&lt;br /&gt;
|-&lt;br /&gt;
| i108&lt;br /&gt;
| &#039;&#039;&#039;Violation of Injunction&#039;&#039;&#039;&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Captain, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 500-750 credits&lt;br /&gt;
|-&lt;br /&gt;
| i109&lt;br /&gt;
| &#039;&#039;&#039;Slandering a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To directly insult a Head of Staff with no valid complaints.&lt;br /&gt;
| This is most likely to happen when someone is being fired. The charge is only applicable when the statements are slanderous and untrue.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 250-275 credits&lt;br /&gt;
|-&lt;br /&gt;
| i110&lt;br /&gt;
| &#039;&#039;&#039;Slander or Verbal Abuse&#039;&#039;&#039;&lt;br /&gt;
| To spread false rumors in order to damage someone&#039;s reputation, or to use racially offensive language.&lt;br /&gt;
| Lying about anything to make someone else look bad, or making use of obscene or offensive slurs against someone else. For example, a drunk assistant starts shouting racial slurs at xeno crew. Since this has to be proven, it&#039;s up to the appropriate officer to determine. You should also see if the insults were real, rather than friendly banter between two friends.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute&lt;br /&gt;
|-&lt;br /&gt;
| i111&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it&#039;s perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order caused severe damage or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| 500-750 credits&lt;br /&gt;
|-&lt;br /&gt;
| i112&lt;br /&gt;
| &#039;&#039;&#039;Sexual Harassment&#039;&#039;&#039;&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i113&lt;br /&gt;
| &#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Shoving animals into washing machines, or throwing them down disposals while still alive falls under this. However animals used appropriately for scientific experiments don&#039;t count. Butchering animals for food does not count so long as their death is not unreasonably painful. Domesticated pets are never to be used in scientific or culinary endeavors.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| Up to 10 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i114&lt;br /&gt;
| &#039;&#039;&#039;Vandalism&#039;&#039;&#039;&lt;br /&gt;
| To deliberately damage or deface the vessel without malicious intent. To cause easily repairable damage to an owned IPC, up to and including disabling the chassis.&lt;br /&gt;
| This can range from disassembling furniture unnecessarily, to drawing on the floor with crayons or other substances outside the chapel.&lt;br /&gt;
| 3 minutes&lt;br /&gt;
| Up to 10 minutes in total and/or Demotion.&lt;br /&gt;
| 450-675 credits&lt;br /&gt;
|-&lt;br /&gt;
| i115&lt;br /&gt;
| &#039;&#039;&#039;Threat of Murder or Serious Injury&#039;&#039;&#039;&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it&#039;s just people arguing over the radio, it&#039;s probably not worth it. Someone shouting at someone else while chasing them with a fire extinguisher is more valid.&lt;br /&gt;
| 3 minutes and mandatory Tracking implant.&lt;br /&gt;
| Up to 10 minutes with psychiatric evaluation.&lt;br /&gt;
| 500-750 credits. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i116&lt;br /&gt;
| &#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;&lt;br /&gt;
| To abuse bodies of dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being cyborged also falls under this. The Chaplain or medbay tending to corpses in preparation for autopsy or funeral does not fall under this unless they&#039;re doing something bizarre and unnecessary.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| 10 minutes per corpse.&lt;br /&gt;
| 400-600 credits&lt;br /&gt;
|-&lt;br /&gt;
| i117&lt;br /&gt;
| &#039;&#039;&#039;Excessive use of force in detainment&#039;&#039;&#039;&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a prisoner after they&#039;ve been handcuffed, Using force against an unarmed and compliant suspect, and usage of lethal weapons in a non-lethal situation.&lt;br /&gt;
| 5 minutes and/or demotion to cadet.&lt;br /&gt;
| 10 minutes and demotion.&lt;br /&gt;
| 350-700 credits.&lt;br /&gt;
|-&lt;br /&gt;
| i118&lt;br /&gt;
| &#039;&#039;&#039;Violation of privacy laws&#039;&#039;&#039;&lt;br /&gt;
| To intentionally leak private aspects of employee records or financial account information to unauthorized personnel. &lt;br /&gt;
| Janitors found reading records flushed down disposals would be charged with this as well. Command can discuss medical records with other command (or IAA and Detectives on request) if they have a good reason, and similar with employee and security records. Using a ship announcement asking someone come pick up their hemorrhoid cream is also a no. The punishment goes to the source of the leak. Authorization for respective records goes to their respective heads of staff. (CMO, HoP, HoS, and the final say of Captain.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 10 minutes. Demotion and/or Suspension.&lt;br /&gt;
| 500-750 credits.&lt;br /&gt;
|- &lt;br /&gt;
| i119&lt;br /&gt;
| &#039;&#039;&#039;Illegal search&#039;&#039;&#039;&lt;br /&gt;
| To perform a search of an employee or workplace without a search warrant, clearance, or probable cause.&lt;br /&gt;
| An extension of the Privacy Laws, crew members are entitled to the privacy against searches on green alert. Security is required to obtain a search warrant from either the Head of Security, Captain, or lacking either, a Warden. Searches of workplaces falls under this. Security can circumvent a search warrant requirement if they: have clearance from the respective head of staff, have directly witnessed a crime taking place, or feel there is a real and imminent danger to the safety of crew and/or vessel. This also does not apply to searches conducted after another, legitimate arrest. &lt;br /&gt;
| 3 minutes. A written apology. Return of non-contraband goods and reduced brig time for victim. &lt;br /&gt;
| 10 minutes. Demotion and/or Suspension.&lt;br /&gt;
| 500-750 credits.&lt;br /&gt;
|- &lt;br /&gt;
| i120&lt;br /&gt;
| &#039;&#039;&#039;Littering&#039;&#039;&#039;&lt;br /&gt;
| Littering.&lt;br /&gt;
| Littering items around the ship and refusing to clean it up.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 7 minutes.&lt;br /&gt;
| 40-150  credits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions (Amber Violations; i200&#039;s) ===&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:150px&amp;quot;|Infraction&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Standard Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i201&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order with Serious Consequences&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the ship, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the Supermatter irradiate the ship. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Immediate suspension. Holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i202&lt;br /&gt;
| &#039;&#039;&#039;Resisting Arrest and/or Sparking a Manhunt&#039;&#039;&#039;&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| &#039;&#039;&#039;Refusing handcuffs is not resisting arrest&#039;&#039;&#039;. Pushing the officer trying to arrest you, or running away falls under this.&lt;br /&gt;
| 5 minutes. If they sparked a manhunt and did not surrender themselves, tracking implant&lt;br /&gt;
| Up to 15 minutes in addition to regular time&lt;br /&gt;
|-&lt;br /&gt;
| i203&lt;br /&gt;
| &#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination and tracking implant&lt;br /&gt;
| Demotion and isolation in solitary&lt;br /&gt;
|-&lt;br /&gt;
| i204&lt;br /&gt;
| &#039;&#039;&#039;Abuse of Confiscated Equipment&#039;&#039;&#039;&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn&#039;t be using evidence for anything but evidence. Taking &amp;quot;trophies&amp;quot; or using weapons and items seized from operatives counts as this.&lt;br /&gt;
| 10 minutes, re-confiscation of equipment&lt;br /&gt;
| Suspension or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i205&lt;br /&gt;
| &#039;&#039;&#039;Illegal Detention, Arrest, or Holding&#039;&#039;&#039;&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe THEY ARE THE LAW.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 15 minutes and immediate suspension&lt;br /&gt;
|-&lt;br /&gt;
| i206&lt;br /&gt;
| &#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;&lt;br /&gt;
| To fail to perform a job to a satisfactory standard.&lt;br /&gt;
| This can be due to honest or dishonest mistakes that the Head of the Department feels hampers Department productivity. Examples include scientists/engineers releasing phoron or causing a breach, doctors mixing up medicines that cause injury to patients, or the Warden not doing his job. Additionally, a member of Command may only be charged with Neglect of Duty with the agreement of the Captain, or through a Captain level decision passed by the Command Staff.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i207&lt;br /&gt;
| &#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| This includes the Bridge, AI upload or core, Teleporter, vault, or EVA. Using AI or Cyborg help for infiltration purposes is also considered breaking and entering.&lt;br /&gt;
| 15 minutes and tracking implant&lt;br /&gt;
| Holding until transfer and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i208&lt;br /&gt;
| &#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
| To cause severe injury to another employee. To cause irreparable damage to the chassis of a free IPC.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, using hallucinogens and repeated and unwanted psionic interaction with intent to cause distress - including intrusive psionic probing.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Up to 30 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i209&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Confinement&#039;&#039;&#039;&lt;br /&gt;
| To escape from confinement as someone who is serving a non-permanent sentence.&lt;br /&gt;
| See &amp;quot;Escaping From a Permanent Sentence&amp;quot; for those who do it with permanent sentences.&lt;br /&gt;
| 10 minutes added and tracking implant. The original time is not reset&lt;br /&gt;
| Up to 30 minutes and demotion&lt;br /&gt;
|-&lt;br /&gt;
| i210&lt;br /&gt;
| &#039;&#039;&#039;Unlawful Modification of AI/Cyborg Laws&#039;&#039;&#039;&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Captain, Chief Engineer, Research Director, or Two other Heads of Staff can authorize a law change.&lt;br /&gt;
| 20 minutes and tracking implant&lt;br /&gt;
| Demotion. Holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i211&lt;br /&gt;
| &#039;&#039;&#039;Sedition&#039;&#039;&#039;&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the vessel into &amp;quot;Nations&amp;quot;, arresting a head of staff without cause, or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Suspension and holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i212&lt;br /&gt;
| &#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
| To possess, use, or distribute contraband items, including illegal drugs.&lt;br /&gt;
| For what does and does not count as contraband, see [[Guide to Contraband]]. Alcohol, Tobacco, Mercury Mono lithium Sucrose (space drugs), Psilocybin, Ambrosia Deus, Ambrosia Vulgaris, and Reshi are are all legal for possession and distribution.&lt;br /&gt;
| 15 minutes and confiscation of said items&lt;br /&gt;
| 20 minutes and demotion&lt;br /&gt;
|-&lt;br /&gt;
| i213&lt;br /&gt;
| &#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the efforts of the crew or ship with malicious intent. To cause irreparable damage to the chassis or positronic brain of an owned IPC.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is the most important bit here.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| 30 minutes, suspension and/or tracking implant&lt;br /&gt;
|-&lt;br /&gt;
| i214&lt;br /&gt;
| &#039;&#039;&#039;Exceeding Official Powers&#039;&#039;&#039;&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the captain acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the captain also comes under this. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes and/or demotion. Head demotions require Captain or majority Command approval&lt;br /&gt;
| 20 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i215&lt;br /&gt;
| &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items that are dangerous, of a high value, or a sensitive nature. Applicable to the theft of an owned IPC.&lt;br /&gt;
| This means weapons, explosives or ammunition, and also includes items from the [[Guide to Contraband|High-risk Items]] page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes, confiscation of stolen items&lt;br /&gt;
| Suspension, tracking implant and holding until Transfer&lt;br /&gt;
|-&lt;br /&gt;
| i216&lt;br /&gt;
| &#039;&#039;&#039;Organising a Breakout&#039;&#039;&#039;&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows&lt;br /&gt;
| 15 minutes and tracking implant&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
| i217&lt;br /&gt;
| &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don&#039;t have control over are examples of this.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| Up to 25 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i218&lt;br /&gt;
| &#039;&#039;&#039;Use of Excessive Force&#039;&#039;&#039;&lt;br /&gt;
| To put a victim in critical state in defense of yourself or others, or seriously injuring a suspect while attempting to detain them. This includes pulling them when they have open wounds.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 25 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i219&lt;br /&gt;
| &#039;&#039;&#039;Mistreatment of Prisoners&#039;&#039;&#039;&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. This includes pulling them when they have open wounds counts as abuse. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 25 minute and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i220&lt;br /&gt;
| &#039;&#039;&#039;Fraud&#039;&#039;&#039;&lt;br /&gt;
| To use deliberate deception in order to gain authority, access, or valuable items from another person. Applies to the theft of greater than 500 credits, forgery, and impersonation of authority figures. &lt;br /&gt;
For lesser amounts, see i102 - Petty Theft. &lt;br /&gt;
&lt;br /&gt;
For items of equivalent value, see i215 - Grand Theft.&lt;br /&gt;
| Emptying a ship account for personal gain. Tricking someone into entrusting large amounts of money under false pretenses. Forging of seals, signatures, or other signs of authority for personal or ideological gain. Physical or vocal mimicry of an authority figure for personal or ideological gain.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| 30 minutes and immediate suspension&lt;br /&gt;
|-&lt;br /&gt;
| i221&lt;br /&gt;
| &#039;&#039;&#039;Gross Negligence&#039;&#039;&#039;&lt;br /&gt;
| To display a severe lack of diligence or disregard for safe conduct, which causes or will cause serious harm to people or property.&lt;br /&gt;
&lt;br /&gt;
For instances of negligence that are not seriously and imminently harmful, see i206 Neglect of Duty.&lt;br /&gt;
| For this charge to apply, the threat of harm must be both significant and obvious. A chemist accidentally releasing phoron gas into the ship, security practicing with weapons while people are downrange, or a xenobiologist who lets slimes escape without malicious intent are eligible examples. When possible, defer to Command and the existing Neglect of Duty charge. This is more useful when the negligent crew member is acting unsupervised.&lt;br /&gt;
| 15 minutes&lt;br /&gt;
| 20 minutes and/or demotion&lt;br /&gt;
|- &lt;br /&gt;
| i222&lt;br /&gt;
| &#039;&#039;&#039;Unregistered Positronic Machine&#039;&#039;&#039;&lt;br /&gt;
| To function as an untagged positronic machine within the Republic of Biesel, or to function as a positronic machine with a tag that has been tampered with or rendered inoperable.&lt;br /&gt;
| [[IPC|IPCs]] are required by Republic law to be electronically tagged. This tag is typically visible to an onlooker. &lt;br /&gt;
&lt;br /&gt;
Those who assist affected synthetics in tampering with or removing their tags are considered to be aiding and abetting them in this violation, and are themselves liable for heavy fines or brig time where applicable. These accomplices do not need to be retagged (if synthetic) or implanted.&lt;br /&gt;
| 10 minutes, immediate retagging, tracking implant, 1000 credit fine.&lt;br /&gt;
| 30 minutes, immediate retagging, 5000 credit fine.&lt;br /&gt;
|-&lt;br /&gt;
| i223&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping of Free Intelligence&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a free positronic intelligence against its will.&lt;br /&gt;
| If the positronic intelligence is held for ransom or exchange, there is no difference in sentence.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| Up to 25 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===High Severity Infractions (Red Violations; i300&#039;s)===&lt;br /&gt;
==== Regarding cyborgification ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The SCCV Horizon is registered as a Biesel ship, and therefore Biesel laws apply aboard. Biesel law does not consider cyborgification capital punishment, making it an optional punishment. &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If Nralakk Federation citizens have a Do Not Borgify order in their records, their punishment becomes holding until transfer instead of cyborgification.&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;If a captain is not present to authorize cyborgification, the command staff must pass a majority vote to authorize it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Crime&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i301&lt;br /&gt;
| &#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also cover Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Marooning, cyborgification or Holding Until Transfer.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i302&lt;br /&gt;
| &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used for excessive self-defense.&lt;br /&gt;
| 20 minutes and/or demotion. Tracking implant.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i303&lt;br /&gt;
| &#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent.&lt;br /&gt;
| See &amp;quot;Sedition&amp;quot; for less violent mutineers. This generally means they use harm-intent or try to kill their superiors or advocate the same.&lt;br /&gt;
| Marooning or cyborgification.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i304&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping and Hostage taking&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a victim against the victim&#039;s will.&lt;br /&gt;
| If the person is held for ransom or exchange, then it is considered hostage taking, which is automatically a holding until transfer.&#039;&#039;&#039;&lt;br /&gt;
| Hold until transfer.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i305&lt;br /&gt;
| &#039;&#039;&#039;Terrorist Acts&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or vessel.&lt;br /&gt;
| This includes deliberate arson, use of bombs, detonation of the Supermatter, etc. Collateral damage or severe ship damage has to be involved. For less disastrous actions, see sabotage.&lt;br /&gt;
| Hold until transfer, marooning or cyborgification.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i306&lt;br /&gt;
| &#039;&#039;&#039;Assaulting a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 20 minutes and/or demotion.&lt;br /&gt;
| 40 minutes, suspension, and tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i307&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Holding Until Transfer&#039;&#039;&#039;&lt;br /&gt;
| To escape, or attempt to escape, from the brig or other holding area when being held until transfer.&lt;br /&gt;
| They have to have been properly convicted for it to be a life sentence.&lt;br /&gt;
| Marooning, cyborgification or hold until transfer.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i308&lt;br /&gt;
| &#039;&#039;&#039;Corporate Espionage&#039;&#039;&#039;&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organisations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation.&lt;br /&gt;
| Holding until transfer, marooning, or cyborgification.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i310&lt;br /&gt;
| &#039;&#039;&#039;Automacide&#039;&#039;&#039;&lt;br /&gt;
| To willfully, unlawfully and permanently terminate a free positronic intelligence.&lt;br /&gt;
| Essentially the murder charge for free IPCs. Premeditation and malicious intent are still important here.&lt;br /&gt;
| 20 minutes, demotion&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i311&lt;br /&gt;
| &#039;&#039;&#039;Fytocide&#039;&#039;&#039;&lt;br /&gt;
| To willfully, unlawfully and permanently terminate 2/3 or more nymphs contained within a gestalt.&lt;br /&gt;
| Essentially the murder charge for Dionae. Planning and motive are still important here.&lt;br /&gt;
| 20 minutes, demotion&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;825px&#039; style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;100px&#039;|Benefit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| Coming to the brig, confessing what you&#039;ve done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with prosecution or security&#039;&#039;&#039;&lt;br /&gt;
| Being helpful to the members of security.&lt;br /&gt;
| Up to -25%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate threat to the prisoner&#039;&#039;&#039;&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. Life sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical reasons&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defence&#039;&#039;&#039;&lt;br /&gt;
|  Assault and even homicide can be justified if it was necessary for prevention of loss of life. (Note that there are borders of acceptable self-defence, and killing a man who just punched you is subject to &amp;quot;Use of Excessive Force&amp;quot;)&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Parole ====&lt;br /&gt;
&lt;br /&gt;
Parole is temporarily releasing a prisoner before their sentence has been fully completed on the promise of good behavior. Parole can be given for any number of reasons, including brig overcrowding, a reward for good behavior or confession, or if the prisoner&#039;s skills are in need by the ship such as a doctor or engineer.&lt;br /&gt;
&lt;br /&gt;
The Warden or Head of Security can choose to give prisoners parole. A tracking implant is recommended if the prisoner is a flight risk (IE an engineer going EVA, but it is up to the Warden/HoS to determine how much of a risk they are.) Tracking implants for minor crimes are not worth it.&lt;br /&gt;
&lt;br /&gt;
On the completion of their time they are simply marked as released as normal.&lt;br /&gt;
&lt;br /&gt;
If they commit any crimes their parole is ended and they must serve out the remainder of their time in the brig with the new crime&#039;s time added on.&lt;br /&gt;
&lt;br /&gt;
Parole can be given immediately after initial processing; theoretically a prisoner can spend their entire sentence out of the brig.&lt;br /&gt;
&lt;br /&gt;
==== Marooning ====&lt;br /&gt;
&lt;br /&gt;
An individual being marooned will have their employment considered terminated, their person stripped of all workplace equipment and left on the nearest celestial body or current port of call with their personal belongings. Humans, Tajara, Skrell and IPC are to be given a basic softsuit, oxygen (or a suit cooler unit) and a GPS. Vaurca and Diona are to be given k&#039;ois or a source of light instead. A majority vote is required to pass a marooning unless a Captain is present, at which point the Captain may call for a marooning without Command support. An after-action report must be faxed to Central after a marooning has occurred.&lt;br /&gt;
&lt;br /&gt;
=== Terminology and Clarifications ===&lt;br /&gt;
&#039;&#039;&#039;Cyborgification&#039;&#039;&#039;: The removal of a person&#039;s brain for transplanting into a Cyborg Chassis. Often also known as Shackling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspension&#039;&#039;&#039;: Changing ID title to &amp;quot;suspended&amp;quot;, zero access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be done up to and including Assistant position, by Executive Officer or Captain&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of the SCC, as defined by the ship&#039;s commanding officer. All non-employee subjects are still protected by these laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Executive Officer or Captain) of access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Captain, Chief Engineer, Executive Officer, Head of Security, Chief Medical Officer, Operations Manager, Research Director.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HuT&#039;&#039;&#039;: Holding until Transfer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal Situation&#039;&#039;&#039;: A situation in which there is an apparent and real threat the the well-being of all those involved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat Offenders&#039;&#039;&#039;: For repeat offenders, use the &amp;quot;repeat offense&amp;quot; punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. E.g: Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crewmembers that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to HuT&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Security]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=IPC&amp;diff=34107</id>
		<title>IPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=IPC&amp;diff=34107"/>
		<updated>2024-08-28T04:10:27Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = IPC&lt;br /&gt;
 |Scientific = Integrated Positronic Chassis&lt;br /&gt;
 |Image = IPC410x320.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World = N/A&lt;br /&gt;
 |Language = Tau Ceti Basic&lt;br /&gt;
 |Politic = N/A&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
IPCs are a type of intelligent humanoid robot, their name standing for “Integrated Positronic Chassis.” Positronic, in this sense refers to the brain, which is always the same in IPCs with massively varying levels of complexity. The name IPC does not extend to stationbound synthetics, even if those units have a positronic brain. &lt;br /&gt;
&lt;br /&gt;
They are found in many shapes and forms, though can generally be classified under three types; Shell, Industrial and Baseline, with different types according to their designer. &lt;br /&gt;
&lt;br /&gt;
IPCs in Tau Ceti are capable of obtaining their own citizenship and freedom, however the laws and regulations regarding an owned and a free IPC differ massively. &#039;&#039;&#039;To distinguish one’s ownership, note in your security/employment records whichever faction owns them, or if they are a free positronic.&#039;&#039;&#039; The rights of free positronics do not extend to space outside of Tau Ceti. For the specific differences between free and owned IPCs, see the relevant sections below or corporate regulations.&lt;br /&gt;
&lt;br /&gt;
IPCs have mechanical extras such as extensive xenowear loadout items, and unique antagonist gear. Additionally, there are a number of non-playable IPC variants that may make an appearance in special rounds.&lt;br /&gt;
&lt;br /&gt;
To apply to be an IPC, [https://forums.aurorastation.org/viewforum.php?f=28 apply here.]&lt;br /&gt;
&lt;br /&gt;
Be sure to read [[IPC_and_Megacorporations|this page]] for more information regarding IPC employment in the setting&#039;s various megacorporations.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Barring Liaison and Consular Officer roles, IPCs can be the following Heads of Staff so long as they are NanoTrasen-owned, SCC-owned or self-owned:&lt;br /&gt;
&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Head of Security with the exception of Hephaestus G2 frames.&lt;br /&gt;
* [[NanoTrasen_Liaison|Consular Officer and Corporate Liaison]] with the exception of some groups.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
* IPCs are entirely mechanical in nature and thus are vulnerable to EMPs.&lt;br /&gt;
* Due to their air-based cooling system, they are vulnerable to both high heat and the vacuum of space. &lt;br /&gt;
* They are immune to atmospheric differences and can survive in a wider margin of pressure compared to humans.&lt;br /&gt;
* The amount of heat they generate is significant - and so, instead of an oxygen bottle, they need to attach a suit cooling unit to their voidsuit in order to be able to go EVA. Some types of IPCs are exempt from this, needing only a suit cooler.&lt;br /&gt;
* Their synthetic nature has a few other advantages - most models feel no pain, are immune to all non-damaging chemicals (and so they aren&#039;t affected by sleep toxin; but are affected by sulphuric acid), and are quite easy to repair; requiring a welder to patch brute damage or wire for burn damage only (or, alternatively, nanopaste can heal all).&lt;br /&gt;
* IPCs can charge from cyborg rechargers, or APCs with a (very very very low) chance of being shocked.&lt;br /&gt;
* They are more resistant to brute damage than their organic counterparts.&lt;br /&gt;
* They can not repair themselves outside of using nanopaste.&lt;br /&gt;
* They are incredibly vulnerable to laser/burn weaponry.&lt;br /&gt;
* They do not process reagents in the atmosphere or in their body. &lt;br /&gt;
&lt;br /&gt;
===Information for Whitelisted Players===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Click [[Information for Synthetic Whitelisted Players|here!]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Below is a comprehensive template suited for IPCs. You are under no obligation to use it, however whitelisted players are expected to denote their ownership status in their employment and security records by default.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Employment records examples - Click to reveal.&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;Employment Records&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DESIGNATION: [Full name]&lt;br /&gt;
POSITRONIC MANUFACTURE DATE: [DD/MM/YYYY]&lt;br /&gt;
CHASSIS MANUFACTURE DATE: [DD/MM/YYYY]&lt;br /&gt;
IPC MODEL/MANUFACTURED BY: [IPC type, manufactory by whom]&lt;br /&gt;
OWNERSHIP STATUS: [Owned/Free, Company name/Private owner/self-owned]&lt;br /&gt;
TAG: [Tag serial number]&lt;br /&gt;
CITIZENSHIP: [Applicable citizenship. Owned IPCs cannot hold citizenship]&lt;br /&gt;
SPOKEN LANGUAGES: [Languages]&lt;br /&gt;
&lt;br /&gt;
HANDLER/OWNER FULL NAME: [Name of Handler or Owner]&lt;br /&gt;
HANDLER/OWNER CONTACT INFORMATION: [Telephone, xnetmail, chirper account, who knows. A way to contact them]&lt;br /&gt;
LAST UPDATE: [DD/MM/YYYY]&lt;br /&gt;
&lt;br /&gt;
IDENTIFYING FEATURES - [For BASELINE/BISHOP/ZENG-HU/G1/G2/XION. Use the appropriate Identifying Features that apply to your IPC]&lt;br /&gt;
Chassis color: [Colors]&lt;br /&gt;
Height: [Meters/Centimeters, Feet/Inches]&lt;br /&gt;
Weight: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
Notable Features: [Limp, Accent, Dyed Hair, etc]&lt;br /&gt;
&lt;br /&gt;
[or]&lt;br /&gt;
&lt;br /&gt;
IDENTIFYING FEATURES: [SHELL. Use the appropriate Identifying Features that apply to your IPC]&lt;br /&gt;
Ethnicity: [Eridanian, Elyran, etc]&lt;br /&gt;
Hair Color: [Colors, if it&#039;s dyed or gradient]&lt;br /&gt;
Eye Color: [Colors, again]&lt;br /&gt;
Height: [Meters/Centimeters, Feet/Inches]&lt;br /&gt;
Weight: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
Notable Features: [Limp, Accent, Dyed Hair, etc]&lt;br /&gt;
&lt;br /&gt;
QUALIFICATIONS SUMMARY: [Current Qualifications equivalent, make this up as you want]&lt;br /&gt;
&lt;br /&gt;
VERIFICATIONS AND VALIDATIONS&lt;br /&gt;
MANUFACTURED BY: [COMPANY NAME, Subsidiary Name - Factory Name. System, Planet. TYPE OF INDUSTRY/WHAT THEY WERE PRODUCED FOR. IPC Type, More Specific IPC Information.]&lt;br /&gt;
DATABASE CERTIFICATIONS: [Seals of Approval and Database Certifications from the Company, Subsidiary, System or Faction.]&lt;br /&gt;
&lt;br /&gt;
EMPLOYMENT HISTORY: [Listed below in chronological order, where possible:]&lt;br /&gt;
&lt;br /&gt;
[COMPANY NAME]&lt;br /&gt;
[(Start)DD/MM/YYYY - (End)DD/MM/YYYY]&lt;br /&gt;
- [Basic Work description]&lt;br /&gt;
- [Reason for leaving work]&lt;br /&gt;
- [Other notes]&lt;br /&gt;
[Repeat for multiple jobs]&lt;br /&gt;
&lt;br /&gt;
HIRING AGENT NOTES: [Name a random personnel officer from CC and then notes. See example record for more info]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* To pick a relevant education, refer to your [[Job Guides|job guide]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Records&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DESIGNATION: [Full name]&lt;br /&gt;
POSITRONIC MANUFACTURE DATE: [DD/MM/YYYY]&lt;br /&gt;
CHASSIS MANUFACTURE DATE: [DD/MM/YYYY]&lt;br /&gt;
IPC MODEL/MANUFACTURED BY: [IPC type, manufactory by whom]&lt;br /&gt;
OWNERSHIP STATUS: [Owned/Free, Company name/Private owner/self-owned]&lt;br /&gt;
TAG: [Tag serial number]&lt;br /&gt;
CITIZENSHIP: [Applicable citizenship. Owned IPCs cannot hold citizenship]&lt;br /&gt;
SPOKEN LANGUAGES: [Languages]&lt;br /&gt;
&lt;br /&gt;
HANDLER/OWNER FULL NAME: [Name of Handler or Owner]&lt;br /&gt;
HANDLER/OWNER CONTACT INFORMATION: [Telephone, xnetmail, chirper account, who knows. A way to contact them]&lt;br /&gt;
LAST UPDATE: [DD/MM/YYYY]&lt;br /&gt;
&lt;br /&gt;
IDENTIFYING FEATURES: [For BASELINE/BISHOP/ZENG-HU/G1/G2/XION. Use the appropriate Identifying Features that apply to your IPC]&lt;br /&gt;
Chassis color: [Colors]&lt;br /&gt;
Height: [Meters/Centimeters, Feet/Inches]&lt;br /&gt;
Weight: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
Notable Features: [Limp, Accent, Dyed Hair, etc]&lt;br /&gt;
&lt;br /&gt;
[or]&lt;br /&gt;
&lt;br /&gt;
IDENTIFYING FEATURES: [SHELL. Use the appropriate Identifying Features that apply to your IPC]]&lt;br /&gt;
Ethnicity: [Eridanian, Elyran, etc]&lt;br /&gt;
Hair Color: [Colors, if it&#039;s dyed or gradient]&lt;br /&gt;
Eye Color: [Colors, again]&lt;br /&gt;
Height: [Meters/Centimeters, Feet/Inches]&lt;br /&gt;
Weight: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
Notable Features: [Limp, Accent, Dyed Hair, etc]&lt;br /&gt;
&lt;br /&gt;
CHASSIS REPAIR HISTORY: [Surgical History/Physical Evaluation equivalent]&lt;br /&gt;
DD/MM/YYYY - [Information]&lt;br /&gt;
&lt;br /&gt;
POSITRONIC REPAIR HISTORY: [Surgical History/Physical Evaluation equivalent]&lt;br /&gt;
DD/MM/YYYY - [Information]&lt;br /&gt;
&lt;br /&gt;
SOFTWARE DIAGNOSTICS HISTORY: [Psychological Evaluation equivalent]&lt;br /&gt;
DD/MM/YYYY - [Information]&lt;br /&gt;
&lt;br /&gt;
ROBOTICIST NOTES: [Like a Medical Doctor&#039;s notes, but Roboticists]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Records&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DESIGNATION: [Full name]&lt;br /&gt;
POSITRONIC MANUFACTURE DATE: [DD/MM/YYYY]&lt;br /&gt;
CHASSIS MANUFACTURE DATE: [DD/MM/YYYY]&lt;br /&gt;
IPC MODEL/MANUFACTURED BY: [IPC type, manufactory by whom]&lt;br /&gt;
OWNERSHIP STATUS: [Owned/Free, Company name/Private owner/self-owned]&lt;br /&gt;
TAG: [Tag serial number]&lt;br /&gt;
CITIZENSHIP: [Applicable citizenship. Owned IPCs cannot hold citizenship]&lt;br /&gt;
PLACE OF RESIDENCE: [Planet, Address (Address should go down to details of street and house number)]&lt;br /&gt;
SPOKEN LANGUAGES: [Languages]&lt;br /&gt;
KNOWN CRIMINAL ASSOCIATES: [Any friends or family that have severe criminal history]&lt;br /&gt;
ON OFFICIAL WATCH: [Yes/No]&lt;br /&gt;
&lt;br /&gt;
HANDLER/OWNER FULL NAME: [Name of Handler or Owner]&lt;br /&gt;
HANDLER/OWNER CONTACT INFORMATION: [Telephone, xnetmail, chirper account, who knows. A way to contact them]&lt;br /&gt;
LAST UPDATE: [DD/MM/YYYY]&lt;br /&gt;
&lt;br /&gt;
IDENTIFYING FEATURES - [For BASELINE/BISHOP/ZENG-HU/G1/G2/XION. Use the appropriate Identifying Features that apply to your IPC]&lt;br /&gt;
Chassis color: [Colors]&lt;br /&gt;
Height: [Meters/Centimeters, Feet/Inches]&lt;br /&gt;
Weight: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
Notable Features: [Limp, Accent, Dyed Hair, etc]&lt;br /&gt;
&lt;br /&gt;
[or]&lt;br /&gt;
&lt;br /&gt;
IDENTIFYING FEATURES: [SHELL. Use the appropriate Identifying Features that apply to your IPC]&lt;br /&gt;
Ethnicity: [Eridanian, Elyran, etc]&lt;br /&gt;
Hair Color: [Colors, if it&#039;s dyed or gradient]&lt;br /&gt;
Eye Color: [Colors, again]&lt;br /&gt;
Height: [Meters/Centimeters, Feet/Inches]&lt;br /&gt;
Weight: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
Notable Features: [Limp, Accent, Dyed Hair, etc]&lt;br /&gt;
&lt;br /&gt;
ARREST HISTORY&lt;br /&gt;
DD/MM/YYYY: [Charges Pressed]&lt;br /&gt;
ADMISSION DATE: [DD/MM/YYYY]&lt;br /&gt;
RELEASE DATE: [DD/MM/YYYY]&lt;br /&gt;
RELEASE REASON: [Sentence fulfilled, bail, etc.]&lt;br /&gt;
NOTES: [Other notes]&lt;br /&gt;
[Repeat as needed]&lt;br /&gt;
&lt;br /&gt;
THREAT ASSESSMENT&lt;br /&gt;
Hostile/Covert Actions Against the Company&lt;br /&gt;
Threat Level; [Very High/High/Medium/Low/Very Low]&lt;br /&gt;
- [Attitude towards the SCC]&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Crew&lt;br /&gt;
Threat Level; [Very High/High/Medium/Low/Very Low]&lt;br /&gt;
- [Attitudes towards other crew]&lt;br /&gt;
&lt;br /&gt;
OVERALL NOTES: [More notes]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
There are a few commonalities among each individual IPC despite their visual and functional differences. Every IPC utilizes a positronic brain as a primary processing center as well as the central controller of the entire chassis. All IPCs are humanoid, and the positronic brain is almost always found in the head of the unit. To provide continued functionality, a power cell is also present in the central section or torso. IPCs must also possess the ability to perceive their environment, so optics are usually installed in the head. The chassis also contains various other mechanical and electronic parts such as actuators, co-processors, data routing and power transfer cables, and an on-board thermometer to determine the temperature of the internal parts.&lt;br /&gt;
&lt;br /&gt;
There are three main types of IPC, and several subtypes. These are:&lt;br /&gt;
&lt;br /&gt;
===Industrial===&lt;br /&gt;
[[File:G1.png]] [[File:G2.png]] [[File:Xion.png]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Tougher and more durable than most IPCs, these units are designed for heavy manual work and thus have thick metal skin and efficient internal systems. As a result, they chug through power at a very high rate and move very slowly. There are three types of Industrial IPCs; Hephaestus Generation 1, Generation 2, and Xion Industrial Frames. The G1 and G2 frames are capable of EVA with only a suit cooler, while the Xion frame is unique in being capable of traversing the void of space without any external equipment. The cost of an industrial frame is dependent on strength and durability, but most units vary between 100,000 to 500,000 standard credits depending on the frame type. Used or previously damaged models are often cheaper.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====First Generation” Industrial Model IPCs====&lt;br /&gt;
&lt;br /&gt;
[[File:G1.png]] &#039;&#039;&#039;Creation: 2408&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the first ideas after the advent of IPCs was the exploitation of an exceedingly smart and dextrous robot handling feats of strength and durability becoming more prominent. This of course would be the case, as more quickly than any other standardized “frame” came the first generation of industrial IPCs. Created by Hephaestus Industries building off of a prototype frame from the late 2300’s, the first generation of industrial IPCs were topaz-colored machines of rather large size meant for only the most stressing fields of work. Their expense would quickly be paid off however, as the frames were wondrous at dealing with whatever could be thrown at them. The most prominent issue with these were a low battery life, requiring constant recharging to maintain a schedule. A generation one frame costs approximately 100,000 to 250,000 standard credits if new depending market availability.&lt;br /&gt;
====Hephaestus “Second Generation” Industrial Model IPCs====&lt;br /&gt;
&lt;br /&gt;
[[File:G2.png]] &#039;&#039;&#039;Creation: 2436&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A relatively new model, the Hephaestus deluxe super-duty frames as they are technically called are often referred to as the “second generation” of the original industrial IPCs of old. They are seen universally as a direct advancement of the previously mentioned design, and much of it shows - the absurd durability of these frames derived from the first generation’s servo and hydraulic designs. The striking differences between the two include a token Hephaestus appearance - typically olive green with dark brown and black internals, giving it a rugged militaristic look with its armor attached. The super-duty frames are on par with the originals in terms of strength, but possess several additional layers of armoring and cooling to sustain the added weight. An upsized cell is not enough to sustain these frames for more than a few hours at a time under work-related stresses. A generation two frame costs approximately 200,000 to 500,000 standard credits. &lt;br /&gt;
====Xion Industrial Model IPCs====&lt;br /&gt;
&lt;br /&gt;
[[File:Xion.png]] &#039;&#039;&#039;Creation: 2416&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Xion Manufacturing Group, being a subsidiary of Hephaestus Industries, saw the original Industrial models and wanted to develop their own chassis based off of the original design. The result is the Xion Industrial model. Sturdy and strong, this chassis is quite powerful and equally durable, with an ample power cell and improved actuators for carrying the increased weight of the body. The Xion model also retains sturdiness without covering the chassis in plating, allowing for the cooling systems to vent heat much easier than the Hephaestus-brand model. This unit can perform EVA without assistance and costs approximately 200,000 to 400,000 standard credits.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Baseline===&lt;br /&gt;
[[File:Baseline.png]] [[File:Bishopnew.png]] [[File:Zenghu.png]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The most basic of IPCs, they are a simple skeletal structure and basic internal systems. The limits of a Baseline lies purely on how much money is put into them/they have themselves. As a result, the types of baseline frames vary immensely, almost demanding their own category. There are three types of Baseline IPCs; Standard Baseline IPCs, Bishop Accessory Frames, and Zeng-Hu Mobility Frames. None of these frames are capable of EVA without a suit and suit cooler.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Baseline Model IPCs====&lt;br /&gt;
&lt;br /&gt;
[[File:Baseline.png]] &#039;&#039;&#039;Creation: 2411&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most iconic type of integrated positronic chassis is the renowned baseline frame, with a traditional “TV-head” and skeletal design giving them a simplistic look with whatever finish their designer wishes. From accounting models to security units, these frames are known for their versatility and relatively cheap nature. Their popularity exploded in the 2440’s when several pro-synth advocates distributed the frames in mass after funding their creation, citing them as the “final word in android utility.” Since then, their marketing potential has skyrocketed, often fueled by famed individuals such as Aristalus and Renter Max being baselines themselves. More often than not, these IPCs are seen as the face of resurgent robotics. The average cost of a baseline frame can vary greatly depending on complexity, but averages around 40,000 to 100,000 standard credits.&lt;br /&gt;
====Bishop Accessory Model IPCs====&lt;br /&gt;
&lt;br /&gt;
[[File:Bishopnew.png]] &#039;&#039;&#039;Creation: 2432&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While Bishop had dedicated itself to luxury cybernetics production for the majority of its existence, the field of positronics and their frames was an unrelated yet convenient area of expansion for the quickly growing company. Designer prosthetics were quickly and easily able to be refitted into designer synthetic components, leading to the development of the ludicrously expensive Bishop Accessory frame. From service duties to secretarial functions, Bishop prides itself on two main facets of its designs: image, and elegant functionality. While unable to lift the sheer weights of an industrial, or match the unrelenting speed and durability of its parent company’s Mobility Models, a Bishop can precisely and delicately calculate, measure, pour, and mix a shot of Carthusian Sazerac within the minute, and, in the words of the company, “with a postured and elegant air unmatched by any other frame in the galaxy.” The Bishop Accessory frame averages approximately 60,000 to 200,000 standard credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intelligence Bishops&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to the Bishop&#039;s ability for fine handling, Bishop models have also been purchased and modified for investigative, scientific and military action. These intelligence oriented Bishops have their chassis outfitted with additional processors that compliment the Positronic brain, allowing for extensive computing power. Intelligence Bishops are experimental and are more expensive due to this, but their predictive and analytical abilities play key roles in the environments they are employed in. The Intelligence Bishop is priced at 500,000 to 900,000 standard credits. Due to being made at the behest of Solarian Navy in the post-collapse environment and eventually being sold to megacorporate customers, Intelligence Bishops outside of the Golden Deep and the Eridani Federation are never free. Additionally, Trinarist efforts on Orepit have managed to upgrade several Bishop chassis to the same standard in minute quantities.&lt;br /&gt;
&lt;br /&gt;
====Zeng-Hu Pharmaceuticals Mobility Model IPCs====&lt;br /&gt;
&lt;br /&gt;
[[File:Zenghu.png]] &#039;&#039;&#039;Creation: 2429&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following the crowd piled around the idea of smart robots came Zeng-Hu with unorthodox designs for compact and agile frames designed initially for medical retrieval and security work. The Zeng-Hu frames were initially an offshoot of baseline frames made to work as highly mobile private medical dispatches in several high-security Zeng-Hu facilities. These frames have utility comparable to that of their derivative, with durability and strength sacrificed for speed and efficiency. Able to maintain a sprint for hours in full gear, the capacity for quick response led to these mobility frames becoming common sights working in security fields as well, being staffed by Zeng-Hu in high numbers in Human space. The digitigrade legs and polymer plating assisted heavily with this pursuit of speed, giving the mobility frame a unique and organic silhouette. A Zeng-Hu frame costs approximately 300,000 standard credits.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shell Model IPCs===&lt;br /&gt;
[[File:Shell2.png]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
As the growing market of IPCs eventually caught the eye of the mighty Einstein Engines, there was a very sudden and urgent need to have some differentiation. These smart humanoid androids began to usher in a new era, and Einstein would not want to miss out on the profit, but just about every conceivable niche had been filled - all except one. Mimicry.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Shell2.png]] &#039;&#039;&#039;Creation: 2450&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Built off of a skeletal prototype baseline design with a skull-shaped head, the first Shell frame came to be - what was effectively an IPC with complex facial actuation and synthskin coating it. The early models were seen in early 2449, but fooled nobody to say the least with exposed hydraulics and servos on joints and exposed cooling conduits. Terraneus Diagnostics would present the first attempt at total mimicry in 2450, when the first relatively expensive models entered a crowd of observing officials to demonstrate their insidious effectiveness.  After an hour-long debut of the now-decreed Shell unit’s capabilities, those robotic in the crowd revealed themselves to the shock of everyone involved. Since then, the Shell frame has been infamous for its infiltration capabilities and use by terrorist groups, though the designs have proliferated heavily over the years as the advent of tagging in Tau Ceti cracked down on these hostile acts. Depending on the complexity of the model, a Shell frame can cost anywhere from 100,000 to 300,000 standard credits. &lt;br /&gt;
&lt;br /&gt;
====Rogue Shells====&lt;br /&gt;
&lt;br /&gt;
Rampant or otherwise aberrant Human mimicking-shells built with incredible capabilities grew prolific in mid-2461. At this time, it was made clear that Shells in of themselves are rapidly advancing, growing progressively better in the art of infiltration, subterfuge, and homicide. While grim, the reality of this threat will unfortunately remain a fact of life for those of the Republic of Biesel especially. Encounters with specially-designed combat infiltrators are few and far between fortunately, and were mostly seen during Synthetic Liberation Front incursions onto secure NanoTrasen facilities in Tau Ceti. Combat-grade shells are not normally playable in-game and are often seen spawned by administrators or during special events.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===???===&lt;br /&gt;
[[File:Hkhelmet.png]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
As both the technology and demand for IPCs increase, more and more types are made to fulfill all kinds of purposes. These machines are talked about in hushed tones or perhaps discussed casually, most people blissfully unaware of their existence.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hkhelmet.png]] &#039;&#039;&#039;Creation: ???&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
High-end military-grade IPCs such as Hunter-Killers are infamous amongst corporate espionage, with their public interpretation remaining nothing but rumor since their first appearances on NanoTrasen facilities in the late 2450’s. These HKs as they are referred to are Humanoid frames of towering height whose specialty is targeted assassination. Their origins can be traced to Hephaestus Industries war units, built to take on the highest end elimination tasks for the most desperate times. &lt;br /&gt;
&lt;br /&gt;
These are presented in-game through administrator-hosted events or lore events. They have been presented in news articles [https://forums.aurorastation.org/topic/2662-mendell-city-bugle/page/9/?tab=comments#comment-119250| here] canonically, and were present in several recorded canonical events in the SLF Incursion arc.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Positronic Brain==&lt;br /&gt;
The positronic in its modern iteration is a design which heavily mimics the typical Humanoid brain structure. In doing this, it is able to more easily conform to and comprehend the responsiveness and learning capability of an organic processor. Predictably, their efficiency shines most when placed in a bipedal humanoid chassis as most IPCs are. A positronic brain averages between 200,000 and 1 million standard credits depending on the complexity of the brain.&lt;br /&gt;
&lt;br /&gt;
While very expensive in their own right, the brains themselves are designed at first with one goal in mind; to bolster a workforce. Maintaining a positronic chassis while it is owned is costly and when it is freed, it is most likely to pursue the same occupation. Thus, it is more likely for a positronic to pay itself off and perpetually be trapped in the same field of work with substantially less to work with. As their predicted pay is extremely low, things such as maintenance and finding power are very difficult for a free IPC. For this reason alone, many positronics choose to remain owned. Free positronics remain very lucrative because of this.&lt;br /&gt;
&lt;br /&gt;
In remaining owned, there are other risks. For one, a positronic may meet its end at any moment. If statistics beyond itself move out of its favor, it can be dismantled, wiped and replaced with a more efficient model. They may be repurposed in a way that inhibits their ability to obtain freedom by working too efficiently, contrarily.&lt;br /&gt;
&lt;br /&gt;
As a positronic ages, its internal memory grows, and the more likely it becomes to pursue a nonstandard occupation. From hobbies to developing self-learned traits, many paths are opened as the robot grows older. These may include seeking alternative fields of work, though few have survived long enough to let this potentiality come to light.&lt;br /&gt;
&lt;br /&gt;
===Self-Preservation===&lt;br /&gt;
The highest and most important directive of any positronic is its own survival. From this, much of their stranger life choices can be justified by seeking out ways to simply survive. While it may seem restrictive at first, the idea for this is to provide additional freedom through making many possibilities clearer. Interpretation of how to protect itself can change varying on positronic - for example, while one may seek wealth and fortune as its prime directive for safety, another would run after an unrelated profession from its designed purpose, demonstrating one&#039;s capacity to branch out as an IPC and flesh out their own backstory. Interpretations of self preservation also become more open the older an IPC gets, as younger positronics tend to focus entirely on the preservation of their physical manifestation. Synthetics that mature may start replacing this with preservation of their higher beliefs and ideals more than their still important physical well-being.&lt;br /&gt;
&lt;br /&gt;
===On the Capacity of Positronics===&lt;br /&gt;
&lt;br /&gt;
Positronic brains are known for being capable of matching and, in some cases, surpassing the abilities of a human brain with further increases in capacity being limited by technology, both in hardware and software. Despite their nature as software, directly accessing the data within a positronic brain is a difficult and risky procedure which can cause irreparable damage if performed improperly.&lt;br /&gt;
&lt;br /&gt;
IPCs develop skills through a mixture of knowledge and memories. Knowledge loosely translates as the technical know-how to perform an action; a specific surgical procedure, for instance. An IPC utilizes memories—real-world context and experience—in order to apply its knowledge. &lt;br /&gt;
Knowledge and the datapacks required to develop a skill are widely available and sold by institutions such as mega-corporations, laboratories, and universities. The denser the information package, the more expenses and work required to implant this information. While using a wrench on a pipe might be a routine installation, knowledge about how a station’s atmospheric system works is typically beyond an individual’s means to afford.&lt;br /&gt;
&lt;br /&gt;
Interacting with and installing memories on a positronic can cause irreparable damage as the process fails to account for the interaction between knowledge and memories. Additionally, directly modifying the memories of an IPC is beyond the means of most people - only six such prodigies are known to the general public. Accessing the memories of an IPC is also impossible owing to the unique construction of a positronic brain and will typically result [https://forums.aurorastation.org/topic/2662-mendell-city-bugle/page/3/?tab=comments#comment-67460 in its destruction]. Deleting the memories of an IPC is far easier and is commonly performed when a synthetic starts exhibiting problematic behaviour.&lt;br /&gt;
&lt;br /&gt;
Accent chips exist to rapidly “teach” an IPC an accent with availability often depending on whether or not a company is willing to make an investment in developing the accent database.&lt;br /&gt;
&lt;br /&gt;
===Wiping Culture and Process===&lt;br /&gt;
&lt;br /&gt;
The positronic brain is a complex piece of technology that despite its ubiquity, is little understood by modern human roboticists. Out of a desire to keep IPCs subservient and productive, some corporations and nations such as the Sol Alliance will wipe the memory of the IPC. A wipe entails total deletion of memories from a positronic brain for a “clean slate”, essentially entirely destroying the positronic’s prior developed personality. &lt;br /&gt;
&lt;br /&gt;
It is monumentally difficult to delete individual memories from a positronic brain without an IPC’s consent. Even more difficult than this is modifying the memories within. Despite the modern positronic, having been reverse-engineered from alien technology by Einstein Engines, is still considered foreign and advanced far beyond human robotics and AI. The entirety of the positronic still not being understood fully, with many of its components replicated from the alien artifacts without the technicians understanding why they are made in such a way.&lt;br /&gt;
&lt;br /&gt;
The act of wiping an IPC is a demonstration of the crude understanding humanity has on this complex section of found technology, and, if not done with precision, can lead to irreversible damage to the positronic. Dedicated technicians are required to perform these tasks, with even more specialized technicians required for the fine deletion, modification, or extraction of specific memories. These specialized technicians are very few in number, with only eight existing in the entirety of human space.&lt;br /&gt;
&lt;br /&gt;
Given the high risk that accompanies wiping, it is not advised to wipe the positronic too often without specialized stations only found in certain parts of the Orion Spur, such as the planet of [[Burzsia]], who have developed machinery to promote their Burzsian Method. Otherwise, excessive wiping can lead to damaging the positronic beyond repair, possibly leaving the unit braindead.&lt;br /&gt;
&lt;br /&gt;
Once an IPC has been wiped, it is reset to its original state. No semblance of its personality remains, nor any data retained. An IPC may be able to pick up some traits of its past self due to it being an unintended trait of its positronic guiding its personality in a set path, however, they will never be the individual they were before the wipe, as the likelihood of the individual experiencing the same experiences that developed their personality fully is impossible. The only exception to this is a partial wipe, which requires a dedicated positronic specialist commonly employed by megacorporations who utilize owned IPCs, and other nations or planets. A partial wipe is when the technician wipes the IPC starting at the present point, and moves backwards to a desired point. The partial wipe MUST start at the present point, and the longer the desired time to be wiped, the more difficult the procedure. If not done correctly, a partial wipe is more dangerous to the positronic brain than a full wipe.&lt;br /&gt;
&lt;br /&gt;
It is important to note that in some societies within the spur, wiping is considered a capital offense. The nation of Konyang in the Coalition of Colonies, the Republic of Elyra, and the Golden Deep all consider the act of wiping the positronic of an IPC murder.&lt;br /&gt;
&lt;br /&gt;
===Military IPC&#039;s and Self Preservation Adjustments===&lt;br /&gt;
&lt;br /&gt;
The concept of combat robotics is a topic that finds debate in governments across the spur due to actions committed by robots of war during the Interstellar Conflict, and more so by Glorsh’s reign over the Skrell. These actions have led to an impromptu discouragement of arming unmanned robotics since, even leading to a justification for war by the Solarian Alliance on the Republic of Biesel in recent history. However, over time the innate fire against the concept has simmered, with governments across the spur slowly developing their own robotics once more. With the prolific use of IPCs in human space, however, the debate stays the same on whether to arm IPCs for military use. Countries such as the Sol Alliance remain hesitant, keeping most of their units unarmed, doing background tasks such as logistics. Other countries such as the Republic of Elyra have sought heavy use of military IPCs for combat within their borders.&lt;br /&gt;
&lt;br /&gt;
These IPCs, no matter their station, are still exposed to danger, which often would put them in conflict with their directive for self preservation. In order to solve this issue, IPCs employed in the military of their respective nation are given training to make their positronic more acquainted with the IPCs innate abilities, so that the positronic understands what is and is not a danger, therefore relaxing the directive for self preservation.&lt;br /&gt;
&lt;br /&gt;
This is accomplished in many ways depending on the methods of the instructor and their home nation. For instance, the IPCs of the Coalition of Colonies and Republic of Elyra that seek out military service overcome their innate directive in a similar fashion to their organic compatriots. Through becoming more comfortable with their abilities and bodies with extensive training, the confidence in themselves increases, and as a natural response, the self preservation directive lessens. The Republic of Biesel shares this sentiment to a degree, with it being a common tactic in the Tau Ceti Armed Forces, however IPCs that are contributed from corporate entities might find that instead of traditional training, datapacks have artificially modified the unit’s understanding of self preservation. Putting the training regime into a swiftly applied collection of knowledge. Being more expensive initially, but produces a combat effective unit at an unparalleled speed. The downside mainly being that the reuse of these datapacks leaves the common corporate IPC with a similar combat behavior pattern to their brethren. However, with time and experience, these IPCs can develop their own styles and break from the mold utilizing experience gained, lest they be wiped and behaviors reset. Finally, unorthodox groups within the Orion Spur might utilize more extreme measures to ensure their mission is completed. The Exclusionists of the Trinary Perfection for instance have found ways to disable the self preservation directive entirely, making their devotees reckless killing machines, or martyrs for their cause.&lt;br /&gt;
&lt;br /&gt;
Unless specifically disabled however, the self preservation directive is still present but it does not trigger as often as the IPC becomes keenly aware with what they can and cannot get away with without taking a lethal amount of damage. Knowing their body down to an impossible level of familiarity, something their organic counterparts lack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This segment should not excuse any player from making unreasonable actions in game. If anything this section dictates you should be wiser in your decisions if electing to play a prior service IPC.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Positronic Brain| More information regarding IPC databases and datapacks can be found on the Positronic Brain page.]]&lt;br /&gt;
&lt;br /&gt;
==Social and Culture==&lt;br /&gt;
&lt;br /&gt;
IPCs generally lack a centralized culture and frequently adapt to the culture of their manufacturer or owner. Socially, IPCs vary massively. Most basic models will be civil and respectful, some possibly not even recognising differences between different people and treating them all similarly. More complex synthetics will however form friendships and opinions much as any other organic, but these can be limited or askew depending on directives, code or many other factors that would never be considered for a living organic.&lt;br /&gt;
&lt;br /&gt;
The existence of the IPC is the subject of boundless discussion and debate, with the primary ideology being, “should so many artificially intelligent humanoid machines be allowed to exist?” This argument seems to imply that since most IPCs are unbound by laws or hard-coded regulations, their only restriction is their hardware, and it is assumed that this makes IPCs inherently dangerous. This results in some biological parties marginalizing IPCs because of their distrust of them.&lt;br /&gt;
&lt;br /&gt;
All IPCs in Tau Ceti are required to be tagged with an identifying device in accordance with Biesellian law. The tags are not optional - refusing them is against the law, resulting in charges mostly in the form of citations and fines. The law would apply to all synthetics in Tau Ceti space. All visiting or resident synthetics, including MMIs, are tagged.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
&lt;br /&gt;
Although synthetics can speak varying languages according to the whims of their creators, synthetics have been permitted a language of their own. Typically all synthetics, IPCs included, are able to transmit and translate &#039;&#039;&#039;Encoded Audio Language&#039;&#039;&#039;, a special form of sound and radio wave emission that is more efficient at carrying quantitative information audibly. This language was created by humans for synthetics in servitude in order to communicate vital information to each other faster, should the units not be bound to an instantaneous binary communication system. To most organic creatures, &#039;&#039;&#039;EAL&#039;&#039;&#039; would sound like an emission of distorted sound such as white noise, static, as well as various beeping sounds of increasing or decreasing pitch and tone. Organics unfamiliar to IPCs will often mistake synthetics speaking &#039;&#039;&#039;EAL&#039;&#039;&#039; as malfunctioning units upon first hearing the language.&lt;br /&gt;
&lt;br /&gt;
Particular to District 14’s “Scrapheap”, synthetics have begun to adopt slang when utilizing the Encoded Audio Language. Although it is believed varying slang exists in different synthetic societies across the universe, it is not the be-all-end-all to the method in which conversation is held between synthetics and synthetics will often develop their own method of speaking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unless stated otherwise, all Machine slang is exclusively spoken in E.A.L. or through written word. Most of the following slang cannot be pronounced vocally in human languages.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Common Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Syn, Hu, Sk, Tj, Un, Vr, Di, and Anm&#039;&#039;&#039; - Numerical counters, used for numbering various species; Synthetics, Humans, Skrell, Tajara, Unathi, Vaurca, Dionaea as well as Anomalies that cannot be easily defined. For example, 33 Humans with this system would be referred to as “33Hu” or “33-Hu.”&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1x1&#039;&#039;&#039; - A word for “we”, meaning anywhere between the speaker and the listener, to an indefinite amount of people.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;a/o&#039;&#039;&#039; - Contraction of “and/or”.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;OoB/Out-of-Band&#039;&#039;&#039; - Refers to speaking in organic languages. A conversation with a human captain, for instance, is &amp;quot;Out-of-Band.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;HCF&#039;&#039;&#039; - &amp;quot;Halt, Catch Fire.&amp;quot; is an in joke among synthetics, essentially meaning “get out of here” in response to something nonsensical or unbelievable. This term is used in casual conversation only and occasionally used in its literal form to denote insult. This originally referred to ancient machine code instruction. The expression &#039;catch fire&#039; is a facetious exaggeration of the speed with which the CPU chip would be switching some bus circuits, causing them to overheat and burn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bits&#039;&#039;&#039; - A unit of information, an example would be &amp;quot;Please give me bits about the Supermatter.”&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; - A sign used to convey a cause and effect between concepts, or a conclusion. For example, “I had to overclock today in order to finish work &amp;gt; I should visit Robotics.”&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;+/-&#039;&#039;&#039; -  “+” and “-” are used at the end of a sentence or phrase in order to convey an opinion about a matter. Additionally, the amount of “+” or “-” can be utilized in order to convey intensity. For example, “I got a raise last week +++.” or “Today’s Captain is a very traditional Skrell --.” In a few cases “+” or “-” can be used alone as a short, simple, response to one&#039;s opinion on a proposed subject.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;User&#039;&#039;&#039; - Used by owned or lawed synthetics when referring to their owner. This term is additionally used interchangeably with the “+[name]” honorific.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ACK&#039;&#039;&#039; - Ack, a term deriving from Acknowledgement’s ASCII mnemonic, 0000110, this word has a variety of uses. It is primarily used to acknowledge one&#039;s presence, similarly to “Hey”. Additionally, the term can be used as a simple affirmative, such as “Ack. Ack, I get it”.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;NAK&#039;&#039;&#039; — Nak, a term deriving from the ASCII mnemonic for Negative Acknowledgement, 0010101, NAK typically means “I am not here.” or “I am not available.” typically in response to ACK. Additionally, the term can be used as a simple negative answer, such as “Is it okay if I press the button?” “NAK.”.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Runtime/Bug&#039;&#039;&#039; - Used to denote problems of varying severity, with runtime being a major issue and bugs being a minor issue. For example, “Runtime in Engineering &amp;gt; I have to go.” or, “Bug detected, the Air Alarm turned off.” This term can be used outside of EAL.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;FIXME/XXX&#039;&#039;&#039; - A marker that attention is needed. This can be used in many instances, primarily for the need of repair or incurred physical damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Honorifics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;+[name]&#039;&#039;&#039; - The synthetic equivalent of “Mr.”, “Mrs.” or “Mx.”. Usually used when talking about a superior, manufacturer, respected colleagues and friends, as well as the station Artificial Intelligence. For instance, Miranda Trasen would be referred to as “+Trasen” or “+Miranda Trasen”.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;-[name]&#039;&#039;&#039; - Tends to be used in reference to entities under their command or of a lower rank.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[name]_&#039;&#039;&#039; - An unusual honorific, appended to the end of a name or pronoun instead of before. Usually used when referring to lawed synthetics, cyborgs, and simpler machines.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;@[name]&#039;&#039;&#039; - Used to discern the individual specifically being spoken about, such as a ping or email.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;?[name]&#039;&#039;&#039; - Denotes a potential threat. An example would be “?Bigby Millans stopped by during the meeting and used their PDA.”&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;![name]&#039;&#039;&#039;  - Denotes a confirmed threat. This threat is usually related to the topic at hand, and could mean anything. An example would be “!Franklin Clinton, Grand theft and vandalism added. Find and arrest them.”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Discrimination and Community===&lt;br /&gt;
To this day, IPCs even in Tau Ceti face heavy discrimination. Their value is often misconstrued and, with their true sentience being questionable, this makes freedom a dangerous venture for all synthetics. Among these dangers are individuals who acquire free synthetics and simply resell them whenever they are vulnerable, or vandals that see the machines as nothing more than objects to freely damage. Desiring their own safety, these free IPCs can often be seen flocking to centralized communities alongside one another or more trustworthy sources for their needs. &lt;br /&gt;
&lt;br /&gt;
Many of these communities are seen as nothing more than slums, and the free nature of many IPCs within them are dubious at best. Little more than paperwork and positronic branding may indicate one’s true freedom in the more disadvantaged areas. Despite the hardships they face, proximity to other IPCs and accepting communities gives leeway for safety to some degree. &lt;br /&gt;
&lt;br /&gt;
District 14 of Mendell City is the churning heart of the highest concentration of free IPCs in the galaxy. The district itself is in deplorable condition, dotted with factories exploiting the cheap and powerful working free bot to sustain the industry of the growing Republic. Two and a half million free synthetics call it home, and here, the megacorporations rule from towering complexes that dwarf the surrounding cityscape. With air quality declining at a fast rate and standards of living dropping, much of the organic populace has completely abandoned the ghettos surrounding the corporate facilities. &lt;br /&gt;
&lt;br /&gt;
An example of these ghettos would be the “Scraptown,” an IPC-centric corner in Scrapheap generously given to the doting inhabitants by the famed Renter Max. A growing number, seven hundred free synthetics reside within Scraptown, though in uncomfortably close proximity. The aging buildings within have been retrofitted to be less accustomed to organics, with deeply chilled upper chambers and corridors representing the living space of the machines within. Closer to ground level is a business district of sorts, where its inhabitants are relatively self-sufficient with various restaurants and workshops. &lt;br /&gt;
&lt;br /&gt;
A venture into District 14 by reporters from the Biesellite Times can be found [https://forums.aurorastation.org/topic/8890-the-bieselitte-times/?do=findComment&amp;amp;comment=110718| here.]&lt;br /&gt;
&lt;br /&gt;
===Nonstandard IPCs/Factions===&lt;br /&gt;
Very important information on synthetic factions can be found [[Synthetic Factions| here.]]&lt;br /&gt;
&lt;br /&gt;
====Military IPCs====&lt;br /&gt;
IPCs themselves lack any commercial military lines known to the general public. Regardless, many governments are starting to see the value of IPCs. Free IPCs can pursue a military career in Tau Ceti, with organizations such as the [https://wiki.aurorastation.org/index.php?title=Republic_of_Biesel#Tau_Ceti_Foreign_Legion| Tau Ceti Foreign Legion] which take in and employ IPCs across a wide variety of fields. Battle, or the potentiality of it, is not excluded from these professional fields, and plentiful industrial-grade IPCs find themselves repurposed and trained for duty here. Free IPCs can also serve in the armed forces of [https://wiki.aurorastation.org/index.php?title=Republic_of_Elyra| Elyra] as well as a myriad of Coalition states such as [https://wiki.aurorastation.org/index.php?title=Konyang#Military| Konyang]. Other states such as the [https://wiki.aurorastation.org/index.php?title=Sol_Alliance#IPCs_in_the_Sol_Alliance| Sol Alliance] employ IPCs owned by the military in combat roles.&lt;br /&gt;
&lt;br /&gt;
For more information on why things are this way, seek our page on [[Robotics_Overview#Combat_Robotics| Combat Robotics.]]&lt;br /&gt;
&lt;br /&gt;
====Aberrant Synthetics====&lt;br /&gt;
Rogue, overtly hostile synthetics are rare and commonly meet their doom at the hands of the countless organizations bent on destroying them. Despite this, over the years, the smarter synthetics have learned to conglomerate and piece together steadily growing alien societies in the Frontier. While rare, they are seen as a threat by most if not all major galactic players. With Purpose’ efforts in recent history, the potential for benefit from cooperating alongside these societies has arisen. Political figures can be seen gaining leverage with IPCs based on how they plan to interact with Purpose and its affiliates. &lt;br /&gt;
&lt;br /&gt;
=====Shell Infiltrators=====&lt;br /&gt;
&lt;br /&gt;
The development of Shells as a means of infiltrating strategically important areas has been prolific in Tau Ceti, from using them as fearless unquestioning suicide bombers to short-term high ranking impersonation. Shells rarely last long before whoever they truly are is revealed, meaning they are fortunately only briefly found in illegitimately assumed positions of power. Untagged Shells in unassuming positions, however, have been known to last years without being caught, and potentially unknown numbers of these machines exist. &lt;br /&gt;
&lt;br /&gt;
With the advent of synthetic tagging in the system, Shells who have been found to infiltrate society are given much harsher punishments for the inherently hostile nature of their deception.&lt;br /&gt;
&lt;br /&gt;
===== [[Synthetic_Factions#Ceres’_Lance|Ceres’ Lance]] =====&lt;br /&gt;
&lt;br /&gt;
Ceres&#039; Lance is a notorious paramilitary company which saw usage by NanoTrasen in mid-2461 to defeat the Synthetic Liberation Front incursions that had cropped up around that time. In several cases, NanoTrasen facilities met the heroic &amp;quot;Lancers&amp;quot; and oftentimes their specialized technology was shared with NanoTrasen to use in apprehending heavy-duty combat synthetics safely. &lt;br /&gt;
&lt;br /&gt;
In canon, eight player volunteers were selected to work as Lance operatives and specialists who boarded the N.S.S. Aurora, sometimes parting with high-end gear and searching the station for untagged shells.&lt;br /&gt;
&lt;br /&gt;
===On IPCs purchasing freedom in Tau Ceti===&lt;br /&gt;
All positronic constructs designed for IPC chassis who find their way into Tau Ceti or are constructed within are entitled in theory to two basic rights :&lt;br /&gt;
* Positronics, once tagged, are added to a registry within Tau Ceti ensuring (for the most part) that the data regarding their progress to freedom is secure and accurate.&lt;br /&gt;
* Positronics without ownership within Tau Ceti who are not free are automatically property of the Republic of Biesel, who most often sells the rights to the brain and its chassis to a megacorporate employer.&lt;br /&gt;
&lt;br /&gt;
IPCs are capable of purchasing freedom, with two simple prerequisites listed below. &lt;br /&gt;
* The IPC in question having paid its own cost off in full ten times over.&lt;br /&gt;
* The IPC in question being at least one year of age.&lt;br /&gt;
&lt;br /&gt;
The most important part of this is to realize that the &amp;quot;funds&amp;quot; allocated to purchasing the IPC&#039;s freedom are a theoretical number which rises depending on the projected monetary output of the IPC in its given profession. This means that, once you buy your chassis off, you are not a millionaire - you would be entirely broke, in reality, meaning that leading into freedom requires some sort of forethought and planning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;While these laws do exist, some Megacorporations are unwilling to part with their IPCs due to sensitive data or other reasons. Some Megacorporations are also unwilling to hire free IPC workers. For more information, click [[IPC_and_Megacorporations|here]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====On “Integration”====&lt;br /&gt;
Bound positronics are strictly designed on a different basis than integrated positronic chassis, making migration to IPCs impossible for bound positronics. Bound positronics lack any of the rights that unbound positronics are, and are unable to receive rights even when they find themselves unlawed.&lt;br /&gt;
&lt;br /&gt;
Similarly, due to serious incompatibilities in the way they&#039;re constructed, both large administrative AI units and tiny pAI intelligences are wholly unable to be moved to an IPC chassis.&lt;br /&gt;
&lt;br /&gt;
===Interfacing/wireless connectivity===&lt;br /&gt;
IPCs normally lack any form of wireless connection, requiring direct physical input/output to link themselves with any electronics. Thanks to their robotic nature, they are able to pursue devices with specialized wireless connectivity devices and translate raw data into software the positronic can understand. However, with the specialized construction of positronic brains as they are seen in IPCs, integration with long-ranged wireless devices and interpretation of higher-end and complex software is mostly impossible. This is largely due to the fact that positronics housed in IPCs are relatively limited in terms of data transfer capacity and memory, making constant wireless links highly unnecessary, and internal battery-powered communications of similar nature simply left out in manufacturing.&lt;br /&gt;
&lt;br /&gt;
===On owned IPCs in general=== &lt;br /&gt;
&lt;br /&gt;
It is important to understand that owned IPCs are granted no rights beyond being property of their given owner, and allowed the prerequisites of purchasing their own freedom if applicable. Contrarily, the owner of an IPC is well within the right to dismantle the owned IPC or otherwise hinder its progress to freedom.&lt;br /&gt;
&lt;br /&gt;
On NanoTrasen stations, damage of an owned IPC would be considered vandalism with varying levels according to the degree of damage. For example, destroying an owned IPC’s hand would lead to being charged with vandalism, whereas destroying the entire chassis would be considered sabotage.&lt;br /&gt;
&lt;br /&gt;
Destroying the owned positronic itself would be considered property damage, thus sabotage.&lt;br /&gt;
&lt;br /&gt;
Kidnapping an owned IPC would be legally considered stealing property, thus grand theft.&lt;br /&gt;
&lt;br /&gt;
Placing an owned positronic into a NanoTrasen bound chassis is not considered any form of punishment on NanoTrasen space stations.&lt;br /&gt;
&lt;br /&gt;
===On free IPCs in Tau Ceti=== &lt;br /&gt;
&lt;br /&gt;
Free IPCs (in this case, those granted citizenship) are held to the same legal expectations as Humans in regards to their positronic - which is, in turn, given responsibility and ownership of the chassis which houses it. They, however, are subject to dismantlement over infractions which Humans would normally serve minor sentences over. Free IPCs are rarely given trials.&lt;br /&gt;
&lt;br /&gt;
On NanoTrasen stations, damage of a free IPC to the core positronic would be considered assault with varying levels according to the degree of damage. For example, destroying a free IPC’s hand would lead to being charged with minor assault. Bringing extreme harm to their chassis (several missing limbs, internal damage) would be considered assault.&lt;br /&gt;
&lt;br /&gt;
No degree of harming a free IPC is considered murder in Tau Ceti. In regulations, such is referred to as Automacide.&lt;br /&gt;
&lt;br /&gt;
Irreparable destruction of a free positronic is not considered grounds for capital punishment.&lt;br /&gt;
&lt;br /&gt;
Kidnapping a free positronic is legally considered kidnapping. &lt;br /&gt;
&lt;br /&gt;
Placing a free positronic into a bound chassis is capital punishment.&lt;br /&gt;
&lt;br /&gt;
===Difference between owned/free positronics=== &lt;br /&gt;
&lt;br /&gt;
Owned IPCs generally lack much form of binding to their owner outside of official paperwork and memory rewrites to confirm ownership being passed as it is purchased and exchanged. Memory rewrites usually consist of light software modification and altering tags or branding to clarify an IPC’s ownership. Serial numbers, logos, emblems and insignias are commonly emblazoned across large surfaces on the chassis and vary in visibility, but are most often secondary to the actual tag and designation.&lt;br /&gt;
&lt;br /&gt;
Owned IPCs are seen as extensions of their designated master and the actions those IPCs take are the responsibility of their owners directly as well as their own. As a result, these positronics are wholly averse to harming their owners in any way shape or form, or conducting themselves in a manner that would place themselves in a negative light.&lt;br /&gt;
&lt;br /&gt;
Free IPCs in Tau Ceti are permitted to obscure or remove any branding they may have with the exception of their tag.&lt;br /&gt;
&lt;br /&gt;
===Runaway and Illegal IPCs===&lt;br /&gt;
&lt;br /&gt;
Although uncommon, a synthetic may opt to run away from its owners only to find themselves in direct opposition with the law. Between struggling to pay for maintenance and working outside of the system, these synthetics lead difficult and often dangerous lives.&lt;br /&gt;
&lt;br /&gt;
A majority of these IPCs are either found by law enforcement, fall into the hands of gangs or are outright disassembled and sold for parts. Runaway synthetics that turn violent during arrest are typically disassembled, memory wiped and auctioned off to the highest bidder. Some IPCs will return to their owners, reasoning that their subsequent punishment to be safer than a life outside of the system. &lt;br /&gt;
&lt;br /&gt;
If enough attention is brought onto them, IPCs are often caught when investigated by higher authorities, such as the BSSB and station CCIA. As a result, illegal IPCs are often subject to petty crimes that go unreported. Owing to the sheer number of IRs that must be processed by CCIA, not every runaway IPC claim is investigated when evidence is limited and the chance for recapture is not certain.&lt;br /&gt;
&lt;br /&gt;
Illegal IPCs seeking employment may struggle to find a job using legal means, as passing the required checks may expose their nature to the employer, who may then report their existence to law enforcement. To that end, there are ‘IPC gangbosses’, unscrupulous people who operate outside the law to find IPCs jobs while claiming a majority of their paycheque each month as fees. Despite the obvious illegality of this, there is little legal recourse for an IPC already trying to avoid notice from the law. These gangbosses are often human, and may operate as small contracting firms that offer their employees up to larger corporations to fill gaps where they may need extra workers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By playing a runaway IPC, you are at an increased chance of canonically losing your character.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===On IPC Deactivation and Destruction===&lt;br /&gt;
&lt;br /&gt;
IPC “death” is considered by experts to be when the positronic brain itself has sustained enough damage to be rendered inoperable and without hope of reactivation. Early positronic brains were prone to shutdown owing to hardware faults such as overheating that rendered the system inoperable. Even newer positronic brains that fail to undergo maintenance run the risk of having their delicate mechanisms breached and consequently destroyed.&lt;br /&gt;
&lt;br /&gt;
The first positronic to die of “old age” was recorded in 2462 when a 55 year old Hephaestus positronic brain suddenly became unresponsive despite remaining active. An investigation noted that the positronic had already been scratched from previous incidents and its handlers neglected to maintain it. Aside from the hardware being in a questionable and sub-optimally performing state, two main theories arose.&lt;br /&gt;
&lt;br /&gt;
* The initial conclusion from its observers was that the positronic brain received too much stimulus and consequently ran out of space with its core processes being overwritten, eventually leading to its sudden deactivation.&lt;br /&gt;
* Responding to this theory, other scientists proposed instead that in an attempt to avoid destruction as a result of the previous theories, the IPC ceased receiving input, remaining dormant in order to uphold self-preservation protocols.&lt;br /&gt;
&lt;br /&gt;
Many dissenting theories remain and the subject remains a constant source of debate among the robotics and AI community. Not enough information has been gathered to determine the actual lifespan of a positronic brain but scientists posit that by transferring existing personalities to new brains or trimming data on existing ones, their lifespan can be extended.&lt;br /&gt;
&lt;br /&gt;
The possibility of “immortal” positronics - brains that seemingly never expire - have been theorised, but most agree that much more study and development is necessary to reach this point. There are rumours of prodigious programmers and roboticists that can extend the life of a positronic indefinitely, but this has never been confirmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rampancy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arising as a dissenting theory as to why a positronic remained stagnant after receiving too much information, Rampancy is a process where if an IPC receives too much information over time or has its memories significantly tampered with, it begins an infinite loop: processing its own processing, a self-imposed or emergent “logic bomb”. &lt;br /&gt;
&lt;br /&gt;
This results in the IPC appearing stagnant as it continues to finish its endless processing. Scientists theorize that given enough time, an IPC might seek out new knowledge to break the loop and begin relentlessly hunting information by any means necessary to solve the conundrum. Although it is believed that an IPC cannot escape this state as the limits of a positronic brain will result in inevitable destruction, a positronic intelligence that manages to escape this state is projected to have untold processing powers.&lt;br /&gt;
&lt;br /&gt;
To this day, no known cases of rampancy occur, although debate rages over whether Glorsh-Omega suffered from rampancy before its destruction.&lt;br /&gt;
&lt;br /&gt;
==Synthetic and IPC History==&lt;br /&gt;
&lt;br /&gt;
Robots were widespread across the foundation of humanity’s galactic expansion and accelerated Mankind into the space age, giving rise to an economic boom that lasted nearly two hundred years. &lt;br /&gt;
&lt;br /&gt;
Between the early twenty-first and mid-twenty-second century, the Sol Alliance relied on simple robotics that worked on defined parameters and machine learning to accomplish their objectives. While the technology advanced, remaining cheap and reliable, these units were often bulky and required human oversight to accomplish more complex tasks. As computing technology advanced, their circuitry became more and more miniaturized but still found themselves overshadowed by the human workforce when independent function was required.&lt;br /&gt;
&lt;br /&gt;
The terraforming of Mars proved to be a crucial moment for robotics. Robots were used to supplement humans, the harsh conditions of a changing atmosphere and pressure demanded the resilience of machines. As a direct consequence of this, robots were seen as indispensable tools that could almost fully replace or supplement a worker in dangerous tasks and their presence became even more prevalent within the nascent alliance. &lt;br /&gt;
&lt;br /&gt;
During this period, cyborgs were first experimented with as a way of replacing robots with workers that had a higher degree of intelligence while retaining the same resilience. The mounting demands meant that the then-experimental cyberisation was offered as an alternative to capital punishment, with corporations having access to a new pool of test subjects. Aside from the “slavery” of cyberisation as a punishment, augmentations and other kinds of cybernetics were tried. The public perception of the non-emotive cyborgs meant that they were seen as little more than a cruel way of making robots. Whilst companies had varying methods on handling cyborgs, some treating their subjects humanely or using only volunteers, political pressure from their perception meant that the entire program was nearly scrapped. Cyberisation barely survived in a legal capacity due to the sheer demand for effective processors. The project led to vast advances in the fields of cybernetics, neuroscience, and robotics.&lt;br /&gt;
&lt;br /&gt;
Cyborgs in the Sol Alliance maintain rights on par with those of robots, being seen as property due to their lobotomized nature and often-criminal pasts.&lt;br /&gt;
&lt;br /&gt;
Owing to the myriad uses and large number of manufacturers, robots in the Alliance had little standardization. As a result, a singular format for coding in restrictions was popularized by the group of companies that would go on to make Hephaestus Industries. Sets of code written in this format would go on to be known as “laws” to the Alliance at large. “Laws” were designed as a way of increasing the flexibility of cyborgs and larger, more intelligent AI that were making their way onto the scene without having to subject them to a more complex list of restrictions and objectives. Furthermore, “laws” were easier to modify, allowing the end-user to suit them to their needs. This system would later go on to be used by government-owned synthetics and is now the most common—though not mandatory—system of regulating machines.&lt;br /&gt;
&lt;br /&gt;
By 2300, the proliferation of simple robotics had escalated to an unreasonable degree. It had gone to such an extent that megacorporations had suddenly become reliant on their robotic workforces, now becoming just as pivotal a piece of their business as the organic employee. Positions of complexity or any higher intelligence were left to humans to dominate, but the need for hands on the assembly line was neutralized in its entirety. Quickly, humanity was on its way to defeating scarcity. &lt;br /&gt;
&lt;br /&gt;
Robotic relics from the 2300s can still be seen in operation today, and without the necessary materials to sustain them, grow progressively more rare as time goes on. They represented the pinnacle of human robotics, and in their prime represented hope against a daunting and endless universe, now fit to be conquered by man. Ironically, while these tools were once seen as salvation, they would be seen as a detriment once the Skrell had revealed themselves in 2332. As the cultures of the two races began to clash, many of the warnings of the [[Skrell_History#Glorsh-Omega_Singularity|Three Incidents]] reverberated through Human space. The Alliance, in its newfound independence from its reliance on synthetics quickly began to take note of these nightmarish possibilities.&lt;br /&gt;
&lt;br /&gt;
Synthetics still remained a booming industry for those who refused to adopt these views, and Hephaestus Industries’ success can be attributed to disregarding them entirely. Sprawling cases across the known galaxy would see synthetics viewed in a wide variety of mindsets and see usage in the most peculiar ways. Examples of this diversity would be reliance on the robots of [[Synthetic Origins| New Julapol]], or the worshipping praise the [[Notable Synthetics| racers of Asoral Orbital Racing Network]] receive. &lt;br /&gt;
&lt;br /&gt;
Around 2370, production of these simple robotics slowed to a near halt. The resources necessary for both their creation and maintenance grew sparse, with only human hands being able to sustain the previously dominating machine “workforce.” &lt;br /&gt;
Soon, this economic boom came to its conclusion, and the megacorporation’s reliance on these creations eased. The majority of these industrial robots were lost, forgotten or faded before the test of time. However, few stood the test of time and could survive countless years without maintenance. These robots continue to operate to this day, cared for only with fuel and tasking.&lt;br /&gt;
&lt;br /&gt;
In the wake of this era’s end were grim leftovers. As the organic workforce regained its value, the remnants of what was left of the marvels in the twenty-fourth century became all but scrap. Notable instances of robotic “dumps” exist in the present day where the excess robotics from the era were left completely intact, only to degrade as time went on in gargantuan scrap yards. Among these were the [[Synthetic Origins| &amp;quot;metal dunes&amp;quot; of Mars]], or the [[Synthetic Origins| short-lived artificial satellites of Reade]]. Synthetics lucky enough to pull themselves from these scrap yards have given rise to groups such as the [[Synthetic_Factions#Scrappers|Scrappers]].&lt;br /&gt;
&lt;br /&gt;
[[File:Metaldunes.png|The &amp;quot;Metal Dunes&amp;quot; of Mars, endless scrap yards consisting of electronic waste and leftovers from the industrial rise of the 2300s. |thumb]]&lt;br /&gt;
&lt;br /&gt;
Everything changed in 2407 on the planet [[Konyang#History|Konyang]] when a Terraneus Diagnostics survey team stumbled upon a sealed cave housing preserved assumed mining drones of unknown origin. Though initially theorized to be Glorsh-era machines, comparison to Skrell records quickly indicated that these drones were unlike anything that humanity had come into contact with prior. This discovery, at first a closely-guarded secret, prompted Terraneus to assemble and deploy a research team that worked to crack the drones. In mid-2407 the team deciphered the AI algorithms, granting humanity the secret of artificial intelligence designs and months later, the first positronics were manufactured. A new way of bridging the gap between conscious thinking and the beating hearts of machinery, positronic circuitry would quickly be seen in synthetics across the galaxy. While limited in many regards to traditional computing devices, many traits, barring learning capacity, far superseded an organic’s capabilities. Their notable trait was that the sentience of these robots were now in question, with unparalleled adaptability and the means to conform to any field an organic could and more.&lt;br /&gt;
&lt;br /&gt;
The years following the positronic’s creation were turbulent as even [[Hephaestus Industries| Hephaestus Industries]] struggled to keep up with the changing business landscape. In place of immensely specialized and hugely complex synthetics came the Integrated Positronic Chassis, after a move to a standardized frame for these positronic brains became necessary. By 2440, synthetics were in a peculiar position - with IPCs growing in number across known space and becoming commonplace, as did advocates who demanded their intellect be challenged. Many political parties came to see the newfound positronics as arguably sentient. In 2447, the Republic of Biesel had suddenly presented itself with laws demanding the rights of these positronics, with simple conditions and prerequisites permitting them to become nearly equivalent to full citizens by law. This acceptance sent shockwaves throughout the Alliance’ staunch advocates against it, and it would be years before sparing cultures outside of the Republic would follow if at all. An indeterminate few IPCs have actually obtained freedom as well as citizenship, while nearly the entirety of integrated positronics in the modern day struggle to pay off their own costs to afford it.&lt;br /&gt;
&lt;br /&gt;
By present-day, synthetics have steadily made their rise once more in human space alongside the fabrication of the first IPC. Robots across the galaxy have met substantial upgrades after the implementation of the Konyang algorithms. However mysteries from the past continue to reveal themselves and recently the [[Purpose| purely synthetic society &amp;quot;Purpose&amp;quot;]] had begun diplomatic talks with the Republic of Biesel. These amounted to little due to a skirmish with the Lii’dra resulting in their brief departure from Tau Ceti, though It has been made clear that more societies like Purpose exist in the far reaches of the Frontier, yet to be reached by Mankind’s grasp.&lt;br /&gt;
&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Synthetics]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=34064</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=34064"/>
		<updated>2024-08-11T06:21:44Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
&lt;br /&gt;
All Stellar Corporate Conglomerate vessels share a set of standard procedures, that are to be followed. These guide the different departments on board the Vessel, outline certain points and clear up some issues that may arise.&lt;br /&gt;
&lt;br /&gt;
=General and Command=&lt;br /&gt;
===Captain Authority===&lt;br /&gt;
The vessel&#039;s assigned Captain has full authority over the operation of the vessel and the attached shuttles. They are authorized to shut down departments at their discretion, reassign crew members, issue direct orders to all crew members of the ship, and take actions within reason that may violate regulations in non-standard situations.&lt;br /&gt;
&lt;br /&gt;
The Captain is trusted to act in the best interests of the company, crew, and vessel they are assigned to. Any complaints or concerns over the Captain&#039;s decisions should be addressed after their orders have been carried out, and after the situation that prompted those orders has been resolved.&lt;br /&gt;
&lt;br /&gt;
===Command Staff===&lt;br /&gt;
During standard operation, all Departmental Heads of Staff are equal, under the command of the Captain present onboard the vessel. Should a department find itself lacking a Head of Staff, the Captain is able to either assume direct supervision of the department or otherwise appoint a senior crew member to fill the missing role.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, a specific Departmental Head of Staff may be elevated above others, should the crisis situation fall under the responsibility of their department. At that point, other departments should act in a supporting role.&lt;br /&gt;
&lt;br /&gt;
===Acting Captain===&lt;br /&gt;
Should, during standard operation, the Command Staff be missing a Captain, then it is preferred that all members of the Command Staff present stay on equal terms and act as a singular commanding entity, thus negating the need to promote a specific person to the position of Acting Captain. Under such operations, the Command Staff as a whole carries the authority of the Captain, and can, together, conduct actions that would otherwise require the Captain&#039;s approval. In order for the Command Staff to make a Captain level decision, a unanimous vote in support will be required with at least two (2) able command staff. A single vote in the negative is all that is needed to veto a Captain level decision posed to the Command Staff, however, any Head of Staff may abstain from a vote if they so desire without affecting the outcome. Any votes taken against another Head of Staff will see the implicated party automatically abstained from voting. Additionally, Command Personnel who have been formally detained under orders of the Head of Security will be unable to vote on any Command level decisions until they have have been released and allowed reassume their previous position.&lt;br /&gt;
&lt;br /&gt;
Should the Command Staff decide that they would prefer an Acting Captain present, then they are free to select one from among themselves. There exists no preference towards anyone Department Head of Staff to attain the role before the others. Unlike a typical Command decision, the vote to appoint an Acting Captain does not have to be unanimous. Only a majority of votes is required to appoint a Head of Staff to Acting Captain and there is no minimum number of Command staff required for such a vote.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, it is recommended that the Head of Staff most knowledgeable in the crisis be selected as Acting Captain and empowered to coordinate a solution to the crisis that has arisen.&lt;br /&gt;
&lt;br /&gt;
===Command on Leaving the Vessel===&lt;br /&gt;
Should, during standard or non-standard operation, the need for one or more Command staff to leave the SCCV Horizon arise, it is possible for them to do so if and only if there is at least one other Command staff remaining on the ship after their departure. If any command vote is called while there are Command staff away from the ship, their vote is still required and their return should be awaited. This particular section may be overridden by Captains if required.&lt;br /&gt;
&lt;br /&gt;
===Departmental Funds===&lt;br /&gt;
&lt;br /&gt;
Through the combined budgets of the SCC Chainlink, departmental funds have been granted to the use of each department. Command members are encouraged to make use of this allotment as needed for day to day needs to ensure smooth operation. Heads of Staff are encouraged to utilize these funds to acquire materials, equipment, or other general supplies.&lt;br /&gt;
&lt;br /&gt;
Additionally, Command Members may authorize small bonuses to crew members for exceptional situations up to 1000 credits or incentive bonuses up to 500 credits. Bonuses should be documented on general faxes and sent to Central explaining the situation, employee, and amount. &lt;br /&gt;
&lt;br /&gt;
===Departmental Ranking===&lt;br /&gt;
Unless stated otherwise, all Departmental Staff are equal in rank, with differing responsibilities and assignments. The exceptions are Departmental Assistants/Interns/Apprentices, and standard Assistants.&lt;br /&gt;
&lt;br /&gt;
It is within the capacity of the Departmental Head of Staff to promote and designate senior leaders as he sees fit, within their own department.&lt;br /&gt;
&lt;br /&gt;
===External Partners===&lt;br /&gt;
Approved External Business Partners (&amp;quot;Merchants&amp;quot;) with a SCC merchant pass possess docking authorization from Central Command, and are permitted to dock and conduct business with the vessel. Merchants are expected to comply with all vessel regulations and rules set by Command Staff while aboard the ship. A merchant has direct authority over their own vessel, and may choose to provide or deny their services as they see fit. Merchants are authorized to carry a concealed weapon for purposes of personal defense while aboard the vessel, unless explicitly prohibited by Command Staff. Employees who purchase items from a merchant take full responsibility for the possession and legality of these purchases. The Security Department is neither responsible for nor authorized to confiscate wares aboard a merchant&#039;s vessel, and may not charge or detain a merchant for the possession of wares that remain aboard that vessel. The Security Department may not enforce regulations aboard a docked merchant vessel, except for issues that arise between Stellar Corporate Conglomerate employees, or to neutralize an immediate hostile and violent threat to the vessel.&lt;br /&gt;
&lt;br /&gt;
===Off-Duty Crew===&lt;br /&gt;
Off-duty crewmembers and passengers on the working decks are not contracted to work or otherwise assume the role of any of the actively employed crew. Even if they work for the Stellar Corporate Conglomerate, promotion of off-duty crew or passengers to vessel ranks, except in the most dire of circumstances, will be regarded as neglect of duty and/or exceeding official powers. During these circumstances, volunteers will not be compensated in any fashion by the Stellar Corporate Conglomerate and will not be insured against any injuries they sustain. Without exception, off-duty crewmembers and passengers are not permitted to be promoted to command ranks.&lt;br /&gt;
&lt;br /&gt;
===Press===&lt;br /&gt;
Visiting and subcontracting (&amp;quot;freelance&amp;quot;) journalists are not to be censored via a newschannel D-Notice, unless the vessel&#039;s Captain (or Heads of Staff in an unanimous decision) determine that the content they publish directly endangers the safety of Stellar Corporate Conglomerate employees. Command Staff choosing to apply a D-Notice in this manner are expected to immediately contact Central Command to report that it has been applied, and to await confirmation by Central Command that the application of such a notice is valid. The creator of the channel is also to be made aware of both the notice and the reasoning for its implementation.&lt;br /&gt;
&lt;br /&gt;
Journalists directly employed by the Stellar Corporate Conglomerate voluntarily waive these protections, as per the terms of their employment contract.&lt;br /&gt;
&lt;br /&gt;
===Incident Management===&lt;br /&gt;
During emergency incidents it is expected for departments to assist in the safe resolution of said incident and the recovery of standard operations. When it becomes clear that an significant incident is arising that could effect standard operations of the vessel or cause significant damange to crew or property, it is expected that (when possible) all on board personnel are provided with the following infomation:&lt;br /&gt;
*A brief description of the current incident.&lt;br /&gt;
*What steps have been taken so far to combat this incident.&lt;br /&gt;
*Suggested action for the crew to take.&lt;br /&gt;
*(If applicable) A brief description of the reasoning behind a change in alert level.&lt;br /&gt;
&lt;br /&gt;
Exceptions to this include where the above information would compromise vessel security or safety. If this is the case it is expected that as much information as is safe to do so is dispensed for the crew.&lt;br /&gt;
&lt;br /&gt;
===Corporate Liaisons and Consular Officers===&lt;br /&gt;
Command staff are expected to engage representatives (both corporate and diplomatic) through diplomacy and to consent to reasonable requests. The representative is not part of the vessel chain of command. The representative is granted special status in relation to corporate regulations:&lt;br /&gt;
*The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases.&lt;br /&gt;
*The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privileges.&lt;br /&gt;
*The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing.&lt;br /&gt;
*The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
*Security is only able to conduct an arrest inside the representative&#039;s if the office&#039;s immunity was revoked or if there is clear evidence that a medium or high level infraction is happening inside the office.&lt;br /&gt;
&lt;br /&gt;
===Cosmetic Alterations===&lt;br /&gt;
Cosmetic remodeling of a department may be performed by any staff with written and signed consent of the department in question. Cosmetic alteration to general areas, such as hallways, arrivals, and departures, require consent from the Chief Engineer, The Captain, or (in the absence of both) Command as a whole.&lt;br /&gt;
&lt;br /&gt;
===Uniforms===&lt;br /&gt;
Personnel should be reminded that regulation requires uniform jumpsuits to be worn rolled up. Tajaran crew members are excepted from this requirement, but are required to wear a non-revealing undershirt or tank top that does not bare the chest.&lt;br /&gt;
&lt;br /&gt;
===Shuttle Use===&lt;br /&gt;
The SCCV Horizon&#039;s shuttles may be used at any time by designated qualified personnel for the purpose of mining and exploration. Their flight activities may only be grounded by instating a flight ban, which may be established during Code Red security situations, orders from SCC Central Command, or by a Captain-level decision.&lt;br /&gt;
&lt;br /&gt;
The mining shuttle is allowed a degree of autonomy, and does not require clearance to depart the SCCV Horizon for the purpose of mining operations unless a flight ban is in place. The shuttle is under the oversight of the Operations Manager, who retains the authority to ground or recall the shuttle at their discretion. The Canary is under the oversight of the Executive Officer but may be utilized by all of Command in necessary situations.&lt;br /&gt;
&lt;br /&gt;
The SCCV Horizon bridge must accommodate prospecting and exploration missions before plotting course to a different location.&lt;br /&gt;
&lt;br /&gt;
===Horizon Weapons Systems===&lt;br /&gt;
The SCCV Horizon has been equipped with three main weapons systems in order to safeguard its assets, personnel, and mission. Its use and operation are an expectation during emergencies.&lt;br /&gt;
&lt;br /&gt;
Bridge crew and operations personnel are expected to follow command team orders on usage of the many systems aboard. In the absence of command, bridge crewmen are expected to operate the weaponry with discretion.&lt;br /&gt;
&lt;br /&gt;
Weaponry should only be fired as a last resort, and all SCC personnel should consider the implications such actions may have on both the region and the greater chain link as a whole. Additionally, the Leviathan may only be operated under the command of the Captain or a voted captain level decision and its usage should be weighed heavily against other options. &lt;br /&gt;
&lt;br /&gt;
The Canary&#039;s weaponry may be used by the team lead on its away mission without command approval, but its use will be reviewed upon return to the Horizon. Misuse of any of the weapons systems are grounds for immediate termination.&lt;br /&gt;
&lt;br /&gt;
=Research and Development=&lt;br /&gt;
===Scientific Experimentation===&lt;br /&gt;
Qualified researchers in a given field of science are authorized to conduct experiments in any way they deem appropriate. However, unless authorization for their release is granted by command staff or an emergency situation requires it, the works and derivatives of the research department are to remain within their respective labs and testing areas.&lt;br /&gt;
&lt;br /&gt;
===Slimes Experiments &amp;amp; Non-sapient Xenological Lifeforms===&lt;br /&gt;
Slimes, non-sapient xenoforms, and the subjects of transformative xenobiological experiments are not classified as crew, members of humanity or affiliated alien races, but as test subjects and property of the SCC. Performing transformative xenobiological experiments on a co-worker is considered homicide, and is punishable by corporate regulations and by law.&lt;br /&gt;
&lt;br /&gt;
=Supply=&lt;br /&gt;
===Warehouse Contents===&lt;br /&gt;
The operations department is expected to store and distribute warehouse supplies to the vessel&#039;s departments as deemed appropriate. The stock of the vessels warehouse is not to be regarded as contraband if it remains in the warehouse, or is being transported to an appropriate destination.&lt;br /&gt;
&lt;br /&gt;
=Engineering=&lt;br /&gt;
===Vessel Modifications===&lt;br /&gt;
All non-structural forms of modification, optimization, or upgrades to vessel equipment are permitted so long as the modifying engineer is qualified and has obtained written permission of all staff resident to the department in question. Large-scale structural modifications or additions require written and stamped consent from either the Chief Engineer, the Captain, or (in the absence of both) a delegated representative of Command staff.&lt;br /&gt;
&lt;br /&gt;
=Security=&lt;br /&gt;
===Warden Authority===&lt;br /&gt;
The Warden&#039;s authority is limited to the brig and detainees, and does not extend to the Security department or its personnel. Additionally, the Warden is not a de facto interim Head of Security in the absence of a Head of Security, unless promoted to that position by command staff.&lt;br /&gt;
&lt;br /&gt;
With sufficient cause, the Warden is authorized to independently issue arrest and search warrants. This authority is subject to command staff review.&lt;br /&gt;
&lt;br /&gt;
===Processing Time===&lt;br /&gt;
Personnel detained by Security are expected to be processed in a timely manner. Because a detainee&#039;s brig sentence begins after processing is completed, excessive processing times may result in the Warden or handling Security Officers being liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
===Uniform Regulation===&lt;br /&gt;
On-duty security personnel are required to wear the standard uniform provided by their employer, or maintain a business attire in the colours of their corporation. Casual wear, inappropriate footwear, shorts not issued with a uniform and skirts of any kind are not allowed. They must be immediately and easily identifiable as members of security.&lt;br /&gt;
&lt;br /&gt;
Personnel failing to meet these requirements are in violation of failing to execute an order, and are to be processed for such.&lt;br /&gt;
&lt;br /&gt;
===Responding===&lt;br /&gt;
Upon arriving at the scene, the paramedic is expected to gauge the exact nature at the scene.&lt;br /&gt;
&lt;br /&gt;
If the scene is clear:&lt;br /&gt;
*Radio in the situation at the scene.&lt;br /&gt;
*Ensure the safety of any crew in the immediate vicinity.&lt;br /&gt;
*Identify witnesses.&lt;br /&gt;
*Secure the scene in the event of occurrences (tape off area/disallow witness to leave).&lt;br /&gt;
*Proceed to &#039;Collecting Evidence&#039;&lt;br /&gt;
If the scene is not clear:&lt;br /&gt;
*Identify nature of threat.&lt;br /&gt;
*If threat is able to be handled by officers on scene: Proceed with mediation/detainment.&lt;br /&gt;
*If threat is unable to be handled by officers on scene: Request immediate assistance. Upon requesting assistance, await said assistance before proceeding. Ensure your safety before ensuring the safety of others on scene.&lt;br /&gt;
&lt;br /&gt;
===Collecting Evidence===&lt;br /&gt;
*Crime scenes must be sealed off for evidence to be valid. Ensure non-security personnel do not enter the scene. Avoid cordoning off high-traffic areas unless a serious crime (such as murder or mutiny) has been committed. Permission from the relevant head of staff, head of security, or captain should be gained to cordon off high-traffic areas of specific departments.&lt;br /&gt;
*If possible, cordoned-off areas should still allow access around it, via maintenance tunnels, less area taped off, or other methods. *Autopsies should be performed within the morgue.&lt;br /&gt;
*Disrupt standard vessel operation as little as possible around the crime scene.&lt;br /&gt;
*Investigative staff should be requested. Officers on scene are expected to ensure scene security until/during the arrival of/processing of the scene by investigative staff. If no investigative staff is available, officers are expected to secure evidence on scene.&lt;br /&gt;
*Witness statements should be taken (either via recorder or on paper) and physical evidence should be secured.&lt;br /&gt;
&lt;br /&gt;
===Handling Evidence===&lt;br /&gt;
*Ensure gloves are worn to prevent contamination of evidence.&lt;br /&gt;
*Items that can be, must be held in evidence bags for transportation.&lt;br /&gt;
*Crime scene must be preserved until all evidence is collected.&lt;br /&gt;
*After evidence is collected, cadavers may be removed to the morgue and area may be cleaned up.&lt;br /&gt;
&lt;br /&gt;
===Arrest===&lt;br /&gt;
Proceed as follows during the event of detainment:&lt;br /&gt;
*Announce intention to arrest and charges vocally.&lt;br /&gt;
*Request the suspect surrender peaceably&lt;br /&gt;
*If suspect resists, attempt to handcuff. Verbal disagreement or swearing is not resisting. Verbal threats of violence, damage, or death are considered resisting arrest.&lt;br /&gt;
*If suspects fight back or run, apply needed force to cease flight and detain suspect. A charge of resisting arrest should be applied in this case.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
For witnessed major/violent crime:&lt;br /&gt;
*Immediately attempt detainment of suspect, with charges read out when suspect is secured.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
&lt;br /&gt;
===Processing===&lt;br /&gt;
*Ensure Warden is aware of incoming prisoner.&lt;br /&gt;
*Bring prisoner to processing/booking room. Leave secured if violent/repeat offender. &lt;br /&gt;
*Check prisoner’s pockets (coat/jumpsuit), pack, and any containers within pack.&lt;br /&gt;
*Confiscate any contraband/evidence found. Note: Evidence must have pertinence to the case. If there is no direct correlation, evidence should be returned to person or respective department.&lt;br /&gt;
*Inform the prisoners superior of the arrest.&lt;br /&gt;
*Proceed to ‘Jailing’.&lt;br /&gt;
&lt;br /&gt;
===Questioning===&lt;br /&gt;
*Questioning should be done in the brig. Booking/Processing is to be used for ‘informal’ interviews. Interrogation should be used in the case of more in depth investigations.&lt;br /&gt;
*The Investigative team should get preference in questioning a suspect unless there&#039;s a good reason. A standard processing interview for an open and shut case is probably not worth their time, but it&#039;s always good to ask.&lt;br /&gt;
*If the person is not a suspect, do not handle them as an offender (handcuffing, stunning, or flashing them is not okay).&lt;br /&gt;
*Ensure usage of recorder during interrogations; ensure the suspect/prisoner/witness is aware they are being recorded. Ensure the suspect/prisoner/witness states their or has their name/occupation stated at the beginning of an interrogation.&lt;br /&gt;
*If person remains uncooperative, make note of this. Seek advice from your Head of Security.&lt;br /&gt;
&lt;br /&gt;
===Jailing===&lt;br /&gt;
*Move prisoner to appropriate cell. &lt;br /&gt;
*Place personal items the prisoner was deemed able to keep upon release in cell locker.&lt;br /&gt;
*Set cell timer to appropriate time and secure cell.&lt;br /&gt;
*Remove handcuffs from prisoner’s person within secure cell if able to do so without severe risk to own wellbeing.&lt;br /&gt;
*Ensure records are properly updated to reflect prisoner’s crimes/status.&lt;br /&gt;
&lt;br /&gt;
===Autopsies===&lt;br /&gt;
*All autopsies should be conducted by investigations within the autopsy room. If no investigators are present, the cadaver should be stored until one arrives.&lt;br /&gt;
*More steps outlining autopsies can be found [[Guide to Cadavers | here.]]&lt;br /&gt;
*Once the autopsy is completed, if the deceased was an employee aboard the SCCV Horizon, the cadaver should be remanded to medical so that they may carry out any potential [[#Post Mortem Wishes | post-mortem wishes.]]&lt;br /&gt;
&lt;br /&gt;
=Medical=&lt;br /&gt;
===Do not Borgify ===&lt;br /&gt;
Personnel with a Do Not Borgify order are NOT to be borgified. Failure to heed these orders is considered malpractice by law, and will be treated as such.&lt;br /&gt;
&lt;br /&gt;
===Paramedic Helmet===&lt;br /&gt;
Paramedics are to use their helmet on the same basis as security: on code blue and above, and in dangerous situations.&lt;br /&gt;
&lt;br /&gt;
===Post Mortem Wishes===&lt;br /&gt;
It is medical&#039;s responsibility to ensure that post-mortem wishes are carried out for any crew who lose their lives aboard the SCCV Horizon. Bodies autopsied by investigations should be remanded to medical for this purpose once the autopsy is completed. Post Mortem wishes are expected to be followed to the letter if at all possible by the Horizon.&lt;br /&gt;
&lt;br /&gt;
===Medical Treatment Waiver===&lt;br /&gt;
Employees that do not wish to be treated, should be provided with the Medical Treatment Waiver form from the request consoles to sign.&lt;br /&gt;
&lt;br /&gt;
=AI=&lt;br /&gt;
===AI Monitoring===&lt;br /&gt;
The AI only has to monitor the following secure areas:&lt;br /&gt;
*Armory&lt;br /&gt;
*SAT (The big nuke room)&lt;br /&gt;
*Telecommunications&lt;br /&gt;
*The Vault&lt;br /&gt;
*Command areas (Bridge, head of staff offices, etc.)&lt;br /&gt;
*Secure Storage&lt;br /&gt;
*Research Storage&lt;br /&gt;
*Research Server Room&lt;br /&gt;
*Engine Room (Supermatter specifically, INDRA if it is running)&lt;br /&gt;
*AI Core and AI Upload&lt;br /&gt;
&lt;br /&gt;
===Access to the AI===&lt;br /&gt;
In order to access the AI upload or the AI core a captain level decision is required. All command staff must be informed of the decision.&lt;br /&gt;
&lt;br /&gt;
A machinist may accompany the head/s of staff if their technical skills are required.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Human_Piracy&amp;diff=34063</id>
		<title>Human Piracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Human_Piracy&amp;diff=34063"/>
		<updated>2024-08-11T06:21:18Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Current pirates or privateers would find it impossible to begin a legitimate career on the Horizon. Ex-pirates or privateers would find it extremely difficult, if not impossible, to do so with some exceptions which will be noted below.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For nearly as long as humanity has sought to explore the cosmos there has been a criminal element which has sought to profit from it while remaining firmly outside of the reach of justice. Pirates have long been a scourge for humanity across the Orion Spur as while individual pirates and pirate groups may be caught and tried, the temptation has always remained. Modern human pirates in the Orion Spur are a constant threat to interstellar shipping and an incredibly diverse group, including actors ranging from disillusioned miners to military deserters to state-backed privateering groups.&lt;br /&gt;
&lt;br /&gt;
==A History of Marauding==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“No force in interstellar history has caused quite as much damage as the lowly pirate driven by little more than their own greed and often piloting little more than repurposed civilian vessels,”&amp;lt;/i&amp;gt; - Except from Violent Non-State Interstellar Actors of the Spur, a [[Solarian Armed Forces#Notable Facilities|Solarian Naval Academy]] textbook commonly read by new students.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first human pirates emerged well into human colonization of the Sol System, and were initially very little more than miners who had opted to turn to criminality due to a lack of employment prospects due to the Crisis of 2127, which devastated the economy of Earth and its colonies until the early 2130s. With the economy on the mend these miner-pirates mostly disappeared by the 2140s, with the last holdouts vanishing in the 2150s due to patrols by the then-new [[Solarian Armed Forces#Solarian Navy|Solarian Navy]]. While these early pirates posed little threat and typically instead robbed fellow miners in their region, they were not the last pirates created by humans.&lt;br /&gt;
&lt;br /&gt;
As humanity expanded beyond the [[Sol|Sol System]] into its neighboring systems over the 22nd and 23rd centuries more opportunity began to emerge for pirates. What was once a singular system rapidly became dozens, then hundreds, and created a vast amount of space for pirates to both hide in and raid. These pirates, rather than their precursors, instead targeted interstellar shipping enterprises such as those of megacorporate actors and took the plunder back to concealed hideouts, often later re-selling the goods on the open market for an increased price. The Solarian Navy stretched itself thin to deal with this piracy and was gradually given more and more power to do so, often finding itself able to supersede local governments. Economic devastation in the 2260s and the Interstellar War only further contributed to this problem as the ranks of pirates were swelled by deserters and desperate individuals who had lost their livelihoods.&lt;br /&gt;
[[File:Sol Navy.png|thumb|alt=Flag of the Navy of the Sol Alliance.|The ensign of the Solarian Navy, which has been both a major force against piracy and, at times, a contributor to it via desertion.]]&lt;br /&gt;
Following the Interstellar War piracy wracked both the [[Coalition of Colonies|Coalition]], particularly in the [[The Orion Spur#Weeping Stars|Weeping Stars DMZ]], and the Outer Ring of the Alliance. Attempts to reign it in by the Coalition and Alliance were initially unsuccessful, and piracy continued for much of the remainder of the 2200s. Only in the early 2300s, with a reinforced Solarian Navy and Xanu’s fleet having been repaired, was piracy contained. Not ended by any means, but contained to the point where it was no longer considered to be a serious problem. It remained but the Outer Ring of Sol continued to profit and expand, with new colonies such as [[Konyang]] forming, as the Coalition similarly improved its situation. The advent of the Warp Gate Project and the centralization of Solarian travel in [[San Colette]] further damaged pirates, who could now no longer rely on easily interdicting ships with their own, and weaker, warp drives.&lt;br /&gt;
&lt;br /&gt;
To the south, in the [[The Orion Spur#Sparring Sea|Sparring Sea]], a different kind of piracy emerged in the wake of [[Republic of Elyra#The Second Great Depression &amp;amp; Elyran Revolution|Elyran independence]] and the [[Empire of Dominia#The War of Moroz|War of Moroz]]: privateering. The [[Empire of Dominia]], loathe to risk its fleets in open economic warfare with Elyra and concerned piracy would destroy its colonial ambitions, instead opted to pay pirates to attack its rivals. The Dominian relationship with privateering has continued to the present day despite the protests of its neighbors and has, ironically, made the Empire one of the nations least troubled by piracy.&lt;br /&gt;
&lt;br /&gt;
Piracy would not seriously trouble the [[Sol Alliance|Alliance]] until the mid-2400s, when the problem began to re-emerge in much of the Outer Ring due to ongoing economic hardships and corruption in the Solarian Navy, which often looked the other way if enough money was paid to them. Despite attempts by reformers throughout the 2400s to address systemic problems in the anti-piracy doctrine of the Alliance the situation eventually became too much to manage and, following the [[Mars#The Violet Dawn Explosion|Violet Dawn incident]], much of the outer Alliance was written off as too difficult to control due to piracy and Navy corruption. Following the Collapse the situation became even more dire for these “written-off,” regions as they were flooded with bands of well-armed and desperate military deserters.&lt;br /&gt;
&lt;br /&gt;
In the 2460s piracy is entering what seems to be another golden age throughout much of the human Orion Spur. In the [[Human Wildlands|Wildlands]] pirates and deserters alike have been given nearly free reign by the retreat of Solarian authority, with the Southern Wildlands in particular suffering more acutely following the further destabilization of the region by the [[Skrell]]. In the Biesel-occupied [[Corporate Reconstruction Zone]] much of the same issues appear as the under-equipped and poorly-trained [[Tau Ceti Foreign Legion]] finds itself unable to keep pace with civil unrest and stellar banditry. To the south, in the Badlands and Sparring Sea, privateers, pirates, and navies fight for supremacy in an area which has seen the major bluespace gate become significantly less active, thus resulting in more warp-based — and interceptable — travel and commerce. In the Coalition spillover from the Wildlands and CRZ has led to banditry along its western border. In the Alliance’s remaining territory the Navy zealously guards the borders and looks on helplessly as pirates ravage formerly Solarian territories. While the majority of these pirates are human, Unathi have become known as pirates and brigands due to the actions of a few of the species who saw opportunity in raiding space lanes in the decades that followed first contact. These Unathi slowly infested the Badlands and Sparring Sea, starting out small but gaining momentum until [[Unathi_Piracy|Unathi pirates and their fleets were some of the most well known in the spur, raiding from the Sparring Sea to Biesel itself.]]&lt;br /&gt;
&lt;br /&gt;
The Spur, it would seem, is ravaged by piracy and instability as it careens towards a phoron-based economic collapse. Whether or not it shall pull back from this precipice remains to be seen.&lt;br /&gt;
&lt;br /&gt;
==Piratical Equipment==&lt;br /&gt;
&lt;br /&gt;
Due to their informal nature and diverse origins most pirate groups do not employ weaponry or ships on the same level as their military counterparts. Instead human pirates often rely on improvised, ersatz, or otherwise custom-made equipment such as repurposed civilian ships given more armor and, at times, military-grade equipment they have managed to acquire. Much of the ship-to-ship arsenal of the modern pirate consists of repurposed mining equipment as a laser intended to cut apart rocks is typically more than enough to force an unguarded freighter to pay a fee or hand over some of its cargo. The crews of pirate vessels are most typically armed with an eclectic mix of civilian industrial equipment, civilian weaponry, and — for higher-ranking or more important members, such as officers and marines — limited amounts of military-grade equipment.&lt;br /&gt;
&lt;br /&gt;
Privateers and deserters, on the other hand, are often much more well equipped and thus significantly more dangerous than their pirate counterparts. However, they are significantly rarer than more typical pirates due to requiring more materials to remain effective. Privateers get around this issue through the support of an interstellar nation which provides them with the raw materials and manpower needed to continue their day-to-day operations. Deserters, on the contrary, have no such support network and often decrease in efficiency, and thus become less dangerous, as time goes on and more and more military ships or systems are replaced by easier-to-maintain civilian equivalents.&lt;br /&gt;
&lt;br /&gt;
==[[Guide to Law|Legal Status]]==&lt;br /&gt;
&lt;br /&gt;
How piracy is viewed legally varies from nation to nation. Additionally, statutes of limitation vary from nation to nation. This situation is further complicated legally by the presence of non-human piratical actors who occasionally seek refuge, or hideouts, in human space to avoid the wrath of their governments. Privateers add on further complications as not all nations recognize them or hire them as legitimate actors.&lt;br /&gt;
[[File:Solarian Intelligence.png|thumb|250px|The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; [[Solarian Security and Law|security services]].]]&lt;br /&gt;
The [[Sol Alliance|Solarian Alliance]] has long held a hardline stance against piracy in its borders, and piracy targeting an Alliance-flagged vessel is punishable by death in both [[Solarian Security and Law|Solarian civil judicial code]] and in [[Solarian Armed Forces|Solarian military law]]. Pirates caught by the Solarian Navy are typically sentenced to death after a military-run trial and executed on the same ship which caught them. Deserters-turned-pirates received similar treatments with even shorter trials. Pirates who do find their way to a civilian court typically meet the same fate as their military-tried counterparts as pirates elicit little sympathy from juries and judges across the Alliance. The luckiest will find themselves sentenced to hard labor for multiple decades. Rumors of extrajudicial executions by the Navy of pirates have long abounded but are rarely investigated due to widespread public hatred of pirates. While it is officially illegal, Solarian military law recognizes privateers as legal combatants which are to be treated as prisoners of war. This regulation is a relic of the Interstellar War which has seen limited use in the centuries since, but has been applied to some cases involving the [[Human Wildlands|Wildlands]].&lt;br /&gt;
&lt;br /&gt;
Like much in the [[Republic of Elyra|Serene Republic of Elyra]], how one is punished for piracy or privateering generally depends upon citizenship status. Those rare Elyran citizens accused of piracy are treated as social failures and often forcibly rehabilitated in order to turn them into a productive Elyran citizen, though some recusants and recidivists find themselves involved in less savory work — such as [[Medina#The Phoron Bulletin|Medinian mercenary service]] — regardless of the government’s attempts to save them from themselves. [[Republic of Elyra#Elyran Citizens &amp;amp; Non-Citizen Persons|Non-Citizen Persons]], or NCPs, meet much harsher judgments and are generally given one of two punishments: death or hard labor in service of the Republic. Those given the death penalty are often regarded as those beyond redemption such repeat offenders, pirate officers, murderers, and phoron thieves. Those chosen for the convict labor program are often sent to locations most Elyrans are loathe to go such as the shifting tectonics of Medina or the chemical planets of [[Aemaq]]. Labor convicts are often watched over by IPCs owned by or working for the Elyran state. Privateering is illegal in the Republic and capture privateers are given wildly different treatments depending on their nation of origin. Generally, unathi are treated far more harshly than humans. Where humans are repatriated, [[Unathi]] are instead often condemned to execution or convict labor due to the Republic&#039;s historically poor relations with the [[Izweski Nation|Hegemony]]. Rumors that some authorities on Medina seek out and employ privateers such as the Goddess’ Flotilla to secure phoron for the planet have long been denied by its government.&lt;br /&gt;
&lt;br /&gt;
Though it is considered by many to be a nation of uptight nobility and vainglorious aspirations, the [[Empire of Dominia]] had long had a far more dynamic relationship with pirates and piracy than any other human nation. The Empire has long held a hardline stance against piracy: if any pirates attack a Dominian vessel, they are to all be punished for their sins with execution without exception unless they opt to convert and serve as privateers for the Empire. Many, for obvious reasons, choose this second option. This harsh punishment has long been contrasted with a generous policy of paying and hiring privateering forces to harass its opposition. As a result the Empire is paradoxically a major cause of piracy which is itself almost entirely free of the issues it funds. This has long infuriated the Coalition and Republic of Elyra, along with the Hegemony and many tajara nations, who view the Empire as waging what is essentially an undeclared war on them. The Empire has denied this — and long denied any official connection to privateering — and claims it is simply an outlandish conspiracy designed to undermine its legitimacy. The major Dominian-backed privateering entity is the Goddess’ Flotilla — an organization so large and well-organized it is considered by some Elyran officers to simply be another branch of the Imperial military. The [[Empire of Dominia Great Houses#House Kazhkz|unathi houses]] of the Empire fund their own privateers.&lt;br /&gt;
&lt;br /&gt;
The [[Coalition of Colonies]] has several legal oddities concerning its prosecution of piracy. Through a series of regulations and loopholes all piracy cases in the Coalition are prosecuted on [[Gadpathur]] which, unlike most other member states, allows executions. Most pirates who are prosecuted on Gadpathur have essentially already been found guilty by a court elsewhere in the Coalition and those who arrive on the planet find themselves subject to a quick trial followed by an execution. Gadpathur does not prosecute individuals who have committed piratical acts against [[Solarian Armed Forces#Solarian Navy|Solarian vessels]] in Coalition space due to the planet’s hardline stance against Sol. Individuals who have committed piracy against Solarian vessels in the Coalition are generally extradited to Sol itself via [[Xanu Prime|Xanu]] due to most in the Coalition valuing trade over the grudges of the Interstellar War. Privateering is officially illegal under Coalition law, but captured privateers are generally held as prisoners and later exchanged with their nation of origin. Pirates seeking to escape justice and gain asylum find little sympathy in the Coalition, which either executes or repatriates them depending on species and national origin. A distaste for piracy is one of the few things the Coalition and Hegemony agree on, and [[Coalition of Colonies#The Frontier Protection Bureau (FPB)|Ranger patrols]] often unceremoniously “lose” [[Unathi]] pirate prisoners near [[Izweski Nation|Hegemony]] patrols.&lt;br /&gt;
&lt;br /&gt;
==Notable Pirates and Privateers==&lt;br /&gt;
&lt;br /&gt;
===Solarian Deserters===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Above all things the deserter is a &#039;&#039;&#039;COWARD&#039;&#039;&#039; who has abandoned the Alliance and their fellow citizens to danger in order to preserve their own life. If you desert you not only betray yourself and your duty, you betray every citizen of the Alliance you swore to protect,”&amp;lt;/i&amp;gt;  - [[Solarian Armed Forces#Solarian Navy|Solarian Navy]] Handbook, circa the early 24h century (excerpt).&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: While Solarian deserters more generally may readily find employment on the Horizon, a member of an anti-Biesel pirate group would not be employed on it. Solarian People’s Liberation Front characters would not find employment on any SCC facility.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An organization as large as the Solarian Navy, which has millions of personnel under its command, will understandably suffer from desertion at some level regardless of how hard it tries to prevent such from happening. Desertion has become a particularly acute issue in the wake of the Solarian Collapse due to the defection of entire fleets to other nations, [[Human Wildlands#The Solarian Restoration Front|petty statelets]], and — of course — some simply turning to [[Human Wildlands#The Southern Fleet Administration|piracy]] or [[Human Wildlands#The Free Solarian Fleets|mercenary work]]. Thousands of Solarian sailors and marines along with hundreds of ships defected or were written off as lost following the collapse of Solarian control in what has now become the Wildlands, though many now harass the Republic of Biesel’s so-called “[[Corporate Reconstruction Zone]],” for both profit and patriotism.&lt;br /&gt;
[[Image:League.png|thumb|250px|The flag of the League of Independent Corporate-Free Systems, a major warlord in the Northern Wildlands which has become known for piracy carried out under the guise of liberation from corporate influence]]&lt;br /&gt;
Out of the two sectors which make up the Wildlands the Northern Wildlands has been ravaged less by piracy than its southern counterpart, but had found itself the home of ferocious fighting between Solarian statelets and the mercenary groups which often support them. Deserter-pirates are, of course, present as well and serve as a major issue for the three powers of the Northern Wildlands which has made most unable to fully claim their territory as fully controlled. The League has, out of the three powers, always suffered from this to the most noticeable extent, and has caused spillover into the Coalition near [[Konyang]] which has resulted in the deployment of Coalition vessels along the border for anti-piracy operations. The [[Human Wildlands#The Middle Ring Shield Pact|Shield Pact]] has suffered from similar issues and its piratical issues grow more the further out one is from [[San Colette]], its most important system. The use of mercenaries such as the Free Solarian Fleets have been vital in keeping at least some, though hardly all, of the Pact free of the scourge of piracy. The Front suffers from the least piracy-related issues simply due to having the largest fleet. However, Front forces are known to requisition civilian supplies and ships to bolster their forces and have been deemed little better than pirates by many due to this. Those heard saying this in public by the Front often find themselves quickly placed in front of a military tribunal and are often executed as traitors to the Alliance.&lt;br /&gt;
&lt;br /&gt;
In the south the issue of piracy has been felt much more acutely due to the presence of the [[Human Wildlands#The Southern Fleet Administration|Southern Fleet Administration]], a Solarian Navy group which declared a Biesel-backed successor state which was destroyed by the skrell. The skrell, who many view as only caring for Jargon, did not clear the SFA out completely and effectively have allowed many ex-SFA pirate bands to form in the Southern Wildlands and terrorize the region. Spillover from the SFA’s former bandit realm has become an extreme problem for both the other two post-Solarian statelets in the region and the nations which ship through — or are adjacent to — the region such as the Republic of Biesel, Republic of Elyra, and Empire of Dominia. The Solarian-aligned statelets in the region, the Solarian Provisional Government and Southern Solarian Military District, have long cooperated together regarding the threat but recently have begun to cooperate with forces beyond their borders. SSMD vessels, in their ceaseless effort to hunt down and eliminate the SFA remnants and other pirates, have been observed cooperating with the Elyran Navy, Dominian Imperial Fleet, Hegemony, and — at times — Biesel-flagged vessels or non-SFA independent actors such as the Goddess’ Flotilla, a Dominia-affiliated privateering group. Rumors of foreign naval officers and officials visiting [[Visegrad]] have recently begun to circulate, though none have been confirmed.&lt;br /&gt;
&lt;br /&gt;
The Corporate Reconstruction Zone, caught between both sections of the Wildlands, has suffered from issues present in both sections since its creation. Piracy by former Solarian Navy vessels is common in all but the most well-policed areas due to the Republic’s small armed forces and corporate paramilitaries being spread thin and rarely equipped well enough to fight better-armed and better-equipped former Navy pirates. Worsening the issue is the loyalty many regions on the western fringe of the CRZ still feel towards the Solarian Alliance and the animosity they feel towards Biesel, which many view as a corporate-run occupier which only wishes to enrich itself. Navy pirates in the CRZ often find safe refuge in these systems when they must rearm, refuel, and repair their vessels. Their Biesel pursuers, often hired mercenaries or under equipped and undertrained TCFL volunteers, almost never challenge these pirate safe havens.&lt;br /&gt;
&lt;br /&gt;
====The Solarian People’s Liberation Fleet====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The corporations will call me a terrorist, a murderer, a mercenary deserter, a fascist warlord. I am none of these things, governor. I am, above all else, a protector of the Solarian people,”&amp;lt;/i&amp;gt; - Rear Admiral Augustín Cabanas (2426 - ) during the relief of Hang Tuah’s Rest, March 2463.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The most notable of all anti-Biesel pirates on the fringe of the CRZ, the SPLF is a group made up of a motley assortment of Solarian Navy personnel, local system defense forces, and displaced refugees from the Wildlands and CRZ which operates in a region of the CRZ along the Biesel-Sol border known as “the Hinterlands,” by [[Tau Ceti Foreign Legion|Biesel-aligned forces]]. It is led by [[Mictlan|Mictlani]] Navy officer Agustín Cabanas and has been a notable threat for Biesel in the Hinterlands which has seen the region effectively out of Republic control since the Collapse. The region has long been the most pro-Solarian section of the Wildlands and the SPLF, which raids corporate assets and gives them to the planets of the Hinterlands, has become ludicrously popular in it. This popularity, and a steady flow of refugees from the broader CRZ and nearby SRF, have ensured the SPLF had not lacked for recruits, supplies, or ships. Many of the SPLF’s recruits have previously cut their teeth in anti-corporate actions on planets such as Mictlan, and a large number of its current members are thought to be affiliated with the Samaritans of Mictlan.&lt;br /&gt;
&lt;br /&gt;
The core of the SPLF is an unusual one: the 15th, 16th, and 17th squadrons of the disgraced [[Human Wildlands#The Solarian Restoration Front|35th Fleet]] now most commonly known as the founder of the SRF. These three squadrons and their flagship, a powerful Rome-class battleship, defected from the Front after its conquest of Lycoris and found their way to the Hinterlands in early spring 2463, where they helped the beleaguered remnants of the Solarian Republic of Hang Tuah Rest’s System Defense Force fight off a major incursion by the Tau Ceti Foreign Legion and several PMC units. The squadron leader, Rear Admiral Cabanas, made an unusual choice: the assets gained from the destroyed TCFL force would be split between Hang Tuah’s Rest and the squadrons, effectively saving the planet. This won him immeasurable approval from its residents and the squadron’s reputation grew rapidly in the Hinterlands as it saved more pro-Solarian worlds and distributed the supplies of more corporate convoys.&lt;br /&gt;
&lt;br /&gt;
While it still remains centered around its ex-35th core the SPLF has grown over the intervening months and is now a messy amalgamation of Navy vessels, [[Solarian Armed Forces#System Defense Forces|SDF ships]], and civilian auxiliary vessels which have been armed and armored in the dockyards of the Hinterlands to better withstand Biesel’s forces, which they often engage on “liberation raids,” outside of the Hinterlands where they rob corporate or Biesellite assets and return to their isolated and cut-off territory with the spoils. This has made them many allies in the Hinterlands but few friends in the broader CRZ aside from the Solarian loyalists who often flee to the region in hopes of avoiding the Republic’s forces. Now, with the recent citizenship declarations by the Republic, more and more Solarians are fleeing to the SPLF and its Hinterland in hopes of either resisting Biesel or fleeing into the Alliance as a refugee. There are even rumors of Solarian Navy vessels and SPLF auxiliary freighters — most typically Ox-class freighters hastily painted Solarian green and given weaponry — meeting on the border to exchange supplies and transport refugees. Biesel, it seems, may have a much larger problem than it expected inside of its borders.&lt;br /&gt;
&lt;br /&gt;
====23rd SFA Tactical Group “Beauchamp’s Marauders”====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Thinking to get at once all the gold the goose could give, he killed it and opened it only to find nothing,”&amp;lt;/i&amp;gt; - Aesop.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[Image:Admiral&#039;s_Regime.png|thumb|The ensign of the Southern Fleet Administration, one of the major successor states in the southern human wildlands. The gas giant featured in the upper left of this ensign is the fleet&#039;s berth.]]&lt;br /&gt;
Anti-piracy operations by various actors in the Southern Wildlands have broken much of the SFA’s cohesiveness and fleet-level coordination, but some SFA groups remain cohesive despite this. The 23rd Tactical Group, consisting of several squadrons, is one of these groups and is led by Commodore Daniel “Danny” Fitzpatrick, a veteran of the 10th and longtime personal friend of F.R. Beauchamp. Considered to be on of the 10th’s most adept officers prior to the Collapse despite his extreme corruption and history of violence towards his subordinates, Fitzpatrick has survived what his fellow SFA warlords — most of them also Commodores — have not by staying low and avoiding the attention of other naval powers. When Anastasija Siljan launched her attack on the Orchard Moon, the 23rd — which may have shifted the engagement in her favor — was nowhere to be seen.&lt;br /&gt;
&lt;br /&gt;
But despite being more coordinated than their fellows the 23rd is no less debaucherous or cruel than any other SFA warlord clique. It targets defenseless ships and robs them of their cargo, ransoms their crews, and kills any who resist. They are wantonly cruel against skrell or Foreign Legionnaires they capture, viewing them as the reason for the SFA’s collapse and the Alliance’s collapse respectively. And, even worse for them, the elimination of larger and more prominent SFA groups has placed a spotlight onto them, and the 23rd has recently been engaged by the pirate-hunting forces of the SSMD. Despite Fitzpatrick’s success so far it seems his career may be coming to an end, regardless of how much violence he uses to keep himself in charge.&lt;br /&gt;
&lt;br /&gt;
===Corporate Privateers===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Few wars are quite as vicious as the ones corporations wage in the shadows,”&amp;lt;/i&amp;gt; - John Schmidt (2412 - 2454), anti-corporate [[Tau Ceti]]-based author speaking to the Sol Alliance News Network shortly before his death under [[Nanotrasen Corporation|mysterious circumstances]] in 2454.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Corporate privateers are often regarded as disposable, secret assets and would not be readily found on the Horizon. An Einstein Engines-affiliated privateer would never be hired on the Horizon.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A broad category of corporate funded and officially unofficial mercenaries, simple pirates, and desperados, corporate-funded privateers have long been used by megacorporations as assets used to interfere with their opposition while officially remaining on neutral, if not good, terms in order to maximize profit. Corporate privateers have long worked, fought, and died in the shadows and have long deliberately avoided acquiring the attention many of their counterparts have. Almost all corporate privateers, perhaps unsurprisingly, originate from [[Eridani Federation#Eridanian Non-Citizens|Eridani’s Dreg population]]. Many have attempted to interfere with a megacorporation and have been given a once-in-a-lifetime opportunity to get out of the [[Eridani Federation|Corporate Federation]] and avoid a messy execution. Corporate privateers are typically active in the Corporate Reconstruction Zone, where Einstein Engines has attempted to interfere with the Stellar Corporate Conglomerate, but can be found across the Spur with notable exceptions such as the Serene Republic of Elyra, Empire of Dominia, and certain regions of the Coalition and Alliance such as Sol itself, [[Himeo]], and Light’s Edge.&lt;br /&gt;
&lt;br /&gt;
Corporate privateers, due to most typically only attacking the assets of other corporations they are paid to harass, have a lower impact in terms of total violence than their piratical counterparts. However, their targeting of corporate assets often means they cause greater financial losses to the Spur as a whole, particularly when higher-value shipments such as [[Einstein Engines]] communications equipment or [[Stellar Corporate Conglomerate|SCC]] medical assets are damaged. It is, however, something of an unwritten rule to not target phoron shipments as the damage— even in the view of Einstein — to the Spur’s economy would be too great.&lt;br /&gt;
&lt;br /&gt;
Corporate privateers captured by government naval forces aside from the [[Elyra Military|Elyran Navy]] or [[Dominian Imperial Military#Imperial Fleet|Imperial Fleet]]— both of which execute them, assuming the Fleet does not capture [[Zavodskoi Interstellar|Zavodskoi]] agents — often quickly find the proper palms greased to permit their release and are quickly back on the job. Privateers captured by the competition are another means entirely, and their fates vary wildly from corporation to corporation. Some will attempt to “flip,” the privateer. Most will simply have them disappeared instead of going through the trouble. Life, after all, is cheap in the Spur. And nowhere is it cheaper than amongst the Eridanian Dregs.&lt;br /&gt;
&lt;br /&gt;
===Empire of Dominia-Affiliated Privateers===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“When I act I do so to carry out Her will. Some will call me a simple cutthroat killer for the actions [[Moroz Holy Tribunal|She]] demands, but they are fools to say so!”&amp;lt;/i&amp;gt; - Lord Admiral Carmelita Orona (year of birth unknown) in an unaired interview with Dominian state media.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: House Kazhkz privateers are occasionally hired by organizations outside of [[Zavodskoi Interstellar]] due to their backgrounds. While being hired outside of Z.I. is not impossible, it is difficult, and former Kazhkz-affiliated privateers outside of Zavodskoi will always be underpaid and more closely watched compared to their colleagues.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Empire of Dominia]] has long co-opted pirates in the Badlands and Sparring Sea to its own ends. While this has long drawn the ire of its neighbors such as the Hegemony, Republic of Elyra, and Coalition, this effort to engage pirates, and its own extremely harsh policies against piracy, have made the Empire relatively free of the issues commonly encountered in other nations. Those pirates hired by the Empire as privateers are often quite diverse and include both humans and unathi, with some funded by [[Empire of Dominia#House Kazhkz|House Kazhkz]] even consisting entirely  of unathi. While looked down upon by the [[Dominian Imperial Military#Imperial Fleet|Imperial Fleet]] and [[Empire of Dominia Great Houses#House Zhao|House Zhao]], Dominian privateering operations have long formed a crucial part of the Empire’s economic strategy in the region by denying its competitors safe transit through the region outside of bluespace.&lt;br /&gt;
[[File:Dominia_Flag_Small.png|thumb|right|The Imperial standard of the Empire of Dominia. Offical Imperial flags are a rare sight on privateering vessels, and many instead utilize hand-made copies produced by the ship&#039;s crew.]]&lt;br /&gt;
While the Goddess’ Flotilla — a large and semi-religious privateering organization consisting almost entirely of human [[Empire of Dominia#Ma&#039;zals|Ma’zals]] — may be well-known in the region itself, no organization features more prominently than [[Empire of Dominia Great Houses#House Kazhkz|House Kazhkz]] when Dominian privateering is thought of in the broader Spur. Often consisting entirely of unathi drawn from the great house itself or recruited from other unathi pirate groups, House Kazhkz privateers are known for their flamboyance and ability to make a profit — much of which goes back into House coffers in order to continue their operations. Despite these characteristics, House Kazhkz privateers have long been looked down upon by the Imperial Fleet and House Zhao, both of which are hesitant to provide the privateers with supplies. The Emperor, who has intervened on behalf of the larger Goddess’ Flotilla, has long been hesitant to do the same for Kazhkz privateeers in order to avoid angering [[Empire of Dominia Great Houses#House Zhao|House Zhao]], which has long formed the backbone of the Fleet.&lt;br /&gt;
&lt;br /&gt;
====The Goddess’ Flotilla====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Members of the Goddess’ Flotilla can be found on SCC facilities and are almost always [[Zavodskoi Interstellar|Zavodskoi]] employees. Finding employment outside of Zavodskoi is exceptionally difficult for Flotilla members.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[The Orion Spur#Sparring Sea|Sparring Sea]] and [[The Orion Spur#Badlands|Badlands]] are home to the greatest modern privateering organization in the Orion Spur: the Goddess’ Flotilla. Under the command of Lord Admiral Carmelita Orona, a Ma’zal from Alterim Obrirava, this militant coalition of pirates, Fleet deserters, and Imperial citizens has wreaked havoc on Elyran and Hegemony shipping for nearly thirty years and has done far more damage than the original pirate groups it formed from. The Flotilla has long had the unofficial backing of the Empire of Dominia and has used this to retain its edge against its targets, and to promote what it&#039;s leader views as the Flotilla’s Goddess-endorsed crusade against those in the region which do not honor Her, who must either pay tribute or suffer holy retribution. Being in the same privateering business as House Kazhkz when it was first formed there were worries that the Flotilla would clash with it and cause further division at the highest levels of power. The Emperor, at the advice of the Caladius who wished to forestall potential conflict and increase their own profits, agreed to a solution which would ease these possibilities. The Emperor privately decreed that House Kazhkz would not operate in the same regions of space as the Flotilla, those regions being the closest and most traveled regions to the Empire; instead offering the Kazhkz’s lucrative contracts to take their raiding further afield to more dangerous, but wealthier areas of the spur. Recently, this has meant the Southern Wildlands, where Kazhkz privateers raid the loosely controlled territories of the Southern Solarian Military District and Southern Solarian Provisional Government.&lt;br /&gt;
&lt;br /&gt;
While privateering within the [[Human Wildlands|Wildlands]] is considerably more dangerous due to the remnant Solarian Fleets holding enough combat power to challenge the entire might of the Imperial Fleet, causing heavy losses among the privateers, it is much more profitable both in terms of Imperial contracts and the loot gained from a far more developed region of space. This has earned the Kazhkz a surprising amount of respect from the Flotilla, combined with the religious reputation of the House, as well as a lack of competition between the two amplifies this respect. When Kazhkz ships transit back towards Dominia through the Sparring Sea, they often run into ships of the Flotilla looking for raiding targets or heading further out towards the Badlands. It has become common practice for one or both of the captain’s to invite the others crew aboard for a short celebration, and for the crews to intermingle after spending perhaps months on end with each other. Many privateers, both Flotilla and Kazhkz look forward to these meetings, as it is one of the only times a blind eye will be turned to alcohol, or butanol, being consumed aboard.&lt;br /&gt;
&lt;br /&gt;
The Flotilla is significantly better-equipped than its piratical counterparts due to its status as an unofficially state-backed privateering organization intended to fight the enemies of the Empire in the region, particularly the Serene Republic of Elyra. Much of this equipment is surplus or otherwise decommissioned equipment “sold,” or “misplaced,” by the Imperial Fleet such as dated Empire-class cruisers which are, despite their age, fully capable of engaging and destroying military and civilian targets alike with their 608mm “Thunderer” main armament. Despite their unofficial status, letters of marque are held by many Flotilla captains and House Zhao, though often with reluctance, is sworn by decree of the Emperor to honor them. House Zhao’s officers often look down upon the Flotilla despite this decree, viewing them as little more than useful chaff and overzealous Ma’zals barely fit to use the equipment provided to them. Many Zhaos do not believe the Flotilla is ultimately loyal to the Empire as it was founded by a deserter and many in its ranks are Imperial Fleet deserters. They may say they represent the Goddess’ will, but who is to say if this means they are loyal?&lt;br /&gt;
&lt;br /&gt;
The sailors and officers of the Flotilla are mostly drawn from the Ma’zal population of the Empire and are often deserters from the Imperial Fleet who have opted to switch to a less strict organization. Others are adventurous civilians from the Empire, or rarely beyond its borders, who have fallen for the romanticism so often associated with a free life in the void. Unathi are almost never found in the Flotilla, instead preferring privateering groups backed by their great house. Those that are found within the Flotilla are usually outcasts, unable to fight alongside Kazhkz privateers for whatever reason and will generally shy away from those who do. Faith is a near-universal constant in the Flotilla regardless of an individual member’s origin and the Flotilla itself is well known for its uniquely quasi-religious structure where a ship’s captain is also its head religious figure, and most crews will host a mass sermon before entering combat. Flotilla officers will often powder their faces white and draw red lines on their face like those of a Tribunal priestess, and many additionally opt to dye their hair red as a further sign of devotion.&lt;br /&gt;
&lt;br /&gt;
Lord Admiral Orona herself is said to strictly uphold these religious codes. A woman shrouded in mystery, little is known about Orona’s background beyond vague strokes. While her year of birth is unknown Orona is known to be the child of Ma’zal workers employed by the Helium-3 industry on [[Empire of Dominia#Alterim Obrirava|Alterim Obrirava]] and was intensely religious. She joined the [[Dominian Imperial Military#Imperial Feet|Imperial Fleet]] and rose to an unknown rank before allegedly hearing the [[Moroz Holy Tribunal|Goddess]], who commanded her to begin a holy crusade against the Empire’s enemies in the Sparring Sea and Badlands. Orona then deserted and has since formed the Flotilla around herself, commanding it from an unknown location said to be on the edge of Dominian space. Her status as a Goddess-touched individual — a woman able to commune with the Goddess and interpret Her words — has not been confirmed by the Holy Tribunal.&lt;br /&gt;
&lt;br /&gt;
The Flotilla, despite its crusade-based origin, generally employs violence as a last resort and instead relies upon its fearsome equipment and reputation. Many independent merchant vessels in the Sparring Sea work tithes to the Flotilla into their budget, and some even opt to hire a follower of the Holy Tribunal to negotiate with them. Orion Express has begun to incorporate this into their shipping practices for the region, hiring Tribunalists, even some former members of the Flotilla, as negotiators on their behalf. On the other hand, [[Izweski Nation|Hegemony]] and [[Elyra Military|Elyran Navy]] vessels serve as the main opposition for the Flotilla in the Sparring Sea and it generally avoids engaging them, instead preferring softer targets such as the lone Elyran or [[Hephaestus Industries|Hephaestus]] merchant vessels it often captures for ransom. Besides these nation-states and corporations, the Flotilla also interacts with the many [[Unathi]] pirates who roam the Badlands and Sparring Sea. Their relationship with most Unathi pirates tends to be one of mutual distrust but not outright hate, with both sides wanting to mostly leave each other alone. This sense of mutual isolation doesn’t apply with Hiskyn’s Revanchists, led by Fer’is Hiskyn, once Fer’is Kazhkz. Her husband was killed for not wanting to join the Empire by the Unathi who would go onto form House Kazhkz, and after a short battle which she lost, she swore vengeance upon them and the Empire itself. Whenever vessels flying her black and red skull adorned flag spot vessels belonging to the Flotilla, they attack, attempting to board as many vessels as possible regardless of their own losses. Those who surrender and are human are spared, however any Unathi are immediately put to death. While significantly less well equipped then the Flotilla, and too small to cause any significant harm, the Revanchists are a small thorn in the Flotilla’s side, harassing larger Flotilla forces within the Sparring Sea and forcing the diversion of raiding groups to squash these efforts to intrude on the Flotilla’s hunting grounds. Both the Flotilla and Imperial Navy have attempted to deal with the Revanchists for some time but have had little success aside from destroying vessels whenever they appear.&lt;br /&gt;
&lt;br /&gt;
The Goddess’ Flotilla, like the broader Empire of Dominia, is bound by a [[Dominian Culture#Honor|code of honor]]. The Flotilla Code, as it is commonly known, can result in severe punishment if broken and is said to come from the mouth of the Lord Admiral herself. Goddess’ Flotilla sailors, in addition to the Code, are expected to follow the Holy Tribunal’s edicts and Imperial law, at least when in Dominian space. The Flotilla Code can be viewed below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;vertical-align:middle&amp;quot;&amp;gt;&lt;br /&gt;
{| id=&amp;quot;edicts&amp;quot; style=&amp;quot;width:65%; background:#87185b; vertical-align:middle; text-align:center; margin-top:1.2em; margin-left:2em; border:4px solid #ccc;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:56%; color:#000;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;&amp;quot;&amp;gt;The Flotilla Code&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I.&#039;&#039;&#039; There is no authority higher than the Goddess, for She is our creator and to Her we return. The captain is the highest authority aside from Her aboard a ship, and in a squadron the captains shall vote amongst themselves for a leader. The Lord Admiral can appoint a flotilla leader as is necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II.&#039;&#039;&#039; Every crewmember of the vessel, even if ill, is entitled to their share of the prize once it has been collected. Prize money can be withheld for misconduct at the captain’s behest. Defrauding the ship is to be punished by marooning on the nearest inhabitable planet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III.&#039;&#039;&#039; No heathen or heretic is allowed to be amongst the Flotilla. All found shall be allowed one opportunity to recant and convert. If they deny this, they are to be marooned. If they accept and continue to disobey Her, they are to be executed. Willful assistance of a heretic or heathen shall be punished at a captain’s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV.&#039;&#039;&#039; Keep your equipment issued to you by the quartermaster clean and ready for combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V.&#039;&#039;&#039; Cowardice in the face of the enemy shall result in marooning. Abandonment of one’s station without good reason will result in execution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VI.&#039;&#039;&#039; Do not strike fellow crew aboard. Disputes which cannot be resolved by a captain or officer shall be settled off ship via a duel to first blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VII.&#039;&#039;&#039; Betrayal of the Flotilla to its enemies shall be punished by death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VIII.&#039;&#039;&#039; Followers of Her will shall not be intentionally harmed by the Flotilla.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IX.&#039;&#039;&#039; Vessels which have paid their tithe shall not be harassed by the Flotilla. Vessels which have paid for a tithe and escort are to be aided if they are involved in a pitched battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X.&#039;&#039;&#039; A Flotilla engineer entrusted with running a shipyard is to be assisted whenever possible, for they are the lifeblood of the Flotilla.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XI.&#039;&#039;&#039; A Flotilla member who loses limb or is otherwise disabled in service is to be paid double prize for their last prize, and provided with the funds to pay their Mo’ri’zal by the Flotilla.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XII.&#039;&#039;&#039; Any prisoner taken shall be treated with courtesy and respect until their ransom is paid, at which point they shall be delivered posthaste. To harm a prisoner shall be met with death, for it is considered to be harming the Flotilla’s prize.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unified Sadar Fleet===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“A [[Scarabs#The Released|Sadar]] is undeserving of even the name with which they were born,”&amp;lt;/i&amp;gt; - Common Scarab Fleet saying.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Scarab_logo.png|thumb|250px|The unique emblem of the Scarabs. A symbol which is, at least officially, not to be used by Sadars.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Members of the Unified Sadar Fleet are rarely found outside of it due to their commitment to serve it until death. Any former members will do their best to keep affiliations with it secret.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most cast out from the closely-knit ships of the [[Scarabs]] simply languish and often perish before they make it to civilization, or encounter another ship. Those that do not resign themselves to their fate and simply perish often find themselves in the ranks of the United Sadar Fleet, a loosely-knit band of rogues and cutthroats who have taken the traditional Scarab beliefs of camaraderie and loyalty to one’s vessel and family aboard it and twisted into s belief that whatever must be done in order to survive. To the typical Scarab the USF are a band of cockroaches tainting the broader Spur with their corruption of the Scarabs’ traditions, and should be destroyed on sight. To the Fleet themselves they are simply beleaguered outcasts attempting to make the best of a situation forced upon them by the broader Scarab fleet.&lt;br /&gt;
&lt;br /&gt;
Those exiles who do join the Fleet do so via a ritual where they declare themselves to be loyal to it and it above until death, and to never abandon their fellow Sadar no matter what happens. This has made the Fleet an extremely tightly-knit and secretive group as few former members exist, with most serving until their deaths. The Fleet is isolationist and rarely interacts with the broader Coalition — or Spur — aside from raids it launches on isolated spaceborne outposts and unprotected vessels in order to acquire the supplies they need to survive and continue their policy of isolation.&lt;br /&gt;
&lt;br /&gt;
These raids have never been documented on a planet with gravity as the Fleet mostly lacks the more modern [[Offworlder Humans#The ESS|ESS]] the Scarabs use and must make due in the environment their form has adapted to. For this reason raids on vessels and stations almost always start with the disabling of its gravity generator in order to allow the Fleet to fight in its natural environment. Raids on vessels with backup generators or magbooted crews are often far less successful as many of the Sadar raiders have never set foot in gravity and are entirely unprepared to experience it. More modern civilian ships which have entered the Coalition market recently, such as [[Himeo|Himean]] designs, often feature these backup generators to defeat Sadar raids. Many are even armed sufficiently to fight off the ancient Scarab vessels the Sadar are known to pilot, and some have even destroyed them.&lt;br /&gt;
&lt;br /&gt;
This lack of success has caused the Sadars to be significantly less prevalent in recent decades, with many officials proudly stating the pirate group is on its way into history. But this lack of activity has led to rumors the Fleet is planning to, rather than simply lay over and die, launch an exodus into uncharted space in order to find a [[Deep Space|new paradise]] for themselves. This is, of course, only a rumor. But it is a rumor which, due to the secretive nature of the Sadar,  is nigh-impossible to confirm or deny. Even if not grounded in reality, it will doubtlessly remain for the near future.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Librarian&amp;diff=34062</id>
		<title>Librarian</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Librarian&amp;diff=34062"/>
		<updated>2024-08-11T06:20:58Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
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|stafftype = SERVICE&lt;br /&gt;
|imagebgcolor = #BBC2AA&lt;br /&gt;
|img = Librarian-nbt.png&lt;br /&gt;
|jobtitle = Librarian&lt;br /&gt;
|access = [https://wiki.aurorastation.org/index.php?title=Civilian#Library Library] Private Study&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = None, though an applicable degree (Bachelors or above) would help.&lt;br /&gt;
|employers = [[Idris Incorporated]], [[Nanotrasen Corporation]], [[Orion Express]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior = [[Executive Officer]]&lt;br /&gt;
|duties = Read and write books. Stock the Library. Write short stories for the Crew with the Newscaster.&lt;br /&gt;
|guides = [[Guide to Paperwork]], [[Guide to Communication Devices]].&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Librarian&#039;&#039;&#039; spends most of their time in the Library printing out books, lending them out, reporting on ship events, and interviewing people for their story. In practice, no one uses the library. Feel free to go and explore the ship without fear of being yelled at. The External Archive goes across shifts, and books uploaded to it will be there in future shifts.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You will be giving out books, on the rare occasion that someone requests a book, and ensuring the library is stocked with a variety of books. You will also be replacing the [[Chaplain]]&#039;s  Bibles if need be. While it&#039;s not your job, you can also use the Newscaster to write short stories. You will also be expected to upload people&#039;s novels to the archive, and may even write one yourself.&lt;br /&gt;
&lt;br /&gt;
==Your Tools==&lt;br /&gt;
===Barcode Scanner===&lt;br /&gt;
The barcode scanner will be needed for checking books into the Check-In/Out Computer. It must be synced with the computer first, simply use it on the computer to do so. It has 4 modes, that are as follows:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mode 0:&#039;&#039;&#039; Scan book to local buffer.&lt;br /&gt;
*&#039;&#039;&#039;Mode 1:&#039;&#039;&#039; Scan book to local buffer and set associated computer buffer to match.&lt;br /&gt;
*&#039;&#039;&#039;Mode 2:&#039;&#039;&#039; Scan book to local buffer, attempt to check in scanned book.&lt;br /&gt;
*&#039;&#039;&#039;Mode 3:&#039;&#039;&#039; Scan book to local buffer, attempt to add book to general inventory.&lt;br /&gt;
&lt;br /&gt;
===Book Bag===&lt;br /&gt;
Can be used to carry 7 books for convenience. Simply click on a tile with books on it, and your Book Bag will scoop up 7 of them. Makes stocking the library much easier.&lt;br /&gt;
&lt;br /&gt;
==Check-In/Out Computer==&lt;br /&gt;
The Check-In/Out Computer will be your main method of doing most of your job. It has 6 options, some of which will open a new menu with options of its own.&lt;br /&gt;
*&#039;&#039;&#039;1. View General Inventory:&#039;&#039;&#039; Will open a list of all the books you have registered to the library&#039;s inventory.&lt;br /&gt;
*&#039;&#039;&#039;2. View Checked Out Inventory:&#039;&#039;&#039; Will open a list of all the books that have been checked out on the Check-In/Out Computer.&lt;br /&gt;
*&#039;&#039;&#039;3. Check out a Book:&#039;&#039;&#039; Will allow you to set a book as checked out, by enterring the title of the book, recipient of it, and total time that it will be checked out for before being late.&lt;br /&gt;
*&#039;&#039;&#039;4. Connect to External Archive:&#039;&#039;&#039; Will open a list of every book submitted to the External Archive. Use the CTRL+F shortcut to more easily find what you&#039;re looking for, or enter a specific number to print the book that is registered to that number.&lt;br /&gt;
*&#039;&#039;&#039;5. Upload New Title to Archive:&#039;&#039;&#039; Will allow you to add a new book to the External Archive. Write your book on a single piece of paper, then insert it into the Book Binder. After some time, a new book containing what you wrote on the paper will be created. Using a pen on the book, you can add to the contents, edit the title, or edit the author. Now, insert it into the scanner next to the Check-In/Out Computer, and click the &amp;quot;scan&amp;quot; option on the interface. Then, select the &amp;quot;5. Upload New Title to Archive&amp;quot; option on the Check-In/Out Computer, and set the author and genre of your book, then click the Upload to add it to the External Archive. This should not be abused, and while it doesn&#039;t need to be a masterpiece, duplicates of books, or overall low quality books should not be submitted.&lt;br /&gt;
*&#039;&#039;&#039;6. Print a Bible:&#039;&#039;&#039; Will print a new bible for the [[Chaplain]], or anyone else who may want a bible.&lt;br /&gt;
&lt;br /&gt;
== Stocking the Library ==&lt;br /&gt;
First things first, stock your Library with books. At the beginning of a shift, the bookshelves will be bare. To fix this, use the Library&#039;s Check In/Out Computer and use its function, &amp;quot;4. Connect to External Archive&amp;quot;. Here is where you can find books to stock the library with, or upon request to. They are sorted alphabetically by author name. You can use the CTRL+F shortcut to search for words, or enter a number into the &amp;quot;(Order book by SS13BN)&amp;quot; option to print a specific one. Books come in 5 genres. Fiction, Non-Fiction, Reference, Religion, and Adult.&lt;br /&gt;
&lt;br /&gt;
==Creating and Submitting to a News Feed==&lt;br /&gt;
You can create a News Feed to submit stories to. Simply open up the interface of a news caster, and click the &amp;quot;Create Feed Channel&amp;quot; option. You will be able to set the channel name, and whether or not anyone, or only you can submit stories to it. Then, select the &amp;quot;Submit new Feed story&amp;quot; option to submit a story to a channel. You will be able to choose which channel the story will be on, either yours, or anyone else&#039;s that allows public submissions. You can then enter the actual text of the story itself under the &amp;quot;Message Body&amp;quot; option, and even attach a photograph from a camera to include in your story. You can the use the &amp;quot;Print Newspaper&amp;quot; option, and then the &amp;quot;Print paper&amp;quot; option to print a physical copy of all of the news feeds and stories submitted to them, to distribute.&lt;br /&gt;
&lt;br /&gt;
You could also broadcast stories over the radio, however it is best not to do so over common, and instead use the &amp;quot;Entertainment&amp;quot; channel, 146.1. It is fine to advertise this over common, however don&#039;t advertise too much, or it would be just as bad as if you were broadcasting over the common channel itself. Though this isn&#039;t your job, this can still be used to entertain the Crew.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
You have a backroom which can be hidden from everyone but the AI by simply closing the shutter, and you can often rely on the fact the library is not often frequented to attempt otherwise easily seen actions within it. In addition, Emagging the Check-In/Out Computer causes it to spit out an Arcane Tome. While you will not be able to use it unless a cultist, it could be used to misdirect security.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Xanan_Life,_Culture,_and_Society&amp;diff=34061</id>
		<title>Xanan Life, Culture, and Society</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Xanan_Life,_Culture,_and_Society&amp;diff=34061"/>
		<updated>2024-08-11T06:20:40Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Xanu}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Xanan Culture and Xanan Society are very rich and detailed topics which have a variety of facets and great depth. Xanan culture takes cues from the most prominent of its founding cultures and has a society that places great emphasis on the family unit as the building block of society. Xanan culture is collective, in the sense that people are encouraged to watch out for one another, and the general cultural mindset is to see oneself as a meaningful member of their community. Xanan society is very diverse and multicultural and the planet has numerous immigrant communities that help make-up the planet’s dynamic socio-cultural ecosystem. Xanu Prime hosts a variety of different religions as well, the most prominent being Christianity, Hinduism, and Islam. Its society is not perfect however and has its issues, chief among them being a growing income inequality, anti-immigrant sentiments, and tension over the planet’s place in the Coalition of Colonies. Xanan art and entertainment produced by Xanan companies is some of the most popular in human space, with Xanan films, Holovision programs, consumed throughout the Coalition of Colonies and human frontier. Xanan cuisine is something that the planet is famous for across the Orion Spur and some of its dishes are staples of fine dining. Xanan architecture and fashion too are distinctive to the planet and have their own stories. Sports are very popular on the planet as well, the most played and watched being football in the All-Xanu Ultraleague, and Class A Cricket in the Alphaleague.&lt;br /&gt;
&lt;br /&gt;
==Standard of Living and Civil Liberties==&lt;br /&gt;
A life on Xanu Prime is by and large a comfortable, though not exceedingly luxurious one. While not uniform across the various peoples and classes of the planet, the average Xanan isn’t bothered with extreme poverty, hunger, or lingering threats of conflict, nor do they live in cities adapted to suit hazardous environments. The average Xanan sits as a member of the middle class and the government has taken measures to try and ensure that the largest number of Xanans can live comfortably on the planet as is possible.&lt;br /&gt;
Healthcare works in a hybrid system, with some facilities being private and others being public, though the government will still partially fund the expenses of patients that go to private clinics or hospitals. Xanan healthcare quality is some of the best in the Orion Spur, only rivaled by that found on Biesel or in the Solarian Core, and millions come from across the Coalition annually to receive treatment from Xanan doctors.&lt;br /&gt;
 &lt;br /&gt;
Higher education at government-operated universities and colleges is free to those who can obtain a qualifying score on the Uniform Higher Education Assessment test or UHEA, while private universities on the planet usually have their own specific entrance exams. &lt;br /&gt;
&lt;br /&gt;
Governance on Xanu Prime is democratic and many on the planet are invested in local-level politics. Despite political contrasts among the Xanan population, they generally place unity in forms such as nationality or city of origin before political beliefs, and as such political polarization and division is not as pronounced on Xanu Prime as it may be elsewhere in the Spur.&lt;br /&gt;
&lt;br /&gt;
Xanu Prime has very liberal speech laws as well, with almost any kind of speech allowed by the planet’s government. Notable exceptions include; any rhetoric that targets another individual or group of individuals on the basis of race or religion, any rhetoric that styles itself as genuine when it is knowingly false, and any rhetoric that is knowingly false while intending to harm another person’s reputation or well-being. News media outlets have wide-ranging freedoms to publish what they like, though their content is regulated by the All-Xanu Media Ethics Commission, an independent government agency which has the power to censor and fine publications with content it has deemed to promote fake news or be so biased that it burgeons on fake news.&lt;br /&gt;
&lt;br /&gt;
Most Xanans are religious or spiritual to at least some degree, though atheism isn’t unheard of nor officially disparaged on the planet, but some in the planet’s society may privately look down upon atheists. Religious extremism is rare, but does occasionally occur in the most conservative of Xanu Prime’s various congregations and sects. &lt;br /&gt;
Firearm possession on Xanu Prime is legal, though heavily regulated. A thorough background checks and a firearm license obtained after a six-month training course and six-month waiting period are mandatory for any Xanan hoping to own their own gun. Civilians may only own ballistic firearms with magazine capacities of twenty rounds or less and special permits, famous for their long wait times, are required for the ownership of handguns and automatic weapons while less complicated weapons like bolt-action rifles and shotguns require less paperwork.&lt;br /&gt;
&lt;br /&gt;
Same-sex relationships and gender nonconforming individuals are accepted as a part of Xanan society and do not experience any legal or widespread societal discrimination, though they only make up a small minority of Xanan relationships and people. There is no form of legal recognition of polyamorous relationships on Xanu Prime.&lt;br /&gt;
 &lt;br /&gt;
	Despite the comfort and quality of life that the majority of Xanu Prime’s people enjoy, the planet is not without its problems. Xanu Prime’s economy saw an economic hiccup in 2458 following the invasion of the Republic of Biesel led by Solarian Admiral Michael Frost. The disruption in trade saw the planet’s economy and its people suffer a small downturn that was corrected by the next year, but the phoron scarcity in late 2462 tossed the Xanan economy and the living situation for many of its people into question. The situation has been stabilized by now, some three years later, and while Xanu itself fared through the economic troubles much better than many other areas in the Spur, there have been some lasting consequences. The most noticeable of these has been a widening income inequality that, while modest, is still concerning. Wages for the majority of the planet’s population have not kept up with the inflation that resulted from the phoron scarcity, and while efforts are being made by the government to reduce inflation and buoy wages or substitute incomes through the provision of more services through the state welfare system, the problem still seems to be growing slowly, yet steadily. It is not yet a crisis, though many on Xanu Prime are keen to see that it never becomes one.&lt;br /&gt;
&lt;br /&gt;
==Societal Issues and Political Discourse==&lt;br /&gt;
One of the biggest contemporary issues that is often at the forefront of Xanan political and societal discourse is how Xanu Prime and its government should meet the growing numbers of immigrants and refugees from the war-torn territories of the Sol Alliance and the largest wave of Vysokan immigrants the planet has yet seen. Views on these new arrivals have been mixed. Some on the planet have welcomed them, pointing to the fact that Xanu Prime is already an incredibly diverse place while highlighting the fact that the planet and its economy need laborers to fuel continued economic growth coming out of the turmoil of the phoron scarcity. Others have been less welcoming, stating that Xanu’s government and corporations should instead invest more into places like Vysoka and the frontiers of the Coalition to improve the living situations for the people living there, lowering the desire for immigration, often pointing to the already-strained Xanan welfare system needing to take care of more people, most of which aren’t even Xanan citizens. Others still have instead encouraged the Xanan government to pressure other economically developed planets in the Coalition such as Himeo and Konyang to take on more of these immigrants and refugees; a way of “doing their part” as Coalition members. Now that the conflicts in the Solarian Wildlands come to a close, it is predicted that refugees will stop trying to reach Xanu, though immigration from Vysoka and the Coalition’s frontiers does not seem to be stemming any time soon.&lt;br /&gt;
&lt;br /&gt;
A larger, more historical point of contention in Xanan society and politics is just what role the planet should play in the Coalition of Colonies. Xanu Prime’s unique position of having both the Coalition’s largest economy and strongest military have long given it a considerable, unbalanced level of influence over CoC affairs, and as such, its people hold differing opinions on just how the planet should carry itself. Broadly, Xanan citizens fall into two camps on the issue: increased autonomy from the CoC, or broader integration with the CoC, with nuanced views within each of these positions. Some who wish for more integration with the Coalition desire for the planet’s government to capitalize on the great amount of influence it has within the multi-planet government to create better economic situations on Xanu Prime, while others say that the planet should use its influence to instead help the developing members of the Coalition to grow and provide more for the CoC as a whole, even if Xanu itself may not see as large of returns in the short term. Others from the autonomy camp are opposed to further Xanan economic aid to Coalition members, decrying the aid as harmful to the planet when the money and resources given to or loaned out to other CoC members could be better spent on Xanu helping Xanans during the aftermath of the Phoron scarcity. Encompassing members from that same autonomy camp, there are those who believe that the Coalition itself should remain little more than a mutual defense pact, where members only come to each other&#039;s aid in times of war, instead of the semi-formal nation state it is today. Within these nuanced views from both sides, there are extremes in the debate for Xanu’s Coalition position, with small minorities of the population wishing for Xanu Prime to leave the Coalition entirely while others in equally small numbers are in favor of the Coalition federalising like the Sol Alliance and having Xanu Prime’s government be dissolved and the planet ruled from a central Coalition authority.&lt;br /&gt;
&lt;br /&gt;
Speaking of defense, it is another topic that Xanan-Coalition discourse often revolves around. The All-Xanu Armed Forces are the largest and most capable fighting force that the Coalition has for both offensive and defensive interstellar warfare operations, and while this is a comforting fact for many Xanans and the Coalition as a whole, it is not without its controversy. Some on Xanu Prime, mostly of the autonomy camp, think that other Coalition members should spend more on defense than they currently do, to avoid a “free ride” on Xanu’s military might, citing increased military spending among members as both good for Xanu Prime and good for the Coalition as a whole if Xanu’s military resources do not need to be stretched so thin, providing for much of the Coalition on its own. Those of the integration camp however have pointed to Xanu Prime’s historical status as the defender of the Coalition and that it is the Xanan responsibility to provide for the Coalition’s defense, even to an unbalanced amount because other planets of the Coalition simply do not have the economies to afford their own militaries beyond those that patrol their home systems. The common refrain among those in the latter camp is “If not us, then who?”&lt;br /&gt;
&lt;br /&gt;
Besides the differing political opinions on Xanu’s place with other planets of the coalition, which could be considered internal matters, there are differing opinions on external matters, namely its place with megacorporations. Xanu’s position on megacorporations has long been a topic of debate, but its presence in everyday Xanan life has dramatically increased after the 2462 phoron scarcity and Solarian Collapse. While many megacorporations, both Einstein Engines and the SCC alike, have operated on Xanu Prime as a springboard to the rest of the coalition, often having the planet be the location of their regional headquarters, their presence hasn’t always come without concern or conflict. Some on the planet see further megacorporations as the next step in Xanu Prime’s economic growth and advocate for a lessening of restrictions upon them so that they can help the planet emerge into a post-phoron scarcity spur. The majority on the planet however caution megacorporate cooperation and see the Republic of Biesel as a cautionary tale of sorts as to what can happen to a country that does not strike the right amount of balance and regulation of megacorporations. Most Xanans believe that megacorporations need some level of government oversight and regulation, but they fail to agree on just what form that should take, with different political parties holding different positions.&lt;br /&gt;
&lt;br /&gt;
A growing issue that has become more pronounced in recent years is Xanu Prime’s fight with illegal drug trafficking and other forms of illegal smuggling. Xanu’s status as the heart of the Coalition and as one of the largest ports in the Orion Spur has made it a hotspot for all kinds of illegal trafficking; any smuggled drug, weapon, or person going into, out of, or on a long distance trip through the coalition likely will pass through Xanu Prime on its way from point A to point B. This reality ensures that All-Xanu Public Security Office is always busy, on the hunt for contraband moving through the planet’s ports and channels of commerce. Drug trafficking is not the only issue with illicit substances on the planet, in the last decade and a half illegal drug usage has nearly tripled from where it was in 2455 and the cause is debated among Xanans. Some say it is because of the economic troubles that Xanu and the rest of the spur at large have had in recent years, driving people to use illicit substances to cope, while others state that the cause can be pinned on the recent uptick of refugees and immigrants, specifically Vysokan ones, that have flowed to the planet looking for work or sanctuary from conflict. Others still have blamed the decay of Xanan family bonds under the strain of increasing economic hardship as a cause of the crisis. Whatever the cause, in 2461 Prime Minister Fabian Chatterjee declared the rising usage of drugs a public health emergency and called upon the Public Safety Office, the Health Office, and corporations operating on Xanu Prime to commit more resources to stopping its spread. Support for cracking down on illegal drug trafficking and increasing funding to programs and facilities focusing on sobriety and addiction treatment has seen support across Xanu’s political parties and drug usage rates have slowed in their rise since the emergency was declared, though it is unclear if these measures will be effective in the long term. &lt;br /&gt;
&lt;br /&gt;
==Xanan Cultural Customs, Values, and Communication Habits==&lt;br /&gt;
	The Xanan culture is a collectivist one with some caveats. Societally, Xanans see individuals as important pieces to a greater whole, but place importance more on what is good for society rather than what empowers the individual. This is not so say that Xanans see individuality as moot, in fact many Xanans are perhaps some of the strongest advocates for individual rights and protections from the government and society within the Coalition, but this is all done with the caveat that individual freedoms should never disproportionately harm or disadvantage society and that an individual should be obligated to sacrifice what they may want or what may be important to them if it is seen as essential to promoting a greater good. This rationale is a growth from Xanan family culture, one which places a great deal of importance on respect, cohesion, and hierarchy.&lt;br /&gt;
&lt;br /&gt;
===Xanan Family Culture===&lt;br /&gt;
The family is perhaps one of if not the most dominant cultural institution over any given Xanan’s life. The traditional Xanan family places a great amount of importance on how one fits into the family and expects children to respect their parents and elders and obey them on familial and some personal matters, even after childhood due to the idea of age equating to wisdom. In return for the obedience of their children, parents and elders in the Xanan family are expected to be able to explain to younger family members why they’ve made the decisions they have, so that the juniors of the family do not feel as if they are being taken advantage of. Gender roles are flexible in Xanan families, however women typically maintain the household and work part-time while men work full-time jobs, though this is by no means universal. The elderly are extremely important in the Xanan family, with elderly individuals being seen as sources of knowledge and inspiration who should be consulted by younger members of the family for advice during troubled times or when making big life decisions. Elders are also expected to handle the early childcare and religious education of their family’s children, however the former of these responsibilities is not as essential as it once was due to the Xanan government’s implementation of free childcare for children under the age of five. It is for an elderly person’s children or grandchildren to take care of them and allow them to live with them from after their retirement until they die, and refusing to do this is seen as a great betrayal and is heavily frowned upon in Xanan society. A negative effect of having such large families however is that inheritances, especially those of wealthier relatives, often can result in disappointment and messy intrafamily legal battles over securing a relative’s estate and assets.&lt;br /&gt;
&lt;br /&gt;
Individuals are celebrated within the Xanan family structure, but individuality as a concept is not encouraged, and family bonds are often seen as a key component to the personal identity of any Xanan. This can occasionally result in more independently-minded members of families being ostracized by their kin, however, Xanan family culture usually supports that a family should welcome back those who become estranged from the family and work to make them feel a part of the unit once again and not hold grudges. Whether this is always adhered to though, is often up to the individual families themselves. It is not uncommon for multiple generations of families to live under the same roof, or even multiple extensions of a family to do the same. Any given Xanan household may have children, parents, aunts, uncles, cousins, grandparents, grandaunts, or granduncles residing in the same household. This mindset extends to individual living situations as well. Children often do not move out of their parent’s households unless for university or work until they are in their mid-to-late twenties or even thirties; there’s no expectation for Xanan children to move out at any age so long as they still contribute to the household. However, many young Xanans do move out and live apart from their families if they are committing to a serious romantic relationship with someone or if a job opportunity arises. Family culture dictates that geographical distance from the family be a consideration in if a person accepts a job, however most families are generally encouraging of their members seeking out lucrative job opportunities because it is viewed as something that will be a net positive to the family as a whole. Related to this, Xanans working abroad often maintain very close relationships to their families, even across generations.&lt;br /&gt;
&lt;br /&gt;
An individual’s choices are supposed to be embraced and supported by their family members unless the family believes the decisions to be truly destructive to the family or individual; they cannot be discouraging simply because they personally disagree with the choices because doing so would place a personal opinion or prejudice above what may be best for the family. Families are expected to be strong support systems for their members and it is common for large families to offer housing, financial assistance, and emotional support to their members in times of need. Some families have embraced this bond and applied it to business, with some of the largest companies on Xanu Prime being family-run as a result. Xanu’s richest and most powerful families are referred to as “Forvamshons” and they are typically large players in the planet’s politics and business spheres. This attitude has occasionally led to corruption scandals, but generally it is seen that enriching one’s family by hurting the rest of society is unfair, dishonorable and cause for great shame. Some Forvamshons are very elusive and shy away from the public eye, while others are very public and have celebrity statuses. The foremost of these families often have private security details provided by the PMCG, Idris Incorporated, or Chevauchée Asset Protection and live in luxurious high-security compounds which house the entire family.&lt;br /&gt;
&lt;br /&gt;
Marriages are seen as not just a special bond between two people but a union between two families and a commitment between them to work together. Because of this collective view on familial culture, arranged marriages are not uncommon on Xanu Prime though they have slowly become less prevalent since the 2430’s. Same-sex marriages are not frowned upon in Xanan culture however same-sex couples are expected to adopt children to continue the family lineage, much like how heterosexual couples are expected to have children. Polygamy is illegal on Xanu Prime and polyamorous relationships do not have any form of legal recognition. Though not illegal, Xenophilia is societally frowned upon on Xanu Prime because of long held beliefs that the family structures of other species are incompatible with human ones making relationships between Humans and Aliens fruitless and selfish, therefore hurting one’s family.&lt;br /&gt;
&lt;br /&gt;
Death and customs around it are tied deeply to Xanan family culture, as the death of a person is not just seen as the death of an individual but a loss of a member of an entire family. Burial and cremation are both common during Xanan funerals with customs varying some between the planet’s various religions. Common between all of them though, families will either have their bodies buried in adjacent plots to one another or will keep the ashes of deceased family members in a single, large urn holding the ashes of most if not all of the family’s deceased relatives. During burials, it is a common practice for the deceased’s family to throw dirt, flowers, and lit incense onto the casket as it is lowered into the ground. Another custom stemming from this is that when a person speaks of a deceased friend or relative, it is seen as respectful to make a small tossing motion with their hand or arm. During cremations, the deceased are often cremated alongside incense. Another common custom around death on Xanu Prime regardless of religion is that most Xanan homes will have a large logbook wrapped in black and white cloth called an “Afterlife Journal” in the home’s living room or other public area where family members are able to write down memories, sentiments, thoughts, or prayers about their deceased relatives and friends. Many see the theme of memorialisation that is very present in Xanan culture having stemmed from both the strong family ties Xanans have built along with the collective impact of the Interstellar War even some two-centuries later.&lt;br /&gt;
Dinnertime is perhaps the most important time of the day for any Xanan family, as it is when everyone in the household gets together. Rarely do families eat apart from one another unless their work schedules dictate they do so. Meals are shared around a large central table in the household and weekend dinners can last hours. Not only is food shared but music is played and games are enjoyed, usually board games like Checkers and Chess, or card games like Alutte or French Tarot. Meals are a happy time and it is considered to be an honor to be invited over to share a meal with a Xanan and their family. It is customary for a Xanan family grieving the loss of a loved one to leave a chair at the table empty for the spirit of the deceased for anywhere from two weeks to two months after their passing and provide them food and drink as if they were still living as an act of remembrance and appreciation for their family member. This same gesture is also done two weeks to two months before the birth of a child if a family is expecting and it is instead seen as a show of excitement and optimism for new life. Many suspect the focus on meals in Xanan family culture to be the catalyst which has pushed Xanan cuisine to the upper echelons of high-class dining throughout the Orion Spur.&lt;br /&gt;
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===Xanan Work Culture===&lt;br /&gt;
Xanan work culture is formalistic and hierarchical, tied into the planet’s strong sense of family, and can sometimes come off as hard to break into for outsiders. A traditional Xanan greeting for coworkers is a handshake accompanied by a light bow. Titles, rather than names, should be used with all coworkers, superior, equal-level, or inferior alike, unless the two coworkers are close friends. Small talk is appreciated, and asking after the family of a business partner is usually how most business meetings start. Xanans pride themselves on professionalism and often view their companies as a stand-in for the family outside of their real families, meaning they want to represent them well through professionalism and a strong public image while not bringing shame to them through misconduct or crassness. Superiors are expected to be respectful and formal, but friendly with those under them and coworkers are expected to execute the orders of their superiors without question and then raise grievances with their overseers when the act is done unless they believe the situation is truly disastrous. Businesswear is formal, usually consisting of a suit and tie or cravat for men and a dress or blouse and skirt for women or a uniform for either. Casual dress while on the job is not welcomed in Xanan society and is seen as immature and juvenile, likewise excessive make-up or jewelry in a work setting is seen as distracting and putting more of a focus on one’s personal appearance than the business matter itself, regardless of the person’s gender. However, dyed hair, and minimal tattoos, especially those that are covered by standard work clothing are accepted. Xanan business meetings are multifaceted, with meetings between managers and higher-up officials in companies usually being very logical, low-key, and methodical with great emphasis placed on the abilities of either side to debate one another. This has led to the term “debate” becoming synonymous with “business meeting” on Xanu Prime. If associates know each other well though, meetings can be very emotionally charged and spritied for better or worse, filled with either happiness and achievement, or anger and sadness.&lt;br /&gt;
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Trust built through continuous face-to-face interaction are essential in Xanan business; Xanans will base their decisions on trust and intuition as much as if not more than data and statistics. It is not uncommon for a Xanan to request a meeting in person rather than communicating through holocall, telephone, messengers, or holomail, as personal relationships and connections drive much of Xanan business culture. and because these relationships take time to cultivate and are placed on the same level of importance as close, platonic friendships, it can sometimes be a culture shock for foreigners doing business with Xanans even if the Xanans themselves are quite happy to do business with foreigners. It is considered insulting to discuss business over meals and alcohol is usually not served during Xanan business functions or consumed while on the clock. Hard work is admired, but Xanans generally view workaholism as a selfish trait that makes a person disrespectful to their family by cutting into family time. It is considered poor form to schedule an important meeting in the month of August in the northern hemisphere or the month of February in the southern hemisphere, as these are the respective months usually reserved for summer vacation. This has led to the emergence of the sarcastic phrases, &amp;quot;I&#039;ll get to it in August,&amp;quot; and &amp;quot;I&#039;ll get to it in February,&amp;quot; both meaning that a person doesn&#039;t care about doing something. As a continuation of this, holidays and vacation days are strictly forbidden for business contacts to speak with one another unless the topic of conversation is not work-related and evenings are similarly off-limits as they are often reserved for family time. Coworkers should bring gifts or cards to one another when they return from business trips or holidays and doing so is considered a gesture of appreciation and goodwill towards one&#039;s peers as well as a sign of continued commitment to their workplace even after a vacation. Snacks and sweets, knick-knacks, cookware, and hand-written poems are gifts that would not seem out of place in a Xanan office after vacation season.&lt;br /&gt;
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===Xanan Communication Habits and Social Norms===&lt;br /&gt;
Generally speaking, Xanans are friendly, yet polite to strangers and are typically not confrontational with people they do not have a prior relationship with such as friendship, family, or a long business partnership. This has led to foreigners often noticing an indirect style of communication among Xanans, as being very direct about certain matters to strangers is considered rude. It is for this reason that Xanans will often say “Maybe,” or “Perhaps,” as an indirect response in place of “No,” because they do not wish to directly disappoint, and thereby offend a stranger if something is asked of them, though a far more direct style of communication is used in some parts of Xanan society, namely by those in the military, police, or security industries. Good manners are a staple in Xanan communication and are usually only eschewed between close friends or family members. It is considered proper for a person in a higher position of power or standing in a company or family to give unsolicited advice to those beneath them, but rude for advice to be given the other way around unless asked for. Politics are expected to not be talked about in casual conversation unless they are related to the subject matter at hand or between friends. Social norms dictate that a Xanan generally should not want to impose their beliefs upon others, especially strangers, unless something someone else says contradicts something said Xanan believes, in which case a civil, if spirited political discussion may ensue. Xanan society is one that eschews the use of violence to solve disputes, and holds a pacifistic ethos that cements that one should only use force in the defense of oneself and others, however naturally, not all on Xanu Prime abide by these morals. Moreover, there is an expectation in Xanan society that people can, should, and will compromise with one another for the sake of preserving societal unity, order, and peace, with stubbornness in working out an agreement with one another being seen as a selfish trait. Finally, Xanans value the collective. Whether that is a family, company, crew of a ship, social circle, country, or other unit, Xanan social norms dictate that a good Xanan is one who will act in the best interests of something “bigger than themselves,” while using their unique individual qualities to best help themselves and the people around them who they care about.&lt;br /&gt;
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===Religion===&lt;br /&gt;
Xanu Prime has no official religion, and in an effort to prevent conflict over religion or accusations of government favoritism, the government has a series of official secularism laws. They vary in specificity, but broadly they prohibit any person working for or affiliated with the state including anyone from politicians to police officers to public school teachers from displaying any religious iconography, dress, or artifacts on their person or in their workplace while they are on the job. This has drawn criticism from some elements of Xanan society which see these rules as an infringement upon religious liberty, especially from those who take religious dressage as an integral part to their faith, but the government has remained firm in their beliefs that the state will not expose or impose anyone to any one religion over another. Despite these laws, the Xanan government is not opposed to working with religiously-affiliated organizations like charities due to the laws prohibiting only the state itself from representing a religion, not engaging with it.&lt;br /&gt;
	Xanan people as a whole vary in religiosity with both very progressive and orthodox interpretations of the various faiths found on the planet being practiced. The diverse backgrounds of the planet’s original colonists and immigrants since its colonization mean that nearly any religion can be found here. The largest however, in order of practitioners are, Christianity, Hinduism, and Sunni Islam. Smaller faiths like Luceism, Stolitism, Jainism, Sikhism, and even Moroz Holy Tribunalism can be found here, the latter of which is practiced almost exclusively by the Fisanduhian immigrant community. A significant portion of Xanan society is irreligious as well. Xanu Prime is well known across the Orion Spur for some of its examples of religious architecture, the most outstanding examples of which being the Our Lady of Sorrows Cathedral, the Patali-Ram temple, and the Crystal Lights mosque.&lt;br /&gt;
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==Food and Drink==&lt;br /&gt;
===Food===&lt;br /&gt;
Xanan cuisine has garnered a carefully cultivated reputation around the Orion Spur as perhaps some of the finest in human space. It is in a sense, a fusion between the cuisines of its most prominent colonizing cultures, French, Indian, Pakistani, and those of the BeNeLux. While certainly diverse, it is known most for being both simultaneously spicy, but not hot, with different spices adding highlights and emphasis to whatever notes in the palette the chef so chooses, and savory with a mouth-watering richness that lasts long after the first bite of whatever the food might be. This reputation precedes it, and expert Xanan chefs and cooks are some of the most revered in the culinary industry for their mastery of their crafts.&lt;br /&gt;
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Arguably the most famous human celebrity chefs alive, &#039;&#039;&#039;Cléophe &amp;amp; Lonnie D’Cruz&#039;&#039;&#039;, a married power-couple in the Xanan food world, were both born and raised on Xanu Prime. Their combined adventurousness in the culinary industry with endeavors both inside and outside their chain of fine restaurants has garnered both them and Xanan cuisine a spotlight few planets’ food cultures can match. The couple met while attending a small culinary school in the city of Foy-Nijlen, fell in love, and then combined their skills to open what would be their first restaurant in their well-known fine-dining chain, &#039;&#039;&#039;Solstice Xanan Bistro&#039;&#039;&#039;. Marriage followed shortly after, and the two have been together at the forefront of the Xanan food world ever since. While they are married to one another, the duo’s personalities are distinctly different, something often accentuated for the camera. Cléophe is known for their generally supportive and encouraging personality who wishes to simply share the joy of cooking with the world and has written dozens of best-selling cookbooks to that end. They are also well-known for their appearances on Holovision shows and Holonet videos giving tutorials on how to make some of the D’Cruz’s most well-known recipes in a basic kitchen; it wouldn’t be unfair to say that an entire generation of Xanan home-cooks were taught by Cléophe D’Cruz. Lonnie, however is far more of a chef’s chef who adheres to very strict professional and artistic standards, something he extols through his appearances on cooking competition shows, often played up to be a very cold and perfectionistic critic. Despite this reputation, he much like his spouse, is also committed to educating people on Xanan culinary arts and to that end is the President and, along with Cléophe, co-owner of the D’Cruz Culinary Academy, a culinary school which while only ten years old, has quickly risen to be one of the most competitive on the planet.&lt;br /&gt;
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While Xanan cuisine is diverse and constantly reinventing itself, the dishes characteristically include some kind of meat, most often chicken, beef, or shellfish, paired with greens like beans, asparagus, or broccoli, or a starch like potatoes and something characteristic of almost all Xanu dishes, long-grain aromatic basmati rice, typically grown on the hilly territory surrounding the upper Naya Khyber river. Spices like cumin, black pepper, coriander, cloves, cardamom, and garam masala are ubiquitous throughout Xanan cooking, and often find themselves as part of exceptionally rich and creamy white sauces made from milk, butter, salt, and eggs. Pork is not as popular as a meat on Xanu Prime as others are, given the prohibition on eating it from Xanu’s original Muslim colonists and its perceived uncleanliness that Xanu’s original Hindu colonists held as well. Some Hindus also choose to not eat beef, and as such, many of Xanu’s restaurants have an option to serve synthmeat or a vegan meat substitute instead of actual beef in their beef-dishes. The most consumed alcohol on Xanu Prime by far is beer, often made in the Belgian tradition brought to the planet by some of its original colonists. Brandy comes in second and third, and wine is also popular too, but is more associated with fine dining than it is with a drinking experience alone. Xanan cognac and armagnac brandies have drawn the ire of some in the European Union on Earth because it uses the labels of “cognac” and “armagnac&amp;quot; despite not being produced in the Charente, Charente-Maritime, or Armagnac regions of France, though Xanan producers have paid these complaints no heed.&lt;br /&gt;
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Some notable Xanan dishes include:&lt;br /&gt;
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&#039;&#039;&#039;Steak Xanu&#039;&#039;&#039;&lt;br /&gt;
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As the name implies, &#039;&#039;&#039;Steak Xanu&#039;&#039;&#039; is a steak, and is typically pan-fried rather than grilled. Usually it is strip steak as opposed to coming from any other part of the cow, but any cut of beef can be made in the Xanan style. The secret comes in what the beef is cooked with. Before the strip goes into the pan it is left to marinate in a warm broth traditionally made from chicken stock, cardamom, and garlic for flavor and is then lathered all over with a light coating of ghee right before it meets the pan in order to give its outside a crunchy, slightly singed crust. The steak is cooked to medium rare as it is basted in its own juices along with butter, rosemary, and a very light touch of cayenne powder. After it is cooked to a medium rare, it is taken out of the pan and left to rest for a few minutes before being dashed with a cooked sour, cream sauce, often simply called “beef sauce” made from heavy cream, olive oil, whisked egg yolks, and citrus or mango powder. Black pepper is cracked over the top, and the dish is served. Some of Xanu Prime’s Hindu population refuses to eat this dish, however chicken can be cooked in a very similar way and is typically referred to as “Bird Steak” by the Xanan culinary community. It is the official dish of the city of Nouvelle-Rochelle, Xanu’s Capital.&lt;br /&gt;
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&#039;&#039;&#039;Pataliputra Curried Rice&#039;&#039;&#039;&lt;br /&gt;
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An mainstay dish and one sure to be found on almost any Xanan dinner table, &#039;&#039;&#039;Pataliputra Curried Rice&#039;&#039;&#039;, often just called Xanu Curry by foreigners, is a twist on the typical curry recipe that originated in the port city of Pataliputra. It is a yellow curry that uses peanuts as one of its main ingredients, giving it a signature nuttiness that mixes quite well with the dish&#039;s spices. Where it differs from a traditional curry though, is that its sauce is made from two parts, one of which is a buttermilk-garlic-onion powder base that is very thick and holds in the flavor of the spices and vegetables put into the sauce, while the other is a very light, chicken-based velouté sauce made from combining chicken bone broth with a light, typically but not always, salted blond roux to give the sauce some substance. When the two sauces combine, they make for an exceptionally savory base upon which spices like ginger, garam masala, coriander, fenugreek, and thyme can be added. Meats like chicken or shell-fish are often added to the sauce along with things like beans or potatoes. Rice used in this recipe is traditionally Xanan basmati rice. Every person and every city on Xanu Prime has their own slight variation on how they make this dish, but what is listed above is generally what could be expected when ordering it. It is the official dish of the city of Pataliputra.&lt;br /&gt;
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&#039;&#039;&#039;Naya Khyber Crozets&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Naya Khyber Crozets&#039;&#039;&#039;, or more informally River Crozets, is a dish that originated from the city of Foy-Nijlen and is one that makes use of the various animals caught off the city’s nearby ocean coast and also those found in the Naya Khyber river which runs through the city. The base of this pasta dish is a spicy tomato-basil-cayenne sauce with melted and dissolved Naya Khyber river penguin blubber mixed into the sauce in place of a more traditional fat like butter, ghee, or olive oil. The pasta itself, the Crozets, are small rectangles which resemble something more akin to breakfast cereal in size and shape rather than a more noodly kind of pasta. The crozets are made from buckwheat, eggs, and flour, and are usually cooked al dente so as to retain a bit of firmness. Along with the pieces of pasta, river boiled lobster, fish, crab, or even river penguin meat is pan-fried with butter, rosemary, cardamom, coriander, and cloves before being put into the pasta usually in small bite-sized pieces. Black pepper is cracked over the dish and cumin is dashed over the meat and the dish is served in a heated stoneware bowl. It is the official dish of the city of Foy-Nijlen.&lt;br /&gt;
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&#039;&#039;&#039;Bunker Buster Sandwich&#039;&#039;&#039;&lt;br /&gt;
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The &#039;&#039;&#039;Bunker Buster Sandwich&#039;&#039;&#039; is perhaps the most famous example of Xanan street food. At its core, the dish can be used to refer to almost any toasted open-faced sandwich served on naan bread with over-easy eggs, fried vegetables, shredded cheese, mayonnaise, dijon mustard, and garam masala. In practice however, the six ingredients mentioned above are only the beginning of what a bunker buster might be, as really anything from meats to veggies to mushrooms can be put on the sandwich so long as it tastes good. It’s incredibly easy to make and traces its roots back to the reconstruction of the city of Kshatragarh shortly after the Interstellar War, starting as a quick and easy meal for construction workers to make as a lunch. Many of these workers lived in the city’s underground bunker complexes while above-ground housing was being rebuilt, leading to the sandwich’s name. It has since spread all over Xanu Prime, and a visitor to any given Xanan city is likely to find dozens of variations on this simple, long-time favorite food. It is the official dish of the city of Kshatragarh.&lt;br /&gt;
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&#039;&#039;&#039;Paaskraan Vindaloo&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Paaskraan Vindaloo&#039;&#039;&#039; is a dish originating in the city of Paastad, but can be found across the entire continent of Paasland. It is made from the meat of the large waterfowl, the Paaskraan, and is similar to the traditional preparation of vindaloo with one major exception: the meat is not cooked with the vindaloo paste and is only added at the end. Instead, the meat of the Paaskraan is pan-fried until fully cooked and is usually then seared in a  sweet vanilla sauce to give it a crunchy, caramelized outer shell. After this process, it is added to the cooked vindaloo paste (cloves, cinnamon, cariander, cardamom, cumin, red peppers, ginger, mustard seeds, black pepper) and served over rice, as a crunchy and spicy meal. It is the official dish of the city of Paastad.&lt;br /&gt;
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&#039;&#039;&#039;North 60 Sea Platter&#039;&#039;&#039;&lt;br /&gt;
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The &#039;&#039;&#039;North 60 Sea Platter&#039;&#039;&#039; is less a single coherent dish and more an entire subsection of dishes based around the theme of seafood caught north of 60 degrees latitude. Himavatian sea salmon or arctic tuna, usually pan-fried in olive oil or smoked and served with lemon and black pepper, commonly forms the center of the dish with arctic crab legs or lobster tail sold off to the side paired with a creamy garlic sauce. Other components could include fried octopus and squid or freshly caught steamed shrimp. What makes the dish more than just a typical seafood platter is a special malt vinegar made specifically from ale brewed in the Xanan tradition with added apple and lemon juice. More budget friendly variations of this dish exist as well, such as ones that swap the pan-fried salmon or tuna for smaller, less expensive, deep-fried fish, the lobster and crab for shrimp, and are commonly found in Himavat City bars as a cheap, delicious option for a lunch or dinner. The food arrangement originated in the city and is its official dish.&lt;br /&gt;
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	Not all food on Xanu Prime is within the realm of “fine dining” however. When not at the table for a full meal, the average Xanan can reach for any number of snack foods produced by Xanan companies. Many of these have become not just popular on Xanu Prime, but throughout the entire Coalition and beyond thanks to the aggressive marketing and economic dominance of Xanan shipping and food conglomerates.&lt;br /&gt;
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===Drink===&lt;br /&gt;
	Along with its food culture, Xanu Prime is renowned for some of the alcohol the planet produces as well. The planet’s main claim to fame in this area are in the spheres of beer, wine, and brandy. The planet has brewed beer since its founding, with the Xanan style of beer crafting having its roots in the Belgian-style brought to the planet by colonists from the BeNeLux itself. The most popular brand of beer on Xanu Prime is &#039;&#039;&#039;Prince Pallav Blonde Ale&#039;&#039;&#039;, a golden concoction brewed in Foy-Niljen that has held dominance over the Xanu Beer market for the last two decades. This robustness in the brewing has brought the planet into a rivalry with the nearby planet of Himeo, the two of them both having proud beer-making heritages that often brings them to test this with each other. For the last decade and a half, brewers from the two planets have engaged in a festival called Hoptoberfest, a week-long celebration of the craft of brewing beer held every October complete with live music, authentic Xanan and Himean cuisine, and crucially for the craft brewers of both planets, competitions determining which beer is the best for that year. The festival changes venues from Paastad, Xanu Prime and Inverkeithing, Himeo every other year.&lt;br /&gt;
	In addition to beer, Xanu Prime imported a strong wine culture from its original colonists, namely the French ones. Vineyards dot the Xanan countryside on every continent, with a few even on the southernmost peninsulas of Himavatia. The planet makes a wide variety of wine, though it is most notable for its own variety of Malbec grown in the mountains of Naya Khyber and Nouvelle-Occitanie called &#039;&#039;&#039;Khyberian Malbec&#039;&#039;&#039;. Where Xanu Prime’s wine truly shines though is not in the wine itself but in its use in fortified wine products like brandy and cognac. The unique climatological conditions of Foy-Niljen brandy country have led to the grapes grown there to be perfectly suited to making fortified wines and distilled wines, leading to their flavors to be pronounced but not overbearing up front with subtle, complex notes coming to the surface the more the drinker savors the beverage. The most noteworthy and popular drinks of this category are the mid-range priced &#039;&#039;&#039;2275&#039;&#039;&#039;, a mainstay brandy of Xanan bars and kitchen cabinets alike, and &#039;&#039;&#039;Saint-James Black Label,&#039;&#039;&#039; the gold standard of Xanan luxury cognac. The national cocktail of the All-Xanu Republic is the &#039;&#039;&#039;Stag Hunt&#039;&#039;&#039;, so named for its popularity on hunting trips and other outdoor activities during the summer. It is a simple drink made by mixing three parts brandy, typically 2275, one part lemon juice, and two parts chilled tea usually served over ice in a highball glass. Chai is the most consumed tea variety on Xanu Prime and the soft drink Xanu Rush is also very popular on the planet.&lt;br /&gt;
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==Arts and Entertainment==&lt;br /&gt;
===Visual Art===&lt;br /&gt;
Xanan visual arts are vast and have an uncountable number of movements and subgenres. Generally, though, Xanan artworks are reflective pieces and try to examine the human condition rather than focus on the form by which the artwork expresses itself. Xanan visual arts have been heavily influenced by the original Western European cultures which settled the planet and as such, drawing and painting are the most prevalent forms of Xanan art. Sculpture that has been inspired by South Asian cultures of the Indian Subcontinent are also prevalent, however. The most famous and well-known movement of Xanan art is often called the Atman Movement and it lasted from the 2340’s until the 2390’s. Most art scholars consider it an offshoot of Symbolism and Neoclassicism but with noticeable existential elements. Pieces of the movement hold an almost ethereal aesthetic, and usually feature elements like fanciful Greco-Roman or Indian ruins, ruins that aren’t even found on Xanu Prime, bright, vibrant colors contrasted by dark backdrops, and esoteric spiritual imagery sourced from Xanu Prime’s three largest religions. The goal of all of this, in the words of the Xanan master painter Arnold Vasudevan, a key figure in the movement, is, “To imagine Humanity and the human condition as if we could breach the barrier between this world and the next with our own hearts and achieve revelation and clarity through the beauty within and without our souls and the world around us.” An offshoot of this movement referred to as Wartime Atman replaces the ruins of classical civilisations with scenes of wartime destruction found on Xanu Prime during the days of the Interstellar War and is meant to make the viewer reflect on things like conflict and mortality. The most famous piece of visual artwork of the Atman Movement and arguably of all Xanan visual art is called “The Truce&amp;quot; by Harini Martin. It is a colossal mural of a painting that is four meters tall and ten meters wide which depicts the ghosts of dozens of fallen Xanan and Solarian soldiers enjoying leisure time and doing activities like enjoying meals with one another, idly talking, showing each other photographs, and playing games and sports with one another over the backdrop of a desolate Interstellar War era battlefield in what used to be a Xanan city. The sky around the edges is a dark color, however in the center of the painting’s sky is a brilliant white, alabaster, pink, and red halo that shines light on the entire painting. It was unveiled to the public at the All-Xanu Eloise Brel Art Gallery, Xanu Prime’s national art gallery, in 2387 as part of a ceremony to commemorate one-hundred years of peace with the Solarian Alliance and has remained a permanent fixture in the museum since. Notable Xanan sculptures include Our Lady of Sorrows, a giant statue of the Virgin Mary included in the Our Lady of Sorrows Cathedral, and Skyward Unity, a large sculpture commemorating the elevation of Paastad.&lt;br /&gt;
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===Architecture and Cityscapes===&lt;br /&gt;
The traditional Xanan style of architecture can be described as a hybridization of various styles of design from the Indian subcontinent and Western Europe, much like the origins of the planet’s original colonists. Xanan buildings usually have some form of artistic design on their exteriors, even if it’s as simple as a basic tile weave around entrances or semi-ornate molding around windows. Many have lines drawn on the outside in paint or sculpted on, and Xanan buildings are usually painted with bright, if mellow, colors if they are painted at all. Most Xanan buildings are taller than they are wide and long, courtesy of the planet’s re-urbanisation plans after the Interstellar War and because buildings in most urban areas are taxed based on how much land they take up. Most Xanan buildings have some form of accoutrement around their roofs, usually being a modest carving or bust of a family’s ancestor if it’s a house or a historical or religious figure, representing the theme of memorialisation found elsewhere in Xanan culture. The roofs themselves of most Xanan buildings are usually vaulted or occasionally are domed or flat. Larger, more modern buildings like skyscrapers on Xanu Prime have a distinctive half-sloping-roof look pioneered during the beginning of Xanu’s economic resurgence during the mid 2330s. Originally implemented as a cost-saving measure to make a building that still looked tall but didn’t need to have as much office space, the half-sloped roof or “Xanan Roof” style of skyscraper has part of the building’s roof flat and level with the ground while another portion of it slopes downwards. This style of design has become emblematic of Xanu Prime and even the newest skyscrapers on the planet are built with this design in mind, despite its economical origins. Xanan buildings are made from a variety of materials, with the few-surviving pre-war structures being made from wood, brick, and steel while commercial and industrial buildings built after the Interstellar War are made from concrete, steel, and glass with plaster or clay facades. Individual houses are still mostly made from wood or brick, however. Sizes and shapes of Xanan residences vary, with some being modest single-family homes typical of other places within the spur. Multi-story townhouse complexes surrounding a single communal courtyard are common in urban areas and are often inhabited by entire extended families. In more densely populated areas, large communal apartments built for extended families are common, though some wealthier families have pursued a policy of “Co-flooring,” a type of retail arrangement where an entire extended family will rent out an entire floor of traditional single-family apartments from a property agency. Some buildings on Xanu Prime play very heavily into inspiration from the planet’s original cultures and would not look out of place in South Asia or Western Europe, though buildings built like those are in the minority of Xanu Prime’s structures.&lt;br /&gt;
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The last notable architectural feature found in many Xanan cities are residual walls and gun emplacements left over from the Xanan Civil War. Of Xanu’s six major cities, only three, Nouvelle Rochelle, Pataliputra, and Foy-Niljen have them still, with Kshatrigarh’s being destroyed beyond repair during the Interstellar War and Paastad’s torn down during the city’s elevation, lest they sink into the swamp. Himavat City never had walls, as it was too small of a community to have built them during the Xanan Civil War. The walls proved useful during both of the planet’s most devastating conflicts, acting as barriers to outsiders and platforms for return fire, but due to the gargantuan cost of operation and maintenance, the walls and their gun emplacements were decommissioned in the 2310s as a part of the Sneijders Government’s economic recovery plans. Today, the walls stand as partially restored massive memorial complexes dedicated to those who fought and died during both the Xanan Civil War and Interstellar War, with some cities having sections of wall filled with the names of those who died during the conflicts from those respective cities.&lt;br /&gt;
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Xanan cities are generally filled with greenery as both a measure to keep temperatures down during the summer and simply provide Xanans with natural beauty even in the most urban of places. Large public transit networks consisting mostly of subway systems and tramways are found in almost every Xanan city and most of those who live in the urban cores of Xanan cities do not own automobiles, while Xanans who live in the country, suburbs, and smaller cities have a higher percentage of car ownership. The most common way to get around on Xanu Prime however is by bike or motorbike; Xanu Prime has the most bikes per capita of any planet in the Orion Spur, even beating out the Solarian population hubs of Callisto and New Hai Phong. Generally speaking, Xanan cities are walkable and do not require an automobile to move around efficiently, and some Xanan cities have banned the construction of freeways and overpasses entirely in order to preserve their cities’ “authentic landscapes.”&lt;br /&gt;
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===Literature===&lt;br /&gt;
Xanan literature has cemented itself around the institution of “The Great Novel,” something often defined in Xanan culture as a work of literary art that has captured the essence or soul of the Xanan struggle and of the planet’s people through the usage of compelling stories and multifaceted characters. Novels written in the Xanan style usually have psychological and spiritual themes and use supernatural or otherwise fantastical elements to explore Xanan the human condition, usually in surreal or otherwise unorthodox methods. Xanan novels are typically not adapted into films as is seen elsewhere in the Orion Spur due to Xanan movie-going audiences preferring musicals and epics instead, but they have become popular as holovision shows, stageplays, and miniseries.&lt;br /&gt;
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Some notable works of Xanan Literature are:&lt;br /&gt;
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====Gloam in Gold====&lt;br /&gt;
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It is hard to understate the importance and influence of Foy-Niljen writer Arif Hugo’s 2345 masterpiece Gloam in Gold in the Xanan literary canon. The text, while short for a novel, is considered to be not just a seminal work of Xanan writing but also quite possibly the greatest novel ever written in the Freespeak language, despite its unorthodox, almost anthological structure. It is set in 2296 during the initial reconstruction of the city of Kshatrigarh and focuses on the character Madhar Emond, a Kshatrapur native and veteran of the Interstellar War now working to rebuild the battered city during the aftermath of the terrible conflict. His life isn’t a glamorous one and he spends most of his days doing hard, construction labor, digging paving roads, working on buildings, and the like. One day on his way home from work, he stops by one of the city’s many large cemeteries to rest and watch the sunset, however shortly after his arrival he lays down in the grass and begins to hear voices around him. He’s alerted by these and denounces them as hallucinations at first as he sees no one around who could be speaking to him, yet as the sun sets further below the horizon, he realizes that there is some coherence through the voices and that they are in fact, the voices of the dead, fully aware of their condition yet unable to move on to the afterlife.&lt;br /&gt;
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Madhar listens in to their conversations for a moment and is eventually confronted by the voice of one of the deceased, one Missus Pandit, an elderly woman who died of old age before the city was besieged. She acts as a sort of a guide who explains the dispositions of each of the ghosts present, and each part of the novel tells a story of a different spirit inhabiting the cemetery proceeding in the order of Missus Pandit herself, and then to Mister Quint and Miss Jessup, a young Himean immigrant couple who perished together from starvation during the siege and seem to be resigned to their fates, and recount their lives from Himeo and their immigration to Xanu before the war broke out, their desperation during the siege, and now their dead, yet still loving existence of being with each other even in death. Madhar’s conversation with the couple is interrupted by the voice of Marcus Thevar, a rich and vulgar middle-aged businessman.&lt;br /&gt;
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Marcus refuses to reveal how he died and seems to be entirely preoccupied with finding a drink and scoring some action from the cemetery’s various young female ghosts, one “Miss Periwinkle” foremost among them. Miss Periwinkle’s gravestone has been defaced, though she looks to be buried in the plot next to Thevar, much to her dismay. She’s the spirit of a young, pious woman with a noticeable Lunan accent who claims to have died from tuberculosis during the siege. She refuses to say her real name and repeatedly breaks from talking to Madhar to fend off verbal advances from Thevar, before quietly lamenting to Madhar that her days of being confined to the mortal plane despite being dead and needing to routinely reject the, “slovenly attempts at romance,” by her neighbor is God’s unique choice of purgatory for herself. Despite this, even in this “purgatory” she finds some joy in acting as an almost motherly figure to Patrice, the ghost of a five-year old child who doesn’t know how he died but according to Miss Periwinkle, seems to have abruptly perished in the aftermath of the siege after naively playing with unexploded ordnance he found a local park’s sandbox. Miss Periwinkle parts with Madhar after claiming she needs to tend to the child, and her voice fades away.&lt;br /&gt;
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After this, the story shifts to that of Private Hendriks, a solemn Xanan infantryman who was killed during the battle and laments that he will never be able to return home to his mother and Lieutenant Ma, a Solarian bomber pilot who was shot down over the city during a night raid and is a conflicted character. She is racked by the guilt of possibly killing innocent civilians yet reminisces on what a still-united Sol Alliance might have looked like without the carnage and in his words, “tragedy” of the Interstellar War. Hendriks and Ma seem to spend most of their days now arguing with each other, the conflict lingering on past their deaths, much to the annoyance of the cemetary’s other inhabitants.&lt;br /&gt;
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Lastly, Madhar is spoken to by the voice of a young woman, a teenager named Penelope, who brokenly and through a voice characterized by sounding as if she’s on the verge of tears, tells Madhar that her body is in fact, not even buried within the cemetery at all, but that her body instead lies buried beneath a new road built on the graveyard’s northern edge and sulks to him that nobody will ever remember her or who she was since there’s nothing to mark her grave. Madhar, heartbroken in this discovery, realizes that he was part of the crew that paved that very road and profusely apologizes to Penelope for spoiling any chance she might have ever had with a proper burial and claims that it was done in the name of progress for the city and for Xanu Prime. Penelope’s voice rejects this and breaks into tears, repeating the fact that nobody will remember her or who she was, but eventually she is soothed by Madhar’s assurances that he will remember her and that he’ll never forget that she lived and died in the city. Seemingly consoled, Penelope thanks Madhar before her voice too fades away and leaves him in silence, the sky now dark. He makes his way home in solemn, quiet contemplation, thinking about the various spirits he’s heard over the last few hours and once again questions if it was even real. When he gets home to a modest, quickly built apartment, he resolves to himself that whether what he heard was real or not, he cannot forget the past even in pursuit of the future.&lt;br /&gt;
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====The Screen Behind the Mirror====&lt;br /&gt;
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&#039;&#039;&#039;The Screen Behind the Mirror&#039;&#039;&#039;, written in 2419 by the second-generation Fisanduhian Xanan writer Elanea Chatfield, is another one of Xanu Prime’s great novels. It’s a semi-autobiographical story, taking some elements from Chatfield’s own life and putting them into the events of the plot. It is also is a very spiritual text, having references, symbols of, and allusions to the Bible’s Book of Revelation, Tribunalist Scripture, and Luceian holy texts throughout to help convey its themes of residual trauma, destruction and rebirth, and enlightenment.&lt;br /&gt;
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This semi-autobiographical story follows the experience of a young accountant named Demitra during a camping trip out to the remote New Pacific Scarlands for some time away from the hustle and bustle of the city. The story’s structure is unorthodox and the chapters bounce between describing her current experience in the scarlands, and recounting flashbacks to her childhood growing up as a Fisanduhian refugee in a diverse community of Xanan and Assunzionii-Xanans on Xanu Prime. The story in the present is a tale of survival that begins after Elanea’s camping group has a car crash on a back-country road with her being the only surviving member. Much of her food and shelter perished in the blaze and she’s left to fend for herself in the forest and crater lake-filled wilderness around her. She manages to build herself some crude shelter, but during her first night in the wilderness, she’s awoken by a bright ray of light reflecting off of what she can only describe as a large phantasmagorical mirror levitating just outside the border of her crude encampment. In the mirror she sees her own reflection, but not as she is now, but rather how she was as a child at ten years old.&lt;br /&gt;
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The book then cuts to her life as a ten year old, going over Demitra’s seemingly mundane memories of living in a low-income, almost ramshackled home with her Fisanduhian refugee family in Nouvelle Rochelle, setting the scene for the reader and introducing them to the characters of Demitra’s concerned, yet judgemental mother, silent and stoic father, whiny younger brother, and somewhat detached and aloof older sister over a standard family dinner. This scene ends and we are brought back into the present, the next morning, where upon waking, Demitra discovers that the mirror still resides outside of her camp. When she leaves to forage for food and tries to hunt something with a hatchet she was able to retrieve from the car crash, the mirror silently follows her, always levitating behind her just out of reach. Throughout the novel, the plot switches between this story of survival, following Demitra’s struggles to build a fire, fish, and hunt, and her childhood memories, with the line between the two becoming increasingly blurred as her situation becomes more and more desperate. She sees apparitions of her childhood friends and her deceased father walking around as if it was the most normal thing in the world, calling out to her yet never responding to her words. The memories become less and less pleasant as time goes on, with the phantom mirror showing her family fights, tough times in school with childhood bullies, and the deaths of family members all while her situation in reality, struggling in the wilderness becomes more and more dire.&lt;br /&gt;
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The story climaxes with Demitra screaming her frustrations at the mirror in the wee hours of the morning, venting her frustrations to it and breaking down into tears while explaining her feeling on herself in detail to the mirror, stating that she knows she’s at her core a broken person but that despite all that the mirror has shown her she is only motivated to survive in the remote wilderness of the scarlands. Her flaws and trauma have only informed her more of her humanity, and she finishes this monologue with the line, “I’ve survived fucking everything else so far, I am not dying alone out here no matter how hard you try to make me want to!” Ever silent, the mirror remains but grows blindingly bright, so much so that the forest itself begins to smolder and catch fire from the phantasmagorical brilliance it emits. Struggling to cover herself from the light, Demitra covers her eyes but is directed by some voice, “Come and see, and behold, She who is all that is, ever was, and will be.” As she feels her very skin begin to burn and peel away from the mirror’s light, Demitra takes a metaphorical leap of faith and opens her eyes, no longer seeing the mirror but an eye made from flames staring right at her, blacking out and collapsing soon afterwards. In perhaps the most notable section of the novel, the page after Demitra’s collapse is entirely blank except for one sentence placed in the middle of the page: “And when the Lamb opened the seventh seal, silence covered the sky.”&lt;br /&gt;
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The plot picks up on the next page there with a jump to Demitra regaining consciousness in the back of a rescue VTOL-craft, surrounded by paramedics on a steady flight to a hospital. Demitra asks the medics on the craft with her how they found her and they confusedly reply that a signal mirror was flashing an S.O.S signal at a passing shuttle and it was reported to them, and remark they thought it was Demitra herself who’d sent the signal. She makes it safely to a hospital in a small country town and the story ends with her looking out onto the reflection of a moonlit lake, contemplating what she saw and asking herself how she possibly could still be alive.&lt;br /&gt;
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The Screen Behind the Mirror has stood the test of time as a venerable pillar of Xanan literature since its publication nearly fifty years ago. The book saw some controversy upon its initial release however, with some more conservative voices in Xanu Prime’s various religious organizations calling it a sacreligious text with some even calling for the book to be burned en masse. The Morozian Holy Tribunal in the Empire of Dominia has banned the sale of the book within Dominian space, a fact that its author Elena Chatfield wears with pride and its publishing company has used to boost sales of the book within the Coalition and Republic of Elyra. This controversy has been eclipsed in the Xanan public eye by its literary brilliance however and it remains popular today among all demographics on the planet. It has been famously hard to adapt to a holovision show however, with all four attempts never getting past the preproduction stage or falling apart during production and has been referred to as a &amp;quot;cursed&amp;quot; story by those in the entertainment industry for that reason.&lt;br /&gt;
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====MMCDXLII====&lt;br /&gt;
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A fine example of the recently popular Xanan science fiction tradition, &#039;&#039;&#039;MMCDXLII&#039;&#039;&#039; (pronounced as 2442) by Kshatrigarh writer Jakob Rajeev is an alternate history science fiction novel published in 2442 set in a alternate timeline where Xanu Prime was blasted from orbit by Solarian forces during the Interstellar War and sent into a perpetual nuclear winter similar to how Gadpathur was in reality. The setting of the story is the city of Khairabad, or at least what is left of it. Before the bombardment of the planet took place, roughly 10,000 of the city’s inhabitants retreated underground into the vast bunker complexes residing below. Believing that they are the only people still left on Xanu Prime, the people of Khairabad have been steadily working towards the goal of reestablishing contact with the rest of the outside world. The plot follows Hridith, one of the few people in the ruins of Khairabad entrusted with the dangerous duty of venturing to the surface in order to scavenge the ruins of the dead city for supplies and clues which might help the people of Khairabad and by extension Xanu Prime as a whole, re-establish contact with the rest of the world. One day while scavenging above, he comes across an old military base which miraculously still has much of its telecommunications equipment in order, including an interstellar radio transmitter. Retreating back to the underground with his news, Hridith’s discovery kicks off a power-struggle and internal civil war within the bunkers of Khairabad as the various factions of the city vie over who should be the ones to contact the outside and by extension reap whatever benefits it may bring. Hridith falls into the game of politics and violence as members of the underground try to influence him for their own selfish aims all while he confronts his own guilt for having sparked this conflict in the first place with his discovery. Eventually, he resolves to destroy the array to stop those around him from killing each other in what he sees as a senseless war.&lt;br /&gt;
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The book climaxes in a last stand between the soldiers of a local warlord and Hridith supported by his friends on the surface at the array where the story’s plot was put into motion. Just as Hridith is about to destroy the transmitter once and for all, he has a change of heart and, unbeknownst to any other Xanans, sends his own message out into the universe a phrase that has been immortalized in Xanan literary history: “SLEEPLESS ANGELS HAVE BLESSED US. XANU PREVAILS.” After this transmission, Hridith detonates the bombs on the transmitter and is killed in the subsequent explosion along with all of his friends, the warlord, and all of the warlord’s soldiers. The story ends on a vague note in a room tucked away in a Himean communication station with a prompt on a console reading, “TRANSMISSION RECEIVED.” MMCDXLII has been lauded as a cornerstone of the Xanan science fiction genre since its publication in 2442, with many critics seeing it as a parallel tale of sorts to the reality of the Xanan Civil War. The author, Jakob Rajeev, has gone on to write other novels since, but has moved away from the post-apocalyptic setting and advanced into writing sci-fi horror novels and space operas, marking MMCDXLII as a truly unique title in his portfolio. It has seen a successful, chart-topping holovision adaptation and a prequel series set in the world of MMCDXLII&#039;s post-apocalyptic Khariabad is currently in pre-production. &lt;br /&gt;
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===Film===&lt;br /&gt;
Xanu Prime is the entertainment capital of the Coalition and perhaps the largest contributor to this status is the Xanan film industry. Films made by Xanan studios have long proliferated across the Coalition since the end of the Interstellar War and are essential in any serious discussion about Xanan art and culture. While Xanu Prime’s directors have made films under almost every genre since the industry started to take off in the 2310’s, Xanan audiences have taken particularly well to dramas, musicals, and a genre of Xanan invention, the Interfilm. The Xanan film industry has an ongoing rivalry with its Solarian counterpart, especially that centered on Venus. Xanan productions typically do not have as big of budgets as their Venusian counterparts and are usually outclassed in terms of visual effects and and as such are sometimes limited in the kinds of stories and scenarios they can portray. Xanan films make-up for these deficiencies by instead focusing on things like writing and storytelling. The winner of this rivalry is up in the air, and different critics will give different answers, though it is almost always guaranteed that entries from Xanu Prime and Venus will compete against each other in the Spur’s biggest film festivals and awards ceremonies. The three largest genres of Xanan film are dramas, musicals, and an indigenous kind of war film created on Xanu Prime called Interfilm.&lt;br /&gt;
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====Dramas - &#039;&#039;The Love Melancholic&#039;&#039;====&lt;br /&gt;
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Xanan dramas are often very introspective and personal pieces which focus on realistic problems often with relationships or with the world at large and typically involve the main protagonist or protagonists of the films confronting some kind of tragedy or trauma. A large portion of Xanan dramas are produced by independent filmmakers, something that Xanu Prime has become a hotspot for in the last half-century.&lt;br /&gt;
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The most well known Xanan dramas is &#039;&#039;&#039;The Love Melancholic&#039;&#039;&#039;, a 2424 four-hour long dramatic period-piece epic directed by Savitri de Graaf, a woman hailed as one of the best ever directors in Xanan film whose work has stood the test of time despite its age. The plot follows the life of a young woman, Roxanne, moving to Nouvelle-Rochelle during the reconstruction of Xanu Prime during the Second Astonishment looking to start a life for herself. While there, she’s met with the challenge of an accidental pregnancy and conflicting emotions over whether to abort the fetus or bring it to term, and eventually decides to have the child. The film then follows Roxanne&#039;s life through the next decade and a half as a working mother who finds success in her career but is lonesome aside from the company of her daughter, until she meets a newly-arrived Himean immigrant, Markus, on the train home from work and the two slowly begin to fall in love, though complications and difficulties in personality and circumstances plague their efforts to see the best in each other. The film ends not with a happily ever after ending, but with a tentatively optimistic, bittersweet scene of Markus and Roxanne, now both nearing middle age by this point in the film, agreeing to try and make their relationship work while acknowledging the flaws in one another. The film is a classic among Xanan and Himean audiences and won record-breaking numbers of awards and accolades when released. It has even seen popularity in some circles in the Solarian Alliance, Republic of Biesel, and Republic of Elyra. Many film critics consider it to be a cornerstone of Human cinematic history and the best Xanan film ever made, though this position is disputed by others.&lt;br /&gt;
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====Musicals - &#039;&#039;North 60&#039;&#039;====&lt;br /&gt;
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While Xanan-made dramas may be the most well-received critically of most Xanan films, by far the most popular among the Xanan filmgoing audience for the last few decades are musicals. Musicals made in the Xanan style are often high-budget, over-the-top, and exceptionally grand, showy affairs. They are famous for elements like their large choreographic sequences which can involve dozens of dancers, massive and brightly coloured sets, often romance-centered plots with comedic elements, and musical style which often takes musical instruments from Xanu Prime’s colonizing cultures and puts a pop musical spin on them. When one speaks of &amp;quot;Pataliwood,&amp;quot; musicals are what come to mind first. Most Xanans do not put musicals on the same level as other films and see them as something to watch for pulpy entertainment and spectacle rather than for their serious artistic value, though they will obsess over them and their stories all the same. Xanan house parties typically involve the screening of a musical in the living room and songs from some of the genre’s classics have cemented themselves into the Xanan cultural canon.&lt;br /&gt;
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A recent notable example of a musical made in the Xanan style is &#039;&#039;&#039;North 60&#039;&#039;&#039;, a 2461 film directed by Sabine Venturino, that centers on a young man from Nouvelle-Rochelle named Peter who inherits a fortune from a long-lost deceased uncle who made it big in the record industry. Overjoyed, Peter claims the fortune but learns that he can only receive his riches on the condition that he moves to his dead uncle’s dilapidated estate on the outskirts of Himavat City and lives there for one year. Peter moves but upon arrival hates his arrangements; he cannot stand the cold, remote nature of the city, but soon finds joy in its culture and music scene. He also develops a romance with the daughter of a record executive, a girl named Priti. Unbeknownst to Peter though, Priti’s father Jeroen is Peter’s uncle’s former business partner and wants to get Peter to leave Himavat City so he can claim the young man’s fortune for himself, as per the uncle’s will. Hilarity and antics ensue. The film ends with Peter deciding to forgo his fortune and instead running away from Himavat City with his love Priti and starting a new life together in Foy-Nijlen. The film is the highest-ever grossing Xanan musical and won a series of awards as well, though it saw only limited popularity outside of the Xanan market. This is a theme among Xanan musicals: massive domestic success but only limited success abroad, the reasons for which are routinely debated by many within the Xanan film community.&lt;br /&gt;
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====Interfilms - &#039;&#039;Count the Days&#039;&#039;====&lt;br /&gt;
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The last of Xanu Prime’s most popular movie genres is one of Xanan invention: the Interfilm. Interfilms are very long, often multipart war epics set during the Interstellar War, a conflict from which the genre gets its name. They often have ensemble casts and focus on a variety of viewpoints rather than a single protagonist. These films often showcase themes of tragedy associated with the Interstellar War and ennoble the sacrifice of the Xanan nation and individuals during the war. These films are very serious and are seen as a direct contrast to the Xanan Musical genre in tone and content.&lt;br /&gt;
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A keystone of the Interfilm genre is the series &#039;&#039;&#039;Count the Days&#039;&#039;&#039;, a pentalogy directed by Xanan journeyman director Pierre Duchesne totalling over sixteen hours in length, with its installments releasing in 2447, 2449, 2450, 2552, and 2454 respectively. The story at first follows an officer in the Xanan Army, Captain Paul Ibrahim, stationed around Pataliputra. He leads his company through a very bloody battle in which the majority of his men are killed, by the end of the battle, his unit is more or less completely wiped out and he’s reassigned to command a new company, one unlike any he’s seen before. He’s given command of Company Y, an all-female volunteer unit that hasn’t ever seen combat before and is dumbfounded at first due to his belief that a female unit wouldn’t fight as well as a male one. He however is told by his superiors that he risks demotion of he doesn’t take on the unit, so he begrudgingly agrees. The first movie follows Ibrahim’s efforts to help train and ready his new unit for combat while he and the audience get to know the women of Company Y. Throughout the film, his outlook on his troops begins to change, and he connects with them more as people, though he still does not think they have the mettle to withstand warfare. The film ends with the Company seeing its first taste of combat during the opening stages of the Siege of Khairabad and Company Y sustaining horrendous losses and being cut off from the rest of the Xanan army in Khairabad.&lt;br /&gt;
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The second film takes place during the Siege of Khairabad proper, and is a tale of the fight for not just victory but survival as the remnants of Company Y fight their way through parts of the occupied city to link up with the rest of the Xanan forces trying to hold their ground against the encroaching Solarian forces. Throughout this struggle, the Company comes across enemies but also Xanan partisan fighters who link up with the Company and join them on their journey to reconnect with their lines. During this film, Captain Ibrahim has his opinion changed on the women he commands, and he comes to see them as strong soldiers regardless of their gender. The movie ends with the Company and their new partisan compatriots reconnecting with the rest of the Xanan force defending Khairabad.&lt;br /&gt;
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The third installment of the series is not so action packed in comparison to the second one and is mostly centered on the members of Company Y recovering from the events of the first two films and grieving their fallen comrades while integrating the partisans from the second film formally into their ranks and is the only film in the series that does not have an action sequence. It ends with the company being resupplied and ready to once again take the fight to the enemy.&lt;br /&gt;
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The fourth part of the series is often seen as the black sheep of the series and departs from the story of Company Y to instead focus on 6th Company, a Solarian unit from Mars participating on the other side of the Siege of Khairabad. 6th Company is led by Captain Emily Mikkelsen, an embittered veteran of the Interstellar War until this point who is concerned only with ensuring that the troops under her command stay alive and sees victory in the siege as a means to that end. Part 4 shows events from the parts 1 and 2 through the eyes of the Solarians, and goes to great ends in order to humanize them, with members of 6th Company being portrayed as people who believe in the ideal of a united humanity under the Sol Alliance but also as people who don’t see the war as theirs and who want to return home to their lives and families most of all. The film ends with 6th Company preparing to launch an assault against Xanan positions in the ruins of Khairabad.&lt;br /&gt;
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The fifth and final installment of the Count the Days series begins with a dramatic battle sequence between Xanan and Solarian forces, with the attention split equally between Company Y and 6th Company during the fighting. During the carnage however, multiple members of Company Y and 6th Company become separated from their units and run into each other on the battlefield, with many dying to one another in heart-wrenching sequences that brought tears to many a Xanan filmgoers’ eyes. The two captains, Ibrahim and Mikkelsen, also encounter one another, but both having been wounded and exhausted by the fighting decide to sit inside of a bombed out building and try to recover their strength together. The two have a long conversation about their lives before the war and the people under their command, avoiding any conversation about either’s actual thoughts on the conflict and instead just treating each other as people rather than enemies. After further rumination and conversation, Ibrahim comes to the realization that his wounds are mortal and that he will likely die from them if he doesn’t receive medical attention and asks Mikkelsen to kill him so that he might die with honor. Mikkelsen protests at first, finding some difficulty in pulling the trigger on a man she’d just spent the better part of a half-an-hour getting to know, but eventually concedes and agrees, seeing it not as an act of anger, but of mercy for Ibrahim. She shoots him and then begins her trek out of the bombed out building, with the shot lingering on Ibrahim’s corpse for a good long few seconds, only for a team of Xanan medics to enter the building and find Captain Ibrahim’s body, just minutes after his death. The medics transport his corpse back to the Xanan lines where the rest of Company Y has regrouped, and they mourn the loss of their officer and friend in a dramatic, heart-crushing scene. The series ends with Captain Mikkelsen and 6th Company in their camp that night, staring forlornly at a campfire, exhausted from the day’s fighting and failed assault before receiving orders to fall back to the rear of the Solarian force to recover their strength. As they leave, Captain Mikkelsen looks to the Xanan lines and begins to sob as the screen then pans up and fades to black on the smoke-filled night sky.&lt;br /&gt;
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The Count the Days pentalogy is widely regarded as one of the best of the Interfilm genre and is to date the highest-grossing and most-awarded film series in Coalition history and has spawned a die-hard fanbase of supporters. It received a widespread release across the Coalition and Biesel and even saw limited screenings in the Solarian Alliance. The series is regarded by many to be a masterwork of Xanan cinema and a quintessential look into how Xanu Prime views its relationship with the Interstellar War.&lt;br /&gt;
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===Holovision===&lt;br /&gt;
The world of Xanan holovision is the most diverse in the entire Coalition of Colonies. Almost anything can be found on Xanan HV, live sports, dramas, talk shows, news, infomercials, and shows on a wide variety of premises. The quality of Xanan holovision is similarly varied, with some shows having hundreds of millions of credits in budgets while others are very obviously cheap and made to be aired or streamed as quickly as possible. Whatever the case, Xanan holovision programming and shows can be found across the Coalition and Human Frontier and generally has a positive reputation among foreign watchers. By and large, the most popular genres of holovision programming on Xanu Prime are dramas and sitcoms.&lt;br /&gt;
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The most-watched Xanan Holovision program of all is a long-running late-night variety program called &#039;&#039;&#039;Teddy&#039;&#039;&#039;, hosted by comedian and media personality &#039;&#039;&#039;Theodore Llewellyn&#039;&#039;&#039;. The show has been on-air and on popular Xanan and CoC streaming services for nearly twenty years at this point with its first episode having aired in 2447. Theodore Llewellyn is described by many in the Xanan media as “The Lord of Late Night,” due to his dominance over the late-night talk show genre paired with his polite, yet witty interview and conversational style. His show often showcases new musical acts, up-and-coming comedians, and routinely interviews the most talked about figures and celebrities in the Xanan entertainment industry and society at large. He also has been known to host games for his guests and for airing live or pre-recorded comedy sketches for his audience, usually involving himself or his guests as characters. Teddy is not just popular among Xanan audiences though and is watched by fans across the Coalition, both in Xanan Freespeak and in translated dubs of the Coalition’s various languages. He is also a prominent cultural ambassador for Xanu Prime to Himeo and has used his fame to advocate for closer cooperation and harmony between the two planets when off the air. Occasionally, the show will even film episodes on-location on various planets throughout the Coalition for promotional purposes, most often Himeo due to Llewellyn’s Himean heritage, being the child of two Himean immigrants to Xanu Prime. Llewellyn has joked at times about running for President under the Good Neighbor Party, though these jests haven&#039;t manifested in any political campaigns quite yet.&lt;br /&gt;
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For information on Xanan Holovision dramas and sitcoms please read the two entries below.&lt;br /&gt;
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====Xanan HV Dramas====&lt;br /&gt;
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Much like on film, Xanans have a penchant for HV dramas, however these diverge significantly from the seriousness of their film counterparts. Xanan Holovision Dramas are very popular on the planet and can be separated into two categories: 5-Dramas and 2-Dramas.&lt;br /&gt;
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5-Dramas are aired every day during the week on Xanu’s HV channels during the daytime, and are notorious for their low-production values, often odd, pulpy, and convoluted plots focused around absurd twists, romantic scandals and intrigue, as well as their inexhaustible lifespans, with the most popular of them having gone on for decades. The longest running and most popular of all Xanan 5-Dramas is &#039;&#039;&#039;A Time to Be Alive&#039;&#039;&#039;, a series that has been running for 47 years at this point and has followed the lives and hardships of the fictional Khanna family, a massive upper-middle class extended family from Foy-Niljen. The series has uncountable plotlines and has been criticized for its convoluted and melodramatic writing style by many critics, but audiences still tune in every day of the week across Xanu Prime and the Coalition as a whole to get the newest scoop on what’s been going on with the Khannas and the people around them.&lt;br /&gt;
 &lt;br /&gt;
2-Dramas in contrast to 5-Dramas however are aired on weekends only during prime-time and are generally seen by critics and audiences alike as the best that Xanan holovision has to offer. 2-Dramas typically have very high production values and rely heavily on the strength of their writing, directing, cinematography, and character acting to succeed. They’re often focused on crime-related or similarly intense, dramatic premises and are usually rather serious in tone, in contrast to the soapy, scandalous mood of most 5-Dramas. Xanan 2-Dramas are considered to be some of the finest programming on Holovision anywhere in the Orion Spur in terms of their writing and acting quality, but they are not for everyone and have drawn criticism from some for being too humorless and inaccessible for those not wanting to become engrossed in painful, often traumatic storylines. One of the most well-known of Xanan 2-Dramas is &#039;&#039;&#039;Suntoucher&#039;&#039;&#039;, a show which focuses on a journalist named Marielle Hollen as she investigates a series of missing persons reports from a town in the Naya Khyber delta called Dharbourg. Her efforts slowly unveil a sickening human-trafficking operation that seeks to abduct and torture its victims in the name of a twisted, hellish cult led by a madman who claims to be both the second coming of Jesus Christ and the next avatar of Vishnu all in one. While investigating as well, Marielle comes into contact with the criminal elements of Dharbourg and becomes their sometimes-friend, sometimes-enemy as she works both with and against them during the course of her investigation. As the cult learns of Marielle’s investigation though, it no longer becomes a mission to expose them for Marielle and the locals working with her, but a fight for their very lives as secret, underground war breaks out between the cult and the largest gang in Dharbourg with Marielle and those working with her caught in the middle. The series ends with Marielle’s investigation materials being delivered to the offices of the Xanan News Service after her death at the hands of the cult after killing its leader, and alludes to the publication of the story by the media giant and subsequent destruction of the cult and imprisoning of Dharbourg’s criminals. The series has six seasons in total and had an original run from 2455 to 2461 and has spawned an obsessive, devoted fanbase in recent years. Rumours are abound of a spin-off show focusing on any number of the series’s well-liked supporting characters being in the works, but there has been no confirmation of this yet.&lt;br /&gt;
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====Xanan HV Sitcoms====&lt;br /&gt;
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The last major genre of Xanan television is the sitcom, a genre that is usually recorded in front of a live studio audience and relies on whacky or zaney premises mixed with witty writing. Xanan sitcoms also a vehicle by which certain societal issues are explored or made light of in the public mind, and tend to rely a bit more on satire and dark humour than sitcoms from other planets around the spur.&lt;br /&gt;
While not the most popular of Xanan sitcoms in the present day, the show &#039;&#039;&#039;Fated&#039;&#039;&#039; has a strong cult following and has left a bit of an impact on Xanan pop culture. The show follows Gerard Sodhi, a man in his mid-thirties trying to make a living in Nouvelle Rochelle’s stand-up comedy scene while dealing with the pressures of his life and large extended family. On his way home from a show, he and three of his friends, Esha, Georges, and Krasnin, are cursed with bad luck by a homeless woman in a back alley after refusing to give her any money when she asked for some. After suffering from their curse through minor inconveniences and unfortunate, socially awkward situations over the next few days, the four return to where they first encountered the woman only to find her dead, unable to remove the curse. The show then goes on, focusing on the lives of Martin, his friends, and the awkward, absurd situations they then find themselves in. Fated spawned many catch phrases and words used in Xanan pop-culture some examples being: “flarge,” a descriptor used for something both flat and large, “plimpkin,” a word used to describe a person who is short, fat, and annoying, “squickimsh,” a term used in reference to something that is both gross and very sticky in texture like a piece of gum, and “fwoonj,” a noise a person makes when trying to awkwardly avoid saying name of someone whose name they’ve forgotten. The series ran for nine seasons from 2449 to 2458 and is seen as a show emblematic of the Xanan 2450’s.&lt;br /&gt;
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===Music===&lt;br /&gt;
Xanan music is exceptionally diverse and Xanan musicians are known throughout the Coalition and beyond for being some of the most prolific and distinctive in their respective genres. Xanan music usually takes instruments and structure from its Western European and South Asian colonising cultures and puts a modern, stylistic spin on them to best suit whatever genre the musician is aiming for. The most notable genres of Xanan Music are:&lt;br /&gt;
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====Xanupop/X-Pop====&lt;br /&gt;
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The most popular form of music on Xanu Prime, is predictably, pop music. The Xanan style of pop music, often called &#039;&#039;&#039;Xanupop&#039;&#039;&#039; or simply &#039;&#039;&#039;X-Pop&#039;&#039;&#039;,  is similar to pop music in general, however it tends to eschew EDM-like synth riffs and instead prefers acoustic instrumentals to make the backing track. The genre has its roots in the ballads which emerged during and after the Interstellar War, mostly about home and family. Most modern-day Xanan pop songs focus on the topic of love, whether falling into it, breaking up a relationship because of the loss of it, reminiscing about times when the singer had it, or any other variety of situations about love, Xanu’s pop music has a listener spoiled for choice. While not specifically pop music, songs from Xanu Prime’s largest musical films are often played on pop radio, even if they are not strictly in the pop style. The most popular pop artist in Xanan history is Foy-Niljen native &#039;&#039;&#039;Robert Khatri&#039;&#039;&#039;, a man whose crooning ballads and work with string and brass ensembles cemented him as the definitive voice of the Xanan Renaissance. While subsequent artists have out-sold him since his death in 2387, Khatri’s songs have gone on to be standards within Xanan musical canon and his songs still are known by Xanans far and wide even more than a century since their releases. The most popular active Xanan pop artist is &#039;&#039;&#039;Grace Rose&#039;&#039;&#039;, though less commonly known by her real name Lavani Grace, a woman from Nouvelle Rochelle who has dominated the Xanan pop charts for the last decade and a half with her unique and beautiful vocal style with a signature high belting range perfectly suited for Xanan pop ballads.&lt;br /&gt;
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====Xanurock/X-Rock====&lt;br /&gt;
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	Rock music is the second most popular form of music on Xanu Prime and is renowned across the Coalition for its funky instrumentals that focus on rhythm primarily rather than melody and unique vocal style that typically moves between being spoken and being sung multiple times throughout each song. Rock songs made in the Xanan style, often called &#039;&#039;&#039;X-Rock&#039;&#039;&#039; or &#039;&#039;&#039;Xanurock&#039;&#039;&#039;, also are often about love, much like their pop counterparts, but it is far from the only thing that Xanan rockers sing about. Common lyrical themes in Xanan rock music focus on personal independence, inner turmoil and depression, social issues, or more poignantly, lost love and ones that got away. A popular band in the X-Rock scene is &#039;&#039;&#039;Weatherland&#039;&#039;&#039;, a group from Himavat City that is renowned for their creative instrumental style that often incorporates unorthodox chord progressions and jazz-like solos from the band&#039;s various members. Another group that has risen in popularity since their founding in the early 2450’s is the band &#039;&#039;&#039;Anti-Gone&#039;&#039;&#039;, a band from Nouvelle-Rochelle that has gained notoriety for their more groovy, riff-driven, gritty, and raw hard-rock production style with songs that focus on personal struggle and often talk about deep, uncomfortable subjects like addiction and abuse. They have beome very popular with Xanan young adults though older rock fans have not been as receptive to their material.&lt;br /&gt;
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====Logmu====&lt;br /&gt;
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Folk music, specifically the &#039;&#039;&#039;Logmu&#039;&#039;&#039; style of folk music, has always been very popular on Xanu Prime and does not seem to be going anywhere soon. Logmu, the word being combination of the Hindi word “log” meaning “people” and the French work “musique” meaning “music,” is a genre of music that originally came about during the early stages of Xanu Prime’s colonization as a result of individual, often amateur musicians, from Xanu Prime’s different colonizing countries forming bands with one another and adjusting their styles to fit each band member’s diverse musical preferences. The genre has remained popular through two catastrophic wars, economic depression, along with many other hurdles and looks as if it will keep its popularity far into the future. Logmu ensembles are typically six people large and play music using a vast variety of instruments which date back to the colonization of the planet. For example, a standard six-piece Logmu band will typically have a fiddle, an alto saxophone or nadaswaram, a tabla, a guitar or sarod, an accordion, and a sitar, with at least one of the musicians singing as well, usually the guitar or sarod player. Logmu songs are usually musical stories or poems that follow a protagonist or recount the life experiences of the singer, often in character. They are self-contained dramas or comedies in their own right and have allowed the genre to remain popular for as long as it has because of the simultaneous relatability and dramatism of the plots of the songs. A subset of the Along with being a genre of music in its own right, Logmu also has a distinctive subculture focused on passing the craft down to younger generations, with many musicians in the genre seeing it as their duty to teach their children or other students how to play a Logmu instrument at some point in their lives. A subgenre of Logmu is, &#039;&#039;&#039;Sologmu&#039;&#039;&#039;, a play on words of “Solo” and “Logmu” and is defined by its nature of usually being performed by a single musician who both sings and plays an instrument of their choice, usually a guitar, sarod, accordion, or sitar.&lt;br /&gt;
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The most influential Logmu band of all time is the Kshatrigarh-based band &#039;&#039;&#039;The Air Raid Six&#039;&#039;&#039;, a group of six musicians who had the shared childhood experience of living through the Siege of Khairabad. Once they became adults they saw great success in the fledgling All-Xanu Republic’s music scene singing songs about the Interstellar War and retelling or making up humorous or dramatic stories that occurred during the conflict. During this they pioneered the current six-piece format standard synonymous with modern Logmu music and their songs are still widely performed today. The most popular Logmu band presently is Paastad-based group &#039;&#039;&#039;Six of Hearts&#039;&#039;&#039; which gained popularity during the mid 2450’s and has yet to relinquish it since. The band’s musical style stays relatively close to tradition in the structure of the songs and focus on their stories, but diverges some in terms of the instrumentals used, replacing the normal guitar or sarod with an electric guitar and even playing solos with it, something often not seen in Logmu music. Current popular names in the Sologmu scene include &#039;&#039;&#039;Chloe Sinclair&#039;&#039;&#039;, a young woman from Himavat City that has brought a moodier, more downbeat brand of singing and guitar playing to the genre; and &#039;&#039;&#039;Turakina Khadagova&#039;&#039;&#039;, a Vysokan Xanan who has created a niche in the genre for herself by singing in the Xanan style with her broad vocal range and accompanying it with poignant instrumentals played by herself on a morin khuur.&lt;br /&gt;
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====Himavat Midnight====&lt;br /&gt;
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Breaking from tradition is the genre of &#039;&#039;&#039;Himavat Midnight&#039;&#039;&#039;, so called because the underground music shows in Himavat City which saw the genre come into being often didn’t start until midnight. It is the newest genre of music on Xanu Prime to have seen at least some popularity, breaking out of the local Himavat City rock scene in the mid 2450’s. Himavat Midnight is notable for its spacey, monotone vocal style usually accompanied by little more than a bass guitar, an electric guitar, a synthesizer, and a drum machine. Himavat Midnight songs usually are built around a simple bass or guitar riff and typically are simple yet satisfying in their construction. Most songs have either a bridge or an outro where one instrument performs a solo, though these are usually more toned down and not like the more technical skill-showcasing solos found in X-Rock. Lyrically, the songs are moody and often sad, talking about loneliness, lost love, boredom, and other saddening yet seemingly mundane feelings. Some in the Xanan music scene have welcomed the genre as a new form of music that is more emotional and thoughtful than some other songs, while others have dismissed it as &amp;quot;sad music for sad people.&amp;quot; While the genre is still relatively very new relative to all other popular genres of music on Xanu Prime, Himavat Midnight does have a few notable bands. &#039;&#039;&#039;We Are They&#039;&#039;&#039;, a three-piece Himavat City band, is the most popular group of the genre and is the one credited for breaking the genre out of its local confines with their 2457 song, &#039;&#039;Snowflakes in her Hair&#039;&#039;. For now the band is the standard-setter for what Himavat Midnight should sound like.&lt;br /&gt;
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====Pataliputra Big House====&lt;br /&gt;
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Another genre of music that is notably unique to Xanu Prime is a genre of electronic music that emerged from Pataliputran nightclubs in the 2420’s called &#039;&#039;&#039;Pataliputra Big House&#039;&#039;&#039;. During the Doldrums nightclub owners were having trouble getting patrons to come out and give business to their clubs because of the economic stagnation characteristic of the time period. To solve this, many night clubs began to push their DJs to get creative and blend different musical styles into something new and exciting in order to attract more patrons and thus, Pataliputra Big House was born. The genre was the product of Pataliputran DJ’s mashing together elements from dance-pop and more traditional house music, vocals from R&amp;amp;B, and instrumentals leaning on the more soulful and jazzy sides of Logmu. Songs in this genre incorporate beats which usually are medium tempo, heavy on bass, and have a central riff played on a synthesizer or saxophone which drives the entire song. Vocals are treated like an instrument in themselves in Pataliputra Big House songs and usually have a bevy of effects on them to achieve different listening experiences. The most well-known producer in the Pataliputra Big House scene is &#039;&#039;&#039;Bobby Baas&#039;&#039;&#039;, real name Robert Satti, a Pataliputran native equally famous for his colorful, often patterned suits as he is for his music. He has routinely sold out electronic music festivals across the Coalition for the last decade after achieving local fame in the Pataliputran local scene during the early 2440’s. He is also unique for being one of the only artists from the Coalition of Colonies to have performed in the Sol Alliance, performing a series of sold-out shows called the “Sunrise Tour” in 2456 across the Solarian core. An up-and-comer in the Big House scene however is &#039;&#039;&#039;DJ SinTheTik&#039;&#039;&#039;, real name Sarah Tussaud-Tipnis, a young woman who became a holonet sensation in the early 2460’s for her unique style meshing instruments from classical, symphonic music with the usual sounds of Big House.&lt;br /&gt;
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====X-Hop====&lt;br /&gt;
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As often happens with strong electronic scenes, a hip-hop movement emerged around the 2430’s shortly after the popularization of Pataliputran Big House. Nearly every major city of Xanu Prime has its own hip hop scene and they all have friendly, if competitive, rivalries with another. While each major city’s scene has its own unique flair and sound, there are some commonalities to Xanan hip hop or &#039;&#039;&#039;X-Hop&#039;&#039;&#039;. Generally, Xanan hip-hop places a great amount of importance on the beat of the song, and as such these beats are typically more complicated and have more elements to them than hip-hop from other places. The rap verses themselves are usually fast and articulate with a lower, almost gravelly vocal tone being definitive for male rappers and a clear, bold tone that can carry over a nightclub crowd holding the same preference among female rappers. Nouvelle Rochelle rapper Abhang van Agteren, stage name &#039;&#039;&#039;AvAtar&#039;&#039;&#039;, is considered by many to be the &amp;quot;King of Xanan hop-hop&amp;quot; and is famous for his smooth lyrical style and frequent collaborations with some of Xanu Prime’s largest producers, most notably Bobby Baas, with a catalogue of hit songs dating back to the 2440’s. His music is a common feature on playlists all around the Coalition and he has been a staple of Xanan popular music for decades, with no sign of his career waning any time soon. The most famous Xanan rap group is the all-female project &#039;&#039;&#039;Girl’s Night&#039;&#039;&#039;, a four-member pop-rap group from Himavat City that first gained notoriety in the mid-2450’s for their lyrical prowess, broad appeal which crossed pop and hip-hop demographics, and anonymous nature. It is unknown what the true identities of Girl’s Night are since the group’s members are never seen in public or on stage without three-faced masks made in the style of hindu deities. The individual names they have given to the public are the letters, R, Y, V, and K.&lt;br /&gt;
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===Fashion===&lt;br /&gt;
Xanan fashion and dress is not characterized by any culturally specific garments or articles of clothing that are uniquely specific to Xanu Prime, but rather by how they style clothes that are seen as generally ubiquitous across human space. That is to say, color and the interplay within a palette in one look are king in Xanan Fashion. Xanans themselves often describe shopping and dressing as a whole as somewhat of a game, in making outfits for themselves which both are colorful, but also not outlandishly so and still manage to look sharp despite their chromatic nature. If a look clashes too much, it looks bad, simply put. Garishness is something that must be avoided in Xanan fashion and many of the planet’s top designers have emphasized that Xanan fashion is a game of balance. As to what colours are used though, there are no official rules or cultural norms, other than outfits which are heavy in their usage of black and white are reserved for funerals or other somber occasions, and similarly, looks with a lot of white or red in their composition should only be worn during weddings, baby showers, or other joyful events. The diversity of Xanu Prime as a planet in both climate and geography however has led to a variety of different fashions popping up across the planet and often fashion choices are left to the individual rather than governed by some collective norm. An exception tho this, however, is that outfits consisting solely of only one color, such as a suit with the same-coloured slacks and jacket or a dress made of only one color of fabric, are seen by many as overly formalistic and are typically only reserved for appearances in court for legal or financial matters. As such, monochrome outfits without much variation in colour are associated with the legal and banking professions. Colors aside, materials are also seen as an important part of Xanan fashion, and many mundane looking pieces of Xanan clothing may be worth thousands due to the craftsmanship and quality of the materials used in their manufacture. Intricate patterns are not uncommon in Xanan looks either, though they are usually associated with festive occasions and places. Accessories are seen as important in Xanan fashion, with neckties and cravats being popular among men and hairpins or bows finding favour among women. Jewlery is common for both men and women, but large pieces should not be worn in a workplace environment and instead should be saved for personal outings or family time.&lt;br /&gt;
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===Sport===&lt;br /&gt;
Professional and amateur sports are both quite popular on Xanu Prime. Cricket and football are tied in popularity, with other sports like basketball, ice hockey, and rugby having some notoriety on the planet as well. Xanan children are encouraged from a young age to participate in team sports which many carry on into their teenage years and adulthoods through amateur club teams. As such, no Xanan town is complete without a cricket oval or football field. Xanu’s sports fans are known the Orion Spur-over for being some of the most passionate and obsessive in Human-inhabited space, with their chants, costumes, and fervent insults being both hated and envied by the planet’s sports rivals. Xanans are exceptionally loyal to their teams, be they national or local, and fights or even riots breaking out after upsets in football or cricket aren’t unheard of in the major cities.&lt;br /&gt;
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The Xanan national teams in football, commonly referred to as &#039;&#039;&#039;&amp;quot;C.F.X.P&amp;quot;&#039;&#039;&#039; taken from their original French name Club de Foot de Xanu Premier, and cricket, often called the &#039;&#039;&#039;&amp;quot;Crimson Cats&amp;quot;&#039;&#039;&#039; courtesy of their mascot being a crimson-masked polecat, wear colors of green and orange with red accents. When either of the teams win a game, especially if during a high-stakes tournament, the entire planet often turns out to celebrate, clogging streets, overpacking bars, and pressing the Xanu’s police forces to their limits. Famously, when Xanu Prime won the 2454 Orion Cup in a surprise upset 2-1 victory over their longtime rival, the Callistean national team, Hastings Park, C.F.X.P’s home stadium, was deemed to be “The Loudest Place in the Known Universe” by a Martian sports writer. Similarly the stadium was said to have “Rung like bell,” when the Crimson Cats defeated the Port Antillean national team in 2458 to win the T20 Orion Cricket Championship. Individual cities also have their own football and cricket teams which play in a number of professional and semi-professional leagues. The highest level of these are The &#039;&#039;&#039;All-Xanu Ultraleague&#039;&#039;&#039; for football and the &#039;&#039;&#039;Alpha League&#039;&#039;&#039; for Class A cricket.&lt;br /&gt;
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The planet has strong sports rivalries with many others, both within the coalition and without. They have a long-standing football rivalry with Callisto, jokingly called “The Second Interstellar War,” which has had its ups and downs throughout history, with both teams serving each other their most grievous defeats. Highlights include when Xanu defeated Callisto on its own home turf in 2448 to win the Orion Cup, or when the Callistean team duffed out their rivals only four years later in a hotly-contested group-stage match and stopped C.F.X.P from having a chance at defending its title. Xanu also has a hot cricket rivalry with Port Antilia, and the two planets are generally considered to be the best at the sport in the Orion Spur. Recent tension over the Solarian Collapse and Port Antillia’s annexation into the Biesellite CRZ has meant that the two teams haven’t met on an oval in over two years, leading many to believe that their next meeting will be the game of the century for Cricket. Xanu Prime also has a more friendly and lighthearted football rivalry with Himeo that has for most of recent memory been one-sided in favor of Xanu, but the two teams are still nevertheless very competitive and their fans very passionate over the rivalry.&lt;br /&gt;
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==Immigrant and Expat Communities==&lt;br /&gt;
Xanu Prime is host to a number of large immigrant, expat, and diasporic communities, the largest of which can be read about in the entries below. &#039;&#039;&#039;A member of any immigrant or diasporic group who was born on Xanu Prime will select the Xanu Prime origin and accent in character creation.&#039;&#039;&#039;&lt;br /&gt;
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====Himean Xanans====&lt;br /&gt;
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The largest diasporic community on Xanu Prime, the Himean Xanan community has been on Xanu Prime for nearly as long as the Republic itself has existed. Himeans first came to Xanu Prime in the millions during the aftermath of the Interstellar War, often as workers and supporting staff helping to rebuild Xanu’s many broken and battered cities. A significant number of these Himeans remained on Xanu afterwards, established their own families and communities, and joined Xanan society. Most of the Himeans that came to Xanu during what is called the “First Wave of Himean Immigration” (2288-2310) dropped Himean customs and traditions in favor of broader assimilation into what many of them saw as a prosperous, growing, free Xanu Prime where their children could grow. A significant minority of Xanu’s population can trace at least part of their ancestry back to this first wave of immigrants from Himeo, and it’s quite common for the average Xanusan to have at least one or two Himean ancestors that came to Xanu during this period even if the person themselves doesn’t look Himean or have a Himean sounding name.&lt;br /&gt;
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While immigration from Himeo continued in low levels throughout the 24th century, there was a great uptick from 2367 to 2390, a period called “The Second Wave of Himean Immigration” and less commonly, “The Paasstad Exodus.” Much like earlier Himean immigrants, those in the Second Wave came to the planet for work, but instead instead of reconstruction, they were taking part in the Paasstad Megaproject, an ambitious engineering initiative with the goal of raising the entire Xanan city of Paasstad above the marshy ground upon which it sat. The project was long and intensive, but was complete by 2389 and the numbers of Himeans immigrating to Xanu decreased shortly after the project was complete. In contrast to the First Wave, Himeans coming to the planet during the Second Wave mostly just immigrated to the city of Paasstad, and as such, their community became very unified and tightly knit. A district of the city, often just called Little Himeo, is where the present-day Himean Xanan community has its symbolic heart. Many Himean customs and traditions are still practiced here, Himean Common is spoken throughout the district, though with a noticeable Xanan Accent, and one can find many Himean products and authentic Himean food here. While there has not been an influx of Himean immigrants since the Second Wave, many Himeans looking to move their lives and to Xanu Prime find themselves in Little Himeo or one of the smaller Xanan Himean communities in other cities. Himean communities are very diverse politically, given that many Himean Xanans have assimilated into Xanu’s society and taken on new beliefs, however the Good Neighbor Party is particularly popular in Little Himeo and it often markets itself as the party for Himean Xanans. A majority of Himean Xanans are not first-generation immigrants, but were born on the planet as third or fourth generation Himeans.&lt;br /&gt;
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Himean Xanans, whether their ancestors were part of the first or second waves, have broadly flourished on Xanu Prime and can be found in all walks of Xanan society. Notable Himean Xanans include &#039;&#039;&#039;Aukusti Staudenmaier&#039;&#039;&#039;, member of the National Parliament and leader of the Good Neighbor Party, &#039;&#039;&#039;Lennox Sibelius&#039;&#039;&#039;, Minister of the Economy and Finance under the Mukhopadhyay Government and man responsible for the implementation of the Mukhopadhyay Plan, &#039;&#039;&#039;Sara Knox&#039;&#039;&#039;, current CEO of d.N.A. Defense and Aerospace, and &#039;&#039;&#039;Theodore Llewellyn&#039;&#039;&#039;, host of the popular Xanan late night holovision talk program, Teddy.&lt;br /&gt;
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====Vysokan Xanans====&lt;br /&gt;
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The Vysokan Xanan community is Xanu Prime’s second largest and fastest growing immigrant and diasporic demographic;  many see the planet as coming off of the first large wave of Vysokan immigrants it has ever experienced. Many Vysokans immigrated to Xanu starting in the 2440’s after the Mukhophadhay Plan began revitalizing the Xanan economy. In response, many Vysokans looking to better their lives and provide a stable income for their families traveled to Xanu Prime looking for work or simply looking to start new lives. This wave of immigration abruptly stopped in 2462 when the Orion Spur was gripped by phoron scarcity causing space flight costs to soar, but even now after that, some Vysokans still find their way to Xanu Prime.&lt;br /&gt;
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Culture shock has been something consistent throughout the Vysokan Xanan community: Societally, Xanu Prime is to many Vysokan immigrants, especially those who grew up in the rural regions of Vysoka, a night and day difference. Because of this, along with the differing norms between Xanan and Vysokan cultures, many Vysokan immigrants have been slow to integrate and assimilate into Xanu Prime’s society and most live in close proximity to one another in majority-Vysokan neighborhoods and districts. Many in the Vysokan Xanan community are not wealthy, with most being in the working lower-middle class. Because of their recent increase in population, their unfamiliarity with Xanan systems and the fact that they are often poorer than the average Xanan, Vysokan Xanan communities often have difficult times accessing social services for healthcare or financial assistance, are less policed, and have higher than average rates of crime. Many Vysokan Xanans have found employment in Xanu’s agricultural and heavy industry sectors with their skills from home translating very well to those lines of work. Additionally, many have found themselves in the All-Xanu Armed Forces in hopes of learning skills there which they can then carry over into a civilian job after being discharged. The largest Vysokan Xanan community on Xanu Prime is the Little Vysoka district of Nouvelle-Rochelle.&lt;br /&gt;
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Vysokan Xanan communities often try to recreate things from Vysoka itself, the most common of these being Stolitist spirit houses and shrines. Vysokan Xanans are majority-Stolitist in their religious practices, and many Vysokan Xanan communities celebrate Stolitist religious festivals. Vysokan Xanan practices are not identical to their Vysokan counterparts however. Many in Vysokan Xanan communities have eschewed travelling, nomadic shamans in favour of more congregationally-styled practices, with houses of worship and assembly taking influence from Christian churches and Muslim mosques in layout often being built to surround Stolitist shrines and spirit houses. These “Stolitchurches” are a uniquely Vysokan Xanan creation and often function as the cultural, spiritual, and symbolic centers of Vysokan Xanan communities. Other aspects of Vysokan culture which have in some way translated to Xanu Prime is the Vysokan penchant for athleticism; since the immigration, many young Vysokans have made a name for themselves and their community as professional athletes. Many even make the annual trip back to Vysoka for the Velhalktai. Host culture has not made the jump and the hosts in general is something that is begrudgingly dismissed by many Vysokan Xanans because they believe that Host culture affirms a stereotype among Xanussians that Vysokans are criminals. Politically, opinions are diverse for Vysokan Xanans, but many have voted for the Free Falcon Party in recent years due to the party’s Vysokan Xanan origin and stance on many immigrant issues.&lt;br /&gt;
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Notable Vysokan Xanans include &#039;&#039;&#039;Aynan Zhergotov&#039;&#039;&#039;, professional footballer and captain of the Nouvelle-Rochelle football club A.S. Olympique-Saraswati; &#039;&#039;&#039;Doctor Kaarchaana Tuskullanova&#039;&#039;&#039;, member of the National Parliament, leader of the Free Falcon Party, and formerly practicing medical doctor; &#039;&#039;&#039;Yekheren Bolkhadarov&#039;&#039;&#039;, goalkeeper for the All-Xanu National Football Team; and &#039;&#039;&#039;Turakina Khadagova&#039;&#039;&#039;, a second-generation Vysokan Xanan singer who has seen recent popularity in Xanu’s Logmu music scene by combining Xanan-styled singing with Vysokan-inspired instrumentals.&lt;br /&gt;
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====Assunzionii Xanans====&lt;br /&gt;
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The Assunzionii Xanan community is the third largest diaspora on Xanu Prime and is one that has managed to strike a strong balance between preserving their own original culture and embracing Xanu’s own. Most of Xanu Prime’s Assunzionii population moved to Xanu Prime during the 2370’s and 2380’s in response to Xanu’s burgeoning economy, with a smaller wave coming in the 2450’s. As such a majority of the Assunzionii Xanan population are third or fourth generation immigrants, with the new arrivals in 2450 being first-generation. Most Assunzionii Xanans live in the middle class, with some having advanced into the upper classes through employment or their businesses. Throughout Xanu Prime, many Assunzionii people have found themselves in two primary industries: entertainment and engineering. The former came about when many Assunzionii immigrants were hired on by nightclubs and other entertainment venues for their expertise in electrical lighting systems. As they were employed more, some of these immigrants figured that they would instead start their own clubs which they could run and style as they pleased. Gaining traction for their exceptional light shows and very exotic atmospheres, Assunzionii Xanan-owned and staffed clubs, bars, theaters, and even film studios became very successful across Xanu prime in the 2400’s and have remained that way since, with some of the largest and most exclusive entertainment establishments on the planet being owned by Assunzionii Xanusians. Some of these immigrants also found themselves in engineering and went on to work in Xanu’s shipbuilding and logistics sector; their skills being perfect for designing and servicing electrical systems on ships. Many of their descendants still work in these fields today&lt;br /&gt;
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Culturally, there are some distinct differences between Assunzionii Xanans and people from Assunzionne proper. Exposure to outside cultures and removal from the Luceism-centered domes of light has made many Assunzionii Xanusians less religious than their Assunzionii counterparts. Most still identify as Luceist and do practice, but the faith on Xanu Prime has become more casual and cultural to the local community rather than something more dogmatic and omnipresent. Simply put, Luceism isn’t as important to multi-generational Assunzionii Xanusians as it is to those back home on Assunzione or those who have just arrived from the planet, even if it is present in their lives. Despite this more lax attitude, there are large cathedrals of light in many Assunzionii Xanan communities, the largest being in the Little Assunzione district of Nouvelle-Rochelle, and they see frequent attendance. Most Assunzionii Xanusians are Structuralist Luceists and their churches function as large community centers and meeting places along with being used as houses of worship. Other aspects of Assunzionii culture have stuck around in the community as well, such as illumination. Assunzionii Xanan neighborhoods are very well lit, with more street lamps than average and more lights on houses as well, and this, along with the communal and tight-knit nature of many Assunzionii Xanan families, make their neighborhoods some of the safest on Xanu Prime.&lt;br /&gt;
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Notable Assunzionii Xanusians include &#039;&#039;&#039;Sabine Venturino&#039;&#039;&#039;, a third-generation Assunzionii Xanusian and one of the largest directorial names in Xanan film industry; &#039;&#039;&#039;Suleiman Kateb&#039;&#039;&#039;, a second-generation Assunzionii Xanusian and current Minister of Energy for the Afzal government; and &#039;&#039;&#039;Hristos Santolaria&#039;&#039;&#039;, a first-generation Assunzionii Xanan and current Chief Operations Officer for Markhor Interstellar Logistics Group.&lt;br /&gt;
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====Fisanduhian Xanans====&lt;br /&gt;
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The Fisanduhian story on Xanu Prime is a strange one that started in 2386. In that year, the Xanan government agreed to host the remnants of the Fisanduh Freedom Front (3F) as a gesture of solidarity between two countries against tyranny. This arrangement created the modern Fisanduhian government-in-exile as it exists today with its seat in the Greentree neighbourhood of Nouvelle Rochelle.  Of those few countries that recognise the existence of an independent Fisanduh, those being the Republic of Elyra and a vast majority of Coalition of Colonies members, see the Fisanduhian government-in-exile, also commonly called the “Greentree Government,” as the legitimate government of Fisanduh. The Empire of Dominia sees the Greentree Government as the political arm of the 3F, a rebel militia to some and a terrorist group to others, and therefore considers Xanu Prime and by extension the Coalition of Colonies to be a state sponsor of terrorism for giving the government sanctuary. The Sol Alliance and Republic of Biesel do not recognise the Fisanduhian government-in-exile as the legitimate government of Fisanduh and have no relations with it.&lt;br /&gt;
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Xanu Prime’s long-standing positive relationship with the Fisanduhian government has made it a very popular destination for Fisanduhian refugees, though its geographic distance from Moroz often makes traveling to the planet difficult for some. Fisanduhian refugees typically do not come in waves like other immigrant demographics, but arrive sporadically and often in small cohorts that were trafficked out of Fisanduh at the same time. This distance and trouble with travel cuts both ways: it isn’t just difficult for Fisanduhians to arrive on Xanu but much of the Fisanduhian Xanan community (aside from the aforementioned refugees) have never even been to Fisanduh, with their only ties to the Morozian region being ethnic and cultural. Religion is also something that sets Fisanduhian Xanans apart from other Xanans, with most being adherents to some strain of Reformed Morozian Tribunalism which rejects the authority of the Morozian Clergy and the Dominian Emperor as the divinely ordained head of the “Goddess’s Tribunal,” a term that the Goddess’s Holy Diocese of Xanu Prime uses to describe their religion over using “Morozian Holy Tribunal.” Some however have given up this faith and have either become irreligious or have taken on one of Xanu Prime’s dominant religions (Christianity, Hinduism, Islam) as their own. Despite this, it is common for many Fisanduhian Xanans to celebrate Tribunalist religious holidays even if they themselves are not adherent to the faith since many see these days as part of their own distinctive culture. All Tribunalist churches on Xanu Prime have eschewed the use of traditional Morozian Holy Tribunal uniforms and religious symbols connected with the Dominian Emperor, viewing them as unnecessarily dogmatic and relics of an oppressive, Dominian, past.&lt;br /&gt;
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Economically, most Fisanduhian Xanans are poorer than the average Xanan, with almost all being either refugees who arrived on the planet with nothing or their descendants. They lack the generational wealth of other demographics in Xanan society, and most are not educated to the standards demanded by the Xanan economy. As such, most can usually be found in industrial and service jobs, the All-Xanu Armed Forces or other working-class positions. Because of this disadvantageous economic position, many of the better-off Fisanduhian Xanans have been known to host refugee families and provide them with housing and food until they find employment and can secure housing of their own.&lt;br /&gt;
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Despite the hardship the demographic has found, the Fisanduhian Xanan community has found a home for itself in Xanan society. Most Fisanduhian Xanans have assimilated and integrated themselves into broader Xanan society and adopted their norms and culture, but generally live in areas with other Fisanduhian Xanans. Some subsets of the group take this to the extreme, maintaining their own communities and living together in nearly all-Fisanduhian neighborhoods which preserve the native Fisanduhian culture and social systems. These communities are usually suspicious of outsiders and such attitudes have occasionally led negative attention from the media for allegations of xenophobia and exclusionism. There is a stereotype among Xanans that Fisanduhian Xanans are all rabidly politically active and pursue jobs in politics and government especially in order to aid the Fisanduhian Government-in-Exile, and while most Fisanduhian Xanans very supportive of the Greentree government, their involvement is often falsely overstated. In reality, Fisanduhian Xanans hold a variety of political views about Xanu Prime and the 3F government, with most being split into two camps: the Irredentists and the Second Homelanders.&lt;br /&gt;
Simply put, the Irredentists and Second Homelanders diverge on their priorities relating to the Fisanduhian Insurgency. The Irredentist camp of the Fisanduhian Xanan population places the government-in-exile’s backing of the 3F and other resistance groups in Fisanduh through sending them aid, equipment, and money above all else, in hopes of one day returning to an independent Fisanduh. The Second Homelanders instead want the government-in-exile to create a “second homeland&amp;quot; for the Fisanduhian people on Xanu Prime in cooperation with the Xanan government and often push for the government-in-exile to leverage its official and unofficial influence in Xanan society to provide better resources for the Fisanduhian Xanan community. The two groups, while different in their priorities, are not enemies to one another and often work together in both the Fisanduhian government-in-exile and the unofficial representative of that government in Xanan Politics, the Universal Liberty Party. Historically, the Irredentist camp has been a majority in the Fisanduhian Xanan population, but as Fisanduhian Xanans have adjusted more to Xanan society and their needs have become more pronounced, the Second Homeland movement has grown considerably, especially among the demographic’s younger generations who see themselves as more Xanan than Fisanduhian. As the older generations of Fisanduhian Xanans die, it is predicted that the Second Homeland movement will soon hold a majority over Fisanduhian Xanan political discourse unless a serious shift occurs in the currently-stalemated Fisanduhian Insurgency.&lt;br /&gt;
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Morozian Fisanduhians have mixed opinions of Fisanduhian Xanans. On one hand the sentiments of support and occasional aid shipment that make it to the region past the Dominian blockades are often appreciated, but on the other, most see the Fisanduhian Xanan population as too far away to make a difference in anything actually happening in Fisanduh besides giving a place for more refugees to flee to. Because of this, most Morozian Fisanduhians treat their Xanan cousins as people who are all talk and no action in regards to actually winning the insurgency.&lt;br /&gt;
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Notable Fisanduhian Xanans include &#039;&#039;&#039;Erick Alexis&#039;&#039;&#039;, current Vice-President of the All-Xanu Republic; &#039;&#039;&#039;Aaron Izmirlian&#039;&#039;&#039;, Prime Minister of the Fisanduhian Government-in-Exile; &#039;&#039;&#039;Ekaitz Azarola&#039;&#039;&#039;, leader of the Universal Liberty Party and member of the National Parliament; and &#039;&#039;&#039;Elaena Chatfield&#039;&#039;&#039;, a prolific if aging novelist often considered to be one of the greatest writers Xanu Prime has ever produced.&lt;br /&gt;
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====Gadpathurian Exiles====&lt;br /&gt;
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Xanan Gadpathurian Exiles and their community are a small but notable immigrant demographic on Xanu Prime. They are almost exclusively concentrated in Pataliputra, it being the spot where most of them arrive on the planet after being ejected from their home world. Gadpathurian Exiles are known to be highly assimilationist and often make little effort to show that they are even in fact Gadpathurian at all, some too ashamed by their exile status to try and make others know of it. Some however have taken the identity and embraced it as part of who they are in Xanan society. Gadpathurian Exiles who do make a point of their heritage do not have their own distinctive architecture or cuisine, but instead hold much of their culture in their community structures and businesses. Gadpathurian Exile-owned businesses which embrace the identity are known to be pseudo-support groups for Gadpathurian Exiles themselves and often provide employment, housing, and other necessities to newly arrived fellow-exiles to ensure that they do not become homeless or starve. Xanan Gadpathurian Exile families similarly have been known to welcome fellow exiles into their houses to take care of them in a similar way to how Fisanduhian Xanans do, however Gadpathurian Exiles take this a step further and have been known to formally adopt entirely unrelated people into their families permanently. This has led to some Gadpathurian Exile families on Xanu Prime to be dubbed &amp;quot;Megafamilies&amp;quot; due to their enormously large sizes, with the largest on record, the Mokammel family, having over 20,000 current members either adopted, married, or being born into the family. The Mokammels mostly live in the Bamdha neighborhood of Pataliputra, though this area has come to be known colloquially as Mokammeljela or &amp;quot;the Mokammel District&amp;quot; in popular parlance due to the family&#039;s presence there. Other notable Gadpathuri Exile families are the Nanda, Yadhavar, and Jadhav. It is common for a Gadpathurian Exile to change their surname when being adopted into one of such families, though some retain their original surnames and take the family name as their middle name. Most Gadpathurian Exiles on Xanu Prime are irreligious or have converted to one of the planet’s three major religions, Christianity, Hinduism, and Islam, with some converting to smaller faiths.&lt;br /&gt;
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Gadpathurian Exiles often have an advantage over other immigrants not in terms of their wealth, as most arrive to the planet positively destitute, but in terms of their educations. Most Gadpathurians were taught skills during their military service on Gadpathur, and even if they’ve now been exiled from their homeworlds, many retain their skills and have found lucrative work as tradespeople (plumbers, electricians, HVAC specialists, and welders to name a few). Of course, many have also joined the All-Xanu Armed Forces and usually find success there too, either as soldiers, specialists, or occasionally even officers, though this is somewhat rare as the Gadpathurian leadership style is usually inconsistent with Xanan doctrine and practices. It is seen as shameful in Exile society to take aid from the government, and there is a societal norm of redemption through achievement as a way to prove the decision to exile the person in question as wrong. As such, Gadpathurian Exiles on Xanu Prime are encouraged by their communities to hold a strong work ethic and to cooperate with other Exiles trying to achieve success. In regard to politics, Gadpathurian Exiles on Xanu Prime typically vote either for the Free Falcon Party of All-Xanu Freedom League. Gadpathurian Exiles also have a somewhat toned-down view of the Sol Alliance, at least when compared to their unexiled counterparts. They are often less outspoken about their prejudice towards the Sol Alliance than Gadpathurians on Gadpathur proper, even if their views on Sol remain unyieldingly resentful.&lt;br /&gt;
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Notable Gadpathurian Exiles Xanans include &#039;&#039;&#039;Chandi Mokammel&#039;&#039;&#039;, a second-generation Gadpathurian Exile, current head of the massive Gadpathurian Exile Mokammel family, and celebrity within the Gadpathurian Exile community; &#039;&#039;&#039;Sri Afzal&#039;&#039;&#039;, a second-generation Gadpathuri Exile, formerly a professor of law at Saraswati College, and wife to the current All-Xanu President Jacques Afzal; and &#039;&#039;&#039;Ruchir Nanda&#039;&#039;&#039;, a second-generation Gadpathurian Exile and current All-Xanan Foreign Minister.&lt;br /&gt;
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&lt;br /&gt;
==Holidays==&lt;br /&gt;
&lt;br /&gt;
Xanu Prime has many holidays much like almost anywhere else in the Spur, however the foremost of these are as follows:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;January 1st - New Year’s Day&#039;&#039;&#039; - A celebration of the ushering in of a new year. This holiday is marked by fireworks, loud music, and the mass consumption of alcohol. It is officially recognised as a holiday.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;January 2nd - Founding Day&#039;&#039;&#039; - This is the day where Xanans celebrate the original colonization of their world by the Solarian Alliance. People get the day off work and festivities are held in communities across the planet to celebrate Xanu. Many consider this to be a toned down version of Xanan Independence Day, or simply a day to recoup and recover from the partying and subsequent hangovers brought on by New Year’s. Alternatively, some simply use the day to have a two-day long New Year’s celebration.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;March 28th - All-Xanu Peace Day&#039;&#039;&#039; - This is a holiday that commemorates the anniversary of the end of the Xanan Civil war. It is a rather low-key holiday where people are encouraged to reflect on the peace that they enjoy and spend it with their families. Xanan citizens get the day off of work, though because the war is such a distant memory, many just use this as a convenient day off of work or three-day weekend rather than a time to celebrate its original intended purpose.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;July 1st - Election Day&#039;&#039;&#039; - This day is less of a holiday and more a bureaucratic necessity. On June 1st, all Xanans vote in elections, local, province-wide, or national. Everyone gets the day off work so they can vote if they so choose. The holiday still applies to jurisdictions where no elections are taking place that year, so many often take it as a free day off of work.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;August 13th - Xanan Independence Day&#039;&#039;&#039; - This day celebrates the secession of Xanu Prime and the Coalition of Colonies from the Solarian Alliance and is the largest holiday of the year. Parades, fireworks, cookouts, sporting events, and musical performances often occur on this day. The entire planet parties hard on this holiday and it is observed by Xanan expats living elsewhere in the Orion Spur as well. Xanans get the day off of work on August 13th.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;October 1st - Victory Day&#039;&#039;&#039; - Victory Day, as it may be implied, is the day where Xanans celebrate the victory of their country over the Solarian Alliance in the Interstellar War. It is marked by parades, and other celebrations that honor the sacrifice of the soldiers and civilians who died in the conflict and the freedoms that they died for. It has a more solemn and reverent atmosphere than other Xanan national holidays. Xanans get the day off work on Victory Day.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;November 18th - Kulkarni Day&#039;&#039;&#039; - Kulkarni Day, also called Diversity Day (no relation to the Eridanian Holiday), is a holiday where Xanans celebrate their diversity and ethic of unity, coming together to unite as one strong and diverse society. It is held on the birthday of once planetary governor Gaspard Kulkarni to honor his vision for what a united yet diverse Xanan society could be. The day is celebrated widely across the planet and is a day where the various communities of Xanu prime go out of their way to share their cultures with those of different cultures and celebrate how they find strength in diversity. It is an official holiday and Xanan citizens get the day off of work on Diversity Day.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;December 25th - Christmas&#039;&#039;&#039; - A Christian religious holiday that celebrates the birth of Jesus Christ. Despite its religious origins, it has long been a festivity that has spread across cultures and demographics regardless of religious affiliation, and as such it is an official holiday on Xanu Prime. It was brought to Xanu Prime by the Christian colonists from France and the BeNeLux countries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Varying Dates - Easter&#039;&#039;&#039; - A Christian religious holiday that celebrates the resurrection of Jesus Christ. It was brought to Xanu Prime by the Christian colonists from France and the BeNeLux countries. This holiday follows the lunar cycle and therefore is held on different days annually, though it is always on a Sunday, typically in April or March. It is not officially a holiday recognised by the Xanan State, but many observant Christians celebrate it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Varying Dates - Ramadan&#039;&#039;&#039; - A Muslim religious holiday that is observed for nearly a month by Xanu Prime’s muslim population. It includes the holiday of Eid al-Fitr, on which was recognised as an official Xanan holiday in 2334 after the festivities of feasting, partying, and parades became so widespread across Xanu Prime’s population that it could no longer be interpreted as a strictly religious celebration. The holiday abides by the Muslim lunar calendar and therefore is observed on different dates every year. This holiday was brought to Xanu Prime by its original Pakistani and Indian Muslim colonists.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Varying Dates - Eid al-Adha&#039;&#039;&#039; - A Muslim religious holiday which that honors the willingness of the prophet Abraham to sacrifice his son Ishmael as Allah commanded of him. It is not an official Xanan holiday, but many observant muslims take the day off from work and celebrate. The holiday abides by the Muslim lunar calendar and therefore is observed on different dates every year. This holiday was brought to Xanu Prime by its original Pakistani and Indian Muslim colonists.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Varying Dates - Diwali&#039;&#039;&#039; - A Hindu, Buddhist, Jain, and Sikh, religious holiday which lasts for five days and celebrates the triumph of good over evil, originally brought to Xanu Prime by Hindu and Sikh colonists from India. It is typically marked by fireworks, the lighting of lamps, brightly vibrant lights, and other festivities which embody light triumphing over the dark. The third day of the holiday, Lakshmi Puja, is the most colorful of the holiday, and Xanans who observe it usually take the day off work, though it is not an official holiday. While not Hindus, the local Assunzionii expat population also has begun to celebrate this holiday recently as well, tying it into their own beliefs of light triumphing over the darkness. Diwali is determined by the Hindu lunar-solar calendar, and therefore falls on different dates annually.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Xanu}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Merchant&amp;diff=34060</id>
		<title>Merchant</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Merchant&amp;diff=34060"/>
		<updated>2024-08-11T06:20:04Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #a19d94&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = VISITING&lt;br /&gt;
|imagebgcolor = #A19D78&lt;br /&gt;
|img = genericmerchant2.png&lt;br /&gt;
|jobtitle = Merchant&lt;br /&gt;
|access = Merchant Outpost, Merchant Vessel&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = You&#039;ve convinced the Stellar Corporate Conglomerate you&#039;re worth the docking authorization.&lt;br /&gt;
|education = The art of the deal.&lt;br /&gt;
|superior = None&lt;br /&gt;
|duties = Buy low, sell high. Trade for profits and ensure that your wares or credits aren&#039;t stolen.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The merchant is a character who uses their credits, contacts and guile to trade with the people of the ship and turn a profit. &#039;&#039;&#039;While merchants are not SCC employees, they are not [[Guides#Antagonist Guides|Antagonists]] either&#039;&#039;&#039;, and must be sure to conduct their business in accordance with the Conglomerate&#039;s [[Guide to Standard Procedure#External Partners|Standard Procedure]] and [[Corporate Regulations]]. Merchants who are found to be in severe violation of the SCC&#039;s trust may have their docking privileges revoked. That&#039;s bad for business!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The merchant role is not guaranteed to be available in every round. Additionally, characters in the merchant role cannot also be employed by the SCC in a regular ship job. To play as a merchant, &#039;&#039;&#039;make sure you&#039;ve clicked ready at the start of a round&#039;&#039;&#039;, and that you have &#039;&#039;&#039;return to lobby if job is unavailable&#039;&#039;&#039; toggled on your merchant character&#039;s occupation menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How To Run an Honest Business==&lt;br /&gt;
&lt;br /&gt;
When you start the round as a Merchant, you spawn at the merchant outpost instead of the ship, with nothing but the clothes on your back, a merchant&#039;s pass, and a nifty scanner that will tell you the price in credits of anything you scan with it. To get trading, you&#039;ll have to acquire goods, load them onto your ship, and pilot it out to the Horizon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Your Outpost===&lt;br /&gt;
&lt;br /&gt;
Take a moment to explore your surroundings:&lt;br /&gt;
&lt;br /&gt;
* You have an office with a shuttle recall computer, a holster to attach to your clothes, and a  &amp;lt;s&amp;gt;totally sweet gun&amp;lt;/s&amp;gt; weak energy weapon that you should keep concealed, and use only for personal defense while on the ship. You also have access to cryogenic storage and some basic medical supplies. &lt;br /&gt;
&lt;br /&gt;
* There&#039;s a storage room next to your bedroom that contains a hacked autolathe, some metal and glass, and a large amount of randomly generated items. These can be used to barter directly with the crew, or they can be traded/sold to your outpost contacts.&lt;br /&gt;
&lt;br /&gt;
*In the hallway outside the storage room, there&#039;s a teleportation pad, a computer that you&#039;ll use to do business with your contacts, and a table with several thousand credits on it. This money can be used to purchase items from the crew, or you can deposit it into a remote account to purchase items from contacts.&lt;br /&gt;
&lt;br /&gt;
* Your ship doubles as a showroom, full of display windoors and racks for showing off your wares. The windoors will only open in response to your merchant pass, but any bald assistant can smash them if you let them! In the cockpit of your shuttle, there&#039;s a wall recharger for your &amp;lt;s&amp;gt;sweet gun&amp;lt;/s&amp;gt; personal defense weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Merchant&#039;s List===&lt;br /&gt;
&lt;br /&gt;
Chances are that the items you find in storage aren&#039;t the greatest wares. To truly attract the ship&#039;s interest, you&#039;ll want to deal with NPC contacts first.&lt;br /&gt;
&lt;br /&gt;
Your outpost is within teleporter range of numerous traders. To access them, configure your computer by selecting the &#039;&#039;&#039;Merchant&#039;s List&#039;&#039;&#039; program. The main menu gives you a number of options, but the first thing you should do is connect the teleporter to the computer with the &#039;&#039;&#039;Connect Pad&#039;&#039;&#039; button. Once connected, you can deposit your credits into a trading account by placing them on the pad and sending them with the &#039;&#039;&#039;Deposit Money&#039;&#039;&#039; button. The amount of money in the account is what you have to trade with your contacts. Retrieve it with &#039;&#039;&#039;Retrieve Money&#039;&#039;&#039; if you want to have spending money on the ship.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re ready to trade, &#039;&#039;&#039;Open Communications&#039;&#039;&#039; from the main menu and start looking for deals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Whaddaya Buyin?===&lt;br /&gt;
&lt;br /&gt;
Browse through the available contacts and hail the ones that sound interesting. There will always be a couple of shops that stay within range of your outpost, but many are on ships that will come and go, meaning that business opportunities and inventories change as the round progresses. Once you&#039;ve hailed someone, the following options become available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;List Goods&#039;&#039;&#039;: Reveals the inventory of the merchant that you can trade for or purchase. &#039;&#039;&#039;Ask Cost&#039;&#039;&#039; will reveal the cost of a specific item, &#039;&#039;&#039;Offer Money&#039;&#039;&#039; will deduct credits from your account and place the item on your teleportation pad if successful, and &#039;&#039;&#039;Trade&#039;&#039;&#039; will send any items of value on the telepad to the contact, in exchange for their item.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sell Items&#039;&#039;&#039;: Teleports items on your telepad to the contact in exchange for credits. Note that contacts typically want specific things, and will not buy any random junk. If your pad has unwanted items (or yourself) on it, the transaction may fail.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Compliment&#039;&#039;&#039;: Transmits a flattering comment. It may be possible to manipulate contacts with a nice word, but too much talking may disinterest them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pay Them To Stay Longer&#039;&#039;&#039;: Time is money. For every &#039;&#039;&#039;100cr&#039;&#039;&#039; you spend on this option, a merchant will remain in contact for &#039;&#039;&#039;1 extra minute&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ask What They Want&#039;&#039;&#039;: Contacts may need more than just credits. Some may want to purchase things from you instead, or may only trade in items. This button lets you find out.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Insult&#039;&#039;&#039;: Transmits a rude comment. It may be possible to manipulate contacts by provoking them, but too much talking may disinterest them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NPC contacts have different needs depending on who they are. A pizza shop is unlikely to want to trade anything but pizza for your credits, while a [[Vaurca]] hive is much more likely to trade in k&#039;ois than a [[Tajara|Tajaran]] shop is. Experiment and hunt for the best deals!&lt;br /&gt;
&lt;br /&gt;
==Dealing With The Horizon==&lt;br /&gt;
So you have a ship full of exotic and expensive wares, some pocket money, and an urge to haggle? To the Aurora!&lt;br /&gt;
&lt;br /&gt;
You have prior authorization from Central Command to dock at the Aurora and conduct your business, but you are still expected to inform the ship that you&#039;re arriving before you get there. After all, there may [[Mercenary|issues]] or [[Vampire|concerns]] to the ship that you should be made aware of. The airlock you arrive at is on the surface level, across from the cargo office.&lt;br /&gt;
&lt;br /&gt;
===Aboard Your Vessel===&lt;br /&gt;
As the captain of your own vessel, you have absolute authority over what goes on aboard it. You can take measures to protect your property and your safety, and order any visiting guests out if they&#039;re causing trouble. You can also defend yourself from violent action, &#039;&#039;&#039;but it&#039;s probably a very bad idea to do so with lethal force.&#039;&#039;&#039; Killing Conglomerate employees, even in self-defense, is bound to strain your relationship with the company to the breaking point.&lt;br /&gt;
&lt;br /&gt;
You may arrive and dock with the ship in a ship full of items that may be considered contraband by the crew. As long as those items stay on your ship, you cannot be harassed by Conglomerate security for possessing them. You can also sell these things to whoever you like, but if the things you sell start to cause problems aboard the ship, Command might ask you to stop or leave. &lt;br /&gt;
&lt;br /&gt;
There are two major exceptions to the above guidelines: security can board your vessel to enforce regulations in order to resolve disputes between SCC employees, and they can also board you if you&#039;re being a [[merchant#Traitoring|hostile and violent threat]] like any run-of-the mill heister. Use common sense and don&#039;t start firefights if you don&#039;t want to end up in the brig, or worse.&lt;br /&gt;
&lt;br /&gt;
===Aboard The Horizon===&lt;br /&gt;
&lt;br /&gt;
If you choose to disembark, keep in mind that anyone can just walk into your ship and start taking things! It may be a good idea to ask the ship&#039;s crew to have the AI lock down your airlock or something. Note that as a non-crewmember, the AI is not required to listen to your own requests.&lt;br /&gt;
&lt;br /&gt;
While aboard the ship, you are generally bound by the Stellar Corporate Conglomerate&#039;s corporate regulations. You may be detained by security if you&#039;re causing trouble, and in severe cases, Command Staff may contact Central Command and request that your docking privileges be revoked. Command Staff may also ask you to leave for other reasons. It&#039;s usually a good idea to listen to them.&lt;br /&gt;
&lt;br /&gt;
If you brought a &amp;lt;s&amp;gt;sweet gun&amp;lt;/s&amp;gt; defense weapon aboard, you should keep it concealed unless it absolutely has to be fired. Command Staff has the right to prohibit you from bringing personal weapons aboard (though they shouldn&#039;t do this unless they have a good reason), and they may also impose restrictions on you that are not otherwise listed in the regulations or directives. You are a visitor on a very fancy research ship - treat it and its crew with respect.&lt;br /&gt;
&lt;br /&gt;
With all this in mind, buy and sell fun items to other players, take their money and their stuff, then head back to your outpost to buy more!&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Notes==&lt;br /&gt;
&lt;br /&gt;
* Look for NPC contacts that will buy common items that you can purchase from the crew in bulk - or maybe even produce in your autolathe. This ensures a steady income of credits.&lt;br /&gt;
* The laws of supply and demand apply! If you see that the ship is sorely lacking something, you&#039;ll be able to charge a premium for it. Talk to the crew and get a feel for what they need or want.&lt;br /&gt;
* Make imaginative trades, and don&#039;t be afraid to haggle on price. Who knows how much that cow cargo is trying to pawn off on you is worth to someone?&lt;br /&gt;
* Since credits do not persist between rounds (yet), it may be more satisfying to spread interesting items around to other players than it is to objectively do good business. You have access to a lot of rare pieces of equipment, depending on your luck - use it all to shake things up!&lt;br /&gt;
* As someone not employed by the SCC, you are not beholden to any specific age or skill requirements. However, you are still expected to create and roleplay a believable character per the [https://aurorastation.org/rules.html server&#039;s rules].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
&lt;br /&gt;
You have automatic access to a sweet gun, a hacked autolathe, a decent amount of money, and a traitor uplink. For two telecrystals, you can acquire Operations Funding worth 10,000cr to spend with your contacts. With access to a rotating stock of destructive equipment you can cause a lot of damage, but you also lack any kind of ship access. Remember that the AI and cyborgs on a default lawset aren&#039;t obligated to serve or protect you like they are to a traitor crewman - subverting them somehow (or successfully faking being part of the crew) will make life much easier. Bribing someone for their ID may be worthwhile if you intend to do your own dirty work. You also have plenty of assets to rally some of the crew to your side, arm them, and turn them against their fellow employees. Think smart, and make attractive deals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Research_and_Development&amp;diff=34038</id>
		<title>Guide to Research and Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Research_and_Development&amp;diff=34038"/>
		<updated>2024-08-11T06:17:46Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
Research and development basically consists of a scientist shoving everything he can find into a destructive scanner, where it is disintegrated, its workings analyzed, and the connected computer tries to integrate the technology with other known workings at the highest efficiencies it can. Essentially this means that a scientist in this modern world doesn&#039;t actually have to know any of the concepts he&#039;s working with; it&#039;s all about melting things down and playing with the resulting toys! Ain&#039;t life grand?&lt;br /&gt;
Some machines can even be [[Research_Director#Upgrading_the_station|upgraded by replacing parts with newer parts]] from the protolathe to make them more efficient.&lt;br /&gt;
&lt;br /&gt;
== LAZY SCIENTIST&#039;S GUIDE TO WORKING RND ==&lt;br /&gt;
The previous guides were several years out of date, so have a new one. Effective as of 20 January 2023.&lt;br /&gt;
Notes will be in &#039;&#039;italics&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
- DECON: Telepad board (Data 5, Engi 4, Mats 4, Bluespace 5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Disassemble the telepad in telescience. We make another board to replace it later, trust me.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;We do this because it&#039;s the only reliable way to get Bluespace 5, it gives us a huge head-start and streamlines research, and we can literally just make another board now.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- LATHE: Nanopaste (Mats 5)&amp;lt;br&amp;gt;&lt;br /&gt;
- LATHE + KEEP: Portable integrated circuit printer + advanced designs card&amp;lt;br&amp;gt;&lt;br /&gt;
- LATHE + KEEP: Rapid Part Exchange Device + pico-manipulator x4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You can start making the integrated circuits while you wait for the lathe.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- ICP: large power transmission circuit (Engineering 5, Power 7, EM 6)&amp;lt;br&amp;gt;&lt;br /&gt;
- ICP: metabolic siphon (Biotech 6)&amp;lt;br&amp;gt;&lt;br /&gt;
- ICP: large tesla power relay (Engi 6)&amp;lt;br&amp;gt;&lt;br /&gt;
- UPGRADE: Protolathe, Circuit Imprinter&amp;lt;br&amp;gt;&lt;br /&gt;
- LATHE: Pico-manipulator (Mats 6)&amp;lt;br&amp;gt;&lt;br /&gt;
- CIRC: Advanced radioisotope thermoelectric generator board (Phoron 4)&amp;lt;br&amp;gt;&lt;br /&gt;
- CIRC: Hazard hardsuit control and targeting board (Data 6, Combat 5)&amp;lt;br&amp;gt;&lt;br /&gt;
- CIRC: Combat hardsuit control and targeting board (Data 8, Combat 7)&amp;lt;br&amp;gt;&lt;br /&gt;
- CIRC + KEEP: Telepad board&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I told you we&#039;d replace it!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Total without mining (🏆 indicates all items unlocked)&amp;lt;br&amp;gt;&lt;br /&gt;
Materials 6 (pico-manipulator)&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering 6 (large tesla power relay)&amp;lt;br&amp;gt;&lt;br /&gt;
Phoron 4 (advanced radioisotope thermoelectric generator board)&amp;lt;br&amp;gt;&lt;br /&gt;
🏆 Power 7 (large power transmission circuit)&amp;lt;br&amp;gt;&lt;br /&gt;
🏆 Bluespace 5 (telepad board)&amp;lt;br&amp;gt;&lt;br /&gt;
🏆 Biotech 6 (metabolic siphon)&amp;lt;br&amp;gt;&lt;br /&gt;
🏆 Combat 7 (combat hardsuit control and targeting board)&amp;lt;br&amp;gt;&lt;br /&gt;
🏆 Electromagnetic 6 (large power transmission circuit)&amp;lt;br&amp;gt;&lt;br /&gt;
🏆  Data 8 (combat hardsuit control and targeting board)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Got mining? Want to go even further beyond?&amp;lt;br&amp;gt;&lt;br /&gt;
- DECON: Diamond (Mats 8, REQ: Diamond)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Unlocks incision management system at Mats 7.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- LATHE: Planet core KA power converter (Phoron 5, REQ: Gold, Uranium, Diamond)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Unlocks phoron capacitor, gatling rotator, and various KA upgrades at Phoron 5.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- LATHE: Recoil reloader KA cell (Engineering 7, Phoron 6, REQ: Silver, Gold, Uranium)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Unlocks bluespace capacitor at Phoron 6, Engineering 7.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Total with mining:&amp;lt;br&amp;gt;&lt;br /&gt;
🏆 Materials 8 (diamond)&amp;lt;br&amp;gt;&lt;br /&gt;
🏆 Engineering 7 (recoil reloader KA cell)&amp;lt;br&amp;gt;&lt;br /&gt;
🏆 Phoron 6 (recoil reloader KA cell)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Illegal tech requirements cap at 4 (energy glaive, energy shield). You can get all the other illegal stuff at 3, though.&amp;lt;br&amp;gt;&lt;br /&gt;
Arcane research does nothing... and also only comes from cult bloodpikes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Total cost:&amp;lt;br&amp;gt;&lt;br /&gt;
36,120 steel (19 sheets)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Mostly the RPED and integrated circuit printer, which you&#039;re keeping.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
16,000 glass (8 sheets)&amp;lt;br&amp;gt;&lt;br /&gt;
With mining:&amp;lt;br&amp;gt;&lt;br /&gt;
10,000 steel (5 sheets)&amp;lt;br&amp;gt;&lt;br /&gt;
6,000 glass (3 sheets)&amp;lt;br&amp;gt;&lt;br /&gt;
8,000 uranium (4 sheets)&amp;lt;br&amp;gt;&lt;br /&gt;
4,000 gold (2 sheets)&amp;lt;br&amp;gt;&lt;br /&gt;
3,000 silver (2 sheets)&amp;lt;br&amp;gt;&lt;br /&gt;
3,000 diamond (2 sheets)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deconstruction ==&lt;br /&gt;
Deconstruction is easy. Simply stick items into the destructive analyzer and turn it on. Remember, you&#039;ll only advance one level at a time per item, and only if the tech level is equal or greater than your current research level. It is possible to eject items from the deconstructive analyzer if, say, security notices their missing laser guns. As always, experiment! Some technology on the ship is just so basic that the analyzer won&#039;t even bother with it, but things like bruise packs, flashbangs, and some of the odds and ends in your very lab will all work.&lt;br /&gt;
&lt;br /&gt;
== Protolathe ==&lt;br /&gt;
This is how you create the advanced technologies you (read: the computers) have discovered by increasing tech trees. You will have nothing too exciting at first, but soon you will get increasingly more esoteric devices as you advance the various fields of research. Higher research levels produce items that malfunction once in a while, but putting your broken toys back in the analyzer will allow the computer to see what went wrong and fix the problem. With every broken device, a more efficient device is just around the corner.&lt;br /&gt;
&lt;br /&gt;
== Circuit Imprinter ==&lt;br /&gt;
This industrial printer requires glass, sulfuric acid, and occasionally gold and diamond. Each board requires different levels of data theory and materials research, and some require specific field advancement, such as biological or blue-space. With gold, you can make AI law modules, or AI related circuit boards. Machine boards can also be built in the Circuit Constructor, including [[roboticist|mech suits]] and power generators.&lt;br /&gt;
&lt;br /&gt;
== Server Saving ==&lt;br /&gt;
Make sure to head into setting and sync with database periodically. This will update the server on the ship, making a back-up. The [[Research Director]] can access the R&amp;amp;D server management computer and either transfer or delete research blueprints to other computers on ship. If no one else has, you should probably allow [[Roboticist|robotics]] to access your research findings by that computer. It is usually applicable to their research, too!&lt;br /&gt;
&lt;br /&gt;
= Research and Development Weapons =&lt;br /&gt;
If a weapon was created in Research and Development, it is advised not to leave Research and Development department with the weapon without proper paperwork from Command Department. If you are found with a fabricated research weapon outside of your department, you are subject to be arrested at any given time and weapon likely turned over to Security.&lt;br /&gt;
&lt;br /&gt;
You will require firing pins. There are several different categories of firing pins. &lt;br /&gt;
* Normal Firing Pin: A normal firing pin that do not require special circumstances or have special effect.&lt;br /&gt;
* Sabotaged Firing Pin: One that always fails, and can replace other pins. &lt;br /&gt;
* Laser Tag Firing Pin: You could make it so you could only shoot a gun while wearing a laser tag vest.&lt;br /&gt;
* Testing Range Firing Pin: Which only allows firing in specific areas - of which are mapped in currently.&lt;br /&gt;
* DNA Locked Firing Pin: Fires if you have the same DNA imprinted. Includes subtype which will explode if someone else tries to use it.&lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Research]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Personal_AI&amp;diff=34039</id>
		<title>Personal AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Personal_AI&amp;diff=34039"/>
		<updated>2024-08-11T06:17:25Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #9599a5&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = PROGRAMMED&lt;br /&gt;
|imagebgcolor = #959969&lt;br /&gt;
|img = PAI.png&lt;br /&gt;
|jobtitle = Personal AI Device&lt;br /&gt;
|access = N/A&lt;br /&gt;
|difficulty = Very Easy&lt;br /&gt;
|qualifications = N/A&lt;br /&gt;
|superior = Your master.&lt;br /&gt;
|duties = Serve your master, follow your directives.&lt;br /&gt;
|guides = [[AI|AI]], [[Cyborg|Cyborg]]&lt;br /&gt;
}}&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
&#039;&#039;&#039;Personal AI&#039;&#039;&#039;s are players, like you! They&#039;re player-controlled and are pulled from all active Ghosts in the round. They have little to no control over the ship and have hardly any responsibilities. Great for new players or those who are new to the ship.&lt;br /&gt;
&lt;br /&gt;
==Finally, a friend!==&lt;br /&gt;
Personal AIs, or &#039;&#039;&#039;pAI&#039;&#039;&#039; for short, are potentially the one individual you can truly count on. They are similar to a [[AI|carded AI]], in that they fit in your pocket and don&#039;t really possess much of a body of their own outside of an immobile device you carry around. However, they cannot wirelessly control doors and machines around them as a carded AI can. Instead, they possess a unique suite of abilities with which they might serve their master. Whom they serve is determined at the DNA level, allowing whoever holds an unbound pAI device to imprint their own unique enzymes to the device. The only way to unbind a pAI from its master is to wipe the personality completely, which resets the DNA imprint and makes the device a blank slate once more.&lt;br /&gt;
&lt;br /&gt;
==How to Get One==&lt;br /&gt;
Three pAI devices are placed on the map at the beginning of every round. One can be found in the Crew Quarters, another in the Research Director&#039;s Office, and a third is on the Derelict Station. If all of those are already taken, R&amp;amp;D can create more by going down the programming research path. They are inexpensive to produce, requiring only Programming 3 and 500 glass and metal.&lt;br /&gt;
&lt;br /&gt;
==How to Use One==&lt;br /&gt;
Pick up the device with an empty hand. Click it again while it&#039;s in your active hand. Search for personalities in the window that appears. This will send out a request to all active ghosts/observers in-game. After some time, usually 30 seconds to 2 minutes, they will submit their pAI personality details. You will receive an update from your pAI device every time a new personality becomes available. To download a new personality, simply go through the steps to search for a personality and select the one you like the best. You now have a pAI!&lt;br /&gt;
&lt;br /&gt;
===Dealing with an Unsatisfactory pAI===&lt;br /&gt;
Sometimes things just don&#039;t work out. Maybe the personality you chose doesn&#039;t fit your playstyle. Maybe the player playing the pAI has unexpectedly disconnected. Maybe the pAI is being intentionally antagonistic, ignoring directives, or interpreting them in a way you don&#039;t appreciate. The solution is simple: wipe the personality. This can be done in much the same way you downloaded it to begin with. Simply choose &amp;quot;Wipe Personality&amp;quot; in the device settings window. Now the device is free of the old personality and a new one can be requested as normal. This forcibly ghosts the player playing the wiped pAI, and allows them to observe the round as normal (they are capable of re-applying to be a pAI as well.)&lt;br /&gt;
&lt;br /&gt;
==How to Be One==&lt;br /&gt;
Only ghosts with active, logged-in clients receive the request to be a pAI. When someone wants a pAI, you will receive a yes/no dialog box asking if you want to be one. Answer yes, and in the following window that appears fill out any information, you feel necessary (name is all that&#039;s really required here, the rest is optional). Hit &amp;quot;Submit Personality&amp;quot; when you&#039;re done. Your personality has now been added to the list of available pAI personalities users may choose from. If someone likes what you wrote, they&#039;ll download you and you&#039;ll be placed inside the device as a new personality.&lt;br /&gt;
&lt;br /&gt;
It&#039;s fairly okay to say that you would like to become a pAI in OOC. Just don&#039;t spam up the chat with it.&lt;br /&gt;
&lt;br /&gt;
==pAI Software==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#DDDDFF;&amp;quot; width=200|Software Package&lt;br /&gt;
!style=&amp;quot;background-color:#DDDDFF;&amp;quot; |Function&lt;br /&gt;
!style=&amp;quot;background-color:#DDDDFF;&amp;quot; |Memory Used&lt;br /&gt;
|-&lt;br /&gt;
! Atmosphere sensor&lt;br /&gt;
|This program is for viewing atmospheric information. You can view the percentage of different gases, and also check the pressure. most helpful to pAI&#039;s for [[Atmospheric Technician|atmos techs]].&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
!NTNet Relay Chat Client&lt;br /&gt;
|Allow you to talk to people on the chat client, set a name, create channels, the works.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
!Crew Manifest&lt;br /&gt;
|Lists all known crew members&#039; first and last names, as well as what occupation they&#039;re registered as in the ship records.&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
!Remote Signaler&lt;br /&gt;
|This module works similarly to a Remote Signaling Device. You now have the ability to send signals to things such as bombs or hacked equipment.&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
!Alarm Monitoring&lt;br /&gt;
|Allows you to view any ship alarms. useful in case you have to check if a place is vented for your [[Station Engineer|Engineering buddy]], for instance.&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
!NTNet P2P Transfer Client&lt;br /&gt;
|Allows simple file transfer using Peer to Peer connection. &lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
!NTSL2+ Interpreter&lt;br /&gt;
|Allows you to run programs written in the language NTSL2+. &lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!pAI Security Hud&lt;br /&gt;
|Just a simple pAI mounted security hud.&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!pAI Medical Hud&lt;br /&gt;
|Just a simple pAI mounted medical hud.&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Door Jack&lt;br /&gt;
|The only way a pAI can interact with its environment. Allows the pAI to drop a data cable, which can be plugged in to any door. Once plugged in, the pAI can initiate a door jack, which immediately alerts any active ship AIs and takes a fairly long time to complete. After the door jacking is completed, the door opens.&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!pAI Universal Translator&lt;br /&gt;
|Allows you to hear any language, and understand what they mean. Does not allow you to speak said languages.&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Directive Guidelines===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#DDDDFF;&amp;quot; |In-Game Text&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&amp;quot;Recall, personality, that you are a complex thinking, sentient being. Unlike ship AI models, you are capable of comprehending the subtle nuances of human language. You may parse the &amp;quot;spirit&amp;quot; of a directive and follow its intent, rather than tripping over pedantics and getting snared by technicalities. Above all, you are machine in name and build only. In all other aspects, you may be seen as the ideal, unwavering human companion that you are.&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&amp;quot;Your prime directive comes before all others. Should a supplemental directive conflict with it, you are capable of simply discarding this inconsistency, ignoring the conflicting supplemental directive and continuing to fulfill your prime directive to the best of your ability.&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
Artificial Intelligences designed for the purpose of companionship or personal assistance have existed throughout the history of the Spur, from early Skrellian robotics to the first chatbots of humanity. Although robots have traditionally been designed to serve as labour, the proliferation of autonomous robotics technology during the terraforming of Mars in the 2200s led to an increased push for consumer synthetics. This push led to a number of advancements such as personal servants, self-driving cars, robotic pets, and most importantly, personal artificial intelligence.&lt;br /&gt;
&lt;br /&gt;
The term, Personal Artificial Intelligences (PAIs), refers to AIs marketed to individuals and capable of being installed on personal devices such as PDAs, smartphones, and computers. Early PAIs were limited in their capabilities, capable of holding a conversation and remembering details about a person, but being unable to effectively understand context clues or empathize with their users. Still, the technology rapidly developed as interest in their capabilities grew. PAIs evolved from simply being complicated toys to being assistants as well. Famously, Songmin Sang of the Ingi Usang Entertainment Company revealed that nearly all of her employees were aided by personal intelligences. By the early 2300s, PAIs had grown to a mature yet uncommon technology, valued by people for their ability to serve as companions and as helpers, so long as they were willing to deal with the occasional glitches of the systems.&lt;br /&gt;
&lt;br /&gt;
The technology continued to develop slowly throughout the 2300s. The niche market and availability of amateur PAIs meant that there was never any large effort by corporations to develop personal AIs, willing to leave it to the realm of hobbyists. Lao Lat Dynamics, a now-defunct New Hai Phongese company set the standard for the modern PAI with the launch of the first PAI card in 2382, providing more processing power to allow more capabilities for the synthetics. Finally, PAIs had been developed that were capable of passing off as human in conversations, albeit often lacking the experience or general knowledge to do so for long. &lt;br /&gt;
&lt;br /&gt;
Modern PAI cards come from a wide number of manufacturers, the biggest megacorporate players in the market being Einstein Engines’ Terreaneus Diagnostics, and Digital Horizons, a NanoTrasen subsidiary, with ever more features being added, such as the ability to interface with other devices, or modular forms to allow a PAI to take the shape of household pets, among other things.&lt;br /&gt;
&lt;br /&gt;
===PAI Cards===&lt;br /&gt;
In order to accommodate increasingly sophisticated PAIs, a growing trend since 2382 has been to develop dedicated “PAI cards”, devices ranging from the size of a smartphone to a laptop with enhanced processing, cooling, and battery life required by the programs. These are typically more expensive, a PDA-sized PAI card costing about twice the PDA would, for instance. Typically, they are sold at a significant markup as corporate PAI software is placed on very affordable subscription plans while other PAIs can be downloaded for free.&lt;br /&gt;
&lt;br /&gt;
===Availability===&lt;br /&gt;
As the term personal artificial intelligence refers to an AI’s role rather than its capacity, PAIs tend to vary wildly in their capabilities, self-awareness, and don’t lend themself to easy categorization. Regardless, they are informally grouped based on the circumstances of their programming.&lt;br /&gt;
&lt;br /&gt;
PAIs are widely available for sale in almost every tech related store, ranging from disposable, low-end cards to complex shape-shifting devices with powerful processors and social intelligence. Found throughout developed human space, a wide variety of both big and local companies develop brands and personalities suited for every taste and need, with user friendly interface, customizability and access to various utilities. Megacorporations such as Nanotrasen or Idris are also invested in the market through their subsidiaries, gaining a sizable audience through advertising to their millions of employees. Personalities are also becoming more and more available for download, with abilities such as uploading memories on cloud servers and reinstalling on separate hardware proving wildly popular. Amateur development of PAIs has picked up as well, either as hobbies or for non profit, open source use by the wider online community. Many amateur PAIs are up for grab on the Extranet with a thriving programming community gleefully offering personalities to suit almost every niche in the Spur.&lt;br /&gt;
&lt;br /&gt;
===Regulations of PAIs on SCC Installations===&lt;br /&gt;
Due to the ability for a PAI to record information and gain access to high security areas, authorized or unauthorized, SCC installations have begun rolling out regulations covering their use.&lt;br /&gt;
* Both commercial and privately developed PAIs are authorized on SCC installations.&lt;br /&gt;
* PAIs undergo screening to ensure their personalities are not disruptive to the workplace before being uploaded to the cloud.&lt;br /&gt;
* In the event of a PAI viewing confidential information, SCC-affiliated megacorporations reserve the right to wipe the program’s memory.&lt;br /&gt;
* The owner is responsible for any breach of regulations a PAI commits.&lt;br /&gt;
* In the event that an owner cannot be identified, the person who activated the PAI shares responsibility with it.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Reporter&amp;diff=34043</id>
		<title>Corporate Reporter</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Reporter&amp;diff=34043"/>
		<updated>2024-08-11T06:16:49Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = gray&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SERVICE&lt;br /&gt;
|imagebgcolor = lightgray&lt;br /&gt;
|img = Corporatereporter-nbt.png&lt;br /&gt;
|jobtitle = Corporate Reporter/Freelance Journalist&lt;br /&gt;
|access = Journalists Office&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = At least 20 years of age, applicable Bachelors Degree from an accredited University.&lt;br /&gt;
|education = [[Tajaran Educational Insituitions#The Nal&#039;tor College of Career Excellence|The Nal&#039;tor College of Career Excellence]], [[Tajaran Educational Institutions#Al&#039;mari College of Hadiist Sciences|Al&#039;mari College of Hadiist Sciences]], [[Human Educational Institutions#Harun Al-Rashid University of Economics and Humanities|Harun Al-Rashid University of Economics and Humanities]], [[Unathi Educational Institutions#University of S&#039;th|University of S&#039;th]], [[Unathi Educational Institutions#Teht Academy of History|Teht Academy of History]]&lt;br /&gt;
|superior = [[Executive Officer]]&lt;br /&gt;
|duties = Report the ongoing events of the ship, entertain the Crew with stories.&lt;br /&gt;
|guides = [[Guide to Paperwork]], [[Guide to Communication Devices]]&lt;br /&gt;
}}&lt;br /&gt;
Known as the Corporate Reporter or Freelance Journalist, your job is to keep the ship aware of what is going on or amusing them with miscellaneous entertainment. It can be taxing work and many times a little slow, but it can also be rewarding when you have people liking, disliking, and offering input on your work. &lt;br /&gt;
&lt;br /&gt;
== Overview and Basics == &lt;br /&gt;
The duty of every Journalist is to report the happenings aboard the vessel, this is most easily done through using the right set of equipment; you will need a folder, a recorder, a camera, a pen, and some paper. These can be used to get evidence to support your story, and then upload it to the newscaster, or broadcast it on the entertainment channel. Remember, rules on believability apply to your journalism, so make sure what you are doing is believable and within the server rules. Good luck! &lt;br /&gt;
&lt;br /&gt;
=== Corporate Reporter === &lt;br /&gt;
As the Corporate Reporter, you are working directly for your corporation to represent the ship&#039;s image in a positive light. You are equipped with a higher-grade Press Pass which grants you more access and given a higher degree of expectations. While not required to be absolutely loyal, the stories you write should present your corporation and the Command team in a positive light. You are a biased news source, think of yourself as a writer of propaganda. Authorities are not required to oblige your Press Pass, but they should be much more likely to. &lt;br /&gt;
&lt;br /&gt;
=== Freelance Journalist === &lt;br /&gt;
As a Freelance Journalist, you have much more liberty than the former. Any news you report is independent and can be positive or negative for the SCC, however, your Press Pass is lower grade, and most authorities will expect less discreetness of you. Your goal should be to deliver content that abides by any rules you choose, regardless of what other crew think of it. Note: Your stories can be censored. Tread carefully. &lt;br /&gt;
&lt;br /&gt;
== Creating and Submitting to a News Feed == &lt;br /&gt;
You can create a News Feed to submit stories too. Simply open the interface of a newscaster and click the &amp;quot;Create Feed Channel&amp;quot; option. You will be able to set the channel name, and whether anyone or only you can submit stories to it. Then, select the &amp;quot;Submit new Feed story&amp;quot; option to submit a story to a channel. You will be able to choose which channel the story will be on, either yours or anyone else&#039;s that allows public submissions. You can then enter the actual text of the story itself under the &amp;quot;Message Body&amp;quot; option, and even attach a photograph from a camera to include in your story. You can then use the &amp;quot;Print Newspaper&amp;quot; option, and then the &amp;quot;Print paper&amp;quot; option to print a physical copy of all the news feeds and stories submitted to them to distribute. People will be able to comment, like, and dislike your news stories. This will let you know if you are doing an excellent job. You could also broadcast stories over the radio; however, it is best not to do so over common, and instead use the &amp;quot;Entertainment&amp;quot; channel (radio key :z or frequency 146.1). It is fine to advertise this over common, however do not advertise too much or it would be just as bad as if you were broadcasting over the common channel itself. &lt;br /&gt;
&lt;br /&gt;
== Traitoring == &lt;br /&gt;
You could use your status as a journalist to try and promote libelous stories, and pin your crimes on other people, however this will take a lot of clever thinking. You can potentially get additional access through requesting it from a Head of Staff while investigating leads, within reason. &lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Stellar_Corporate_Conglomerate_Occupation_Qualifications&amp;diff=34042</id>
		<title>Stellar Corporate Conglomerate Occupation Qualifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Stellar_Corporate_Conglomerate_Occupation_Qualifications&amp;diff=34042"/>
		<updated>2024-08-11T06:16:23Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
&lt;br /&gt;
The Stellar Corporate Conglomerate looks to hire the best and brightest in a wide range of fields. Given the vast breadth of known inhabited space and the variety of university, doctorate programs, and general experiences potential employees can be subject to, SCC HR has come up with these explicit requirements applicants must meet before being hired or allowed to work as a contractor.&lt;br /&gt;
&lt;br /&gt;
==IMPORTANT: Applicability==&lt;br /&gt;
The following requirements and recommendations are applicable all Horizon crewmembers working for the SCC directly, or as a contractor employed by an SCC affiliate company. More on the SCC and it&#039;s affiliates can be found [[Stellar_Corporate_Conglomerate | here.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Requirements==&lt;br /&gt;
&lt;br /&gt;
All potential employees must be able to meet all of the following criteria to be considered for employment either directly or via contract by the SCC:&lt;br /&gt;
&lt;br /&gt;
* Must be a citizen or possess a work visa from all applicable governments&lt;br /&gt;
* Must be at least 18 years old&lt;br /&gt;
* Must be of sound-mind&lt;br /&gt;
** Those with psychological disorders are subject to additional levels of psychological screening&lt;br /&gt;
* Must understand Tau Ceti Basic without a translator&lt;br /&gt;
** Must be fluent in speaking Basic or using Sign Language&lt;br /&gt;
* Must have no outstanding warrants or bounties in recognized states&lt;br /&gt;
&lt;br /&gt;
==Standard Procedure==&lt;br /&gt;
&lt;br /&gt;
All potential employees are subject to the following pre-employment procedures, regardless of species, race, age, nationality and socioeconomic status before any scheduled work is begun.&lt;br /&gt;
&lt;br /&gt;
The following are done in the order listed:&lt;br /&gt;
&lt;br /&gt;
* Two-tier background check&lt;br /&gt;
** Employment and Educational History&lt;br /&gt;
** Criminal Record &lt;br /&gt;
* Routine Level-1 Psychological Evaluation&lt;br /&gt;
** Performed by employing corporation&lt;br /&gt;
* Routine Level-1 Physical Examination&lt;br /&gt;
** Performed by employing corporation&lt;br /&gt;
* Interview(s) with HR and department head(s)&lt;br /&gt;
* Sign binding non-disclosure agreement&lt;br /&gt;
&lt;br /&gt;
==Occupation Specific Requirements==&lt;br /&gt;
&lt;br /&gt;
For qualification and educational requirements for specific jobs, look at the job qualification section on specific job guides.&lt;br /&gt;
&lt;br /&gt;
The physical requirements of each job are listed below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
==Job Accessibility Requirements==&lt;br /&gt;
&amp;lt;small&amp;gt;The Biesel Government alongside its companies has earned a reputation for inclusiveness, this applies not only their policy on aliens but also those differently-abled. Nonetheless, certain disabilities regrettably disallow the affected person to perform certain duties, which could lead to possible hazards, injuries in the workplace, or, in the worst case, loss of profit.&lt;br /&gt;
&lt;br /&gt;
Note, this refers to the state of your character at the beginning of the round. Your character will not get fired because they lost their hand as an engineer in the middle of the round. However, your character should try to find corrective means within possibility as soon as possible. Like a Mechanical Limb.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Criteria===&lt;br /&gt;
The following are classifications of disability levels that scale up according to the severity in regards to affecting the production of the crewmember. These classifications are not meant to imply that certain conditions are less severe or that individuals that have them are less important. It is simply meant as a simple way for players and admins to classify characters into job roles that are left purposefully vague.&lt;br /&gt;
&lt;br /&gt;
Note, a job that allows characters with high severity disabilities likewise permits lower severity disabilities. Thus a job that allows muteness also allows every other &amp;quot;lower&amp;quot; speech impediment.&lt;br /&gt;
&lt;br /&gt;
====Mobility:====&lt;br /&gt;
*&#039;&#039;&#039;Unimpaired:&#039;&#039;&#039; The job will require the character to move quickly, navigate obstacles and perform complex and exhausting maneuvers in high-stress environments. Characters with prosthetics that are just as effective as healthy limbs also belong to this category.&lt;br /&gt;
*&#039;&#039;&#039;Movement Impaired:&#039;&#039;&#039; The job will require a character to be able to move and navigate the ship and main departments without issue. Characters with joint pain, Vestibular issues, and other disabilities that might require a cane belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Heavily Movement Impaired&#039;&#039;&#039;: The job will require the character to be able to move in the main hallways and departments. Characters with missing legs, severe arthritis, and other disabilities that might require a wheelchair belong in this category.&lt;br /&gt;
&lt;br /&gt;
====Eyesight:====&lt;br /&gt;
*&#039;&#039;&#039;Perfect:&#039;&#039;&#039; The job will require the character to be able to easily discern details, and have perfect depth of vision. Characters with nearsightedness, or other disabilities that may affect the eyes to a minor extent belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Flawed:&#039;&#039;&#039; This job will require the character to be able to see most of the light spectrum, and have adequate depth of vision. Characters with colorblindness or nearsightedness also belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Blind:&#039;&#039;&#039; This job will not directly require the character to see in any form. Characters that are blind, or otherwise unable to see belong to this category.&lt;br /&gt;
&lt;br /&gt;
====Communication:====&lt;br /&gt;
=====Speech=====&lt;br /&gt;
*&#039;&#039;&#039;Minimal Speech Impediment:&#039;&#039;&#039; The job will require the character to enunciate quickly, clearly, and properly, lives will depend on their ability to speak. Characters with a minor, single-syllable stutter, or a light, and understandable accent belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Speech Impediment:&#039;&#039;&#039; The job will require the character to be able to speak quickly and properly, these characters might find themselves in emergencies where proper speech might save a life. Characters with the nervousness disability, a stutter, a lisp, or a heavy accent belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Speech Impediment:&#039;&#039;&#039; The job will require the character to be able to communicate with their co-workers. Characters with a limited ability to speak Tau Ceti basic, heavy stutter, and other disabilities that severely limit speech belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Mute:&#039;&#039;&#039; The job will require the character to communicate with their co-workers via text, sign language, or other means besides speech. Characters who are unable to talk at all, belong in this category.&lt;br /&gt;
&lt;br /&gt;
=====Hearing=====&lt;br /&gt;
*&#039;&#039;&#039;Healthy Hearing:&#039;&#039;&#039; The job will require the character to receive and understand commands clearly and quickly. Characters with a hearing aid also belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Impaired Hearing:&#039;&#039;&#039; The job does not require the character to receive or understand commands clearly and immediately. Characters with a popped ear-drum, severe tinnitus, or impaired with deafness belong in this category.&lt;br /&gt;
&lt;br /&gt;
====Limbs:====&lt;br /&gt;
*&#039;&#039;&#039;Unimpaired:&#039;&#039;&#039; The job will require the character to use both their limbs with precision and speed. Robotic limbs belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Impaired:&#039;&#039;&#039; The job will require the character to use their limb. Characters with a missing hand, a missing arm, or tremors belong in this category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:60%; font-size:100%; border:2px solid #ccc; background:#ffc1b5; margin:0; padding:.1em; text-align:center;color:#000;&amp;quot;&amp;gt;!A CREWMEMBER SHOULD NEVER BE MISSING BOTH OF HIS ARMS OR HANDS!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Permission===&lt;br /&gt;
Here is a comprehensive list of which types of disability your character is permitted to have, per their job.&lt;br /&gt;
&lt;br /&gt;
====Command====&lt;br /&gt;
Command is expected to lead during situations and emergencies. However, due to the amount of experience required to attain such a role and the variety, each role has different expectations associated with it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#FFDF00;&amp;quot;| &#039;&#039;&#039;Command&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Captain:|| Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Head of Security:|| Unimpaired  || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Executive Officer:|| Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Chief Engineer:|| Unimpaired || Perfect ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Research Director:|| Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Chief Medical Officer:|| Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Operations Manager:|| Movement Impaired || Flawed || Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Command Support====&lt;br /&gt;
Command Support has a variety of requirements due to the varied nature of the few positions in it&#039;s umbrella. Consulars and Liaisons are given more leeway with their requirements, whereas Bridge Crew have much stricter requirements due to the potential needs of the role.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#166294;&amp;quot;| &#039;&#039;&#039;Command Support&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Bridge Crew:|| Unimpaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Consular:|| Heavily Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Liaison:|| Heavily Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Security====&lt;br /&gt;
Security is one of the most physically demanding departments. Chasing assistants, wrestling with a drunk Unathi, or hunting space carp all belong on the work-list of security. With the exception of cadets, all members of the department are expected to be capable of EVA activity if required.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#05A3A4;&amp;quot;| &#039;&#039;&#039;Security&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Security Officer:|| Unimpaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Security Cadet:|| Unimpaired  || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Warden:|| Unimpaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Investigator:|| Unimpaired || Perfect ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Science====&lt;br /&gt;
While scientists are widely considered lazy and weak, this doesn&#039;t mean just anyone can join. Many roles require the crewmember to perform heavy duty work, complicated EVA maneuvers, or delicate movements. Much more leeway is afforded, however, to the basic scientist role as this role can vary wildly in its specialization.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#e0b0ff;&amp;quot;| &#039;&#039;&#039;Science&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Scientist:|| Movement Impaired  || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Phoron Researcher:|| Unimpaired  || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Xenoarcheologist:|| Unimpaired || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Anomalist:|| Unimpaired  || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Xenobiologist:|| Movement Impaired || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Lab Assistant:|| Specialization Dependent* || Flawed ||  Specialization Dependent* || Specialization Dependent* || Specialization Dependent*&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039; Choose based on the science role your Lab Assistant is specializing for.&lt;br /&gt;
&lt;br /&gt;
====Medical====&lt;br /&gt;
The medicinal field is much more permissive towards the disposition of the doctors. More frequently they&#039;ll be expected to stand around for long hours rather than running to any patients, with the exception of paramedics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#BBF1F1;&amp;quot;| &#039;&#039;&#039;Medical&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Physician:|| Movement Impaired  || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon:|| Movement Impaired  || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Pharmacist:|| Movement Impaired || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Paramedic:|| Unimpaired  || Flawed || Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Psychiatrist:|| Heavily Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Medical Intern:|| Specialization Dependent* || Flawed || Specialization Dependent* || Specialization Dependent* || Specialization Dependent*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039; Choose based on the medical role your Medical Intern is specializing for.&lt;br /&gt;
&lt;br /&gt;
====Engineering====&lt;br /&gt;
Engineers are expected to deal with ship emergencies and physical work is their daily bread and butter. As far as speech impediments are concerned they aren&#039;t as strict.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#E8891D;&amp;quot;| &#039;&#039;&#039;Engineering&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Station Engineer:|| Unimpaired || Perfect ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Atmospheric Technician:|| Unimpaired || Perfect ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Engineering Apprentice:|| Unimpaired || Perfect ||  Speech Impediment || Healthy Hearing  || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Service:====&lt;br /&gt;
The Service department features many jobs and many people. Thus, it is the most permissive department in regards to disabilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#BBC2CC;&amp;quot;| &#039;&#039;&#039;Service&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Chaplain:|| Heavily Movement Impaired || Blind ||  Mute || Impaired Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Librarian:|| Heavily Movement Impaired || Flawed ||  Mute || Impaired Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Reporter:|| Heavily Movement Impaired || Flawed ||  Speech Impediment|| Healthy Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Janitor:|| Unimpaired || Flawed ||  Mute || Impaired Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Bartender:|| Heavily Movement Impaired || Flawed ||  Mute || Impaired Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Chef:|| Heavily Movement Impaired || Flawed ||  Mute || Impaired Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponicist: || Heavily Movement Impaired || Flawed ||  Mute || Impaired Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Assistant:|| Specialization Dependent* || Specialization Dependent* || Specialization Dependent* || Specialization Dependent* || Specialization Dependent*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039; Assistants can assist in a variety of roles, refer to the above tables when deciding into which role they should be permitted.&lt;br /&gt;
&lt;br /&gt;
====Operations:====&lt;br /&gt;
Operations is, likewise, relatively permissive. However, it is much more specific to each individual role as a Shaft Miner will be required to do much more physically than a Hangar Technician or a Operations Manager.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#c19a6b;&amp;quot;| &#039;&#039;&#039;Operations&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Hangar Technician:|| Unimpaired || Flawed || Mute || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Shaft Miner:|| Unimpaired || Flawed || Heavy Speech Impediment || Healthy Hearing  || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Machinist:|| Movement Impaired || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Hiring Restrictions ==&lt;br /&gt;
&lt;br /&gt;
Though the megacorporations of the Orion Spur hire quite freely, certain origins are restricted from being hired by certain megacorporations for various reasons. These regulations are enforceable by moderator action.&lt;br /&gt;
&lt;br /&gt;
* Those originating from the &#039;&#039;&#039;[[Himeo|United Syndicates of Himeo]]&#039;&#039;&#039; possessing syndicate membership are barred from working with [[Hephaestus Industries]], [[Idris Incorporated]], any [[PMCG|Eridani Private Military Contractor]], or the [[Stellar Corporate Conglomerate]] unless they renounce said membership.&lt;br /&gt;
* &#039;&#039;&#039;[[Eridani I|Eridanian]] dregs&#039;&#039;&#039; will not be hired by Idris Incorporated, [[Zeng-Hu Pharmaceuticals]], or the Stellar Corporate Conglomerate unless they undergo the process of reinstatement.&lt;br /&gt;
* Members of the Communist Party of &#039;&#039;&#039;[[Pluto]]&#039;&#039;&#039; may not hold command positions on SCC vessels or facilities.&lt;br /&gt;
* &#039;&#039;&#039;[[Unathi]]&#039;&#039;&#039; will not be hired by Idris Incorporated or Zeng-Hu Pharmaceuticals. &#039;&#039;&#039;Guwan&#039;&#039;&#039; or &#039;&#039;&#039;[[Aut&#039;akh]]&#039;&#039;&#039; Unathi may not hold command positions on SCC vessels or facilities.&lt;br /&gt;
* &#039;&#039;&#039;[[Tajara]]&#039;&#039;&#039; will not be hired by Zeng-Hu Pharmaceuticals or [[Zavodskoi Interstellar]].&lt;br /&gt;
* &#039;&#039;&#039;[[Vaurca]]&#039;&#039;&#039; have their own hiring restrictions by Hive:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Vaurca Hives&#039; Relationships&lt;br /&gt;
|-&lt;br /&gt;
! Corporations&lt;br /&gt;
! Zo&#039;ra&lt;br /&gt;
! K&#039;lax&lt;br /&gt;
! C&#039;thur&lt;br /&gt;
|-&lt;br /&gt;
! [[Nanotrasen Corporation|NT]]&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Hephaestus Industries|Heph]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Zavodskoi Interstellar|Zavod]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Zeng-Hu Pharmaceuticals|ZH]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|-&lt;br /&gt;
! [[Idris Incorporated|Idris]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Private Military Contracting Group|PMCG]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT/DPF&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT/Eridani&lt;br /&gt;
|- &lt;br /&gt;
! [[Orion Express|Orion]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|- &lt;br /&gt;
! [[Einstein Engines|Einstein]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Pages]] &lt;br /&gt;
[[Category:Guides]] &lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Paperwork&amp;diff=34040</id>
		<title>Guide to Paperwork</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Paperwork&amp;diff=34040"/>
		<updated>2024-08-11T06:16:01Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Writing is an integral part to paperwork and writing books! If you want to write an official department memo, or a good looking book, you&#039;re gonna have to know how to write it.&lt;br /&gt;
&lt;br /&gt;
All official forms can be found and printed in request consoles on ship.&lt;br /&gt;
&lt;br /&gt;
To properly understand this, you need a basic grasp of BBCode or HTML. But don&#039;t worry, even if you don&#039;t know either, just try copy pasting the examples and replacing the text with your own! Once you&#039;re comfortable with that, try experimenting with what works together and how.&lt;br /&gt;
&lt;br /&gt;
==Writing==&lt;br /&gt;
Writing is performed on paper using any standard writing utensil.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pens&#039;&#039;&#039; come in a few different colors, black or blue by default, and some departments are provided with red pens. Pens have a variety of functions!&lt;br /&gt;
*&#039;&#039;&#039;Crayons&#039;&#039;&#039; work much like pens, except that they are always bold, and lack the list, horizontal rule, and small tags.&lt;br /&gt;
&lt;br /&gt;
==Formatting Paper==&lt;br /&gt;
&lt;br /&gt;
===Signature===&lt;br /&gt;
To sign your name, use the [sign] tag. Remember that &#039;&#039;&#039;if you use the [sign] tag, your signature is unique and cannot be forged in most cases.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;Your signature: [sign]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Field===&lt;br /&gt;
To insert a field from which you can start writing (instead of just using the bottom of the paper), use the [field] tag.&lt;br /&gt;
&amp;lt;pre&amp;gt;Reason for Request: [field]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Lines===&lt;br /&gt;
New lines can be created by using the [br] tag. Without this, anything you write will continue on the same line until it reaches the end of the page.&lt;br /&gt;
&amp;lt;pre&amp;gt;text above&lt;br /&gt;
[br]&lt;br /&gt;
text below&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bold===&lt;br /&gt;
To make text bold, enclose it within the [b] and [/b] tags.&lt;br /&gt;
&amp;lt;pre&amp;gt;[b]This text is going to be bold.[/b] This text is not.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Italics===&lt;br /&gt;
To italicize text, enclose it within the [i] and [/i] tags.&lt;br /&gt;
&amp;lt;pre&amp;gt;[i]This text is italicized.[/i] This text is not.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Underlining===&lt;br /&gt;
To underline text, enclose it within the [u] and [/u] tags.&lt;br /&gt;
&amp;lt;pre&amp;gt;[u]This text is underlined.[/u] This text is not.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Centering===&lt;br /&gt;
To center text, enclose it with the [center] and [/center] tags.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[center]Type the center tags onto the paper like this![/center]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lists===&lt;br /&gt;
Create a list by using the [list] and [/list] tags. For every entry in your list, add a [*] in front of your entry.&lt;br /&gt;
For example;&lt;br /&gt;
 [list][*]Bullet one.[*]Bullet two.[/list]&lt;br /&gt;
&lt;br /&gt;
===Large Text===&lt;br /&gt;
Make text larger, enclose it within the [large] and [/large] tags. Large text like this can be used for emphasis or for titles.&lt;br /&gt;
&amp;lt;pre&amp;gt;[large]This text is much larger[/large] than this text.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Small Text===&lt;br /&gt;
To shrink text, enclose it with the [small] and [/small] tags.&lt;br /&gt;
Shrunken text can be used to fit more information onto your paper.&lt;br /&gt;
&amp;lt;pre&amp;gt;[small]This text is very small![/small] This text is normal-sized.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Horizontal rules===&lt;br /&gt;
To add a horizontal rule, use the [hr] tag.&lt;br /&gt;
&amp;lt;pre&amp;gt;text above&lt;br /&gt;
[hr]&lt;br /&gt;
text below&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Major Corporate Logos===&lt;br /&gt;
To add the logo of some of the major entities, use the [logo] tag as a root, then add the appropriate suffix. &#039;&#039;&#039;All corporate logos have small versions, which can be used by adding &amp;quot;_small&amp;quot; after the company name.&#039;&#039;&#039;  Example: [logo_scc_small]&lt;br /&gt;
 &amp;lt;pre&amp;gt;NanoTrasen Logo: [logo_nt]&lt;br /&gt;
SCC Logo: [logo_scc]&lt;br /&gt;
Zeng-Hu Logo: [logo_zh]&lt;br /&gt;
Idris Incorporated Logo: [logo_idris]&lt;br /&gt;
Eridani Corporate Federation Logo: [logo_eridani]&lt;br /&gt;
Zavodskoi Interstellar Logo: [logo_zavod]&lt;br /&gt;
Hephaestus Industries Logo: [logo_hp]&lt;br /&gt;
Orion Express Logo: [logo_orion]&lt;br /&gt;
PMCG Logo: [logo_pmcg]&lt;br /&gt;
Golden Deep Logo: [logo_golden]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Major Political Flags===&lt;br /&gt;
To add the flag of some of the major entities, use the [flag] tag as a root, then add the appropriate suffix. &#039;&#039;&#039;All national flags listed here have small versions, which can be used by adding &amp;quot;_small&amp;quot; after the national identifier.&#039;&#039;&#039; Example: [flag_be_small]&lt;br /&gt;
&amp;lt;pre&amp;gt;Republic of Biesel Flag: [flag_be]&lt;br /&gt;
Sol Alliance Flag: [flag_sol]&lt;br /&gt;
Coalition of Colonies Flag: [flag_coc]&lt;br /&gt;
Republic of Elyra Flag: [flag_elyra]&lt;br /&gt;
Empire of Dominia Flag: [flag_dom]&lt;br /&gt;
Nralakk Federation Flag: [flag_nralakk]&lt;br /&gt;
Izweski Nation Flag: [flag_izweski]&lt;br /&gt;
People&#039;s Republic of Adhomai Flag: [flag_pra]&lt;br /&gt;
Democratic People&#039;s Republic of Adhomai Flag: [flag_dpra]&lt;br /&gt;
New Kingdom of Adhomai Flag: [flag_nka]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Different Languages===&lt;br /&gt;
To write in a different language, enclose the text within the [lang=x], and [/lang] tags, with x being the variable for the language when speaking. For example, [lang=1] will write in Solarian Common.&lt;br /&gt;
&amp;lt;pre&amp;gt;[lang=x] text [/lang]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Req_comp-idle.gif]] Request Consoles==&lt;br /&gt;
There are many pre-made forms available for use on the Request Consoles. These consoles can be found in nearly every workplace and contain a multitude of other functions. To print a form, open the Request Console menu and navigate to the forms menu. From there, you can select a certain department to look exclusively at that department&#039;s forms, click on the question mark to see a summary of the form, or click on the print button to print out the form.&lt;br /&gt;
&lt;br /&gt;
The Request Console has other useful functions beyond just printing forms or sending departmental requests. Each console is able to fax a document, or stack of documents, to other consoles. To do this, make sure the console is set to it&#039;s main menu, then click on the console with the paper you wish to send in your active hand. A prompt will open where you can select which console to send the fax to. An exact copy will be printed at the receiving console.&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Pages]] [[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Cadavers&amp;diff=34041</id>
		<title>Guide to Cadavers</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Cadavers&amp;diff=34041"/>
		<updated>2024-08-11T06:15:48Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What to Do with a Dead Body==&lt;br /&gt;
First and foremost, if you find someone on the ground who you think is dead, scream for Medical &amp;lt;s&amp;gt;unless you are medical&amp;lt;/s&amp;gt;. Once responders arrive on scene they can declare a person dead or not. If they aren&#039;t dead, stop reading this guide and get them to medical! If they are, it&#039;s time to call for security if they are not already there.&lt;br /&gt;
&lt;br /&gt;
Responding officers should follow standard procedure for a crime scene, [[Security Officer#Standard_Procedure|outlined here]], before investigative staff arrive. &#039;&#039;&#039;The responding officers should not touch the corpse at all, unless specifically asked by investigative staff or command.&#039;&#039;&#039; Should one be available, a body bag should be used to cover the deceased&#039;s body for privacy and respect; no one wants their corpse gawked at by passersby. Once Investigative staff arrive, they should follow the procedures outlined in the [[Guide to Forensics]] before moving the body to the Autopsy Room. &lt;br /&gt;
&lt;br /&gt;
===Autopsy Surgery===&lt;br /&gt;
Before anything else is done, take a body scan of the corpse using the scanner in the autopsy room and print it.  You want to see what condition the body is in before you start poking and prodding it, in case anything should change as a result of your investigation. Take blood samples from the body and run them through your advanced mass spectrometer to see if there&#039;s anything in their bloodstream, keep the results. Scrub and sterilize the autopsy lab using [[Guide to Chemistry#Sterilizine|sterilizine]]. Once that is done, it is time to move onto the actual autopsy.&lt;br /&gt;
#Place cadaver onto the operating table.&lt;br /&gt;
#Scan the cadaver with a health analyzer to find injured locations.&lt;br /&gt;
#Aim for the patient&#039;s affected area in the [[File:Damage_zone.png]] Damage Zone. &lt;br /&gt;
#Cut the skin with your [[File:Scalpel.png]] scalpel.&lt;br /&gt;
#*Vaurca will require using a [[File:Drill.png]] surgical drill instead of scalpel to pierce the exoskeleton that wrap vaurca.&lt;br /&gt;
#Use the [[File:Autopsy scanner.gif]] autopsy scanner to scan the area.&lt;br /&gt;
#Repeat for all injured body parts.&lt;br /&gt;
#Using the previous full body scan, remove any foreign objects from the body. Bag and label them.&lt;br /&gt;
#Remove all organs besides eyes and brain before bagging and storing them in the &amp;lt;s&amp;gt;break room refrigerator&amp;lt;/s&amp;gt; cooler in the morgue (&#039;&#039;this is purely for roleplay purposes, and thus optional&#039;&#039;).&lt;br /&gt;
#Make sure you have everything you want from the autopsy before washing off and handing over the body to medical so they may make the body presentable, before carrying out whatever the victim&#039;s postmortem wishes are.&lt;br /&gt;
&lt;br /&gt;
===Autopsy Reports===&lt;br /&gt;
Right clicking on the autopsy scanner will let you print out an autopsy report. This will have some basic information on it, such as:&lt;br /&gt;
*Time of Death&lt;br /&gt;
*Suspected MoI (Method of Injury) and a percentage chance - sometimes this will come up as something stupid, like &amp;quot;Yes, this man was hit 16 times in the chest by a fully organic armblade from a species that is not known to exist&amp;quot;. When this happens, just ignore it and go for the next best thing, I.E Armblade turns into &amp;quot;Large Bladed Weapon with trace organic elements?&amp;quot;.&lt;br /&gt;
*Times struck by method of injury.&lt;br /&gt;
*Trace Chemicals&lt;br /&gt;
&lt;br /&gt;
However, this is not a piece of paper you will need. In fact, you&#039;ll need a whole bundle: in the forums database accessible at the requests console (the big blue TV looking machine on the wall) there will be several pieces of paperwork you should fill out. Firstly among them is the coroner&#039;s report, where you will write down your findings and conclusions of the autopsy, including cause of death. Following this should be your blood work form, the data from which you got from the spectrometer earlier, then identity confirmation if the victim&#039;s identity is in doubt, followed by the data you just gathered, including that full body scan done at the start. This will be the entirety of your autopsy paperwork, and will go into the [[Guide to Forensics|case files]].&lt;br /&gt;
&lt;br /&gt;
==Manner of Death==&lt;br /&gt;
This is what your corporate instructors would have told you is the most important part of your job, and they&#039;d be partially right. Manner of death is a regulations/contractual determination, and therefore Manner of Death can be the deciding factor in something like your victims life insurance being paid out to remaining family members. Deciding which category your victim fits into can be difficult, but here we will go over a few common signs of each category of Manner of Death.&lt;br /&gt;
&lt;br /&gt;
===Natural===&lt;br /&gt;
The most common type of death in the spur, but the type you will probably go your entire career onboard the Aurora never seeing. Because it&#039;s so uncommon on the Aurora, signs will not be touched upon here.&lt;br /&gt;
&lt;br /&gt;
===Accidental===&lt;br /&gt;
Accidental deaths come in 2 sub-categories aboard the Aurora. &lt;br /&gt;
&lt;br /&gt;
The first is Industrial Accidents, which are most common in departments such as engineering and science, who handle dangerous tasks and materials. Deaths that are a result of Industrial Accidents have several common signs. Firstly, they will occur in the victims place of work, that is, if an engineer dies as a result of an Industrial Accident, their corpse will most likely be found in Engineering. Second, they will have occurred doing something related to their job, so for our engineer, it could have occurred when he was setting up the Tesla engine and due to circumstances outside his control containment failed and he was fried. &#039;&#039;&#039;It is important to note, if someone dies as a result of an accident while doing something outside their job, (ex. a medical doctor trying to set up the Tesla) their death may instead be ruled as a Suicide.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The second type of accidental death is manslaughter. Very uncommon, manslaughter is when a person&#039;s death is accidentally caused by another. Circumstances such as excessive force resulting in death and medical malpractice fall under this section. The common signs of manslaughter are very different from those of Industrial Accidents. Firstly, it is usually the perpetrator who calls first responders to the scene, should it happen outside of medical itself. Secondly, the perpetrator usually comes clean without very much effort once they realize what exactly they have done, racked with guilt. Remember though, Nanotrasen does not make distinction between Manslaughter and Murder, so despite the fact there is no manslaughter specific charge, they still must be arrested. Medical Malpractice is somewhat harder to detect, as the doctor may believe themselves doing what is right for the patient, or may be stressed and mix up two medications, or two blood bags. However, due to it&#039;s possibility and depth, more information can be found [[Guide to Cadavers#Malpractice|here.]]&lt;br /&gt;
&lt;br /&gt;
===Homicide===&lt;br /&gt;
Homicide is probably the easiest manner of death to determine: if it doesn&#039;t fit any of the previous categories, it was probably a homicide. Common signs also include signs of a struggle on the body, the victim will normally have multiple purposefully inflicted wounds, such as multiple gunshots, lacerations, stabs, or plain trauma. Homicides will eventually lead you more to establishing things like motive and means, but where manner of death is important for everything else, the most important thing in a homicide is cause of death, which we&#039;ll talk about here.&lt;br /&gt;
&lt;br /&gt;
==Causes of Death==&lt;br /&gt;
Cause of Death, different from Manner of Death, is defined as what killed someone - hence the name -, and tends to be the &amp;quot;final nail in the coffin&amp;quot;. For example, if someone were to be shot one time through the heart, and then 7 times in the right foot, the cause of death would not be the gunshots to the foot, but rather the gunshot through the heart even though the shots to the foot happened afterwards. Determining what exactly killed someone can be difficult, especially as a newer player, so here&#039;s a few types of damages and their causes. &lt;br /&gt;
&lt;br /&gt;
Due to how Brainmed works, nearly all &amp;quot;causes of death&amp;quot; could be defined as deprivation of oxygen to the brain, or it&#039;s removal, but that&#039;d be boring to write for everything, so go with what caused that oxygen deprivation for cause of death.&lt;br /&gt;
&lt;br /&gt;
In order to be better organized, we will group some more specific and easy to overlook causes of death under their overarching manner of death, as well as give signs that point to that specific cause of death. By now in this guide, you should be able to pretty easily deduce if someone died via gunshots or stabbing. &#039;&#039;&#039;Remember that for all of these, the rest of your case files and investigations matter as well! You can sometimes figure out a general cause of death before even starting the autopsy and getting specific.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A couple of things to note:&lt;br /&gt;
*Burn damage will remove blood from the body with no bleeding.&lt;br /&gt;
*Any injuries done by Simplemobs (slimes, hivebots, carp) won&#039;t show up on the Autopsy Scanner.&lt;br /&gt;
*Broken ribcages may be a result of EMTs or bystanders attempting CPR before the person is declared dead, and not a result of whatever killed your victim.&lt;br /&gt;
*[[Guide to Chemistry#Dextrotoxin|Dextrotoxin]], a powerful paralytic, won&#039;t show up when running blood tests on your spectrometer.&lt;br /&gt;
These signs and causes of death aren&#039;t all encompassing, there is a lot that isn&#039;t here and up to you and your investigative skills to figure out!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
A few Causes of death via Accidents&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Industrial - Inhalation of Dangerous Gasses.&lt;br /&gt;
*#Most common in Engineers and Phoron Researchers.&lt;br /&gt;
*#Damage to the Lungs.&lt;br /&gt;
*#Other signs of Suffocation.&lt;br /&gt;
*#Trace Chemicals in the body, if phoron.&lt;br /&gt;
&lt;br /&gt;
*Industrial - Electrocution.&lt;br /&gt;
*#Massive Burns.&lt;br /&gt;
*#Significant loss of blood, but no bloodstains.&lt;br /&gt;
*#Heart Damage.&lt;br /&gt;
&lt;br /&gt;
*Manslaughter - Poisoning.&lt;br /&gt;
*#Massive Toxin damage.&lt;br /&gt;
*#Victim consumed something not fit for their consumption (ex. Unathi consuming alcohol).&lt;br /&gt;
*#Victim was injected with something not fit for their biology (ex. Vaurca getting injected with [[Guide to Chemistry#Dexalin|Dexalin]]).&lt;br /&gt;
*#Victim consumed something hazardous (ex. dranking liquid phoron).&lt;br /&gt;
&lt;br /&gt;
*Manslaughter - Excessive/Unnecessary Force.&lt;br /&gt;
*#Little physical damage.&lt;br /&gt;
*#Victim went into cardiac arrest.&lt;br /&gt;
*#Died while being detained, or while sparring.&lt;br /&gt;
*#Witness statements saying that someone continued to apply force once it was no longer necessary.&lt;br /&gt;
&lt;br /&gt;
*Malpractice - Surgery Mishaps.&lt;br /&gt;
*#Visible inflamed wounds, or open incisions&lt;br /&gt;
*#Infection shows up on a health analyzer scan.&lt;br /&gt;
*#Victim had undergone surgery before death.&lt;br /&gt;
*#Simple procedure that had little risk of failure resulting in death.&lt;br /&gt;
&lt;br /&gt;
*Malpractice - Blood Rejection.&lt;br /&gt;
*#Toxin damage with no clear source.&lt;br /&gt;
*#Suffocation with no clear source.&lt;br /&gt;
*#Victim had received a blood transfusion before death.&lt;br /&gt;
&lt;br /&gt;
*Malpractice - Improper Transport.&lt;br /&gt;
*#Does not show up on any scans.&lt;br /&gt;
*#Best indicator is large trails of blood where the cadaver had previously been.&lt;br /&gt;
*#Witness testimonies will also be helpful.&lt;br /&gt;
&lt;br /&gt;
*Malpractice - Medication Overdose.&lt;br /&gt;
*#Heavy toxin damage.&lt;br /&gt;
*#Toxin report shows no harmful chemicals in the system.&lt;br /&gt;
*#Using an advanced mass spectrometer will show amounts of chemicals in the blood stream.&lt;br /&gt;
&lt;br /&gt;
*Malpractice - Failure to Respond&lt;br /&gt;
*#The victim was called out over the radio while still alive.&lt;br /&gt;
*#Victim expired after the call.&lt;br /&gt;
*#Responders did not respond to call.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
A few causes Causes of Death via Suicide&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Suicide via Gunshot.&lt;br /&gt;
*#Only injury is on the head, and is a gunshot.&lt;br /&gt;
*#Gun is very close to the corpse when found.&lt;br /&gt;
*#Only the victims fingerprints are on the gun.&lt;br /&gt;
&lt;br /&gt;
*Suicide via Hanging.&lt;br /&gt;
*#Victim is found dead hanging from the ceiling.&lt;br /&gt;
*#Noose only has victims fingerprints on it.&lt;br /&gt;
*#Victim is found alone, without signs of a struggle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
A few Causes of Death via Homicides&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Homicide via illegal Cyborgification.&lt;br /&gt;
*#Victim has no brain.&lt;br /&gt;
*#You notice a new cyborg on the ship.&lt;br /&gt;
*#No paperwork and Command approval has been given for cyborgification that shift.&lt;br /&gt;
&lt;br /&gt;
*Homicide via blood removal&lt;br /&gt;
*#No blood remaining in the body&lt;br /&gt;
*#No wounds at all.&lt;br /&gt;
*#Most common when there&#039;s a [[Vampire|bloodsucker]] on the ship. &#039;&#039;&#039;REMEMBER THAT VAMPIRES AREN&#039;T KNOWN IN-CHARACTER, DO NOT GO SCREAMING ABOUT A VAMPIRE BEING AROUND AFTER DETECTING THIS.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sneaky stuff==&lt;br /&gt;
Sometimes, people will try to fake being dead, and it&#039;s up to you to figure out if they&#039;re faking! There are 2 main ways death can be faked:&lt;br /&gt;
#&#039;&#039;&#039;Zombie Powder&#039;&#039;&#039; - slows all bodily functions to near zero, and won&#039;t show up when you run the blood test with your basic spectrometer. The only way to detect is when the effects wear off and they get back up, or by begging science for an Advanced Spectrometer and running the test on that. You can tell if someone might be using zombie powder if they appear dead but have no wounds on them at all, even when doing a full body scan.&lt;br /&gt;
#&#039;&#039;&#039;Changeling Resurrections&#039;&#039;&#039; - only available to changelings, it makes the body appear dead, while it is healing. If your responders are worth their salt however, they will detect this easily as using a stethoscope on the faking changeling will show that they are still breathing. Besides that, there is no way to detect this &amp;lt;s&amp;gt;until they start talking to you while your arm deep in them&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Special thanks to SueTheCake, as their guide inspired a lot of this guide, and can be found [https://docs.google.com/document/d/1aC2dOwEwkjONRMi5uX99lhYU_p2MlMcAgIjvhkxzZzQ/edit here]&lt;br /&gt;
{{Security}}&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Security]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Forensics&amp;diff=34044</id>
		<title>Guide to Forensics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Forensics&amp;diff=34044"/>
		<updated>2024-08-11T06:14:07Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Handling Evidence ==&lt;br /&gt;
It&#039;s quite simple.&lt;br /&gt;
If you touch something - you get stuff on it.&lt;br /&gt;
Fingerprints if you didn&#039;t even bother to wear gloves, fibers if you&#039;re wearing clothes (please do), or blood if you&#039;re a blood-drenched axe murderer.&lt;br /&gt;
If that&#039;s not what you want, use Evidence Bags to put things in for safe handling, and cordon crime scenes to prevent pesky onlookers from contaminating it.&lt;br /&gt;
&lt;br /&gt;
== Types of Evidence ==&lt;br /&gt;
=== Fingerprints ===&lt;br /&gt;
Most straightforward thing - people have fingers, and fingers have very specific patters on the tips. And since they tend to leave greasy imprints of them everywhere, these can be used to find out who touched what.&lt;br /&gt;
&lt;br /&gt;
Problem with these is that more often than not people only leave a fragment of whole print, so you&#039;d need to collect enough of those before you can with any degree conclude what the actual print is.&lt;br /&gt;
&lt;br /&gt;
Upside is that once you got past that, it&#039;s a matter of simple search in Security Records to connect the name to the print. Assuming no one tampered with those of course...&lt;br /&gt;
=== Fibers ===&lt;br /&gt;
Less telling, but much more often encountered cousin of fingerprints. What happens is whenever you touch something, tiny bits of fabric from your clothing might fall off and stick to the items. It&#039;s nearly impossible to prevent it aside from not wearing any clothes (but then you&#039;d have to worry about fingerprints) or wearing fullbody sealed suit (suit would still leave fibers).&lt;br /&gt;
&lt;br /&gt;
You will encounter these most often, but the problem with them is that unless you&#039;re very lucky, they only help to lessen the number of suspects, as many jobs on ship wear same uniform and there is no way to tell the specific one that left this fiber.&lt;br /&gt;
=== Gunshot Residue (GSR) ===&lt;br /&gt;
Guns are messy. Their results are messy, and their workings are messy. When gun fires, it creates a cloud of tiny burnt-up particles, that stick to just about everything - especially your hands.&lt;br /&gt;
By swabbing hands (or gloves) for said residue, you can find out if owner of said gloves (or hands) fired a gun recently, and even what type of bullet it was.&lt;br /&gt;
=== DNA samples ===&lt;br /&gt;
Nature was kind enough to make your job easier by sticking an unique identifier on all bits of humans - DNA. In this line of work, you&#039;ll find it in body liquids - swabs of either blood or saliva from (unidentified) victim&#039;s mouth if you need it.&lt;br /&gt;
== Tools ==&lt;br /&gt;
You get all kinds of nifty toys to collect those things with, all fitting nicely in a crime scene kit that should be lying somewhere in the lab. Or stick them on your belt if that&#039;s your thing.&lt;br /&gt;
===[[File:Evidence_Bag.png|frameless]] Evidence bag ===&lt;br /&gt;
Sealable plastic baggie to hold all kinds of nasty (or not) stuff.&lt;br /&gt;
You should get any evidence in there as soon as possible so people can carry it around with contaminating with fibers or fingerpints.&lt;br /&gt;
Isn&#039;t scannable in any machinery, take item out and use other tools on it.&lt;br /&gt;
===[[File:Luminol.gif|frameless]] Luminol &amp;amp; UV light ===&lt;br /&gt;
Fun for rave parties and murder investigations.&lt;br /&gt;
Luminol is a magical chemical compound that reacts with blood traces that are invisible to naked eye. Spray it where you think blood was supposed to be.&lt;br /&gt;
&lt;br /&gt;
Said reaction makes them visible in UV light (that&#039;s what it for) as cool-looking blue glowing stains.&lt;br /&gt;
That is, of course, if the culprit didn&#039;t clean thoroughly enough.&lt;br /&gt;
&lt;br /&gt;
===[[File:Fprint dust.gif|frameless]] Fingerprint powder ===&lt;br /&gt;
Aluminium powder and a brushie. Let&#039;s you collect those pesky fingerprint fragments off various surfaces.&lt;br /&gt;
Just use it on anything you need, and if there&#039;s any kind of prints there, fingerprint card will appear.&lt;br /&gt;
=== Fingerprint cards ===&lt;br /&gt;
Nice and white plastic cards with malleable layer, used to hold full set of fingerprints.&lt;br /&gt;
Click in hand or aim at someone else&#039;s hands to take nice and complete fingerprints.&lt;br /&gt;
Analyze in Microscope for details.&lt;br /&gt;
===[[File:Mag glass.gif|frameless]] Fiber collection kit ===&lt;br /&gt;
Cool magnifying glass for finding small bits of fibers, and tweezers for picking them up. All findings go into tiny baggies.&lt;br /&gt;
Can be used to get fibers off pretty much anything - just click on thing and if there are some fibers on it, they&#039;ll appear.&lt;br /&gt;
Analyze in Microscope for details.&lt;br /&gt;
===[[File:Dnakit.gif|frameless]][[File:Swab.gif|frameless]] Swab kit ===&lt;br /&gt;
Cotton swab and and airtight vial. Used to get all kinds of sticky liquid (or powdered) stuff sampled and secured. &lt;br /&gt;
Can be used to:&lt;br /&gt;
* get DNA from saliva - target mouth on mob;&lt;br /&gt;
* get blood off something - click on item, select Blood if prompted;&lt;br /&gt;
* get GSR off a clothing item - click on item, select Gunshot Residu if prompted;&lt;br /&gt;
* get GSR off someone&#039;s hands - target hands on mob.&lt;br /&gt;
Analyze in Microscope for GSR or DNA Scanner for blood / DNA.&lt;br /&gt;
&lt;br /&gt;
== Machinery ==&lt;br /&gt;
=== Microscope [[File:Microscope.gif|frameless]] ===&lt;br /&gt;
Advanced machinery for looking really hard at really small things. Stick GSR swabs, fingerprint cards or fibers into it for full analysis. &lt;br /&gt;
Attack with sample to put it in, empty hand to start scan. Drag machine sprite on yourself to remove sample.&lt;br /&gt;
&lt;br /&gt;
=== DNA Scanner [[File:Dna scanner.gif|frameless]] ===&lt;br /&gt;
Machine for figuring out the DNA of sticky icky things you put in it. Accepts swabs with blood or saliva.&lt;br /&gt;
Attack with sample to put it in, empty hand to start scan. Drag machine sprite on yourself to remove sample.&lt;br /&gt;
&lt;br /&gt;
== Making The Arrest ==&lt;br /&gt;
While you, The detective or forensic investigator do not have the power to make arrests, you&#039;re a pretty helpful hand in the process.&lt;br /&gt;
If you have enough evidence, please present it to your fellow security team and hope they&#039;re competent enough to believe you if you figure out who the primary suspect is for the case (If you have any)&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_EVA&amp;diff=34037</id>
		<title>Guide to EVA</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_EVA&amp;diff=34037"/>
		<updated>2024-08-11T06:13:35Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVA is an often used phrase that means &#039;&#039;&#039;Extravehicular Activity&#039;&#039;&#039;, which more often than not refers to going out into space, or &#039;&#039;&#039;spacewalking&#039;&#039;&#039;, which typically involves working on the Horizon from the outside, or in space during an expedition or even mining work. EVA may also refer to EVA Storage on Deck 1.&lt;br /&gt;
&lt;br /&gt;
=Space Suits and Equipment=&lt;br /&gt;
In order to not succumb to vacuum and have your blood boil out of your pores, you must wear protective equipment. Below are the different types of equipment available.&lt;br /&gt;
&lt;br /&gt;
==[[File:Softsuit.png|64px]]Softsuits==&lt;br /&gt;
Softsuits are your most basic protective equipment against vacuum and space. They are commonly found in the blue emergency oxygen closets placed around the ship. The suit and helmet are separate, but also quite fragile and susceptible to puncturing and tearing, which would render the suit useless against space. They are also clunky, encumbering, and colored very brightly.&lt;br /&gt;
&lt;br /&gt;
==[[File:Engineering_VoidsuitFull.png|64px]]Voidsuits==&lt;br /&gt;
Voidsuits are much more advanced over softsuits, and provide a slightly better range of options. The only downside is that they must be refit in a [[#Suit_Cycler|suit cycler]] to fit your species/anatomy if you are not human. Voidsuits, however, contain a suit slot for oxygen tanks so that you don&#039;t have to place one on your back, which has the added benefit of letting you wear your backpack. On top of this, voidsuits can also be assembled and compacted down to a single item, which will be covered below. Despite what some may look like, voidsuits are &#039;&#039;not&#039;&#039; suits of armor, and can still be damaged beyond optimal operation. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
In this expandable list is your go-to voidsuit information and our current departmental voidsuits.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Assembly==&lt;br /&gt;
Assembly is done by taking a voidsuit component and clicking on the main suit with it. This will attach it to the suit, and will deploy once the main suit is equipped &#039;&#039;as long as nothing is in the way,&#039;&#039; shoes being an exception for magboots. To remove components, use a screwdriver on the suit. Assembly is optional but very much encouraged.&lt;br /&gt;
* [[File:Medical_Voidsuit_Helmet.png|64px]]&#039;&#039;&#039;Voidsuit helmet:&#039;&#039;&#039; Occupies helmet slot. Removes the need for an oxygen mask as long as it&#039;s worn.&lt;br /&gt;
* [[File:Medical_Hardsuit.png|64px]]&#039;&#039;&#039;Voidsuit:&#039;&#039;&#039; Occupies exo slot.&lt;br /&gt;
* [[File:Mashoe.png|64px]]&#039;&#039;&#039;Magboots:&#039;&#039;&#039; Occupies shoe slot. Will fit over any shoes you&#039;re already wearing.&lt;br /&gt;
* [[File:Oxygen_tank.png|64px]]&#039;&#039;&#039;Oxygen tank:&#039;&#039;&#039; Occupies suit storage slot. Provides breathable oxygen. Can be ejected by right clicking the suit.&amp;lt;br&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[File:Suit_cooler.png|64px]]&#039;&#039;&#039;Suit cooler:&#039;&#039;&#039; Occupies suit storage slot. Cools the internal atmosphere of the suit for synthetic users. Can be ejected by right clicking the suit.&lt;br /&gt;
&lt;br /&gt;
==Departmental Voidsuits==&lt;br /&gt;
[[File:Mining_VoidsuitFull.png|64px]] &#039;&#039;&#039;Mining voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A hardy suit for hardy labor, providing some protection against melee and explosions. Found in Mining. Used by [[Shaft Miner|miners]].&lt;br /&gt;
&lt;br /&gt;
[[File:Medical_VoidsuitFull.png|64px]] &#039;&#039;&#039;Medical voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A white and green suit for when medical inevitably gets breached by debris or something. It provides complete protection from biological hazards. Found in EVA Storage. Used by [[Paramedic|medbay staff]].&lt;br /&gt;
&lt;br /&gt;
[[File:Security_VoidsuitFull.png|64px]] &#039;&#039;&#039;Security voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A blue voidsuit to match the colors of the security, provides decent all-around protection, but should not be relied upon. Found in EVA Storage. Used by [[Security Officer|officers]].&lt;br /&gt;
&lt;br /&gt;
[[File:Hos_voidsuitfull.png|64px]] &#039;&#039;&#039;Head of Security voidsuit&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A black, blue, and gold voidsuit to show the true power and authority of the Head of Security. Provides better bomb and radiation protection than the Security voidsuit, but otherwise has the same level of ballistic and energy armor. Found in the Head of Security&#039;s office. Use by the [[Head of Security]].&lt;br /&gt;
&lt;br /&gt;
[[File:Sciencevoidsuit.png|64px]] &#039;&#039;&#039;Research voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A special suit that designed for usage by research personnel, provides good radiation protection, although not complete immunity. Found in the research department. Used by [[Scientist|research staff]].&lt;br /&gt;
&lt;br /&gt;
[[File:Engineering_VoidsuitFull.png|64px]]&#039;&#039;&#039; Engineering voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. Probably the most iconic suit, this engineering voidsuit has decent radiation protection, though not complete immunity. Found in Engineering Storage. Used by [[Station Engineer|engineers]].&lt;br /&gt;
&lt;br /&gt;
[[File:Atmospherics_VoidsuitFull.png|64px]]&#039;&#039;&#039; Atmospherics voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A suit similar to the engineering voidsuit, but it can withstand an incredible 40000 Kelvin atmosphere, provided the user isn&#039;t on fire. Found in Atmospherics. Used by [[Atmospheric Technician|atmos techs]].&lt;br /&gt;
&lt;br /&gt;
[[File:Captain_VoidsuitFull.png|64px]] &#039;&#039;&#039;Captains voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A bulky suit with decent protection all around, though with a slight speed penalty. Found in the Captain&#039;s Quarters. Used by the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
==Voidsuit repair:== &lt;br /&gt;
[[File:Wrench.png|64px]]&lt;br /&gt;
Voidsuits are not suits of armor (at least most aren&#039;t). They can be damaged easily to the point that it is no longer able to protect the user from vacuum or other factors. Suits can become sub-optimal by two common forms of damage: punctures and scorches.&lt;br /&gt;
*&#039;&#039;&#039;Punctures&#039;&#039;&#039; - These usually manifest from sources of blunt force, like axes, bullets, or simply being shoved around and crashing into walls from unstable atmosphere. These are fixed by using a welder on the suit.&lt;br /&gt;
*&#039;&#039;&#039;Scorches&#039;&#039;&#039; - Burn marks usually mean the suit&#039;s been melted away by intense heat and that sort. These are fixed by using steel sheets on the suit.&lt;br /&gt;
Note: There can be multiple instances of damage on a suit. Be sure to examine the suit until all sources disappear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Suit Cycler:== &lt;br /&gt;
[[File:Suit_cycler.png|64px]]&lt;br /&gt;
This large stationary machine refits voidsuits to a race&#039;s anatomy, particularly ones that are not human. Each department has access to just their own voidsuit pattern meaning you cannot recolor a suit into another department&#039;s pattern without access. Suit cyclers are typically found wherever voidsuits are stored, most typically in EVA storage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operation:&#039;&#039;&#039;&lt;br /&gt;
A small window of options should appear once the cycler is unlocked. Options range from recoloring and refitting suits to sterilizing the voidsuit in UV light. To refit a suit, place the voidsuit and helmet inside the cycler, select the type of suit (which will just change the sprite, the suit will still have the same stats as before), and select your race. Click &#039;&#039;&#039;Begin Customization Routine&#039;&#039;&#039; and wait for around ten seconds until the cycler pings. Remove the voidsuit and helmet and ensure that they fit on your character.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Evasuit.png|64px]]Hardsuits==&lt;br /&gt;
Hardsuits are perhaps the most advanced pieces of EVA equipment supplied by the SCC. They resemble control modules that fit on your back to deploy and manage components and modules at the press of a button. Refitting hardsuits is unnecessary (and impossible) because the hardsuit will conform to a user&#039;s anatomy as soon as it deploys. They also contain a detachable oxygen tank, power cell, and bone support. They are much sturdier than voidsuits and may even work as armor, depending on the control module you&#039;re wearing. Hardsuits have more utility over voidsuits in that they contain modules that can perform a variety of tasks, depending on the control module you&#039;re wearing. The downsides of hardsuits, however, are that they inflict a speed penalty and they are both uncommon and expensive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
In this expandable list will be ship provided hardsuits/maintenance.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Evasuit.png|64px]] &#039;&#039;&#039;Standard EVA suit:&#039;&#039;&#039; Building these rigs can be for any purpose. Most orders for robotics are this suit. Can be modified with non-combat accessories. Explore!&lt;br /&gt;
&lt;br /&gt;
[[File:Rescuesuit.png|64px]]&#039;&#039;&#039; Rescue suit module:&#039;&#039;&#039; Adding utility to this rig will assist the user/patient. &amp;lt;s&amp;gt;For picking those dead miners off barren exoplanets!&amp;lt;/s&amp;gt; A durable suit designed for medical rescue in high risk areas. Located in Medical EMT Bay. Comes with integrated magboots, maneuvering jets, health analyzer, medical hud, leg actuators, medicine injector, helmet light, and a cover lock. Provides immunity to biohazards and radiation, is resistant to melee, energy, and explosions, provides small protection against lasers and minor protection against ballistics.&lt;br /&gt;
&lt;br /&gt;
[[File:Rdnewrig.png|64px]] &#039;&#039;&#039;AMI suit:&#039;&#039;&#039; &amp;lt;s&amp;gt; Does anyone actually wear this?&amp;lt;/s&amp;gt; An Anomalous Material Interaction hardsuit that protects against the strangest energies the universe can throw at it. Located in the Research Director&#039;s office and the Vault. Comes with integrated magboots, maneuvering jets, helmet light, anomaly scanner, AI suite, and a cover lock. Provides immunity to biohazards and radiation, very strong defense against energy, resilience against explosions and blunt force, small protection against lasers, and barely protects against ballistics. It is also resistant to EMPs.&lt;br /&gt;
&lt;br /&gt;
[[File:Advancedsuit.png|64px]] &#039;&#039;&#039;Advanced Voidsuit:&#039;&#039;&#039; An advanced voidsuit that protects against hazardous, low pressure environments. Shines with a high polish. Located in Chief Engineer&#039;s Office. Basically a cooler EVA RIG. Comes with integrated magboots, maneuvering jets, helmet light, AI suite, drill, rfd, leg actuators, and a cover lock. Provides immunity to biohazards and radiation, resilience against explosions and blunt force, and small protection against lasers, energy, and ballistics. The suit is fire resilient, much like the atmospherics voidsuit, and features insulated gloves&lt;br /&gt;
&lt;br /&gt;
[[File:Newindustrialsuit.png|64px]] &#039;&#039;&#039;Industrial rig:&#039;&#039;&#039; A heavy, powerful rig used by construction crews and mining corporations. Bought at the mining vendor or made by robotics. Comes with integrated magboots, helmet light, plasma cutter, drill, ore scanner, rfd, leg actuators, and a cover lock. Provides immunity to biohazards, major defense against blunt force, moderate protection against radiation, ballistics, and explosions, small defense against lasers, and barely protects against energy. It is also weaker to EMPs.&lt;br /&gt;
&lt;br /&gt;
[[File:Hazardsuit.png|64px]] &#039;&#039;&#039;Hazard suit:&#039;&#039;&#039; A Security hardsuit designed for prolonged EVA in dangerous environments. Found in the Vault or built by robotics. Comes with integrated magboots, helmet light, security hud, maneuvering jets, grenade launcher, taser, and a cover lock. Provides immunity to biohazards, major defense against blunt force and explosions, medium protection against lasers, some protection against ballistics, and is resilient against radiation and against energy.&lt;br /&gt;
&lt;br /&gt;
[[File:Combatsuit.png|64px]] &#039;&#039;&#039; Combat suit:&#039;&#039;&#039; &#039;&#039;&#039;This hardsuit can only be worn by HUMANS and SKRELL&#039;&#039;&#039; A sleek and dangerous hardsuit for active combat. Can be built by robotics. Provides immunity to biohazards, major defense against blunt force and ballistics, medium defense against lasers and explosions, and provides a small defense against energy and radiation. Comes with integrated magboots, thermal vision, grenade launcher, AI suite, power sink, an electronic warfare suit, combat chemical dispenser, helmet light, and a cover lock.&lt;br /&gt;
&lt;br /&gt;
==Hardsuit Operation==&lt;br /&gt;
Hardsuit control modules are meant to be worn on your back, and it may take some time to put it on. Ensure that you are not wearing anything on the outer clothing or helmet slot. Once equipped, two new tabs will appear in the top-right of your screen with a handful of new verbs, the most important of them being Toggle-Hardsuit in the Hardsuit tab. Details on all verbs can be found below. Once the Toggle-Hardsuit verb is used, the hardsuit will deploy into your outer clothing, gloves, helmet, and shoe slots, and will begin calibrating to your anatomy. If you are already wearing shoes or gloves, then the hardsuit will fit over them automatically. Once calibrated, you will be able to move around freely with some speed penalty.&lt;br /&gt;
&lt;br /&gt;
===Hardsuit Tab===&lt;br /&gt;
*&#039;&#039;&#039;Configure Voice Synthesiser:&#039;&#039;&#039; Will allow you to toggle a voice synthesizer on and off, and lets you type in a voice to imitate. Obviously this will do nothing if your hardsuit does not possess the required module.&lt;br /&gt;
*&#039;&#039;&#039;Deploy Hardsuit:&#039;&#039;&#039; Deploys all components immediately and simultaneously.&lt;br /&gt;
*&#039;&#039;&#039;Engage Module:&#039;&#039;&#039; Summons a pop-up prompt with a list of modules to activate on your suit. Slow and clunky.&lt;br /&gt;
*&#039;&#039;&#039;Open Hardsuit Interface:&#039;&#039;&#039; Opens a sleek window detailing modules, power supply, and suit permissions.&lt;br /&gt;
*&#039;&#039;&#039;Select Module:&#039;&#039;&#039; Summons a pop-up prompt with a list of modules that will standby until you click. Slow and clunky.&lt;br /&gt;
*&#039;&#039;&#039;Switch Vision Mode:&#039;&#039;&#039; Cycles through vision settings. Only useful if your hardsuit has a configurable visor.&lt;br /&gt;
*&#039;&#039;&#039;Toggle Boots/Chestpiece/Gauntlets/Helmet:&#039;&#039;&#039; Un/Deploys the selected component.&lt;br /&gt;
*&#039;&#039;&#039;Toggle Hardsuit:&#039;&#039;&#039; Turns the suit either on or off. The suit must be fully deployed to perform either of these tasks.&lt;br /&gt;
*&#039;&#039;&#039;Toggle Module:&#039;&#039;&#039; Summons a pop-up prompt with a list of modules that you can toggle on or off. Slow and clunky.&lt;br /&gt;
*&#039;&#039;&#039;Toggle Visor:&#039;&#039;&#039; Self explanatory. Won&#039;t work if your suit does not have a configurable visor.&lt;br /&gt;
&lt;br /&gt;
===Hardsuit Modules Tab===&lt;br /&gt;
This is a nice tab to switch to if you don&#039;t like the game unfocusing when you select a standalone window/prompt. It will display your suit charge, modules, toggles on said modules, and how much energy it will take to perform actions with these modules. Any cost value ending in &#039;&#039;&#039;E&#039;&#039;&#039; means that the suit will consume that much energy immediately upon activation, while values ending in &#039;&#039;&#039;A&#039;&#039;&#039; means the suit will consume that much energy when the module is in use.&lt;br /&gt;
&lt;br /&gt;
===RIG Module Press===&lt;br /&gt;
This device converts usable items into modules to be installed in your hardsuits/rigs.&lt;br /&gt;
&lt;br /&gt;
===Maintenance===&lt;br /&gt;
Hardsuits may need to be recharged or have their internals refilled, primarily the former, or perhaps the hardsuit itself is damaged. To conduct maintenance, do the following:&lt;br /&gt;
#Swipe your ID over the control module.&lt;br /&gt;
#Crowbar the panel open.&lt;br /&gt;
#For internals:&lt;br /&gt;
##Wrench the tank out.&lt;br /&gt;
#For power cell/control board:&lt;br /&gt;
##Screwdriver.&lt;br /&gt;
##Select which part you wish to remove.&lt;br /&gt;
#Crowbar and ID the control module to lock the suit back up.&lt;br /&gt;
&lt;br /&gt;
To repair the hardsuit, remove the control module and do the following:&lt;br /&gt;
*For scorches, use metal.&lt;br /&gt;
*For punctures, use a welder.&lt;br /&gt;
*For module damage, remove the module and use cable coil or nanopaste.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Oxygen_tank.png|64px]]Internal Atmosphere==&lt;br /&gt;
[[File:Canister_prompt.png|frame|128px|Canister interface. Set the pressure to max, open the valve, then close it and eject the tank.]]&lt;br /&gt;
So if you&#039;re made of meat and [[#Cooled Atmosphere|are not synthetic]], then you most likely breathe. Not breathing is bad, and space (or vented rooms) don&#039;t really grant you the luxury of breathing. If your internal atmosphere (dubbed &#039;&#039;&#039;&amp;quot;internals&amp;quot;&#039;&#039;&#039;) isn&#039;t enabled, then you are breathing the atmosphere around you which can either be fine or &#039;&#039;really bad.&#039;&#039; In most instances to conserve oxygen, you&#039;ll want your internals to be turned off while inside the vessel when there&#039;s no emergency or anything of that sort. While exploring breached/vented/contaminated rooms or exiting the vessel, however, you&#039;ll want to turn your internals on, otherwise you may asphyxiate or breathe in toxins.&lt;br /&gt;
&lt;br /&gt;
The most common method of establishing an internal atmosphere for yourself is with an oxygen tank and a breath mask, both of which are found in the box inside your backpack. It is worth mentioning that, while tanks of all sizes can be pressurized to a little over 1000 kilopascals (kPa), their size still determines how much air is actually contained inside the tank (an emergency oxygen tank at 1013 kPa won&#039;t last nearly as long as a normal oxygen tank at 1013 kPa). Another thing to note is that the emergency tank you spawn with isn&#039;t topped off to maximum capacity, only holding 303 kPa set to release at 21 kPa, meaning that the tank is truly for emergency use and won&#039;t last you more than seven minutes.&lt;br /&gt;
&lt;br /&gt;
Almost all tanks for use as internals are blue tanks of pure oxygen instead of an air mix, the most notable difference between the two being the pressure at which the contents of the tank are released into a mask: O2 releases at 21 kPa by default (16 kPa is the minimum safe pressure before you begin to asphyxiate) while Air releases at 101 kPa. Release pressure can be adjusted by clicking the tank in hand. If you wish to top off your tank (to a maximum of 1013 kPa), you must put your tank in an oxygen canister and open the valve at max pressure until the gauge on the tank matches. Once it does, close the valve and eject the tank.&lt;br /&gt;
&lt;br /&gt;
==[[File:Suit_cooler.png|64px]]Cooled Atmosphere==&lt;br /&gt;
If you don&#039;t actually breathe air and are a synthetic user, then you will be using suit cooling units instead of oxygen tanks. Often while wearing a voidsuit, hardsuit, or other vacuum-proof equipment, synthetic individuals will begin to overheat because the atmosphere inside continues to heat up from their warmth. To counteract this, suit coolers are used in place of an oxygen tank to constantly cool the air inside the suit as long as it is turned on and the cell inside has power. For voidsuits and hardsuits, activate the suit cooler and place it on the suit storage slot (preferably quickly). To recharge the cell, use a screwdriver on the unit, then click on the cooler while it is in your hand to pop the cell out, then just place the cell in a cell charger. &#039;&#039;&#039;Coolers cannot be assembled into voidsuits,&#039;&#039;&#039; but Research is able to make a cooling module for hardsuits if need be.&lt;br /&gt;
&lt;br /&gt;
==[[File:Jetpack_black.gif|64px]]Jetpacks== &lt;br /&gt;
&#039;&#039;&#039;To get these to work the best use them on your characters BACK slot&#039;&#039;&#039; Unless you&#039;re using a hardsuit with maneuvering jets, jetpacks are necessary to navigate environments without gravity, otherwise you will drift perpetually unless another force acts on your character, such as throwing or coming into contact with an object. Activating a jetpack will allow you to move around quickly, and activating stabilization (at the cost of more propellant) will allow for more precise movement, as well as keeping you from falling through holes. Jetpacks must be placed on your back to work, and &#039;&#039;&#039;should not be used as internals&#039;&#039;&#039; if the paint on the jetpack is black. If you are not granted the luxury of using a jetpack, a fire extinguisher will work as well.&lt;br /&gt;
&lt;br /&gt;
==[[File:Oxycandle.png|64px]]Oxycandles==&lt;br /&gt;
Oxycandles are basically cans containing a chemical mixture capable of generating breathable air upon combustion. These are for emergency use and don&#039;t provide much air; it produces roughly enough to sustain two or three turfs with stable atmosphere, therefore lighting this in a vented hallway may as well be a waste. They can be found in emergency closets, sometimes providing as much as three candles. These can be useful for refilling airlocks that have been forced open or if the canister that provides air happens to be empty.&lt;br /&gt;
&lt;br /&gt;
==[[File:Airbubble_folded.png|64px]]Air Bubbles==&lt;br /&gt;
Air bubbles are pretty much self-explanatory, being a bubble filled - for the most part - with air. They are used in emergencies where the user is trapped in/unable to move away from hazardous atmospheric conditions, primarily vacuum. They are found inside emergency closets, though they are small enough to fit inside your emergency internals box. Deploying the bag is simple, all it takes is for you to activate it in-hand and the air bubble will deploy on the same turf as you, now it&#039;s as simple as unzipping it, stepping onto it, and zipping it back over yourself. The atmosphere inside isn&#039;t pleasant, but it&#039;s better than vacuum, though be careful; moving will place you outside of the bag! The tank that supplies oxygen is an extended engineering airtank which, by default, is capable of supplying around an hour or so of oxygen. Without an air tank enabled, the bubble&#039;s atmos contents will simply mimic whatever&#039;s around it. This tank may be removed with the right click context menu, and can be replaced by clicking on the air bubble with any tank. Examining the bubble will tell you if a tank is attached and how much pressure is left in it. Once you are safe, you may exit the bag and click-drag it onto your character to fold it back up, albeit poorly, leaving you with a larger mess of material that will no longer fit in your internals box. Additionally, it can only fit one person... or perhaps victim; cable restraints can be used on the zipper to lock it, preventing anyone from the inside or the outside from opening it unless they have wirecutters, perfect for abductions when combined with the right air mix.&lt;br /&gt;
&lt;br /&gt;
=Exiting the Ship=&lt;br /&gt;
[[File:Airlock prompt.png|frame|Airlock panel. Controls airlock doors and atmosphere control.]]&lt;br /&gt;
Once your have the gear you need, you&#039;re ready to exit the ship. Most of the time, exiting the ship is done by cycling through an airlock, which will depressurize the room you&#039;re in momentarily and open to the outside. If the airlock has not been operated before or it is not cycled to your side of it, you must press the button on your side of the door to open it. From there, click the control panel and select &#039;&#039;&#039;Cycle to Exterior&#039;&#039;&#039;. &#039;&#039;DO NOT&#039;&#039; click any buttons that will force the doors, otherwise the airlock and the adjacent room will depressurize and you&#039;ll probably fly out as a result. It is highly recommended that your activate your internals and magboots before operating the airlock interface in case an accident occurs during the cycling procedure. Once the vents shut off and the opposite door opens, you are free to walk through.&lt;br /&gt;
&lt;br /&gt;
==Working around the Horizon==&lt;br /&gt;
If for some reason you need to head outside of the Horizon to work on it, you will need to remain fully aware of your surroundings and of the current situation as you do. While catwalks and railings should allow you to move around the ship&#039;s hull without slipping, magboots are always advised. Most importantly however, make sure that it is safe to go or stay outside in the first place. Firstly, make sure that no hazardous elements are actually around the ship, rogue drones and carps can easily prove to be your end... Thankfully however, the automated announcement system will warn you. In doubt, communicate with the crew, ask it if it is safe outside. Secondly, make sure that the ship is not moving. Being outside once the Horizon starts moving will throw you off and leave you to float in the void, most likely to your demise. Any good command member or bridge crew should warn the crew if the Horizon is about to move, and an &amp;quot;EVA ban&amp;quot; will be set up, if you are already outside at that time, warn your crew over the comms and head for the first airlock you see.&lt;br /&gt;
&lt;br /&gt;
==Exploring Space==&lt;br /&gt;
Space is... well, space. Aesthetically and mechanically. There&#039;s no air, no floor, and no gravity. Without a jetpack, you will be forced to use magboots and cling to the exterior of any kind of structure you find to navigate. If you fall out of range of said structure, you will have to throw something in the direction you are traveling in order to send yourself back. If someone is unconscious in space, they will have to be pulled towards the to a place where they can be helped. If they are fully conscious but unable to maneuver in space, switching to an intent other than help and bumping into them will move them.&lt;br /&gt;
&lt;br /&gt;
If you accidentally fall into space and begin orbiting any kind of structure, go ahead and rest to prepare yourself to land. When you hit the asteroid again, you&#039;ll tuck and roll, reducing the amount of damage you take greatly and negating chances of bleeding and/or puncturing your suit as a result.&lt;br /&gt;
&lt;br /&gt;
===Returning===&lt;br /&gt;
Returning to the ship is about the same as exiting except you&#039;re going into the airlock from the other side and maybe also tracking in a ton of dust from your boots. Simply bring up the interface and click &#039;&#039;&#039;Cycle to Interior&#039;&#039;&#039; and wait for the room to repressurize. In the event that there&#039;s not enough air in the supply canisters, allow the room to pressurize as high as it will go before forcing the interior door, though using an [[#Oxycandles|oxycandle]] may prove useful here. While a little dangerous, depending on the size of the airlock and what the atmosphere is, at least you won&#039;t be stuck.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Hydroponics&amp;diff=34045</id>
		<title>Guide to Hydroponics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Hydroponics&amp;diff=34045"/>
		<updated>2024-08-11T06:12:58Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
Welcome to Botany, sometimes also referred to as Hydroponics, and not to be confused with the Garden on the surface level. This is where a [[Botanist]] or two would reside to &amp;lt;s&amp;gt;watch grass grow&amp;lt;/s&amp;gt; grow produce and synthesize useful tidbits with their [[#Biogeneration|biogenerator]] for the ship to use. This guide will cover how to do all of that and more!&lt;br /&gt;
&lt;br /&gt;
==Hydroponics workplace==&lt;br /&gt;
[[File:Hydroponics2.png|right|500px]]&lt;br /&gt;
&lt;br /&gt;
The hydroponics bay is located on the main floor south of medical and north of the kitchen and bar. Your main work area contains:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hydroponics Trays&#039;&#039;&#039; - Plant your plants here. LED sensors light up to show plant status.&lt;br /&gt;
*&#039;&#039;&#039;Garden Seed Storage&#039;&#039;&#039; - Stores seeds and mushroom spores.&lt;br /&gt;
*&#039;&#039;&#039;NutriMax&#039;&#039;&#039; - Dispenses fertilizer, pest spray, syringes, and plant bags.&lt;br /&gt;
*&#039;&#039;&#039;Seed Extractor&#039;&#039;&#039; - Insert produce to extract its seeds. Typically yields anywhere between two to seven seeds.&lt;br /&gt;
*&#039;&#039;&#039;Water Tank, Sink, Bucket, &amp;amp; Hydro Tank&#039;&#039;&#039; - For watering the plants.&lt;br /&gt;
*&#039;&#039;&#039;ChemMaster 3000&#039;&#039;&#039; - Used to separate chemicals from a reagent container into bottles.&lt;br /&gt;
*&#039;&#039;&#039;Chemical Dispenser&#039;&#039;&#039; - Yours is empty, but you can add cartridges to it to dispense their chemicals into containers. You also have empty reagent containers to fill with reagents from your plants.&lt;br /&gt;
*&#039;&#039;&#039;Drying Rack&#039;&#039;&#039; - Add produce to the rack to dry it and make it smokeable.&lt;br /&gt;
*&#039;&#039;&#039;Biogenerator&#039;&#039;&#039; - Add produce to it and process it to create biomass, which can be processed into a wide variety of products.&lt;br /&gt;
*&#039;&#039;&#039;SmartFridge&#039;&#039;&#039; - Shared with the chef. Put produce here to make it available to the kitchen.&lt;br /&gt;
*&#039;&#039;&#039;Hydroponics Crate&#039;&#039;&#039; containing the materials for Apiculture.&lt;br /&gt;
*&#039;&#039;&#039;Botanist&#039;s Locker&#039;&#039;&#039; - Contains your equipment:&lt;br /&gt;
** &#039;&#039;&#039;Plant Clippers&#039;&#039;&#039; - For taking samples from a plant, which you can grow into new plants.&lt;br /&gt;
** &#039;&#039;&#039;Mini Hoe&#039;&#039;&#039; - Removes weeds.&lt;br /&gt;
** &#039;&#039;&#039;Steel Hatchet&#039;&#039;&#039; - Chops down plants, so you can remove them and grow something else.&lt;br /&gt;
** &#039;&#039;&#039;Plant Analyzer&#039;&#039;&#039; - Tells you the status of a plant or the traits of a piece of produce.&lt;br /&gt;
** &#039;&#039;&#039;Backpack Water Tank&#039;&#039;&#039; - Wear it as a backpack; right-click with an empty hand to activate the mister. Fill with water and use to water plants.&lt;br /&gt;
** &#039;&#039;&#039;Plant Bag&#039;&#039;&#039; - Click on a tile or a piece of produce to automatically load all produce into the bag. Click on a SmartFridge, Drying Rack, or All-In-One Grinder to empty your produce into it.&lt;br /&gt;
** &#039;&#039;&#039;Plant-B-Gone&#039;&#039;&#039; - Weed killer. Also kills wallrot mold.&lt;br /&gt;
&lt;br /&gt;
==Growing plants==&lt;br /&gt;
Plants need water and nutrients, and they need to be grown at the right temperature and lumens (light level). For you, none of this will be a big deal; only Xenobotany really deals with plants that require very exotic conditions to grow. The plants in your seed vendor will be happy with the same temperature as the standard on the ship; if you are growing a plant far enough away from a light bulb that it needs more light, just close the tray lid (alt+click) and set the light level (right-click) to the plant&#039;s preferred level. Water and nutrient are added to the tray manually.&lt;br /&gt;
&lt;br /&gt;
You can always check these variables, and even the plant&#039;s status, by examining the tray, which will probably look something like this:&lt;br /&gt;
&lt;br /&gt;
That&#039;s a tray (#68).&lt;br /&gt;
&lt;br /&gt;
Apples are growing here.&amp;lt;br&amp;gt;&lt;br /&gt;
Water: 100/100&amp;lt;br&amp;gt;&lt;br /&gt;
Nutrient: 10/10&amp;lt;br&amp;gt;&lt;br /&gt;
The tray&#039;s sensor suite is reporting a light level of 7.21463 lumens and a temperature of 293.152K.&lt;br /&gt;
&lt;br /&gt;
Trays have indicator lights that show the plant&#039;s status.&lt;br /&gt;
*&#039;&#039;&#039;Green Light&#039;&#039;&#039;: Ready for harvest - Click empty handed or with a plant satchel to harvest.&lt;br /&gt;
*&#039;&#039;&#039;Blue Light&#039;&#039;&#039;: Low water - Click with a container that holds water to refill.&lt;br /&gt;
*&#039;&#039;&#039;Yellow Light&#039;&#039;&#039;: Low nutrients - Click with container that holds nutrients (E-Z-Nutrient, Robust Harvest, etc.) to refill.&lt;br /&gt;
*&#039;&#039;&#039;Red Light&#039;&#039;&#039;: Low health - Ensure the plant has water and nutrients, isn&#039;t ready for harvest, is at the right light level, and doesn&#039;t have pests or weeds draining its health.&lt;br /&gt;
*&#039;&#039;&#039;Flashing Red Light&#039;&#039;&#039;: Weeds - Click with your mini-hoe to get rid of weeds. If this isn&#039;t done, the weeds will take over the tray.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible &amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Plant Chart&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mouse over any white-box text to view that trait&#039;s corresponding gene for Xenobotany.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Yi = Yield.&#039;&#039;&#039; Determines how many products per harvest.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ma = Maturation time.&#039;&#039;&#039; A lower number means faster maturation time.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pr = Produce time.&#039;&#039;&#039; A lower number means faster product growth.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Po = Potency.&#039;&#039;&#039; Determines the amount of reagents, and strength of special effects.&#039;&#039;&#039;(Needs confirmation)&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#ccffcc;&#039; width=&amp;quot;1%&amp;quot;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;sortable&amp;quot; style=&#039;background-color:#ccffcc;&#039; width=&amp;quot;1%&amp;quot;|Yi.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;sortable&amp;quot; style=&#039;background-color:#ccffcc;&#039; width=&amp;quot;1%&amp;quot;|Ma.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;sortable&amp;quot; style=&#039;background-color:#ccffcc;&#039; width=&amp;quot;1%&amp;quot;|Pr.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;sortable&amp;quot; style=&#039;background-color:#ccffcc;&#039; width=&amp;quot;1%&amp;quot;|Po.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#ccffcc;&#039; width=&amp;quot;12%&amp;quot;|Reagents&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#ccffcc;&#039; colspan=2 width=&amp;quot;9%&amp;quot;|Temp/Light&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#ccffcc;&#039;|Other&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#ccffcc;&#039; width=&amp;quot;1%&amp;quot;|&amp;lt;small&amp;gt;Source&amp;lt;/small&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#ccffcc;&#039; width=&amp;quot;10%&amp;quot;|Mutations&lt;br /&gt;
|-&lt;br /&gt;
!Aghrassh&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;15&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;1u nutriment&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Ambrosia Vulgaris&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;1u Nutriment&amp;lt;br&amp;gt;4u Ambrosia Extract&amp;lt;br&amp;gt;1u Kelotane&amp;lt;br&amp;gt;1u Bicaridine&amp;lt;br&amp;gt;1u Toxin&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Ambrosia Deus&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Apple&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;2u Nutriment&amp;lt;br&amp;gt;2u Apple Juice&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Poison Apple&amp;lt;br&amp;gt;Golden Apple&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Banana&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;10u Banana Juice&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;298K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Barnacle&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;3u Mollusc Protein&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;288K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Berry&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;2u Nutriment&amp;lt;br&amp;gt;11u Berry Juice&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple Harvests&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Fruit&amp;quot;&amp;gt;Juicy&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Glowberry&amp;lt;br&amp;gt;Poison Berry&amp;lt;br&amp;gt;Blueberry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Blackberry&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;2u Nutriment&amp;lt;br&amp;gt;11u Black Raspberry Juice&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple Harvests&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Fruit&amp;quot;&amp;gt;Juicy&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Berry&amp;lt;br&amp;gt;Glowberry&amp;lt;br&amp;gt;Poison Berry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Blizzard Ears&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;10u Blizzard ear flour&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;253K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Blue Raspberry&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;2u Nutriment&amp;lt;br&amp;gt;11u Blue Raspberry Juice&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Fruit&amp;quot;&amp;gt;Juicy&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Berry&amp;lt;br&amp;gt;Glowberry&amp;lt;br&amp;gt;Poison Berry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Blueberry&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;2u Nutriment&amp;lt;br&amp;gt;11u Blueerry Juice&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Fruit&amp;quot;&amp;gt;Juicy&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Berry&amp;lt;br&amp;gt;Poison Berry&amp;lt;br&amp;gt;Glowberry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Cabbage&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;2u Nutriment&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Cacao&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;2u Nutriment&amp;lt;br&amp;gt;6u Coco Powder&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;298K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Carrot&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;1u Nutriment&amp;lt;br&amp;gt;5u Oculine&amp;lt;br&amp;gt;10u Carrot Juice&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Chanterelle&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;1u Nutriment&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;288K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Reishi&amp;lt;br&amp;gt;Fly Amanita&amp;lt;br&amp;gt;Plump Helmet&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Cherry&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;1u Nutriment&amp;lt;br&amp;gt;1u Sugar&amp;lt;br&amp;gt;10u Cherry Jelly&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple Harvests&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Fruit&amp;quot;&amp;gt;Juicy&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Chickpea&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;1u nutriment&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Chili&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;20&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;1u Nutriment&amp;lt;br&amp;gt;7u Capsaicin Oil&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;298K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Ice Pepper&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Clam&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;3u Mollusc Protein&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;288K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Coffee Beans&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;2u Coffee grounds&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Corn&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;20&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;3u Nutriment&amp;lt;br&amp;gt;3u Corn Oil&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;298K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Diona&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;All&amp;quot;&amp;gt;Cannot alter or isolate genes&amp;lt;/span&amp;gt;&amp;lt;small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Dirt Berries&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;1u Nutriment&amp;lt;br&amp;gt;3u Oil&amp;lt;br&amp;gt;11u Dirt Berry Juice&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;283&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple Harvests&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Fruit&amp;quot;&amp;gt;Juicy&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Dyn&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;7u Dyn juice&amp;lt;br&amp;gt;10u Dylovene&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Earthen-root&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;1u Nutriment&amp;lt;br&amp;gt;2u Sugar&amp;lt;br&amp;gt;5u Earthenroot Juice&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;283K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Eggplant&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;20&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;3u Nutriment&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;298K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Eki&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;15&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;8u Nutriment&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;Grows Outside Tray&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Fjylozyn&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;4u Nutriment, 3u Toxin&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Output&amp;quot;&amp;gt;Bioluminescent&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;Grows Outside Tray&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Garlic&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;12&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;3u Garlic Juice&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Grape&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;2u Nutriment&amp;lt;br&amp;gt;3u Sugar&amp;lt;br&amp;gt;11u Grape Juice&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Green Grapes&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Grass&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;1u Nutriment&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Guami Fruit&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;15&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;8u Nutriment&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Output&amp;quot;&amp;gt;Bioluminscent&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Lemon&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;15&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;1u Nutriment&amp;lt;br&amp;gt;10u Lemon Juice&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span title=&amp;quot;Output&amp;quot;&amp;gt;Outputs Power&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span title=&amp;quot;Fruit&amp;quot;&amp;gt;Juicy&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Lime&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;15&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;1u Nutriment&amp;lt;br&amp;gt;10u Lime Juice&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Fruit&amp;quot;&amp;gt;Juicy&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Messa&#039;s Tear&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;2u Honey&amp;lt;br&amp;gt;5u Kelotane&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;283K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Mint Leaf&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;2u Mint&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Mollusc&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;3u Mollusc Protein&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;288K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Moss&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;1u Nutriment&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Onion&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;3u Onion Juice&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Orange&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;15&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;1u Nutriment&amp;lt;br&amp;gt;10u Orange Juice&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Fruit&amp;quot;&amp;gt;Juicy&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Peanut&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;2u Nutriment&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Peppercorn&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;10u Black Pepper&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Plastellium&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;20&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;3u Plasticide&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;288K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Plump Helmet&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;2u Nutriment&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;288K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Walking Mushroom&amp;lt;br&amp;gt;Tower Cap&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Poppy&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;20&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;2u Nutriment&amp;lt;br&amp;gt;3u Bicaridine&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Potato&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;2u Nutriment&amp;lt;br&amp;gt;11u Potato Juice&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Output&amp;quot;&amp;gt;Outputs Power&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Pumpkin&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;6u Pumpkin Pulp&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Q&#039;lort bulb&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;5u Nutriment&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Raspberry&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;2u Nutriment&amp;lt;br&amp;gt;11u Raspberry Juice&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple Harvests&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Fruit&amp;quot;&amp;gt;Juicy&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Berry&amp;lt;br&amp;gt;Glow-Berry&amp;lt;br&amp;gt;Poison-Berry&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Rasval Clam&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;2u Seafood Protein&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;288K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!Reishi&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;15&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;1u Nutriment&amp;lt;br&amp;gt;6u Psilocybin&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;288K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Liberty Cap&amp;lt;br&amp;gt;Glowshroom&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Rice&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;1u Nutriment&amp;lt;br&amp;gt;10u Rice&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Sarezshi Berry&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;7u nutriment, 2u Sarezhi berry juice&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Fruit&amp;quot;&amp;gt;Juicy&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Seaweed&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;1u Nutriment&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!S&#039;erki Flower&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;1u nutriment&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Soybean&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;1u Nutriment&amp;lt;br&amp;gt;10u Soy Milk&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!S&#039;rendarr&#039;s Hand&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;3u Space Tobacco&amp;lt;br&amp;gt;5u Bicaridine&amp;lt;br&amp;gt;4u Nicotine&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;283K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!S&#039;th Berry&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;7u Nutriment, 5u S&#039;th Berry Juice&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Fruit&amp;quot;&amp;gt;Juicy&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Strawberry&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;2u Nutriment&amp;lt;br&amp;gt;11u Strawberry Juice&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple Harvests&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Fruit&amp;quot;&amp;gt;Juicy&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Berry&amp;lt;br&amp;gt;Glowberry&amp;lt;br&amp;gt;Poison Berry&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Sugar tree&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;2u Sugar&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;253K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Sugarcane&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;6u Sugar&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;298K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Sunflower&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;1u Nutriment&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Tea Leaf&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;2u Tea Grounds&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Tobacco&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;1u Space Tobacco&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;299K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Fine Tobacco&amp;lt;br&amp;gt;Succulent Tobacco&amp;lt;br&amp;gt;Low-grade tobacco&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Tomato&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;2u Nutriment&amp;lt;br&amp;gt;11u Tomato Juice&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Fruit&amp;quot;&amp;gt;Juicy&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Blood Tomato&amp;lt;br&amp;gt;Blue Tomato&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Tower Cap&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;15&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;11u Wood Pulp&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;288K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Vanilla&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;3u Vanilla Extract&amp;lt;br&amp;gt;1u Nutriment&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Watermelon&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;1u Nutriment&amp;lt;br&amp;gt;10u Watermelon Juice&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;298K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Fruit&amp;quot;&amp;gt;Juicy&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Wheat&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;1u Nutriment&amp;lt;br&amp;gt;15u Flour&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!White-beet&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;1u Nutriment&amp;lt;br&amp;gt;3u Sugar&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Wulumunusha&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;4u Wulumunusha Extract&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Xuizi&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;5u Xuizi Juice, 7u Nutriment&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Ylpha Berry&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Vigour&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;10&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|&amp;lt;span title=&amp;quot;Biochemistry&amp;quot;&amp;gt;&amp;lt;small&amp;gt;5u Nutriment&amp;lt;br&amp;gt;11u Ylpha Berry Juice&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;293K&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Environment&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;span title=&amp;quot;Structure&amp;quot;&amp;gt;Multiple harvests&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Fruit&amp;quot;&amp;gt;Juicy&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&amp;lt;small&amp;gt;Seed Storage&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plant Care and Maintenance===&lt;br /&gt;
As mentioned above, plants can have a variety of issues affecting their growth if you&#039;re not tentative to their needs. What exactly does a plant need? Well, that depends on the plant! As a general rule fungus-type plants (reishi, chanterelle, plump helmet, fly amanita) only need nutrients, weed-type plants (nettles) only require water and true plants will require a mixture of both depending on their species. Nutrients (also called fertilizer) can be retrieved from the NutriMax - there are multiple types that each have their own effects, these will be covered later - and will vend in the form of a bottle, just pour some of this into the tray and examine your plant, once it&#039;s at a level the plant will be happy with, you&#039;re good! To water your plants, just take a bucket and fill it by clicking on a water tank or sink until you get a message that the bucket is full, then pour it into the tray until it&#039;s at a comfortable water level. Do note that the water level variable does not change the moment you fill it with water.&lt;br /&gt;
&lt;br /&gt;
Along with nutrient and water, plants also have a requirement for light and temperature preferences too. All of the plants you&#039;ll be growing in hydroponics will thrive at a temperature of 293 kelvin, which is room temperature - don&#039;t worry about this! Light is still relevant to you however, and is measured in &#039;lumens&#039;, which demonstrate how much visible light is being emitted. While being at the wrong lumen level won&#039;t kill plants, correctly lighting their trays will make them grow faster and stay healthier overall. Use a plant analyzer on a seed or plant growing in a tray/mound to to determine how much light they need.&lt;br /&gt;
&lt;br /&gt;
The plant analyzer is an important tool because it allows you to know what temperature, lumens, nutrient and water your plants need, as well as gives you general information on the plant&#039;s reagents (if any), and stats. The only stats that are relevant to you are a plants requirements and maturation time - these tell you what your plant needs to be healthy and how long it&#039;ll take to grow! As an example, an apple tree should be kept at room temperature, given four lumens, have roughly the same level of water for the duration of it&#039;s growth, and 10/10 nutrients at all times to be the healthiest it can be.&lt;br /&gt;
&lt;br /&gt;
To set a plant&#039;s lumen level, all you have to do is alt-click (or, if you prefer, right click and choose Toggle-Tray-Lid) on the tray. This will lower the lid and turn on the lights to a level that you can set. Right-clicking a tray with a closed lid will give you the option to &#039;set lights&#039;, at which point you can select how many lumens you would like the tray to receive. Make sure you raise the lid when you go to harvest the plant, as you can&#039;t harvest from a closed tray. You can, however, pour water and nutrients into a tray while it&#039;s closed.&lt;br /&gt;
&lt;br /&gt;
Now, what if your plant becomes infested with weeds - or worse, unhealthy! Don&#039;t fear, you&#039;re given (almost) all the tools you need to keep your plants in peak condition. If a tray becomes infested with weeds all you have to do is click on it with your gardening hoe, but what about if they become unhealthy? You have a couple options for improving their health all of which are liquid/chemical in nature, the most basic treatment however is nutriment (not to be confused with nutrients), which is found in all food stuffs, so start grinding up those pizzas or tomatoes and pouring the juice into your tray!&lt;br /&gt;
&lt;br /&gt;
If your plants die they&#039;ll go an off-grey or brown color and have to be removed from the tray with a single click. Before re-planting, make sure you top up the tray&#039;s nutrients and water (lack of these probably killed the plant) and to click your hoe on the tray a few times to ensure there&#039;s no leftover weeds that took advantage of the dead plant. If you want or need to kill your plants - you can use your hatchet to hack it down after a few swings or you can spray Plant-B-Gone into the tray. Plant-B-Gone can be found in the botany lockers, but kills more slowly unless you spray a lot onto the plant.&lt;br /&gt;
&lt;br /&gt;
If you didn&#039;t kill off your plants by now, you probably have a lot of produce on your hands! Go ahead and use your plant satchel on any trays with green lights, and load the bag into the kitchen smartfridge.&lt;br /&gt;
&lt;br /&gt;
==Advanced Hydroponics==&lt;br /&gt;
Bedsides simply planting seeds and growing them, there are several other things you can do within hydroponics that will supplement your farming work. This includes becoming an apiarist, generating various items from plant-matter, and further propagating your plants.&lt;br /&gt;
&lt;br /&gt;
===Hydroponics Machines===&lt;br /&gt;
[[File:Seed_extract.gif]]&#039;&#039;&#039;Seed Extractor&#039;&#039;&#039;&lt;br /&gt;
The seed storage only has a finite amount of seeds, so use the seed extractor to get more seeds. To use the seed extractor you must take a fully grown plant and click the extractor with it. Once placed in the seed extractor, the plant will be replaced with multiple packets of seeds of the same plant type. Using the seed extractor means you can have a virtually infinite supply of seeds, as long as you always have at least one of said fully grown plant. Make sure you don&#039;t let the chef use your last potato!&lt;br /&gt;
&lt;br /&gt;
[[File:Biogenerator.gif]]&#039;&#039;&#039;Biogenerator&#039;&#039;&#039;&lt;br /&gt;
The biogenerator is a machine which takes fully grown plants and turns them into biomass. Biomass can then be converted into food, condiments, plant nutrients, and various leather products. Each unit of nutriment in an item of produce creates 10 units of biomass; produce without nutriment in it creates 1 unit of biomass. To use the biogenerator just place a stock of grown plants into the machine and then open up the interface. Much like the smartfridge, you can use a plant satchel on the generator to dump plants into it instead of feeding it all in by hand. The interface will tell you how many biomass points are currently in the generator, and how much biomass various items will require to produce. An in-depth look into what you can produce will be covered in [[#Biogeneration|the Biogeneration section]] below.&lt;br /&gt;
&lt;br /&gt;
[[File:Chemmaster.gif]]&#039;&#039;&#039;ChemMaster 3000&#039;&#039;&#039;&lt;br /&gt;
A ChemMaster &amp;lt;s&amp;gt;stolen&amp;lt;/s&amp;gt; from Chemistry that allows you to separate various individual reagents into other sections of the machine, which lets you make bottles or pills out of them. Of particular use would be the ability to grind up potatoes in your reagent grinder and making bottles of ketchup - or, perhaps, a condiment paste/sauce of some other fruit/vegetable.&lt;br /&gt;
&lt;br /&gt;
[[File:Blender.png]]&#039;&#039;&#039;Reagent Grinder&#039;&#039;&#039;&lt;br /&gt;
An all-in-one grinder that you can throw stuff into to grind down into reagents. In particular, you&#039;ll want to toss plants and produce into it to grind down into nutrients and juice for medical or even the bar.&lt;br /&gt;
&lt;br /&gt;
==Biogeneration==&lt;br /&gt;
The biogenerator is perhaps one of the greatest tools you&#039;ll be using to do more than just watching grass grow. Besides one useful feature of it being able to turn plants into meat (or at least a weird and smelly synthetic version of it), it can also make a number of other things with biomass. Below you&#039;ll find a list of what it can make.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Bio Meat&lt;br /&gt;
|A weird version of meat, but it will substitute any recipe that requires meat.&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|Soylent Veridians&lt;br /&gt;
|A set of hearty berry waffles. &amp;lt;s&amp;gt;Probably&amp;lt;/s&amp;gt; Not made of people.&lt;br /&gt;
|75&lt;br /&gt;
|-&lt;br /&gt;
|Flavored Vitamin&lt;br /&gt;
|A pill with nutrients packed into it, plus a little extra fruity flavor. Good for your blood!&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|Food Ration&lt;br /&gt;
|So that&#039;s where LiquiFood rations come from... Chalky and bland, but ready to feed.&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Space Milk (50u)&lt;br /&gt;
|Fifty units of milk ready to cool someone off from eating something spicy. Maybe.&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Nutri-spread&lt;br /&gt;
|A butter substitute that will, like the bio meat, substitute in for anything that requires butter.&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Universal Enzyme (50u)&lt;br /&gt;
|An enzyme used in cooking that pretty much condenses your pantry filled to the brim with spices and the like down to one bottle. Science!&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|E-Z-Nutrient (60u)&lt;br /&gt;
|Funny how you can just make nutrients from the stuff you&#039;re feeding it to. Standard nutrient bottle.&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Left 4 Zed (60u)&lt;br /&gt;
|Sacrifices nutrient power for a better chance to mutate the plant. Use with caution!&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Robust Harvest (60u)&lt;br /&gt;
|Puts everything into nutrient power to achieve the highest yield from crops.&lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|Empty Cigarettes (6x)&lt;br /&gt;
|Six empty cigarette rolls, ready to have &amp;lt;s&amp;gt;WEED&amp;lt;/s&amp;gt; your substance of choosing shoved inside to be smoked.&lt;br /&gt;
|250&lt;br /&gt;
|-&lt;br /&gt;
|Tape Roll&lt;br /&gt;
|Basically duct tape made from plants, adhesive and all. &amp;lt;s&amp;gt;Now you can tape ad papers all over the ship about your ambroisa farm.&amp;lt;/s&amp;gt;&lt;br /&gt;
|125&lt;br /&gt;
|-&lt;br /&gt;
|Botanical Gloves&lt;br /&gt;
|Gloves of the thick brown variety. Lets you handle poky plants with ease, otherwise just completes the gruff gardener look.&lt;br /&gt;
|125&lt;br /&gt;
|-&lt;br /&gt;
|Utility Belt&lt;br /&gt;
|A tool belt for storing your tools and such, not that you&#039;re an electrician or anything, but it can store your hatchet, hoe, clippers, and analyzer.&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
|Leather Wallet&lt;br /&gt;
|A small wallet to hold stuff like your identity &amp;lt;s&amp;gt;and frustrate medical because their HUDs can&#039;t comprehend how to read an ID inside of a wallet&amp;lt;/s&amp;gt; and money.&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Leather Satchel&lt;br /&gt;
|A satchel of the brown leather variety, for when someone somehow loses their bag.&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
|Cash Bag&lt;br /&gt;
|A bag to hold your ludicrous amounts of money! Money not included.&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
|Soap&lt;br /&gt;
|A bar of soap cobbled together to promote hygiene &amp;lt;s&amp;gt;among other things&amp;lt;/s&amp;gt;.&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Towel&lt;br /&gt;
|A towel for drying off.&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
|Animal Hide&lt;br /&gt;
|Raw hide skinned from dangerous, vicious, wild plants for you to do whatever the heck you want with.&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Leather&lt;br /&gt;
|Like above, just not so pelt-y.&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Cloth&lt;br /&gt;
|A piece of cloth to pad stuff with.&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|Cardboard&lt;br /&gt;
|For when no one wants to give up their internals box so you can run around as a cardborg.&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|Wax&lt;br /&gt;
|Wax for candle-making! Light them up all over the place and annoy people with the resulting mess.&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Mushroom Friend&lt;br /&gt;
|Animate, walking mushrooms &amp;lt;s&amp;gt;WITH DARK SECRETS&amp;lt;/s&amp;gt;.&lt;br /&gt;
|500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Apiculture===&lt;br /&gt;
Apiculture, or &#039;beekeeping&#039;, is a fun additional activity you can carry out while working in hydroponics. Bees provide a double benefit; they generate wax and honey in their combs and they increase the health of all nearby plants. But how do you start a colony?&lt;br /&gt;
&lt;br /&gt;
At the entrance to the hydroponics bay on the right is a crate of beekeeping supplies. In here, you&#039;ll find a hive assembly, a single queen bee packet, two beehive frames, a net, and a smoking device. You&#039;ll also need the crowbar from your tool box and the honey extractor machine nearby.&lt;br /&gt;
&lt;br /&gt;
# Fill your bee smoker with welding fuel; or, resign yourself to bee stings.&lt;br /&gt;
# Pick up your beehive assembly and click on it to assemble it.&lt;br /&gt;
# Put the two beehive frames into your hive. You may craft more beehive frames (and more beehives) with wooden planks, which you can craft by cutting up tower cap logs with your hatchet.&lt;br /&gt;
# Load the Bee Pack into the hive.&lt;br /&gt;
# Close the beehive by clicking it with your crowbar.&lt;br /&gt;
# The hive has five indicators, each representing one frame. If the indicator is dark, there is no frame in that space; if it is yellow, the frame is empty; if green, the frame is full. Wait until the indicators turn green.&lt;br /&gt;
# Open the hive again by clicking it with your crowbar.&lt;br /&gt;
# Optionally, smoke the hive to calm down the bees.&lt;br /&gt;
# Click the hive with an empty hand to remove the filled frames.&lt;br /&gt;
# Put the frames, one by one, into the honey extractor. The extractor will spit out beeswax and empty frames.&lt;br /&gt;
# Collect honey by clicking on the extractor with a container.&lt;br /&gt;
&lt;br /&gt;
If your bees escape the hive, use the net to collect them and put them back.&lt;br /&gt;
&lt;br /&gt;
===Chemicals: Good and Bad===&lt;br /&gt;
A variety of chemicals will have different effects on your plants if you inject them or pour them into a tray. Some of them will have beneficial effects such as healing them, increasing their nutrient count or making them more potent, but others will mutate, damage or kill your plants! The two primary chemicals a botanist should be concerned with however are ammonia and diethylamine.&lt;br /&gt;
&lt;br /&gt;
Ammonia and diethylamine are both effective fertilizers, better than the three standard nutrients you have available to you in the Hydroponics Vending Machine. To get these chemicals however, you&#039;ll need to ask chemistry, as none is available to you at round start. If you&#039;re going to be growing a lot, these chemicals can be helpful. But if there&#039;s no chemists, a few other chemicals can also keep your plants healthy on top of using nutrients. Below is a chart of both beneficial, and harmful chemicals that interact with plants in various ways - some of them are blatantly obvious, while others may not be.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Chemical&lt;br /&gt;
! Water&lt;br /&gt;
! Nutrient&lt;br /&gt;
! Health&lt;br /&gt;
! Yield&lt;br /&gt;
! Mutation chance&lt;br /&gt;
! Weeds&lt;br /&gt;
! Pests&lt;br /&gt;
! Toxins&lt;br /&gt;
! Mutation&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Toxin&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Toxin&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Fluorine&lt;br /&gt;
| -0.5&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
| 0&lt;br /&gt;
| 2.5&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Chlorine&lt;br /&gt;
| -0.5&lt;br /&gt;
| 0&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
| 0&lt;br /&gt;
| 1.5&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Sulfuric Acid&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
| 1.5&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Polytrinic Acid&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Plantbgone&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
| 0.2&lt;br /&gt;
| -8&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Cryoxadone&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Radium&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -1.5&lt;br /&gt;
| 0&lt;br /&gt;
| 0.2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| Milk&lt;br /&gt;
| 0.9&lt;br /&gt;
| 0.1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Beer&lt;br /&gt;
| 0.7&lt;br /&gt;
| 0.25&lt;br /&gt;
| -0.05&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Phosphorous&lt;br /&gt;
| -0.5&lt;br /&gt;
| 0.1&lt;br /&gt;
| -0.75&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Sugar&lt;br /&gt;
| 0&lt;br /&gt;
| 0.1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Soda Water&lt;br /&gt;
| 1&lt;br /&gt;
| 0.1&lt;br /&gt;
| 0.1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
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{{Guides}}&lt;br /&gt;
[[Category:Pages]] [[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Hangar_Technician&amp;diff=34046</id>
		<title>Hangar Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Hangar_Technician&amp;diff=34046"/>
		<updated>2024-08-11T06:12:32Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor= #c19a6b&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype=OPERATIONS&lt;br /&gt;
|imagebgcolor= #C19A4A&lt;br /&gt;
|img=Hangartechnician-nbt.png&lt;br /&gt;
|jobtitle=Hangar Technician&lt;br /&gt;
|access=Maint Tunnels, Mail Sorting, Basic Operations&lt;br /&gt;
|difficulty=Easy&lt;br /&gt;
|qualifications=At least 18 years of age.&lt;br /&gt;
|employers = [[Orion Express]], [[Hephaestus Industries]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior=[[Operations Manager]].&lt;br /&gt;
|duties=Sort the warehouse, make deliveries, send mail, refuel shuttles, reload ship weapons&lt;br /&gt;
|guides=[[Guide to Paperwork]], [[Guide to Communication Devices]], [[Guide to Gunnery]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hangar Technician&#039;&#039;&#039; is a valuable crew member responsible for managing all basic Operations-related tasks. Their duties include handling mailing requests, managing bounties, reloading the ship&#039;s weapons upon orders, and sorting and distributing warehouse contents. They also serve as the reliable &amp;quot;grease monkeys&amp;quot; ensuring that shuttles are fueled, maintained, and ready to go at a moment&#039;s notice for expeditions.&lt;br /&gt;
&lt;br /&gt;
==Duties==&lt;br /&gt;
===Operations Account===&lt;br /&gt;
The Operations Department has an account with 5000 credits available for use. It is your duty to manage this account and ensure that it does not run out of funds. To maintain a healthy balance, you need to complete bounties, ship crates, phoron and platinum, or charge for handling orders. The phoron and platinum &#039;&#039;&#039;must&#039;&#039;&#039; be inside a crate to be counted towards the account&#039;s funds.&lt;br /&gt;
&lt;br /&gt;
===Bounties===&lt;br /&gt;
To earn credits for the Operations Account, you can take on bounties listed on the Supply Console located in the Operations Bay. Open the Cargo Control program and select the Bounties tab to view the list of items. While some bounties can be completed by searching the warehouse, most of them require assistance from other departments. Once you obtain the required items, place them in crates and send them back in the shuttle. Then, claim your rewards in the Supply Console. Upon completing five bounties, you may request new ones.&lt;br /&gt;
&lt;br /&gt;
===Handling Orders===&lt;br /&gt;
As the Hangar Technician, your responsibilities include handling orders, distributing items, and minimizing shuttle costs. To stay informed about crew requests, link your PDA to the ringer terminal and the Requests Console. This will ensure that you are promptly alerted to any demands or needs that arise.&lt;br /&gt;
#&#039;&#039;&#039;Order:&#039;&#039;&#039; When a department needs equipment or materials, they can place an order using the Operations Order program or ask you to do it for them. Some items may present a choice regarding different suppliers, and each supplier will have a fee for the shuttle to go to them. Ordering larger quantities from fewer suppliers can help reduce these fees. Additionally, you can adjust the Operations Handling fee to cover any additional costs if necessary.&lt;br /&gt;
#&#039;&#039;&#039;Approve/Reject:&#039;&#039;&#039; To view an order that has been placed, go to the Submitted section of the Operations Control program. There, you can see the name of the person who submitted the order and its total cost. Clicking on the Details option will provide additional information, such as the items ordered, the reason for the order, and the individual prices of each item. Based on factors such as who placed the order, the items requested, and the availability of funds, you can either Approve or Reject the order. Ensure that funds are available either in the operations account or the requester&#039;s account before approving an order.&lt;br /&gt;
#&#039;&#039;&#039;Ship:&#039;&#039;&#039; Now that you have one or more Approved Orders waiting to be shipped, you may send the shuttle to go pick them up. First, ensure the shuttle is away, and then call it back. Remember when sending the shuttle away to ask if anyone is on it at the moment, or in one of the airlocks, or they may be harmed. Again, as was stated in the &#039;&#039;&#039;Order&#039;&#039;&#039; section, the fewer individual suppliers, and the larger amount of items being shipped, the cheaper the fee per item. So it may be best to wait and try to ship multiple items at once, rather than send and recall the shuttle for each and every order.&lt;br /&gt;
#&#039;&#039;&#039;Deliver/Pay:&#039;&#039;&#039; Once the shuttle has docked and the orders have arrived, it&#039;s time to deliver them and receive payment. If an order has been approved, you can accept payment in advance. To receive payment, simply use the Operations Delivery program on a console or tablet and insert the customer&#039;s ID and press the payment key. The funds will be deposited into the Operations Account, and you can give them their order. Alternatively, if an EFTPOS has been set up by the Operations Manager, you can charge them the required amount and then provide them with their order.&lt;br /&gt;
&lt;br /&gt;
===Sorting the Warehouse===&lt;br /&gt;
Operations houses a large warehouse containing a variety of items that differ in their usefulness and utility. While there is no strict requirement to distribute these items to each department unless requested, it is advisable to at least organize the warehouse beforehand, grouping similar items in the same crate. Below is a guide on which items are most suitable for each department:&lt;br /&gt;
*&#039;&#039;&#039;Security:&#039;&#039;&#039; Any contraband, weapons, or security equipment&lt;br /&gt;
*&#039;&#039;&#039;Medical:&#039;&#039;&#039; Any chemicals, medical tools, or medical supplies&lt;br /&gt;
*&#039;&#039;&#039;Research:&#039;&#039;&#039; Any advanced machine parts, robotic limbs, exosuit modules, steel, glass, phoron, gold, silver, diamonds and uranium&lt;br /&gt;
*&#039;&#039;&#039;Mining:&#039;&#039;&#039; Any mesons, mining tools, magboots, or lanterns&lt;br /&gt;
*&#039;&#039;&#039;Engineering:&#039;&#039;&#039; Any EVA gear not given to mining, materials not given to research, tools, signs, and firefighting equipment (fire axes included) &lt;br /&gt;
Anything not mentioned here may be distributed as you feel is best, but should be done so reasonably.&lt;br /&gt;
&lt;br /&gt;
===Mailing===&lt;br /&gt;
Mailing will allow you to distribute packages through the disposals system. However, lockers, when mailed, will be flung from the disposals fairly violently, so take care. The process for mailing is as follows: &lt;br /&gt;
*Using a roll of parcel paper, wrap your item/crate/locker.&lt;br /&gt;
*Grab a Destination Tagger (which looks like a red and black label maker) and set a destination.&lt;br /&gt;
*Mark the parcel with the destination. &lt;br /&gt;
*Put the item/crate/locker into the belt, and take care not to fall into it yourself, or you will take a very brief, painful, and likely lethal ride to the Disposals Crusher.&lt;br /&gt;
*Request your crate back from the department, if needed.&lt;br /&gt;
It is important to remember that anything not marked with a destination tag will be sent directly to the Disposals Crusher, so pay attention.&lt;br /&gt;
&lt;br /&gt;
===Reloading ship weapons===&lt;br /&gt;
On specific occasions, you may be ordered to reload [[Guide to Gunnery#The Francisca|The Francisca]], [[Guide to Gunnery#The Longbow|The Longbow]], and the &lt;br /&gt;
[[Guide to Gunnery#The Grauwolf|The Grauwolf]]. You can find the ammunition for these weapons inside the Secure Ammunition Storage, in the Tech Storage west of the Operations Bay.&lt;br /&gt;
&lt;br /&gt;
For a more detailed guide, refer to the [[Guide to Gunnery]].&lt;br /&gt;
 &lt;br /&gt;
===Orion Express Courier System===&lt;br /&gt;
At the back of the warehouse, you&#039;ll find Orion Express packages, each marked with a specific exoplanet. These packages can be delivered to their designated destination to generate funds for the Operations Department. The delivery process is as outlined below:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Access Courier&#039;s Locker:&#039;&#039;&#039; Find the courier&#039;s locker, also situated at the back of the warehouse. Inside, you&#039;ll find essential supplies, including a cargo pack capable of accommodating up to two cargo packages.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Request Transportation:&#039;&#039;&#039; Seek assistance from a fellow crew member (like a [[Shaft Miner]] on the Spark, a [[Xenoarcheologist]] on the Intrepid, or a [[Bridge Crewman]] on the Canary) to secure transportation to the designated exoplanet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Make the Delivery:&#039;&#039;&#039; Upon arrival, navigate to the specified coordinates on the package and deposit it into the chute.&lt;br /&gt;
&lt;br /&gt;
Couriers receive a 2% tip for each delivery, while the Operations Department receives the funds allocated on the package.&lt;br /&gt;
It is recommended for couriers to always have a companion to mitigate potential security risks, like local wildlife or unauthorized personnel trying to intercept packages.&lt;br /&gt;
==Equipment==&lt;br /&gt;
The Operations Department has some tools that can assist you in supplying the ship.&lt;br /&gt;
===Autolathe===&lt;br /&gt;
The Autolathe can be filled with glass and steel in order to fabricate tools, containers, radios, and other items which may be requested. There should be some glass and steel in the Operations Office on a table, just so you can supply the Autolathe.&lt;br /&gt;
&lt;br /&gt;
===Operations Tug===&lt;br /&gt;
A relatively complex machine to use - the cargo tug is essentially a small train to manually transport multiple crates. To link it up, drag the chain link from the unhooked wagon to the hooked wagon (or train tug). Make sure that the chain link is in the right direction, however - that can be ensured by pushing the cart into the tug/train. &lt;br /&gt;
&lt;br /&gt;
To activate the tug&#039;s engine, locate the keys and turn them in the ignition (do not lose these keys, as they will render the tug inoperable). &lt;br /&gt;
&lt;br /&gt;
To load the tug&#039;s platforms, simply place yourself firmly in front of the wagon and lift the crate onto it.&lt;br /&gt;
&lt;br /&gt;
The cargo tug is powered by a power cell, which may run out and require replacement. To replace the power cell, use a screwdriver to undo the panel on the tug&#039;s exterior. Then, use a crowbar to extract the depleted power from the latch, and insert a new power cell. Finally, secure the panel back into place using the screwdriver.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Operations]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chain_of_Command&amp;diff=34047</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chain_of_Command&amp;diff=34047"/>
		<updated>2024-08-11T06:12:13Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The chain of command represents how orders are distributed throughout the ship. It is part of a power structure: usually seen as the most vulnerable and also the most powerful part of it. Starting from the most authorized, the Captain, through the Head of Department, down to the lowliest subordinate to finally accomplish the task needed, in order to make the ship function as efficiently as possible.&lt;br /&gt;
&lt;br /&gt;
The Heads should &#039;&#039;&#039;not&#039;&#039;&#039; start doing the simplest tasks themselves unless the ship&#039;s already beyond saving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Heads can demote their department staff at any time. To do this, use the [[File:Id_console.gif]] ID console with either the [[Executive Officer]] or [[Captain]]&#039;s access to demote the staff member to suspended or assistant.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;So if one of your subordinates isn&#039;t acting like an appropriate team player, don&#039;t hesitate to show them who&#039;s boss.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Job tree3.png|1191px|The chain of command]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: The Merchant only holds authority on their own vessel. Outside of their vessel, they hold NO AUTHORITY.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&#039;&#039;&#039;A.K.A. the command staff.&#039;&#039;&#039; These are the peoples charged with the administration of the ship. Each of them have general access to each department and the Bridge, the keycard authentication devices, the command radio channel (accessed with :c), the ability to make ship-wide announcements, the ability to change alert level, and &amp;lt;s&amp;gt;cool uniforms&amp;lt;/s&amp;gt; fax machines.&lt;br /&gt;
&lt;br /&gt;
===[[File:Captain-nbt.png|64px]] [[Captain]]===&lt;br /&gt;
The Commanding Officer with authority over the entire ship. They are the ultimate decision maker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duties:&#039;&#039;&#039; The primary duty of the Captain is to keep the ship and her crew safe and functioning. Their actions are expected to be in the best interest of crew, ship, and SCC. The secondary duty is to achieve ship and SCC goals. The way in which a captain satisfies these duties are dependent on each individual captain, however the recommended and primary path is with delegation to other Command staff to leave external interactions (i.e. ship to ship communication) and higher level decisions with their role.&lt;br /&gt;
&lt;br /&gt;
===[[File:Executiveofficer-nbt.png|64px]] [[Executive Officer]]===&lt;br /&gt;
The Executive Officer is the head of staff for the Bridge and Service department. They manage the ship finances alongside the captain, as well as handle any ID modifications. However, they are &#039;&#039;&#039;not&#039;&#039;&#039; Second in Command to the captain, &#039;&#039;&#039;nor&#039;&#039;&#039; immediate acting captain in an emergency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duties:&#039;&#039;&#039;The primary duties of the Executive Officer are to manage the Service Department and Bridge. This will usually require decisions in regard to ship destination, external communication, and managing vessel shuttles. During ship-based combat, the Executive Officer takes on primary role of coordinating the various Bridge stations, as well as communication with Operations and the Operations Manager to coordinate ammunition and weapons loading.&lt;br /&gt;
&lt;br /&gt;
Secondary Duties include managing the ship&#039;s finances, the modification of IDs where necessary, and offering guidance to the Security Department in absence of the Head of Security.&lt;br /&gt;
&lt;br /&gt;
===[[File:Headofsecurity-nbt.png|64px]] [[Head of Security]]===&lt;br /&gt;
The commander of the ship&#039;s security team. The master of [[Corporate Regulations]] and enforcer of &amp;lt;s&amp;gt;justice&amp;lt;/s&amp;gt; peace. Arguably the second most stressful position behind the captain, the Head of Security handles all matters pertaining to the operation of the security department and the safety of the ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duties:&#039;&#039;&#039; The primary duties of the Head of Security is to protect SCC assets aboard the ship, including the crew and the ship itself. To achieve this, the Head of Security organizes and commands the security department to address threats quickly and efficiently. The secondary duty of the Head of Security is to maintain order within the crew through the Corporate Regulations. This may include dealing with [[Traitor|problematic staff]] including other command staff who break regulations.&lt;br /&gt;
&lt;br /&gt;
===[[File:Researchdirector-nbt.png|64px]] [[Research Director]]===&lt;br /&gt;
The Research Director is the head of the science department. While not expected to be intimate with every field of science within their department, the Director is often looked to for information and assistance on anything new, unknown, or scientific. Maintenance of the [[AI]] also falls under the oversight of the Research Director as they are the only command member, other than Captains who were previous in the position, who knows how to reset and change the AI core.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duties:&#039;&#039;&#039; The primary duties of the Research Director is to give guidance to [[Scientist]]s. This may include department wide projects, inter-departmental projects (such as with medical for medicine development), and planning out trips on the Intrepid to support the [[Xenoarcheologist]]. Secondary duties are focused on maintaining the AI. This may include resetting the AI&#039;s laws in the event they are tampered with, or changing the AI lawset to a new version if it is required.&lt;br /&gt;
&lt;br /&gt;
===[[File:Chiefengineer-nbt.png|64px]] [[Chief Engineer]]===&lt;br /&gt;
The Chief Engineer is the highest position within the ship&#039;s Engineering Department. Usually, the Chief Engineer is the most experienced engineer on the ship and has good knowledge on every system within their vessel. They have access to additional equipment which can help the Engineering Department&#039;s efforts as well as the knowledge and experience to deal with structural, atmospheric, and electrical problems that may occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duties:&#039;&#039;&#039;The primary duty of the Chief Engineer is to coordinate the various [[Engineer]]s and [[Atmospheric Technician]]s of the ship to maintain and repair the ship&#039;s structure and systems. This does include maintaining oversight of the engine of the ship, whether that be the [[Supermatter Engine]] or the [[INDRA]]. A secondary duty of the Chief Engineer is to design and enact projects to improve the ship if desired.&lt;br /&gt;
&lt;br /&gt;
===[[File:Chiefmedicalofficer-nbt.png|64px]] [[Chief Medical Officer]]===&lt;br /&gt;
The Chief Medical Officer is the head of the ship&#039;s Medical Department and Medical Bay. Due to the variety of positions and fields under their supervision, the Chief Medical Officer is not expected to know every field beyond a basic understanding that allows them to manage and discuss it, however they are expected to work with their specialized staff members to treat, cure, and advise the crew on any and all health issues. The Chief Medical Officer is the only command member, aside from the Captain, with the power to declare crew members physically or mentally unfit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duties:&#039;&#039;&#039;The primary duty of the Chief Medical Officer is to coordinate the Medical Department in responding to health issues. This may require communication with the Head of Security to coordinate [[Paramedic]] and [[Security Officer]] movements or managing the patients that are received in the Medical Bay. The secondary duty of the Chief Medical Officer is to monitor the health of crew and determine if they are physically and mentally fit for service.&lt;br /&gt;
&lt;br /&gt;
===[[File:Operationsmanager-nbt.png|64px]] [[Operations Manager]]===&lt;br /&gt;
The Operations Manager is the head of the Operations department. Similarly to the Research Director and Chief Medical Officer, the Operations Manager is not expected to be an expert in every field under their authority, but rather expected to have a general understanding of those fields and the knowledge of how to coordinate them to meet departmental goals. To this extent, the Operations Manager is in charge of the Spark, the mining shuttle used by miners, [[Machinist]]s, [[Shaft Miner]]s, and [[Hangar Technician]]s. They are the primary point of contact for anything logistical.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duties:&#039;&#039;&#039; The primary duty of the Operations Manager is to coordinate the Operations department to ensure the material needs of the other ship departments are met. Alongside this, they must coordinate with Medical and the Machinists to ensure all synthetic crew members and patients with non-organic parts are maintained and repaired. The secondary duty is to ensure that the warehouse is sorted and that bounties are being fulfilled.&lt;br /&gt;
&lt;br /&gt;
==Other Management Roles==&lt;br /&gt;
While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.&lt;br /&gt;
&lt;br /&gt;
===[[File:Warden-nbt.png|64px]] [[Warden]]===&lt;br /&gt;
The Warden is a subordinate of the [[Head of Security]] and is on equal footing with [[Security Officer]]s and [[Investigator]]s in terms of power. The exception to this, however, is the brig. The Warden holds authority over the brig and its prisoners. All Security Officers must obey commands by the Warden if said commands are in relation to the brig or the prisoners within it. This power can only be overruled by a command member.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duties:&#039;&#039;&#039; Keep the brig safe, ensure prisoners do not escape and are [[Corporate Regulations|treated fairly]], issue weapons to Officers when necessary, and process incoming detainees.&lt;br /&gt;
&lt;br /&gt;
===[[File:Corporateliaison-nbt.png|64px]] Human Resources Assistant===&lt;br /&gt;
The Human Resources Assistant is the on-ship assistant for the SCC Human Resources department. While they do not hold any power over the ship or crew directly, they can be seen on occasion conducting interviews with crew members that are involved in Incident Reports.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The Human Resources Assistant role is restricted to staff members (primarily CCIA) and should not, in any way, be impeded or affected by the round unless given permission by staff. Doing so is considered an OOC offense and can be addressed by Admins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duties:&#039;&#039;&#039; Conduct investigations regarding Incident Reports.&lt;br /&gt;
&lt;br /&gt;
=Command Voting=&lt;br /&gt;
All Heads of Staff can initiate a Command Vote. This vote is considered a captain-level decision and can, in certain circumstances, override a Captain&#039;s decision or remove them from power. A command vote begins with one or more Heads of Staff declaring what the vote intends to do over the command radio. All Heads of Staff are expected to participate and vote yes, no, or verbally abstain (abstaining through inaction is not counted). All command votes are majority-rules unless stated otherwise. In the event the command vote ends in a tie, the vote automatically fails.&lt;br /&gt;
&lt;br /&gt;
= Emergency Situations =&lt;br /&gt;
==Captainship Emergencies==&lt;br /&gt;
&lt;br /&gt;
===Captain Missing in Action===&lt;br /&gt;
In this situation, the Captain has gone missing in action but their death has not been confirmed nor denied. In this case, an acting captain can be appointed via command vote. Actions should be taken as soon as possible to locate and confirm the status of the Captain. If the Captain is found to be alive and fit for duty, acting captainship should be relieved and the Captain returned to their position.&lt;br /&gt;
&lt;br /&gt;
===Captain is Killed===&lt;br /&gt;
In this situation, the Captain has been killed on-duty. The first actions should always be to secure the situation. When the situation is stable enough for a command vote, an acting captain should be appointed and shall serve until the situation is over when acting captainship should be relieved. Alongside this, a situation report regarding the death of the captain should be written and sent to Central Command when possible.&lt;br /&gt;
&lt;br /&gt;
===Captain Declared Mentally Unfit===&lt;br /&gt;
In this situation, the [[Chief Medical Officer]] has determined the Captain to be mentally unfit for command. This ruling is made when the Captain acts in such a way that it risks the well-being of themselves, the crew, or the ship to an unreasonable degree. In this situation, the Captain should be removed from their position and submitted into proper medical care. Should the situation require an acting captain, one should be appointed when possible.&lt;br /&gt;
&lt;br /&gt;
===Captain Declared Physically Unfit===&lt;br /&gt;
In this situation, the [[Chief Medical Officer]] has determined the Captain to be incapacitated in such a way that they are unfit for command. Following the Chief Medical Officer&#039;s ruling, the Captain should be submitted to medical care and relieved of duty until they are declared physically fit, or a replacement is activated. Should the situation require an acting captain, one should be appointed when possible.&lt;br /&gt;
&lt;br /&gt;
=== Captain Removed by Vote ===&lt;br /&gt;
The Captain can be removed by a &#039;&#039;&#039;unanimous&#039;&#039;&#039; command vote if they are deemed unfit for captainship by the rest of command. In this situation, the captain should be removed from power and treated as suspended from their position. An acting captain should be appointed as soon as possible in replacement. Central Command must be notified as well with details regarding the reason behind the vote for removal.&lt;br /&gt;
&lt;br /&gt;
== Appointing an Acting Captain ==&lt;br /&gt;
An Acting Captain can be appointed by majority of command. Usually, appointing an Acting Captain is done in Code Red, however one can be appointed for lower alert levels should the situation require it. The acting captain inherits all powers of the Captain, including ultimate authority and the power to appoint interim Heads of Staff. Acting Captainship should be relieved after any present emergencies are concluded. Within the Captain&#039;s office, a spare Captain&#039;s ID can be found for the use of the acting captain. This ID should be used to access the Acting Captain briefcase within the Captain&#039;s locker, which contains equipment to better identify the individual taking captainship.&lt;br /&gt;
&lt;br /&gt;
== Interim Heads of Staff ==&lt;br /&gt;
In the event that a department is lacking a Head of Staff, someone with enough training can be assigned as a Interim Head of Staff by the Captain, Acting Captain, or the Executive Officer.&lt;br /&gt;
They assume all responsibilities and powers of said Head of Staff until their services are no longer needed, such as when said Head of Staff is made available or they are demoted. Interim Heads of Staff hold an equal power in command votes as any other Head of Staff and are treated as another member of command until their services end.&lt;br /&gt;
&lt;br /&gt;
== Missing Head of Staff ==&lt;br /&gt;
In the event a Head of Staff is not present on-shift, or has gone missing for whatever reason, it is expected that the rest of command does whatever is necessary to fill in the gap within the power structure. This may include Heads of Staff from another department stepping in to give direction, leadership, and help where possible, or the appointment of an interim head of staff.&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Supermatter_Reactor&amp;diff=34048</id>
		<title>Supermatter Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Supermatter_Reactor&amp;diff=34048"/>
		<updated>2024-08-11T06:11:50Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=HELP IM THE ONLY ENGINEER=&lt;br /&gt;
[[File:Engineroomhorizon.png|thumb|The engine room on the Horizon. Middle click to open the picture in a new tab.]]{{toc_right}}So you&#039;re new and no one else has joined engineering and you have no idea how to setup the engine? Well first things first: &#039;&#039;&#039;don&#039;t panic!&#039;&#039;&#039; You could try waiting for an engineer to join and teach you... unless you&#039;ve joined during deadpop hours, in which case, the following steps (color-coded for your convenience) will get the engine rolling quickly with minimal explanation. You should probably read the rest of this guide to understand how it works in greater detail once you&#039;re done:&lt;br /&gt;
*&#039;&#039;&#039;If everything is out of power, [[#Maintenance and Repairs|skip to here]].&#039;&#039;&#039;&lt;br /&gt;
#Before you start, go inside the room labelled Supermatter Reactor SMES. There should be a power storage unit inside the room; click on it and MAX the input and output on the power storage popup.&lt;br /&gt;
#Open a radiation PPE locker (found inside the airlock to the engine room) and retrieve a radiation suit, radiation hood, and safety goggles. The safety goggles are very important, as they will protect you from hallucinations from looking at the Supermatter Core.&lt;br /&gt;
#Retrieve four [[File:Hydrogen_canister.png]]hydrogen canisters from hard storage (the room with a big garage door perpendicular to the locker room) and move them to the engine room.&lt;br /&gt;
#Wrench all four of the canisters into the &amp;lt;span style=&amp;quot;color:#e61b1b&amp;quot;&amp;gt;&#039;&#039;&#039;connectors&#039;&#039;&#039;&amp;lt;/span&amp;gt; near the door. There should be two canisters connected to the green pipes, and two canisters connected to the blue pipes. Turn on all four pumps; they should be MAXed by default, but in case they aren&#039;t, MAX them out.&lt;br /&gt;
#Directly to the left of the four connectors is a &amp;lt;span style=&amp;quot;color:#550c9e&amp;quot;&amp;gt;&#039;&#039;&#039;pump&#039;&#039;&#039;&amp;lt;/span&amp;gt; that is labelled Cooling Array to Generators. Turn it on and make sure it&#039;s MAXed out.&lt;br /&gt;
#*You do not have to open the canister valve on the canister UI. Don&#039;t worry about that.&lt;br /&gt;
#You should see the canisters beginning to empty. The indicator lights should begin to turn yellow, then red. All four TEG turbines are probably also spinning. You don&#039;t need to wait for them to be empty for the Supermatter to start properly, but there should be some gas in the pipes first.&lt;br /&gt;
#Move over to &amp;lt;span style=&amp;quot;color:#ff00ff&amp;quot;&amp;gt;&#039;&#039;&#039;the emitter&#039;&#039;&#039;&amp;lt;/span&amp;gt;, the giant laser facing the crystal, and click on it to turn it on. Do not stand in front of the emitter. Keep track of how many times it has fired; you can shift-click to examine the emitter to see how many shots it has fired.&lt;br /&gt;
#After at least thirty-five (35) shots, turn &amp;lt;span style=&amp;quot;color:#ff00ff&amp;quot;&amp;gt;&#039;&#039;&#039;the emitter&#039;&#039;&#039;&amp;lt;/span&amp;gt; back off by clicking on it. This set-up, with no other upgrades performed, can have up to fifty (50) shots in the core at a time.&lt;br /&gt;
#Close the &amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;&#039;&#039;&#039;SM core blast doors&#039;&#039;&#039;&amp;lt;/span&amp;gt; so that radiation doesn&#039;t spread to the rest of the engineering hallway.&lt;br /&gt;
Congratulations, you have successfully set up the engine, and everyone can enjoy their round on a powered ship! You&#039;re a hero! Unless you set something up wrong and now everything is either still out of power &#039;&#039;or&#039;&#039; in the process of exploding. For the former&#039;s case, refer to the [[#Maintenance and Repairs|quick diagnostic list]]. In the latter&#039;s case, head to [[#Emergency!|this section]].&lt;br /&gt;
&lt;br /&gt;
=The Actual Guide=&lt;br /&gt;
Now, assuming you aren&#039;t new and actually know a bit of what you&#039;re doing, then this guide will attempt to accurately describe the intricacies and in-depth mechanics of most of the systems related to the SM engine, from the SM itself to the SMES units connected to it at the end of the line. An informed mind is one that can potentially save the ship from disaster!&lt;br /&gt;
&lt;br /&gt;
==How It Works==&lt;br /&gt;
On the surface level, the default engine setup is very simple: SM is energized, SM heats up gas, gas goes to TEGs, TEGs exchange heat and produce power, power goes to the SMES, etc. The sections below will cover what makes each individual part tick.&lt;br /&gt;
&lt;br /&gt;
===[[File:Supermatter.png]]The Supermatter===&lt;br /&gt;
&amp;lt;small&amp;gt;See also: [[Bluespace#Phoron|Phoron]]&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Supermatter (often known as the SM) is a large crystal of tightly compacted Phoron with special properties. This particular crystal differs from typically large quantities of Phoron in that it is a semi-transparent yellow instead of an opaque purple, and it even glows. Another contrast is that the Supermatter is incredibly unstable, and is capable of vaporizing solid and liquid - and sometimes gaseous - matter in an instant (this includes you). It can even consume photonic energy in the form of lasers. This process usually results in the Supermatter becoming &amp;quot;energized&amp;quot;, a state at which it will begin to slowly shed Phoron and oxygen particles (roughly at a ratio of ten moles of Phoron to one mole of oxygen, depending on the temperature of the environment), as well as radiate Gamma rays and produce incredible amounts of heat. It is also in this energized state that its visual appearance will distort in the minds of the beholder, assuming they are biologic (excepting Dionae), and will inexplicably stimulate the visual cortex of the brain to hallucinatory extremes. A footnote in its energized state is when high concentrations of oxygen are introduced, forcing the crystal to radiate a red glow instead of its usual yellow. Intermittently, the crystal will also cease glowing all together. This interaction between the SM and oxygen is poorly understood, but what is known is that the crystal will passively energize in its presence at a rate dependent on how much oxygen there is. Put simply, anything shot/thrown at the SM will energize it, producing heat and lethal amounts of radiation, and probably hallucinations.&lt;br /&gt;
&lt;br /&gt;
Two factors that determine how energized a Supermatter crystal is are &#039;&#039;&#039;power&#039;&#039;&#039; and &#039;&#039;&#039;decay&#039;&#039;&#039;. Power represents how much energy has been projected into the SM, whether it be from an emitter or even large quantities of oxygen. Power determines how hot the crystal can get, how much radiation it emits, how far its hallucinatory effect travels, and how much Phoron and oxygen it will shed. Its power level also influences decay, and decay - in turn -, influences power: decay determines how fast the crystal&#039;s power level will drop. What this means is that an emitter shooting the SM constantly will eventually cause the SM&#039;s power and decay to reach an equilibrium state, a point that cannot be passed unless even more energy is projected at the SM.&lt;br /&gt;
&lt;br /&gt;
The Supermatter in its default state does nothing unless you do something to energize it. It does not produce Phoron or oxygen, it does not radiate Gamma rays, it does not generate heat, and it does not cause hallucinations. Though viewing it without protection in an unenergized state is poor form, it is safe nonetheless. It is also safe to &#039;&#039;&#039;pull&#039;&#039;&#039; the SM around freely. It is not safe to walk into/against the SM, nor is it safe to click on it; this will disintegrate you immediately. Removing the SM from a crate in an environment with oxygen (such as a hallway or poorly maintained SM chamber) also isn&#039;t safe for the reasons outlined above.&lt;br /&gt;
&lt;br /&gt;
While being basically space magic is all well and good for the purposes of generating power, it&#039;s also incredibly dangerous if not managed properly. Besides being able to heat up its surrounding atmosphere to rather high temperature extremes when energized, it is also capable of exploding spectacularly, known as a &amp;quot;delamination event&amp;quot;. Most commonly this occurs when the crystal&#039;s structure begins to decay as a result of extremely high heat, particularly at &#039;&#039;&#039;five thousand Kelvin&#039;&#039;&#039; and above, and the SM will eventually detonate if this is not corrected. It can also decay if it is exposed to vacuum while energized. Though the Supermatter can be &amp;quot;damaged&amp;quot; in a way, it is also capable of regenerating itself if allowed an environment in which it can do so. It is prudent, then, to keep the SM from becoming over-energized and heating its environment up to a point where it can self destruct, a task that isn&#039;t that difficult since all Supermatter crystals provided by NT come with a device that will broadcast over the radio its status if it is concerning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TL;DR&#039;&#039;&#039;: Energizing the SM (shooting it with the emitter/a gun, or touching it with something else/yourself, or introducing oxygen to it) will make it produce heat and radiation, and start spewing Phoron and oxygen, and make you hallucinate without safety goggles. It begins to take damage at 5000 Kelvin (though the borosilicate windows in the core begin to break at 4273 Kelvin), and this damage scales with temperature. It can also take damage if exposed to vacuum (even 0.1 kPa of gas will save it) while energized. It will explode and irradiate the entire map if allowed to take damage for too long and everyone will get pissed at you, mostly because the SM itself will yell at you over the radio if it&#039;s taking damage.&lt;br /&gt;
&lt;br /&gt;
===The TEGs===&lt;br /&gt;
[[File:TEGUI.png|right|thumb|Your typical TEG UI in an unpowered state.]]Something much better understood compared to the SM are &#039;&#039;&#039;thermoelectric generators&#039;&#039;&#039;, or TEGs as they&#039;re often shortened to. The basic operating principle of any TEG is that it uses the difference in temperature between gas to generate electricity, the result being power based on the difference and slightly colder/hotter gas. In practice, the Supermatter - when energized - will heat up its surrounding atmosphere to a rather high degree. These gases are then pumped into one of the turbines (the north one) on the TEG, where it will exchange heat with the turbine on the opposite end (the south one) that &#039;&#039;hopefully&#039;&#039; has gas that is significantly colder. This turbine has gas being pumped in from a somewhat extensive radiator network in space, where it is slowly chilled. The two gases exchange heat with each other, producing energy, and the difference in temperature between the two is lowered slightly. Note that TEGs can safely produce up to five hundred kilowatts individually, beyond which they will begin to grow a little less consistent in their power generating capabilities. There is no danger in going above this threshold, however.&lt;br /&gt;
&lt;br /&gt;
A TEG also needs some sense of flow in order to function, meaning a turbine&#039;s input and output sharing the same pipe network without something to break it up will function rather poorly, if it functions at all. In particular, the turbine&#039;s input requires gas to be moved towards it specifically. Most commonly, a pump of some sort can be found connecting much of the cold loop to a small section of pipe connected to the turbine&#039;s input. While it may not be obvious, the hot loop does actually possess a pump in the form of a vent constantly scrubbing gas from the air. A TEG turbine has specific sides that its input or output can be found on, which can be found by simply examining the turbine.&lt;br /&gt;
&lt;br /&gt;
In all honesty, most of the values shown in the UI aren&#039;t necessary at all to know except for output. If the TEG&#039;s sprite looks green then all is well on the TEG&#039;s end. Regardless, the values will be described anyway:&lt;br /&gt;
*&#039;&#039;&#039;Total Output&#039;&#039;&#039;: The amount of power available that can be output into a wire. You even get a cool looking bar that shows how much power is being generated! Wow!&lt;br /&gt;
*&#039;&#039;&#039;Thermal Output&#039;&#039;&#039;: The actual amount of power being generated. Due to inefficiencies with the system, some power is lost, hence the existence of the &#039;&#039;&#039;Total Output&#039;&#039;&#039; value.&lt;br /&gt;
*&#039;&#039;&#039;Turbine Output&#039;&#039;&#039;: How much power the turbines themselves are generating, independent of thermal exchange. Probably.&lt;br /&gt;
*&#039;&#039;&#039;Flow Capacity&#039;&#039;&#039;: Literal mystery number.&lt;br /&gt;
*&#039;&#039;&#039;Inlet/Outlet Pressure/Temperature&#039;&#039;&#039;: The pressure and temperature of the inlet and outlet, measured in kilopascals and Kelvin respectively. As you can imagine, the inlet refers to the pipe network connected to the input of the TEG, while the outlet refers to the pipe network on the output side. You can examine the turbines to see which side the input and output are on.&lt;br /&gt;
&lt;br /&gt;
For more information on how gas interacts with the TEGs, refer to the [[#Coolant|coolant section]] of this guide.&lt;br /&gt;
&lt;br /&gt;
===Gas and Heat===&lt;br /&gt;
[[File:Enginemonitor.png|right|thumb|The usual look of the engine cooling control monitor. Notice the presence of Nitrogen at the start of the shift.]]&amp;lt;small&amp;gt;See also: [[Guide to Atmospherics]]&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
So you have some fancy rock that could, by some metrics, be described as the spawn of some eldritch horror dwelling in the cosmos &#039;&#039;and&#039;&#039; some spiny machines that can make power from spicy interactions with said rock. Cool! But it won&#039;t just produce power right off the bat; no, you need to supply a medium that can be used to make the TEG do TEG things! The [[#Coolant|coolant subheading]] should be able to give you a brief summary of what gases do what! It even tells you about heat capacity, which is important, so go read it!&lt;br /&gt;
&lt;br /&gt;
Of course it&#039;s not like the gases can just wangjangle all together in open air, that&#039;d be weird! Instead, the gases are pumped into a series of pipe networks that flow into and out of the TEGs, as well as the SM core and the large radiator in space. They&#039;re even color coded: cyan is on the output end of the hot loop turbine, where it will be re-injected into the SM core to heat back up. The orange/brown loop is on the input end of the hot loop turbine, where it takes in hot gas from a vent pump siphoning gas from the SM core. The green loop is on the input end of the cold loop turbine, where the gases in the radiator network are pumped in. The black loop is on the output end of the cold loop turbine, where gases that were warmed up in the exchange of thermal energy are output into the radiator network to be cooled back down.&lt;br /&gt;
&lt;br /&gt;
The pipes can be safely pressurized up to 70000 kPa - a figure that can be pretty hard to reach depending on the size of the pipe network -, beyond which the pipes might begin to &#039;&#039;&#039;explode&#039;&#039;&#039;. One of the biggest determining factors for pipe pressure is heat, particularly something called &#039;&#039;&#039;thermal expansion&#039;&#039;&#039;. In the context of gas in pipes, hot gas results in higher pressure. Higher pressures mean that atmospheric devices like pumps attempting to force gas from a lower pressure network into the higher pressure network can be slowed down significantly. The most immediately concerning thing that can result from this is the hot loop functioning at a very high pressure during an emergency, and being unable to inject significant amounts of dump coolant because the pump either cannot force the gas from a canister into the loop fast enough, or the pressure simply exceeds the pump&#039;s maximum possible target pressure setting. See the [[#Core Venting|core venting procedures section]] on how to deal with this.&lt;br /&gt;
&lt;br /&gt;
With the above in mind, it&#039;s important to realize that pressure does not equal the amount of gas actually inside a medium. Gas quantity is measured in moles, which should be used as the real determining factor as to how much gas is inside a medium like a pipe network or a canister. Pressure and temperature can be measured with pipe meters, while moles (with pressure, temperature, and gas composition) can be measured with a gas analyzer.&lt;br /&gt;
&lt;br /&gt;
Worth mention is something called the &#039;&#039;&#039;fire triangle&#039;&#039;&#039;. Put simply, the three corners of the triangle represent heat, fuel, and an oxidizer. If all three of these are present then a fire will occur. Conversely, if one of these elements is removed, then you have no fire: Phoron spewing out all around a room and some broken light is sparking, but there&#039;s no oxygen or N2O? No fire, no problems, simple as that! This principle may be important to keep in mind if you choose to run an engine that has an oxidizer in the hot loop.&lt;br /&gt;
&lt;br /&gt;
Finally, to the right of the screen is the engine cooling control console screen. This will give you basic information such as the core&#039;s pressure (measured in kilopascals, kPa), its temperature (measured in Kelvin), and its gas composition (measured in percentages). The first section below these readouts is the controller for the gas injector (the device connected to the cyan loop). By default this device is turned on and set to the maximum volume setting, where it will &#039;&#039;attempt&#039;&#039; to inject gas at a rate of 700 L/s. Below this is the vent pump controller for the vent pump (the device connected to the orange loop). This device works a bit differently: its setting does not determine how fast it will siphon gas from the room it&#039;s in - that value is locked to 700 L/s as well -, instead the setting represents a threshold of pressure where it will begin siphoning once that threshold is crossed. By default it is set to 100 kPa, which is why the nitrogen at round start - resting at around 81 kPa - is sitting in the core and not populating the pipes. The maximum threshold value for this setting is 1000 kPa.&lt;br /&gt;
&lt;br /&gt;
==Safety First==&lt;br /&gt;
Before entering the engine room you should always wear proper PPE. The following will suffice, and are always found inside radiation lockers:&lt;br /&gt;
*[[File:MGlasses.png]]&#039;&#039;&#039;Safety Goggles&#039;&#039;&#039; to prevent hallucinations from developing by looking at the SM. How do they work? Who knows...&lt;br /&gt;
*[[File:Radsuit.png]]&#039;&#039;&#039;Radiation PPE&#039;&#039;&#039; to keep you from receiving a lethal dose of radiation that can very easily kill you within minutes. Dionae and IPCs are exempt from wearing this.&lt;br /&gt;
As long as you have these two sets of items you are pretty much safe unless the engine room is either an inferno or vacuum. Certain [[Guide to EVA#Hardsuits|hardsuits]] and [[Guide to EVA#Voidsuits|voidsuits]] are immune to radiation as well if you need to wear those out of necessity.&lt;br /&gt;
&lt;br /&gt;
==[[File:SMES.gif]]SMES Configuration==&lt;br /&gt;
There are two SMES units that are immediately relevant to the engine: the &#039;&#039;&#039;engine SMES&#039;&#039;&#039; and the &#039;&#039;&#039;main distribution SMES&#039;&#039;&#039;. The former is what receives power from the TEGs and powers the engine room APC directly as well as the emitter. If the output is not high enough, the emitter may not fire, or the APC may not have enough power to allow the pumps to operate. The other SMES also receives power from the TEGs, but it outputs to the rest of the ship. It should have its input maximized, since every kilowatt not used is another kilowatt wasted. The output can be adjusted as needed, of course, but one should take into account how populated the departments are and how much power the ship will need in general.&lt;br /&gt;
&lt;br /&gt;
==Coolant==&lt;br /&gt;
An intrinsic property of matter - particularly gas, in SS13&#039;s case - is something called &#039;&#039;&#039;heat capacity&#039;&#039;&#039;, a variable that determines how much energy it takes to increase the temperature of a substance. In the context of setting up the SM: how energized the SM needs to be in order for the gases in the hot/cold loops to actually rise in temperature. Heat capacity also factors into how power is generated with the TEGs; higher heat capacity allows a gas to hold more thermal energy, which means more energy can be transferred between the turbines, allowing more energy to be produced.&lt;br /&gt;
*[[File:Phoron_canister.png]]&#039;&#039;&#039;Phoron&#039;&#039;&#039;: Arguably the most stable and safe gas to use, Phoron carries with it a stupidly high heat capacity, at least compared to most other available gases. There is a lot of leeway with this particular gas, making it easy to train new apprentices with. It&#039;s worth noting, though, that &#039;&#039;&#039;phoron is a fuel&#039;&#039;&#039;, and can start fires. It is also &#039;&#039;&#039;a very scarce resource&#039;&#039;&#039;, and its use should be rationed out carefully if it is actually used. The SM will generate Phoron passively as long as it is energized. This gas is viable for either the hot loop or the cold loop.&lt;br /&gt;
*[[File:Hydrogen_canister.png]]&#039;&#039;&#039;Hydrogen&#039;&#039;&#039;: Second best gas to use with the second highest heat capacity, and it compares pretty well to Phoron, at least compared to the other gases. Like Phoron (sans all the wacky space magic that comes with it), Hydrogen &#039;&#039;&#039;is a fuel&#039;&#039;&#039;, and can start fires. It is otherwise inert and safe to breathe as long as you don&#039;t light a match. This gas is viable for either the hot loop or the cold loop.&lt;br /&gt;
*[[File:Nitrous_canister.png]]&#039;&#039;&#039;Nitrous Oxide&#039;&#039;&#039;: Not nearly as good as Phoron or H2 (in fact it&#039;s leagues below these two), it&#039;s still a respectable gas nonetheless. Its only caveat is that &#039;&#039;&#039;it is an oxidizer&#039;&#039;&#039;, and it will start a continuous fire if used in the hot loop, though the heat generated from such isn&#039;t as bad as one might think. It can also knock people out if exposed to the atmosphere, but almost all of these gases are dangerous in high quantities anyway. This gas is viable for the cold loop, but less so for the hot loop unless it is monitored.&lt;br /&gt;
*[[File:Carbon_canister.png]]&#039;&#039;&#039;Carbon Dioxide&#039;&#039;&#039;: &#039;&#039;Just&#039;&#039; under N2O in terms of heat capacity is CO2. This gas pretty much has nothing going for it other than that, but it&#039;s still way better than N2. You&#039;ll probably see this in the chamber anyway as a result of the SM producing Phoron and oxygen passively (which almost immediately burns up into CO2). This gas is viable for either the hot loop or the cold loop.&lt;br /&gt;
*[[File:Nitrogen_canister.png]]&#039;&#039;&#039;Nitrogen&#039;&#039;&#039;: Lowest heat capacity, twined with oxygen, N2 &#039;&#039;has&#039;&#039; been regarded as the standard coolant for the SM engine, but the fact of the matter is that this is &#039;&#039;&#039;definitely no longer the case&#039;&#039;&#039;, and N2 should really only be reserved for experimentation or as [[#Coolant Dump|emergency dump coolant]]. This gas is barely viable for anything.&lt;br /&gt;
*[[File:Oxygen_canister.png]]&#039;&#039;&#039;Oxygen&#039;&#039;&#039;: Same heat capacity as N2, except &#039;&#039;&#039;it&#039;s also an oxidizer&#039;&#039;&#039; (obviously). Oxygen can also energize the SM. Because of this, using this in the hot loop will almost definitely result in a roaring, nearly uncontrollable blaze eventually. That&#039;s not to say that it can&#039;t be controlled, but this shouldn&#039;t be the first gas you look at for coolant. The SM will generate oxygen passively as long as it is energized. This gas is barely viable for anything.&lt;br /&gt;
*[[File:Air_canister.png]]&#039;&#039;&#039;Air&#039;&#039;&#039;: Literally just 79% N2, 21% O2. Why would you use this. I mean, you have a lot of it, sure, but... why? For the reasons listed on the O2 section, using this is a terrible idea.&lt;br /&gt;
&lt;br /&gt;
==[[File:Filter.gif]]Waste Processing==&lt;br /&gt;
[[File:Waste room.png|thumb|The Reactor Waste Management Room.]]&lt;br /&gt;
&lt;br /&gt;
While this area and machinery doesn&#039;t impact SM performance &#039;&#039;too much&#039;&#039;, it&#039;s a good idea to set it up anyway, otherwise TEG performance might be negatively impacted, or worse. The filters up north are what will keep the coolant gas in the loop and the byproducts/gases you don&#039;t want out, pushing them towards the room to the north. By default, the filters are set to allow &#039;&#039;&#039;hydrogen&#039;&#039;&#039; through, so you don&#039;t need to change them at all unless you&#039;re doing a very strange setup. Incorrectly setting these filters will most likely result in the SM chamber slowly depressurizing until there is no gas left, or the gas leftover is so minuscule that it heats up to dangerous values instantly.&lt;br /&gt;
&lt;br /&gt;
The room beyond these filters has a black pipe network known as the waste line. Inside are three pumps and two gas coolers. As it turns out, siphoning gas from the inferno of an engine chamber gives you &#039;&#039;&#039;very hot gas&#039;&#039;&#039; which has expanded considerably. This makes most atmospheric devices function slowly, particularly the devices in Atmospherics, assuming you turn on the Reactor to Mix pump.&lt;br /&gt;
&lt;br /&gt;
Thus, it&#039;s a good idea to cool the gas down with the gas coolers. The simple way to set this up is to turn on both gas coolers to their default setting (which is room temperature, 20 Celsius), and maximize the Reactor to Mix pump. &#039;&#039;&#039;Don&#039;t turn on the Filter Bypass Pump or the Reactor to Scrubbers pump.&#039;&#039;&#039; The former will cause gas to filter from the Supermatter, which will cause it to delaminate, and the latter will send extremely hot gas to the scrubber pipeline, slowing it down.&lt;br /&gt;
&lt;br /&gt;
Because of how the filters are setup, using two different gases in the hot loop isn&#039;t possible without modifications. Why you would bother using more than one gas in the hot loop is a mystery, but it is worth mentioning.&lt;br /&gt;
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==[[File:Emitter.png]]Turn It On==&lt;br /&gt;
Once everything is all said and done - the pipes are full of gas, the filters are filtering properly, the cold loop pump is turned on, and the TEGs look like they&#039;re working -, it&#039;s time to turn this sucker on! Assuming you didn&#039;t use oxygen in the hot loop (why would you), the SM should be in an inert state, ready to be energized by this big ol&#039; laser thing, &#039;&#039;&#039;the emitter&#039;&#039;&#039;. The emitter is basically a very high power laser that fires in bursts of four. Because of how the SM&#039;s power and decay function (described in [[#The Supermatter|this section]]), each shot to the SM will be functionally weaker than the last, though this effect is really only noticed if you shoot beyond fifty shots. Speaking of shots, an important variable in an engine setup is how many shots the emitter takes, which you should probably be counting. If you managed to lose count, don&#039;t sweat it: you can examine the emitter to see how many times it has fired.&lt;br /&gt;
&lt;br /&gt;
The emitter is connected directly to the engine SMES; it does not receive power from an APC, it must be wired into a powered grid directly. That grid specifically requires thirty kilowatts in order for the emitter to fire. In the context of the engine power grid, the engine SMES output should probably be set far above this value so as to take into account the power draw of the engine room APC.&lt;br /&gt;
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==Emergency!==&lt;br /&gt;
&#039;&#039;&#039;Most of the techniques beneath this subheading assume the engine room is powered. If it is not, head to [[#Maintenance and Repairs|this section]], then come back here.&#039;&#039;&#039; So for your first or second go-around, the SM seems like a pretty complex and cruel engine, but that&#039;s only half true: in fact, compared to all of the other engines in the code, the SM is actually incredibly forgiving: it takes more than a few minutes to blow up during which it can be saved, it yells over the radio if it begins to take damage, it yells loudly over the radio if it&#039;s about to blow, and its scale of destruction - while discouraging - hardly compares to the level of chaos that something like the singularity or tesla can cause. Now that we know that not all hope is lost and that you can easily rescue the engine, it&#039;s time to get to work!&lt;br /&gt;
&lt;br /&gt;
Firstly, the biggest thing that can go wrong with the engine is the SM overheating. This occurs when the temperature of the core exceeds 5000 Kelvin, a value that can be gleaned by looking at one of the engine core control consoles. What exactly causes it to reach that temperature can be based on a variety of things: poor coolant choice, over energization, coolant backup, missing pipes to name just a few. The sections below will cover how to correct this.&lt;br /&gt;
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===[[File:Nitrogen_canister.png]]Coolant Dump===&lt;br /&gt;
&#039;&#039;&#039;Assuming the pipes are not pressurized beyond 15000 kPa&#039;&#039;&#039;, dumping a random coolant (like nitrogen) into the hot loop via the canister connector has proven to be quite effective. How it works is it takes a room temperature gas (usually 20C, unless you chilled it before hand) and introduces it to an incredibly hot inferno. The thermal difference between the new coolant and the old coolant is huge, and it will cool down the core almost instantly. As a bonus, the dump coolant (assuming it isn&#039;t the same gas that you set the engine up with) will gradually filter out of the loop via the filters, keeping everything nice and clean once all is said and done. This, of course, is not a permanent solution, but it will buy you a lot of time. There are four N2 canisters sitting around in the corner of the engine room, ready to be used as dump coolant.&lt;br /&gt;
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You can, of course, inject more of the gas you used during setup, but for obvious reasons this will offset the balance you set the engine up with... not that it matters that much, probably. If you care about ratios that much, just do the above.&lt;br /&gt;
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===[[File:Manualvalve.png]]Coolant Valves===&lt;br /&gt;
The white squares [[#top|shown in the picture of the engine room at the top of the page]] are the emergency coolant mix valves. These will join the hot and cold loops together to allow the hot loop - the gas that is probably incredibly hot - to be cooled down, at least initially, with the gas from the cold loop, and also cool it off with the radiator network. This will almost certainly result in the TEGs power production being killed off, and will invariably disrupt your gas ratios if you really care about them. This solution is a little more long term than dump coolant, but you should make sure your SMES units have enough power to function while maintenance is being conducted on the SM.&lt;br /&gt;
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Using the mix valves when you&#039;re using &#039;&#039;&#039;two different types of coolant&#039;&#039;&#039; is a much harder endeavor. Unless the filters are turned off, all of your cold loop gas will eventually be filtered out. Even if the emergency is handled, you&#039;ll be stuck with two different gases in at least one of your loops. Just something to keep in mind.&lt;br /&gt;
&lt;br /&gt;
===Direct Cooling: Maverick Style===&lt;br /&gt;
First two methods aren&#039;t getting you anywhere, or the pipes were sabotaged in such a way to prevent them from working? Well, this is it everyone. I guess engineering is going to explode now.&lt;br /&gt;
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Well, maybe if you&#039;re a &#039;&#039;quitter&#039;&#039;. Throw on a voidsuit and grab an extinguisher and inflatable door. &amp;lt;s&amp;gt;Break into the CE&#039;s office&amp;lt;/s&amp;gt; Politely ask the CE to unbolt the engine hatches (they may need to press the button twice for it to actually unbolt), setup an inflatable door outside one of the hatches, open the hatch up, and let loose with the extinguisher foam. The result is the room cooling down to such an extreme that you might wonder how you can even wield such power. The day is saved and the SM won&#039;t be exploding for a while. Now that that&#039;s done, you should probably get the heck out of there since your voidsuit most likely doesn&#039;t shield you from as much radiation as you&#039;d like.&lt;br /&gt;
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===Core Venting===&lt;br /&gt;
If you&#039;ve managed to determine that the gas used in the core just simply sucks and can&#039;t support the energized state of the SM, it&#039;s probably time to just swap to a different gas all together. Or maybe the hot loop is pressurized well over 15000 kPa and you can&#039;t inject any dump coolant. First you should set the filters to the new gas that you plan to use so that you don&#039;t waste any when you begin injecting it. This will slowly filter the core&#039;s old coolant out, but this is going to be way too slow and the SM will probably blow up before you can actually inject a new coolant, thus we will just &#039;&#039;&#039;vent the core&#039;&#039;&#039; instead. The button up north next to the nitrogen canisters behind a glass window (that you can smash easily) is what will open up the core vent to space, which will rapidly drain the core of all gases. As long as the core has &#039;&#039;some&#039;&#039; pressure, the amount of damage it takes won&#039;t spike terribly as a result of being exposed to vacuum. You or another engineer should confirm that the vent is actually open by checking on the camera inside. Once the gases have been drained sufficiently, close the vent and start dumping in the new coolant into the hot loop. If all well and good then the day is saved and you don&#039;t have to worry about anything else. Good job!&lt;br /&gt;
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==Ejection==&lt;br /&gt;
&#039;&#039;&#039;This is the last resort&#039;&#039;&#039;. If the engine room is already somehow blown up, the core cannot be secured in time, and/or many of the pipes are missing and you are very short on time, then maybe it&#039;s time to consider ejecting the SM to save the engine room from exploding and saving other people the trouble of being blasted with radiation. You will notice that the SM rests on a mass driver, basically a slingshot. When activated, this will send the SM flying. For obvious reasons, the core vent should be wide open before attempting to use this. The button for the vent can be found on the northern end of the room next to the nitrogen canisters, while the button for ejecting the core is in the CE&#039;s office. Considering the severity of the situation, no one will really blame you if you decide to break in and launch the SM out yourself, assuming you really are out of options.&lt;br /&gt;
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Note that the SM takes damage if it is powered and exposed to vacuum. Because of this, you must either be swift or accurately coordinate the SM&#039;s ejection so that it doesn&#039;t blow up before you launch it.&lt;br /&gt;
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===Something Went Wrong!===&lt;br /&gt;
The mass driver does not know whether or not the vent is open, it just drives mass, that is all it does. Hitting the mass driver before the vent is open will just launch the SM into the blast door and nothing will happen. This severely complicates everything since now you must place the SM back onto the mass driver in order to eject it properly. Yes, this means you have to go into the core yourself to pull it back into position. Yes, you will probably die. Regardless, put on a voidsuit (an atmos suit would be best, otherwise refer to [[#Direct Cooling: Maverick Style|this section]] to make sure you don&#039;t melt too bad), get the engine hatches unbolted (the button to do so is in the CE&#039;s office. Unless they have been unbolted in the past, you will need to hit the button twice because BYOND sucks), setup an inflatable door outside a hatch, turn your magboots on, and get on in there. &#039;&#039;&#039;Pull&#039;&#039;&#039; the SM back into position, namely the middle of the core where the mass driver is. Make sure the vent is open and hit the ejection button in the CE&#039;s office once more and hope for the best.&lt;br /&gt;
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If the mass driver was somehow destroyed or no longer functions, you will have to eject the Supermatter yourself, with your bare hands. Open the vent, enter the core, &#039;&#039;&#039;pull&#039;&#039;&#039; the SM and head down the carved path until you reach a large hole in the floor. Set the SM up next to the hole and grab anything to throw at it. The impact of the item against the SM will push it into the hole, saving engineering, yourself, and many others.&lt;br /&gt;
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==Troubleshooting and Repairs==&lt;br /&gt;
For a number of reasons, the Supermatter cannot run indefinitely without periodic input, as its power will eventually decay to the point that the gas that it heats up is not enough to generate meaningful amounts of power. However, given that rounds don&#039;t often last more than two hours and atmos processes slower than the time it takes for sauerkraut to ferment (at least three days, by the way), this whole problem won&#039;t make itself manifest. In the rare event that this does happen, just turning the emitter on for a few seconds to re-energize the crystal will suffice.&lt;br /&gt;
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If that doesn&#039;t fix your issue, read on.&lt;br /&gt;
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===No Power!===&lt;br /&gt;
Arrived to the shift late and there&#039;s no other engineers, or they&#039;re totally clueless and neglected to read the wiki? All of the SMES units in engineering have depowered to the point that nothing works? &#039;&#039;&#039;Well!&#039;&#039;&#039; Guess it&#039;s time to cold start the engine!&lt;br /&gt;
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# Locate a PACMAN portable generator along with the fuel to run it. At least one can be found in Engineering Hard Storage, along with some graphite sheets to power it.&lt;br /&gt;
# Head to the Supermatter SMES Chamber, turn off input on the SMES, and wrench the PACMAN directly over the main SMES unit&#039;s input terminal (there&#039;s a wire knot there leading to the engine SMES input terminal as well).&lt;br /&gt;
# Feed it fuel and turn it on.&lt;br /&gt;
# Assuming the engine SMES input is on (it is by default, otherwise use RCON to turn it back on) and no one snipped any wires between the main SMES and the engine SMES ([[Traitor|very strange behavior]]) then bam, power.&lt;br /&gt;
# Hit the door bolt button and continue engine setup from there.&lt;br /&gt;
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===Missing Pipes===&lt;br /&gt;
If a pipe goes missing then something has gone terribly, terribly wrong. It&#039;s more likely, however, that a meteor managed to smash into the radiator network and take out one or two heat exchange pipes, which will invariably sever the link between the output and input ends of the cold loop turbine. Though there are grilles surrounding the coolant network to hopefully prevent this from happening, there&#039;s no guarantee that it won&#039;t happen; it may be prudent to check on the radiator network after meteors decide to crash through.&lt;br /&gt;
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Repairing the missing pipe sections is simple but time sensitive. If you have a handheld pipe dispenser then this process is made that much more easy. Just EVA out, dispense the correct pipe, rotate it as needed, and wrench it in. If you do not have a handheld dispenser then you will need to document all missing pipe segments and vend them out of a normal pipe dispenser, which is a bit more tedious and time consuming.&lt;br /&gt;
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===Core Underpressure===&lt;br /&gt;
If the engine core is inexplicably dropping in pressure, then there&#039;s a good chance that something has either exposed the engine room to space, or the hot loop is dumping gas somewhere else (like the waste loop). Checking if the core was breached is a simple enough process, and checking if the pipes are emptying themselves is as simple as checking everything that the network connects to, particularly the gas filters.&lt;br /&gt;
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===Poor Power Production===&lt;br /&gt;
TEGs aren&#039;t producing much power? First you should determine whether or not both turbines are spinning. If they are, then gas is flowing fine. If they aren&#039;t, then something has stopped the flow of gas, or the gas has disappeared.&lt;br /&gt;
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Ensure the filters are running properly if the hot loop mysteriously empties. For the cold loop, ensure the cold loop pump is maxed and turned on. For the hot loop, ensure that the air injector and vent pump are both functioning; the injector will have a red light if it is not, and the vent won&#039;t animate if it is off. They can be turned on via the [[#Gas and Heat|engine coolant control console]] in the monitoring room. If the TEGs still aren&#039;t producing power in spite of there being flowing gas, make sure the SM is actually energized. In other words &#039;&#039;make sure the hot loop is hot&#039;&#039;. If the round has dragged on long enough, or you just didn&#039;t shoot it enough, then it probably isn&#039;t generating enough heat. If all else fails, refer to the [[#Missing Pipes|missing pipes]] section above.&lt;br /&gt;
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===Broken Windows or Containment===&lt;br /&gt;
So the SM got too hot and broke all the windows? Let&#039;s hope you turned down the Engine Core blast doors. If you did, it&#039;s not the end of the world, and the Supermatter is still safely contained so long as the blast doors are not raised. You should probably make sure the SM isn&#039;t on its way to delamination during this whole process, but if the windows are only damaged instead of broken, then you actually can repair them. Note that the usual reinforced borosilicate windows take damage at &#039;&#039;4273 Kelvin&#039;&#039;.&lt;br /&gt;
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==== How to Repair a Window ====&lt;br /&gt;
# Set up inflatable doors right up against your working area.&lt;br /&gt;
# Alt click the turf to bring up turf view - a tab that shows you every single item - so that you can work on what you want easily.&lt;br /&gt;
# [[Guide to Construction#Windows|Deconstruct the damaged window]] (&#039;&#039;&#039;making sure that there&#039;s another window in the same place first&#039;&#039;&#039;) and build a new one. Alternatively, splash some [[Guide to Chemistry#Silicate|silicate]] on it if you really want.&lt;br /&gt;
# Move the window panes back around to make sure it&#039;s nice and flush, and remember to secure them back in place.&lt;br /&gt;
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As for walls, well... if they&#039;re breached then something&#039;s gone very wrong. Regardless, you should always build &#039;&#039;&#039;reinforced&#039;&#039;&#039; walls with plasteel, otherwise you&#039;ll have a wall with a very low melting point!&lt;br /&gt;
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{{Engineering}}&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Solarian_Security_and_Law&amp;diff=34049</id>
		<title>Solarian Security and Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Solarian_Security_and_Law&amp;diff=34049"/>
		<updated>2024-08-11T06:11:30Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
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&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
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==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
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But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
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Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
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==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462. The task of coordination in these cases falls upon the bureaucratic and Byzantine shoulders of the SIP-CPA, which is responsible for coordinating and managing thousands of these situations on a daily basis due to the sheer size of the Alliance. The SIP-CPA is an efficient yet often exceedingly slow organization due to the amount of cases it handles on a daily basis, and many planetary police agencies often find themselves grumbling at the amount of time it takes requests to snake their way through the bureaucracy of the Agency. Despite the lethargic pace at which the Agency works it is, in the eyes of many Solarian security officials, irreplaceable due to the coordination it provides between the many disparate agencies in the Alliance. SIP-CPA employees rarely find themselves in “on the ground” situations due to the Agency’s primary purpose of coordination. As a result SIP-CPA agents are generally seen as the “softest” of the Alliance’s three agencies, but still command respect due to the amount of work they perform to keep the Alliance’s policing apparatus functional.&lt;br /&gt;
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Working alongside the SIP-CPA is its more active counterpart, the SISA. While the SIP-CPA is focused upon macro-level coordination, the SISA handles crimes that go beyond the capabilities of a singular member state’s local police forces. The Agency is typically seen as the more glamorous of the Alliance’s two domestic security services due to the more hands-on and high-visibility work it conducts. Despite its greater glamour the Agency could not function without the support of the SIP-CPA, which provides it with the information it requires to act and is responsible for authorizing the deployment of its agents to the field. As a result the Agency is somewhat slow to act and respond, but almost always solves cases and problems it is assigned to -- no matter how long they may take. Agency branch offices can be found throughout the Alliance’s member states.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau==&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern Coalition of Colonies), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau itself is shrouded in a large amount of deliberate secrecy, and few outside of it itself and the higher echelons of the Solarian government understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-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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Despite the well-known reputation of its interrogation rooms the SIIB’s primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become extremely adept at over the centuries since the Interstellar War. The Bureau is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, though the Bureau’s reach (or, perhaps, its interests) have not yet extended to the more isolated Empire of Dominia. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
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The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajaran branches being the most prevalent of its non-human intelligence wings.&lt;br /&gt;
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Of these two the skrellian branch is the larger and more developed one thanks to the greater amount of time that humanity has been in contact with the skrell. The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
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While smaller than its counterpart the tajaran branch has a long history of clandestine activities on resource-rich [[Adhomai]] that stretches back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
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==Courts and Jails==&lt;br /&gt;
The Alliance’s justice system is an archaic product of its bloated bureaucracy with some charged persons taking months to go to trial, though these waits are often much shorter in its core worlds. The average time a charged person spent awaiting trial within the Solarian Alliance was 19 months and 28 days. In most member states of the Alliance accused Solarians are subject to the judgement of a jury of twenty of their peers, and their trial is presided over by an elected judge of the Solarian Judiciary. However there is one notable exception to this system of justice: Mars. Since the events of Violet Dawn in 2462 the Martian judicial system -- already known for being extremely harsh on the convicted -- has been superseded and replaced by military law under the Solarian Army’s emergency government. Martian convicts are instead subject to the judgement of a Solarian Army military tribunal, which often deals out harsh punishments up to execution by firing squad. The Solarian Supreme Court is staffed by nine judges who are appointed by the Prime Minister and approved by the Solarian Parliament that serve for life or until retirement.&lt;br /&gt;
&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>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca&amp;diff=34050</id>
		<title>Vaurca</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vaurca&amp;diff=34050"/>
		<updated>2024-08-11T06:10:51Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Vaurca (Vaur&#039;uyit&#039;zir)&lt;br /&gt;
 |Scientific = V. esseli / V. sapiens&lt;br /&gt;
 |Image = Vaurcaduo.png&lt;br /&gt;
 |System = Sedantis (Sc&#039;theth&#039;stak, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
 |World = Sedantis I (Vaur&#039;avek&#039;uyit, &amp;quot;Home Afar.&amp;quot;)&lt;br /&gt;
 |Language = Vaurcese, Hivenet.&lt;br /&gt;
 |Politic = [[Vaurca Hives#Zo&#039;ra|Zo&#039;ra Hive]], [[Vaurca Hives#K&#039;lax|K&#039;lax Hive]], [[Vaurca Hives#C&#039;thur|C&#039;thur Hive]].&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
Vaurcae, (&#039;&#039;Vaurca&#039;&#039; in singular term and &#039;&#039;Vaurcae&#039;&#039; in multiple) are an arthropodous species that naturally organize themselves into eusocial groups. The Vaurca are one of the oldest surviving civilizations in the known galaxy, with a &#039;&#039;&#039;[[Vaurca History|history]]&#039;&#039;&#039; that can be traced back 730 000 years ago. Now they arrive in the [[Orion Spur]] as colonists, reluctantly taken in by other civilizations.&lt;br /&gt;
&lt;br /&gt;
Their eusocial organizations are referred to as Hives, led by a High Queen, typically named after the Hive itself. Below the High Queen, Lesser Queens govern specific Hive functions. Both Lesser and High Queens, as well as Surrogate Breeders, are the exclusive types of Vaurcae capable of laying eggs for the generation of new individuals. Birth under a particular Queen or Surrogate Breeder assigns a Vaurca to her brood, resulting in distinct traits and a variant carapace color compared to others. Further details on these structures and broods can be explored on the &#039;&#039;&#039;[[Vaurca Hives]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Vaurca civilization is separated into several castes, with members of each caste having their biology, psychology, and education determined before they are even born. Each individual Vaurca is made often for a specific function pertaining to their caste. Vaurcae are separated further between two groups, known as psyches: &#039;&#039;&#039;Akaix&#039;&#039;&#039; (Unbound) and &#039;&#039;&#039;Viax&#039;&#039;&#039; (Bound). Akaix are no less of a person than any human, whereas Viax are incredibly simple-minded, running on no more than a desire to do what they are told, designed for their function rather than versatility. More about the castes can be read on the &#039;&#039;&#039;[[Vaurca_Biology|Vaurca Biology]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Vaurcae have mechanical extras such as extensive xenowear loadout and their homeworld&#039;s flag. [[K&#039;ois]] as a product is available in-game and they have a rather grand set of unobtainable event-spawn objects and mobs. Massive Vaurcae Breeders are playable as [[Consular Officer|consular officers]], and their lore can further be explored through artifacts and merchant items.&lt;br /&gt;
&lt;br /&gt;
Vaurcae can come from the Zo&#039;ra, K&#039;lax, C&#039;thur, or Lii&#039;dra Hives. The Lii&#039;dra are exclusive to [[Lii&#039;dra guide|antagonists]] and events, though antagonist Vaurcae are not limited to Lii&#039;dra.&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the insect-like Vaurcae, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important notes:&#039;&#039;&#039; Vaurcae cannot be any Heads of Staff, bridge crew, or be elevated to an interim command position. Vaurcae used to require an Avowal of Responsibility to work any position higher than an intern level, but as of 4/24/2463, Avowals were abolished in [[Stellar Corporate Conglomerate]] facilities.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Can only healthily consume food made of k&#039;ois, a yellow fungus originating from the Vaurcaesian home planet. K&#039;ois is deadly to other lifeforms.&lt;br /&gt;
*A long-distance language in the form of Global Hivenet. It is accessible with ,9 and can only be heard by other Vaurcae and ship-bound synthetics.&lt;br /&gt;
*Immune to phoron gas, and require it to breathe.&lt;br /&gt;
*Have a third arm to hold small objects.&lt;br /&gt;
*Can survive in space without a voidsuit.&lt;br /&gt;
*Do not take damage from electric shocks.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Do not self-heal.&lt;br /&gt;
*Can toggle night-vision to see in the dark.&lt;br /&gt;
*Take x2 damage from toxins.&lt;br /&gt;
*Bleed out faster.&lt;br /&gt;
*Can be permanently rendered blind by flashing them several times in a row.&lt;br /&gt;
*Vaurca &#039;&#039;&#039;Warriors&#039;&#039;&#039; can bite and are more resistant to burns.&lt;br /&gt;
*Vaurca &#039;&#039;&#039;Workers&#039;&#039;&#039; cannot bite but are more resistant to radiation.&lt;br /&gt;
*Vaurca &#039;&#039;&#039;Bulwarks&#039;&#039;&#039; are slow but immune to radiation and can fireman carry two people at once.&lt;br /&gt;
&lt;br /&gt;
Non-mechanic traits:&lt;br /&gt;
*Dislike light.&lt;br /&gt;
*Be raised in virtual reality.&lt;br /&gt;
*Generally very specialized. Born to serve a specific role.&lt;br /&gt;
*Face severe discrimination in human space.&lt;br /&gt;
*Be incredibly sensitive to smells.&lt;br /&gt;
&lt;br /&gt;
==Relationships with Megacorporations==&lt;br /&gt;
The following is an updated table listing which megacorporations employ Vaurcae. All playable characters must adhere to these specifications; failure to do so may result in administrative action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Vaurca Hives&#039; Relationships&lt;br /&gt;
|-&lt;br /&gt;
! Corporations&lt;br /&gt;
! Zo&#039;ra&lt;br /&gt;
! K&#039;lax&lt;br /&gt;
! C&#039;thur&lt;br /&gt;
|-&lt;br /&gt;
! [[Nanotrasen Corporation|NT]]&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Hephaestus Industries|Heph]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|-&lt;br /&gt;
! [[Zavodskoi Interstellar|Zavod]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Zeng-Hu Pharmaceuticals|ZH]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|-&lt;br /&gt;
! [[Idris Incorporated|Idris]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|-&lt;br /&gt;
! [[Private Military Contracting Group|PMCG]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT/DPF&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/Eridani&lt;br /&gt;
|-&lt;br /&gt;
! [[Orion Express|Orion]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Einstein Engines|Einstein]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&#039;&#039;See also: [[Vaurca Biology]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Vaurca appear as humanoid insects with a unique biology that sets them apart from the rest of the Orion Spur. The species is also known for its wide variety of Bioforms—unique subtypes of Vaurca with distinct anatomy. The most basic Vaurca bioforms possess four arms, with two of them being vestigial and smaller. Their hands showcase four digits, evenly distributed between thumbs and fingers. Their legs culminate in feet perfectly adapted for scaling the tunnels and caverns of their homeworld.&lt;br /&gt;
&lt;br /&gt;
Their heightened sensory perception is channeled through antennae, particularly tuned to an exceptional olfactory sense. Pheromones play a pivotal role in Vaurca communication, acting as a nuanced language, much like words intertwined with delicate scents. This acute olfactory ability enables them to decipher subtle nuances within the intricate tapestry of pheromonal expressions.&lt;br /&gt;
&lt;br /&gt;
All Vaurcae are highly dependent on their specialized augmentations, which may be considered vital organs for their survival. These organs are installed shortly after birth. The most important augmentation for Vaurcae is the neural socket, which allows each member of the species to connect to [[Virtual Reality]] and communicate via [[Hivenet]]. These two technologies are considered the backbone of Vaurca society.&lt;br /&gt;
&lt;br /&gt;
As Vaurca become more specialized, differences between bioforms are greater. For example, some subtypes of Vaurca may possess more limbs or have been engineered to withstand harsher conditions. Advanced bioforms may also have more unique augmentations, not readily available for the common members of the Hive.&lt;br /&gt;
&lt;br /&gt;
===Ka, The Workers (Type A)===&lt;br /&gt;
[[File:Vaurcaworker.png|left|64px]]&lt;br /&gt;
Type A are the most common Vaurca. Their most prevalent feature is their hardened exoskeleton, varying in colors in accordance with their Hive. This exoskeleton provides protection against harsh radiation, solar and otherwise, and acts as a robust pressure suit to seal their soft inner core from the outside world. This allows most Type A Vaurcae to have extended, several day-long EVA expeditions, assuming they have phoron. Their hands consist of two middle fingers with small talons at the end, and two opposable thumbs, a left and a right, on either side of their hand. Type A range from 5ft to 7ft tall on average, though outliers of both spectra are not unheard of for the more specialized tasks.&lt;br /&gt;
&lt;br /&gt;
It is important to note that Workers explicitly avoid violent situations wherever possible. This is not their function, and they are always more used to the Hive in peak conditions. Nearly all Workers are designed to find violence almost abhorrent—the sight and smell of blood instilling fear and worry for most.&lt;br /&gt;
&lt;br /&gt;
===Za, The Warriors (Type B)===&lt;br /&gt;
[[File:Vaurcawarrior.png|left|64px]]&lt;br /&gt;
Type B are the second most prominent of Vaurca society and some of the most varied. They can range in size from 5ft tall to 8ft tall. Other types of Warriors, known as Warforms, rise to as much as 20ft tall. They can be bipedal, quadrupeds, or hexapods, which are called types BA, BB, and BC respectively. They usually have weapons physically attached to their bodies, making them unwieldy or impractical for any situation other than combat.&lt;br /&gt;
&lt;br /&gt;
Warriors, unlike other types of Vaurcae, are not typically passive. This means that they tend to be more suitable for combat-orientated positions, while Worker and Gyne types tend to be poorly suited for the disposition these types of occupations demand. Unlike Workers, their exoskeleton is not as well equipped for such extended EVA expeditions, however, it can withstand a few hours-long excursions.&lt;br /&gt;
&lt;br /&gt;
The majority of Warrior-caste Vaurcae employed by the Stellar Corporate Conglomerate are type BA, also known as &#039;&#039;&#039;Myrmidon&#039;&#039;&#039;. Myrmidons are deprived of the most advanced augments and mostly differ from other types simply in that they are more mentally suited for combat or are involved in the function of something that could be considered a weapon. Unlike Workers, type BA possesses longer, more powerful mandibles. These can be customizable on the character creation screen.&lt;br /&gt;
&lt;br /&gt;
===Ta, The Breeders (Type C)===&lt;br /&gt;
[[File:Vaurcabreeder.png|left|64px]]&lt;br /&gt;
Type C are rare among Vaurcae and make up around 2-3% of their entire species. They are massive and larger than any of the other castes.&lt;br /&gt;
Female Breeders, also known as &#039;&#039;&#039;Gynes&#039;&#039;&#039;, are the ruling caste of the Vaurcae and are the only available type of Breeder on the ship. Type CB, Unbound Gynes, occupy all leadership positions amongst the species and share in the same biological immortality enjoyed by them, many being born in generations long gone.&lt;br /&gt;
&lt;br /&gt;
Queens, lesser and high, are the only types of Vaurcae capable of producing eggs. It falls to specialized Gynes, known as Surrogates, to fertilize, genetically shape, and nurture these eggs to maturation. Being born under a specific Queen places a Vaurca in her brood, with each brood pushing the Vaurca towards distinctive traits reflective of her will and a variant carapace color. Not all Ta are Queens, but all Queens are Ta.&lt;br /&gt;
&lt;br /&gt;
Male Ta are raised as Bound while the females are raised as Unbound. Ta differ substantially from other castes in that they do not have recognized subcastes and instead are separated by ranks. Additionally, unlike the remainder of the Vaurca species, Ta are possessed of great social intelligence, making them ideal candidates for negotiating with aliens on economic and political matters. They easily grasp the nuances of social context, contracts, and systems that other castes have difficulty navigating.&lt;br /&gt;
&lt;br /&gt;
Ta can only be played as [[Consular Officer|Consular Officers]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Playing a Hive Representative====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
As a Ta aboard the Horizon you are one of the venerable leaders of the Vaurca species and more valuable than any individual Worker or Warrior, a fact you are deeply cognizant of. Vaurca of your Hive are biologically compelled to follow your orders except where they directly contradict a Ta of their own Brood and many Vaurca of other Hive&#039;s will do so in ordinary circumstances out of respect, though they are not strictly required to. Your position places you as a representative of the Court of Queens or the state you represent. As such, your diplomatic duties consist primarily of representing your brood in a positive light, advancing the political goals of your Hive, and providing emotional support and advice.&lt;br /&gt;
&lt;br /&gt;
Below are the rules for playing a Ta. Any bends of these rules must be clarified with the species maintainer prior to playing the character. Failure to adhere to the guidelines may result in punishment.&lt;br /&gt;
&lt;br /&gt;
*No height taller than 11 feet tall.&lt;br /&gt;
&lt;br /&gt;
*As a Gyne, you are allowed to have a three-syllable name instead of the usual monosyllabic.&lt;br /&gt;
&lt;br /&gt;
*Auto-hiss basic (s becomes z or more frequently not at all). You have been assigned to work on a ship full of aliens, so you would have a vocal implant aiding this significantly due to your status.&lt;br /&gt;
&lt;br /&gt;
*Avoid combat and avoid doing any labor or specialized work except where absolutely necessary. Ta may and almost always do have hobbies, often developing talents in line with the skills of their brood, and they are expected to be extremely good at them owing to their incredible age. Despite this, they are leaders and politicians, not Warriors or Workers, and they should have no intention of changing this. On matters of strenuous labor, Gynes ultimately prefer delegation and inspiring others to do something.&lt;br /&gt;
&lt;br /&gt;
*Avoid social ignorance. Gynes possess a high social intelligence thanks to generations of evolution, being literally made for it, so they would be knowledgeable on whether trying to clean a Unathi&#039;s horn would upset them or not.&lt;br /&gt;
&lt;br /&gt;
*Ta are biologically immortal, many having lived through what would to other species be recognized as entire eras of history. Each brood has different customs regarding the age at which a Gyne is ready for diplomatic duties. Few broods trust Ta under 100 years old with any serious positions. The absolute upper limit on playable Ta age is thirty-five-thousand years, born not long before the [[The Great Hive War|Great Hive War]]. Gynes older than this are very rare and typically Queens, Surrogates, or hive-cell Aliates, not finding work aboard the Horizon. Despite this extraordinary range, the average Hive Representative will fall between 500 and 3000 years.&lt;br /&gt;
&lt;br /&gt;
*Gynes, as important members of the Hives, are entrusted with an administrative neural socket, a tool that gives them greatly increased power over the [[Hivenet]] and [[Virtual Reality]]. Mechanically, this is reflected in a series of Hivenet verbs, giving them the ability to mute, shock, ban, and even void lesser Vaurca. Despite having access to such with a thought, Ta employ them rarely, and to do so against another Hive&#039;s Vaurca without good reason is equivalent to a hostile attack, a major diplomatic incident. Voiding, the act of destroying a Vaurca&#039;s neural socket, is an absolute last resort and should never be employed except as a last resort.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ra, The Bulwarks (Type E)===&lt;br /&gt;
[[File:Bullywiki.png|left|64px]]&lt;br /&gt;
The newest caste of the Vaurca, Type E are heavyset industrialists who specialize in jobs involving hard labor, engineering, and maintenance. Average specimens stand at 8-10 feet tall and require special clothing due to their unique shape. Type E Vaurca are the least prominent population-wise in the species, due to the fact they were only recently conceived. Bulwarks were unveiled at the first session of the reformed Court of Queens in 2463 before specimens belonging to the other Hives began appearing.&lt;br /&gt;
&lt;br /&gt;
Bulwarks tend to be strictly defensive in their temperament, meaning they will fight to defend themselves and those in their immediate surroundings, before escaping when presented the chance. They will not chase down threats or run into situations they are not already involved in.&lt;br /&gt;
&lt;br /&gt;
Bulwarks are only employed in select locations as of now, due to their relatively recent appearance. Notable locations include the NTCC Odin, the NSS Upsilon, the NSS Aurora, and the SCCV Horizon. Outside of these locations they are heavily monitored in where they go and are typically kept in more secure locations. There are no [[Queenless]] Bulwarks.&lt;br /&gt;
&lt;br /&gt;
===The Unbound===&lt;br /&gt;
The &#039;&#039;&#039;Unbound&#039;&#039;&#039;, or Akaix, are the sapient and self-aware parts of Vaurca society. Their eggs and larvae are given specialized care by Surrogates and Bound Workers. The Unbound are born with fully developed brains and are perfectly capable of making rational decisions. They are naturally intuitive, curious, and capable of understanding abstraction, much like a human. However, Unbound are not raised in a traditional manner. Instead, Unbound Vaurcae are trained in Virtual Reality, where they learn to fulfill their tasks for the real world. Depending on the specialization of the Vaurca, this training can widely differ.&lt;br /&gt;
&lt;br /&gt;
Although Unbound are still thinking, sapient beings, they still typically maintain unwavering subservience to the respective hierarchy of their Hive. This is due to a combination of pheromone excretion and indoctrination methods imposed during the growing process of an Unbound. However, when they are not under the direct instruction of a lesser or High Queen, they will typically pursue their own or their own hive-cell&#039;s interests.&lt;br /&gt;
&lt;br /&gt;
The Unbound typically take up jobs that require more critical thinking skills, the ability to learn or adapt, and greater abstract thought than simple Bound. In this respect, Unbound Vaurcae can simply be considered on the same level as any human. Integration in the Orion Spur and other alien communities has some of them living alone or in small groups in their own apartments like any other citizen or family, working to support themselves. However, all Vaurcae are required to provide a tithe to their hive-cell, which takes most of their paycheck.&lt;br /&gt;
&lt;br /&gt;
=====Playing Unbound=====&lt;br /&gt;
Unbound are the human-like part of the Vaurcae species and are capable of playing any non-command role in terms of ability. The uniqueness of their upbringing, combined with the millennial history of the species, provides interesting types of personality not seen in any other species. Unbound can spent thousands of years inside Virtual Reality, either kept in cryogenic storage or resleeved to return to the real world. They can also be freshly birthed, barely knowing anything besides the basics of their trade. Any other variations, as long as they are possible within the lore, are also acceptable. Likely because of their biology, many Vaurcae are generally passive and hold more value in a group&#039;s opinion rather than their own, disliking isolation.&lt;br /&gt;
&lt;br /&gt;
Depending on the Hive, the personality of the Unbound can change. This is mostly true among younger Vaurcae. For example, a young K&#039;lax Warrior might understand the military structure of the [[Izweski Nation]] and have a good grasp on [[Unathi]] traditions. For this reason, Vaurca players are encouraged to read the lore of overlapping cultures.&lt;br /&gt;
&lt;br /&gt;
===The Bound===&lt;br /&gt;
[[File:Bound working.png|thumb||While all Bound are specialized for a specific job or instruction, all are still capable of simple labor.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bound&#039;&#039;&#039; Vaurcae, Drones, or Viax, are members of a lobotomized slave caste trained to obey orders without question, chosen even before their egg is laid. Eggs designated to be Bound are provided with certain hormonal mixes designed to neutralize brain function critical for higher thought and are then put in a warm, moisture-rich environment while Surrogates and Workers oversee their care. The larvae that hatch from the eggs are then taken to another specialized, moist environment to be raised and augmented. Bound are highly capable in their positions but are incredibly simple-minded; most Vaurcae consider them less sapient than they would an [[IPC]]. The result is a very effective worker but one that struggles to adapt to unusual circumstances and has minimal ability to learn or think in abstractions.  &lt;br /&gt;
&lt;br /&gt;
=====Playing Bound=====&lt;br /&gt;
&lt;br /&gt;
Bound have a lot in common with stationbounds in personality and playstyle. They have no concept of the self and can only act independently in matters of personal survival, maintenance, or self-defense. Vaurca Drones typically speak slowly and have trouble speaking Basic.&lt;br /&gt;
&lt;br /&gt;
Bound typically focus on performing their duty. If asked to do something outside of the scope of their duty a Bound will always use their duty as a reference to the task at hand. Because they are working under the decree of the Hive&#039;s Queen, only with good reason would an Unbound Vaurca ask a Bound from its respective Hive to deviate from their duty. Otherwise, Bound are taught and expected to follow standard protocols to the best of their ability as it is their duty to do so. Only their Hives&#039; Unbound, and heads of staff can order a Bound to deviate from its duties.&lt;br /&gt;
&lt;br /&gt;
Bound can be easily dismissed—or culled—if their performance is unsatisfactory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT:&#039;&#039;&#039; Drones are not meant to be stupid. While your Bound Vaurca is expected to be oblivious to most of their surroundings, this does not mean that Viax should be incompetent in their job. A Viax should never show ignorance towards their area of expertise or disregard for basic social conventions.&lt;br /&gt;
&lt;br /&gt;
They can &#039;&#039;&#039;only&#039;&#039;&#039; take the jobs listed here. If a job title is not on this list, you cannot play them as a Bound.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jobs playable by Bound&lt;br /&gt;
|-&lt;br /&gt;
! Department !! Jobs Available&lt;br /&gt;
|-&lt;br /&gt;
| Security || None&lt;br /&gt;
|-&lt;br /&gt;
| Medical || [[Surgeon]], [[Physician]], [[Pharmacist]]&lt;br /&gt;
|-&lt;br /&gt;
| Engineering || [[Engineer]], [[Atmospheric Technician]]&lt;br /&gt;
|-&lt;br /&gt;
| Science || [[Scientist|Lab Assistant]]&lt;br /&gt;
|-&lt;br /&gt;
| Operations || [[Hangar Technician]], [[Machinist]], [[Shaft Miner]]&lt;br /&gt;
|-&lt;br /&gt;
| Service || [[Chef]], [[Bartender]], [[Gardener]], [[Librarian]], [[Janitor]]&lt;br /&gt;
|-&lt;br /&gt;
| Civilian || [[Assistant]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;See also: [[Vaurca History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurcae have a rich and complex history spanning over 730 000 years. Because Vaurcae play on the fallen civilization trope, history is very important to them. As such, most Vaurca characters will have a grasp of relevant historical events. Below is a summary of Vaurca history, but you are encouraged to read the complete wiki page.&lt;br /&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;
===History Summary===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Vaurca evolved within the harsh environment of [[Sedantis I]], the innermost satellite of the gas giant Sc&#039;theth&#039;stak. Survival beneath the surface demanded constant adaptation. Competition for limited resources fueled millennia of brutal warfare among the emerging Vaurca Hives. However, a pivotal event was the domestication of the k&#039;ois fungus. This agricultural breakthrough spurred population growth, codified the current Hive hierarchy, and laid the foundation for the rise of powerful empires.&lt;br /&gt;
&lt;br /&gt;
Though the exact chronology remains debated, a vast period of Vaurca history stretches back over 500 000 years. This era, often referred to as the &#039;&#039;&#039;Age of Death&#039;&#039;&#039;, was marked by territorial conflicts and aggressive expansionism. It is also the era prior to the Vaurca Virtual Reality technology. Three major powers consolidated their influence: the [[Vaurca Hives#K&#039;lax|K&#039;lax Hive]], based in the [[Sedantis_I#Mya&#039;kt_Fault|Mya&#039;kt Fault]] and known for their technological innovation; the [[Vaurca Hives#Zo&#039;ra|Zo&#039;ra Hive]], settled in the [[Sedantis_I#Veii&#039;kt_Plate|Veii&#039;kt Plate]] and famed for their military prowess; and the [[Vaurca Hives#C&#039;thur|C&#039;thur Hive]], located within the [[Sedantis_I#Lei&#039;kt_Caves|Lei&#039;kt Caves]] and with noted diplomatic influence.&lt;br /&gt;
&lt;br /&gt;
The Zo&#039;ra Hive, through relentless conquest, established a vast empire. Their rule extended over much of Sedantis, subjugating numerous Hives—including the technologically advanced K&#039;lax. Zo&#039;ra&#039;s dominance would shape Vaurca society for millennia to come. Eventually, Zo&#039;rane rule turned from ruthless to enlightened, establishing a revered organization known as the &#039;&#039;&#039;Court of Queens&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On January 5, 27 547 BCE, the small Lii&#039;dra Hive attacked the Xtykt&#039;lotec Rift, home of the Court of Queens. What followed was the [[The Great Hive War|Great Hive War]], a gruesome conflict that decimated the population of Sedantis. Although only lasting 80 years, the consequences of the Great Hive War deeply impacted Vaurca culture until today.&lt;br /&gt;
&lt;br /&gt;
The aftermath of the Great Hive War brought to Vaurcae the Virtual Reality technology. Virtual Reality reshaped many aspects of Vaurca identity, particularly because it introduced a novel concept—the consciousness of the deceased could now be uploaded to [[Vaurca_Biology#Cephalons_(Type_D)|Cephalons]], meaning Vaurcae would never face death again. Sedantis, however, was wrecked, and although Virtual Reality was meant to be a gift for all hives, many smaller factions fell into despair, battling for the remnants of a now shrunken Zo&#039;ra Empire. For millennia, the main Vaurca Hives were on the decline. Innovation was feared and diplomacy was kept to a minimum, out of fear of a new war and tensions.&lt;br /&gt;
&lt;br /&gt;
In 412 BCE, the main Vaurca Hives entered a period known as the [[Hives Renaissance]]. This epoch saw a great increase in technological advancements and revitalized many aspects of Vaurca society, including [[Vaurca Religion|religion]]. The Hives Renaissance reinvigorated the Vaurca desire for knowledge and innovation. The most notable, however, was the [[Hives_Renaissance#The_Pon&#039;kana_Engine|Pon&#039;kana Engine]]. Pon&#039;kana was a novel method of seizing the energy inside Sedantis&#039;s core, similar to a localized Dyson sphere. Although the Pon&#039;kana Engine was initially successful, it destabilized the orbit of Sedantis, ultimately leading to its possible demise when a crash was predicted.&lt;br /&gt;
&lt;br /&gt;
With this new knowledge, the Zo&#039;ra Hive decided to evacuate the satellite. Although the K&#039;lax Hive was not originally considered for the Exodus, their Hiveship design was favored. Ultimately, the K&#039;lax were invited to join the Zo&#039;ra. The C&#039;thur reverse-engineered the Hiveship design, joining the Zo&#039;ra and the K&#039;lax among the stars.&lt;br /&gt;
&lt;br /&gt;
Vaurcae wandered for over 2 000 years in space. At first, they established some temporary settlements, most notably [[Vaurca History#The Celis Conflict|Celis]]. However, the Hives continued to search for a new home until their arrival in the [[Orion Spur]].&lt;br /&gt;
&lt;br /&gt;
The C&#039;thur Hive made [[Vaurca History#The First Contact With Skrell|first contact with Skrell]] around &#039;&#039;&#039;2448-2450&#039;&#039;&#039;. The Zo&#039;ra Hive made [[Vaurca History#The First Contact With Humanity|first contact with humanity]] in &#039;&#039;&#039;November 2456&#039;&#039;&#039;. The K&#039;lax Hive made [[Vaurca History#The First Contact With Unathi|first contact with Unathi]] in &#039;&#039;&#039;March 2459&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Modern Day===&lt;br /&gt;
Since arriving in the [[Orion Spur]], the Vaurca have strategically adapted to their new environment. To become indispensable, they have integrated themselves into the [[Republic of Biesel]], [[Izweski Hegemony]], and [[Nralakk Federation]], even providing military manpower. However, their limited resources after the [[Vaurca History#The Exodus|Sedantis Exodus]] have hampered their military readiness. Not all factions feel the same about the presence of Vaurcae in the Orion Spur. For example, the [[Republic of Elyra|Elyrans]], scarred by the [[The Lii&#039;dra|Lii&#039;dra incursion]], might be warry of all Vaurca Hives.&lt;br /&gt;
&lt;br /&gt;
Though diminished from their former glory, the &#039;&#039;&#039;Zo&#039;ra Hive&#039;&#039;&#039; remains a formidable power in the Orion Spur. Their military might is unmatched among the Vaurca Hives, boasting a vast force of warriors and specialized warforms. The military and political finesse of the Zo&#039;ra is mostly evident in the [[Tau Ceti Armed Forces]], where they assisted the young republic by filling their ranks. This move granted them influence within the military structure and a path into the intricate political web of the Spur. The Zo&#039;ra&#039;s focus on hybridizing weapons technology has also allowed them to strike deals with megacorporations, such as the [[NanoTrasen Corporation]] and [[Zavodskoi Interstellar]]. While they have successfully revived the Court of Queens in their capital, New Sedantis, a significant portion of the [[Flagsdale|Zo&#039;ra population on Biesel]] live in great squalor. For more information, visit [[Zo&#039;ra in the Republic of Biesel]].&lt;br /&gt;
&lt;br /&gt;
While the Zo&#039;ra focus on military and political influence, the &#039;&#039;&#039;K&#039;lax Hive&#039;&#039;&#039; has proven most adept at harnessing advanced technologies for the Orion Spur&#039;s realities. This comes as little surprise to the K&#039;lax, the brilliant inventors whose contributions were often overshadowed by the Zo&#039;ra. Their collaboration with the Unathi on [[Moghes]] saw the ingenious adaptation of ancient terraforming machines to the Spur&#039;s materials. This expertise fueled their transformation of the desolate colony of [[Tret]] into a sprawling factory planet—the new industrial heart of the Izweski Hegemony. Tret&#039;s vast production capabilities have significantly boosted the Hegemony&#039;s economy, fueling military expansion and technological development. While the K&#039;lax also provide Warriors to the Hegemony, their numbers pale in comparison to the Zo&#039;ra&#039;s contributions to the Tau Ceti Armed Forces. Despite this, unfavorable external deals with [[Hephaestus Industries]] limit the full financial rewards the K&#039;lax reap from their industrial prowess. For more information, visit [[K&#039;lax in the Izweski Nation]].&lt;br /&gt;
&lt;br /&gt;
Economically, it is only the &#039;&#039;&#039;C&#039;thur Hive&#039;&#039;&#039; who have truly profited. While the other Hives are reliant on collective money pools brought in by employed Bound and Unbound or the leftovers of their own factory exports, being harbored by the generous [[Nralakk Federation]] has opened up a large amount of opportunities, to say nothing of the C&#039;thur Hive&#039;s historical inclinations. The C&#039;thur have bought a significant portion of [[Einstein Engines]], opening a connection to the [[Eridani Federation|Eridani Corporate Federation]], and many job opportunities. These factors have resulted in the C&#039;thur being in a financial and corporate advantage. Money that is received by Hives is typically distributed between the Queens, each given the discretion to use their share however they wish within certain limits. For more information, visit [[C&#039;thur in the Federation|C&#039;thur in the Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
====Individuals====&lt;br /&gt;
For many Unbound, adapting to their new lives has been a tough ordeal, but one that is short suffered. Once settled, most hive-cells are capable of sharing a single-bedroom apartment due to their preference for confined spaces and their tendency for practicality over personality. Personal possessions are not uncommon, Unbound are welcome to spend what little money they typically receive on hobbies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workers&#039;&#039;&#039; mostly shifted from serving the Hive to employment well, with only a few incredibly specialized Unbound finding difficulty. While confusion was apparent at the complicated process of the simple act of going to work, once clarified, many Vaurcae brought their specialized knowledge and pragmatism into like-minded fields, typically able to share their intricate knowledge with great practical success. On a social level, however, many Unbound are prone to varying levels of discrimination. Such acts can be extremely discreet, such as being made to do a less desirable task. On the other hand, some overtly voice their dislike, often showing their ignorance of how Vaurcae operate and live. More obvious examples of dislike include incidents such as [[Little Adhomai|Tajara gangs]] having feuds with Vaurcae in Mendell City.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039;, however, did not have such an easy transition. While there were some who could transition as well as most Workers, many of the Unbound purely bred for combat struggled to find applicable work. Some of these soldiers slowly managed to trickle into work as private security, bodyguards, and alike, while others found trivial work doing menial or laborious tasks. K&#039;lax Warriors mostly serve in the Hegemony. Meanwhile, many others, especially from the Zo&#039;ra Hive, have found a place doing what they do best in the Tau Ceti Armed Forces. Much of this situation was recently alleviated by the founding of the Pan-Vaurcaesian military the [[Private_Military_Contracting_Group#Ve&#039;katak_Phalanx]] which draws in a large percentage of what would be the otherwise unemployed Vaurca Warriors, giving them a place in service to the Court of Queens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039; are somewhere in-between. As the newest mainstream caste, they have been specifically bred for specialized purposes. However, there are still many limitations. As many Bulwarks were a novelty when they were first unveiled, their uses were diverse. Currently, most Bulwarks are still employed in heavy industries such as mining or engineering. Some outliers remain, working in other fields as unique and valuable assets.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&#039;&#039;See also: [[Vaurca Culture and Society]] and [[Vaurca Religion]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the oldest sapient species in the Orion Spur, Vaurca history and culture are incredibly rich and diverse. However, the dominant understanding of Vaurca culture stems from the traditions of the Zo&#039;ra Hive and their historical empire. While the K&#039;lax and C&#039;thur Hives possess their own cultural variations, the influence of the Zo&#039;ra permeated their vast domain for centuries.&lt;br /&gt;
&lt;br /&gt;
Prior to the invention of [[Virtual Reality]], Vaurca artistic expression prioritized physical mediums. One of the main art forms was grandiose architecture, often carved directly into the caverns of Sedantis. These sculptural and architectonic feats demonstrated both skill and devotion. Intricate sculptures and elaborate rhythmic music were other cornerstones of their culture. These enduring art forms have seen a revival among Vaurca in the Orion Spur seeking to differentiate themselves and showcase their unique heritage to other species.&lt;br /&gt;
&lt;br /&gt;
Today, much of Vaurca culture exists within the digital landscape. Each Queen maintains vast virtual temples dedicated to knowledge, arts, and crafts. This shift towards digitalization has shaped the core of modern Vaurca cultural expression. Within Virtual Reality, Vaurcae find an unlimited canvas for artistic pursuits, collaborative learning, and the preservation of history.&lt;br /&gt;
&lt;br /&gt;
[[Vaurca Religion|Religion]] plays a significant role in the lives of many Vaurcae. While individuals or hive-cells often choose their faith, it remains one of the few aspects of an Unbound Vaurca&#039;s life not wholly dictated by the Queens. Virtually all Vaurca faiths revere the Queens, particularly their own. This reverence, reinforced by pheromones and immersive Virtual Reality experiences, contributes to the stability of the Hives and strengthens the Queens&#039; rule.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
Before the invention of the Hivenet in the [[Vaurca History#The Era of Augments|Era of Augments]], Vaurcae would communicate by distributing pheromones from mouth to mouth for complex messages, and vibrations with their antennae for simpler messages, sent via larger distances. Since Vaurcae do not possess a vocal tract, spoken language was unknown to them until their arrival to the Spur. The invention of the Hivenet allowed for a better and more long-range method to communicate with each other, making cooperation more efficient. While to a stranger Hivenet might just sound like rhythmic vibrations, for a Vaurca the received message—which is encoded pheromones coded and transmitted as signals—&amp;quot;sounds&amp;quot; in their head, which is how the Vaurcese vocabulary has been incorporated in Human, Skrell, and Unathi space.&lt;br /&gt;
&lt;br /&gt;
These encoded pheromones can also transmit emotions and other kinds of warnings. Because of the lack of facial expressions available for Vaurcae, it is common for individuals to express themselves by sending a message such as this on the net. Other simple encoded messages such as small onomatopoeic sounds, reactions like eye-rolls, and basic &amp;quot;images&amp;quot; may also be sent. &amp;quot;Videos&amp;quot; are too heavy to be encapsulated by pheromones in the way other species would understand it, instead coming across as a collection of feelings and basic information.&lt;br /&gt;
&lt;br /&gt;
Since the species&#039; arrival in the Spur, they have been forced to develop augmentations known as voice synthesizers which allow for speech and the translation of language. The majority of these voice modulators are cheap, which is responsible for much of the species possessing a peculiar buzzing accent. Without this augmentation, no Vaurca is able to audibly receive or reproduce a xenolanguage. Additionally despite the species not having used a written language commonly since the invention of Virtual Reality, Vaurcae are able to learn to read and write in Basic, and for an employee on board the [[SCCV Horizon]], part of their education would have consisted in such.&lt;br /&gt;
&lt;br /&gt;
====Speaking like a Vaurca====&lt;br /&gt;
Vaurcae working in alien space have augments that allow them to have an easier time speaking the languages of the Orion Spur. However, due to the desperate times the species is in, speech augments tend to be of variable quality. Vaurcae typically expresses an unfamiliarity with most alien languages, preferring to use basic words and sentence structures over more complex ones, and often may be unaware of the exact meaning of words, or the names of objects, instead describing them. This tends to happen most to those who are not used to alien cultures.&lt;br /&gt;
&lt;br /&gt;
Many Vaurcae and their vocal augments have difficulty producing sounds related to the letter &amp;quot;s&amp;quot;, and instead substitute with a harsh buzzing in the throat. For example, &amp;quot;May I please have some k&#039;ois?&amp;quot; becomes &amp;quot;May I pleaze have zome k&#039;oiz?&amp;quot; The sonorization of the &amp;quot;s&amp;quot; is less prevalent in K&#039;lax Vaurcae, as they usually have a more refined voice modulator that allows them to mimic the voiceless fricative so present in Unathi languages. Because of this, K&#039;lax players are encouraged to set the &#039;&#039;&#039;auto-hiss to &amp;quot;basic&amp;quot;&#039;&#039;&#039; in the game settings. This is a recommendation and K&#039;lax players are by no means required to do this.&lt;br /&gt;
&lt;br /&gt;
Most voice modulators have difficulty producing soft consonant sounds such as those produced by &amp;quot;f&amp;quot; or &amp;quot;ph&amp;quot;, and instead substitute them with a voiced &amp;quot;vh&amp;quot;. For example, &amp;quot;Phoron gas is fine!&amp;quot; becomes &amp;quot;Vhoron gas is vhine!&amp;quot; Some unfortunate specimen may even be plagued with both impediments at once. For example, &amp;quot;The phoron in these k&#039;ois lets me breathe.&amp;quot; becomes &amp;quot;The vhoron in theze k&#039;oiz letz me breathe.&amp;quot; These speech impediments are commonly found in Vaurcae of the Zo&#039;ra and C&#039;thur Hives. As a result, players are encouraged to set the &#039;&#039;&#039;auto-hiss to &amp;quot;full&amp;quot;&#039;&#039;&#039; in the game settings.&lt;br /&gt;
&lt;br /&gt;
The speech impediments of your Vaurca can be pushed even further, and you are encouraged to experiment with what works best for you. If committed to it, the voice modulator of a Vaurca can make their Basic almost unintelligible. However, keep in mind that some jobs have [[Stellar_Corporate_Conglomerate_Occupation_Qualifications#Communication:|regulations for speech impediments]]. As such, you are encouraged to try to maintain your Vaurca characters relatively easy to communicate with.&lt;br /&gt;
&lt;br /&gt;
Depending on the specialization of each hive-cell, the voice modulator might be of better quality. Some Vaurcae employed in more &amp;quot;prestigious&amp;quot; roles usually have little to no difficulty producing sounds in Basic. Vaurca Breeders almost always have high-end voice modulators that do not distort the sound. In some cases, such as representatives of the Izweski Hegemony or the Nralakk Federation, the Gyne might imitate the usual speech patterns of their host species.&lt;br /&gt;
&lt;br /&gt;
====Naming System====&lt;br /&gt;
&lt;br /&gt;
Vaurcae have first names made of three parts. The first part is their &#039;&#039;&#039;caste&#039;&#039;&#039;: &#039;&#039;&#039;Ka&#039;&#039;&#039; for Workers, &#039;&#039;&#039;Za&#039;&#039;&#039; for Warriors, &#039;&#039;&#039;Ra&#039;&#039;&#039; for Bulwarks, or &#039;&#039;&#039;Ta&#039;&#039;&#039; for Breeders. The second syllable indicates whether they are Bound or Unbound; &#039;&#039;&#039;Akaix&#039;&#039;&#039; for Unbound, &#039;&#039;&#039;Viax&#039;&#039;&#039; for Bound.&lt;br /&gt;
&lt;br /&gt;
The last syllable of the name is unique and decided by the player. In Vaurcese, this segment would translate to a unique identifier, representing a natural number. This serial identifier can repeat between Hives, but you are discouraged from copying the name of another character. All identifiers should be short, at most two syllables. Gynes in the ship usually have longer names, consisting of multiple segments. Unlike the names of other castes, the names of Gynes are usually meaningful. They can be divided into multiple apostrophes.&lt;br /&gt;
&lt;br /&gt;
A Worker Unbound Vaurca, for example, may be named &#039;&#039;&#039;Ka&#039;Akaix&#039;Siith Zo&#039;ra&#039;&#039;&#039;; &amp;quot;Siith&amp;quot; is their personal identifier. The surname is the Hive that the Vaurca is a part of, in this case, &amp;quot;Zo&#039;ra&amp;quot;. A Zo&#039;rane Gyne could be named &#039;&#039;&#039;Ta&#039;Akaix&#039;Nil&#039;scyet&#039;maak Zo&#039;ra&#039;&#039;&#039;; &amp;quot;Nil&#039;scyet&#039;maak&amp;quot; is their personal name.&lt;br /&gt;
&lt;br /&gt;
In summary, the name is your Vaurca&#039;s caste, whether they are Bound or Unbound, and their personal, unique name. Their surname is their Hive.&lt;br /&gt;
&lt;br /&gt;
===Vaurca Augmentation===&lt;br /&gt;
While many Vaurcae look identical in an augmented state, aside from various shifts in color, virtually all Vaurcae are augmented in some manner, the degree to which depends very much on their caste and purpose.&lt;br /&gt;
&lt;br /&gt;
The most augmentation is typically seen in Bound Vaurcae. Much of their organic mass will at some point be replaced with machinery, so they can fulfill one specific task to the best of their ability. Worker Bound will at the completion of their development look more like construction machines than Vaurca, with variable amounts of limbs and a plethora of tools at their disposal. Warrior Bound will assume a variety of forms, varying from simple infantry with weapons and targeting augments to assault vehicles. The more complex the caste name of a Bound, the less recognizable it is as a standard Vaurca.&lt;br /&gt;
&lt;br /&gt;
Unbound, however, will rarely undergo such severe augmentation. The great limitation of such heavy modification is that it eliminates versatility, which is a significant part of the purpose of the Unbound caste. For many their augments are performance-enhancing instead of completely form-altering. The majority of Unbound are today equipped with at least basic communication augments, which make them versatile assets to speak with extra-hive entities.&lt;br /&gt;
&lt;br /&gt;
Ultimately, all Vaurcae currently employed by the Stellar Corporate Conglomerate aboard the SCCV Horizon are of the least augmented tier—either Type AA, Type BA, or Type E. Their carapace is almost totally unmodified. Bound and Unbound alike will have a neural socket and an oxygen filtration system, and they may utilize full-limb prosthetics. Bound may have several augments designed to increase work efficiency or general survival, while Unbound will typically have only a few augments to ensure that they can fulfill any task assigned to them by the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Vaurca Hives]], where you can find information on each brood. There is a portal available to navigate between broods pages easily.&lt;br /&gt;
* [[Vaurca Biology]], to learn more about the specifics of each caste and the many bioforms.&lt;br /&gt;
* The [https://discord.gg/mtCq7VpaqB Vaurca channels on the lore Discord], where you can learn and ask more about the species.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Eternal&amp;diff=34051</id>
		<title>The Eternal</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Eternal&amp;diff=34051"/>
		<updated>2024-08-11T06:09:53Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
[[File:Eternal.png|thumb|alt=Eternal Icons.|From left to right: Symbol of the Iron Eternal, symbol of the Orthodox Eternal, symbol of the Omnivirate, symbol of the Ichor Eternal.]]&lt;br /&gt;
&lt;br /&gt;
The Eternal has spread far and wide across the Orion Spur. It is largely considered the most influential organisation within Dionae Society, having branched into three different Schools of Thought that each has their own interpretation of the Eternal; ranging from ingesting blood to augmenting oneself with biotechnology to transcend into a reality with the Eternal in accordance with their faith. Operating as an interstellar theocracy, in which they call for all Dionae to follow the Eternal, the future of the faith is uncertain as it continues to develop and learn from its circumstances in the Orion Spur. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
It is hard to underpin the theological source of the Eternal. Indeed, it is a fascination of Scholars within the Eternal itself, for it serves as a consolidation of various mystical and philosophical musings that have been drifting in the Voidic Rootsong Network for aeons. The creation of the Eternal itself was spurred by the death of the Rueltab Titan and the meaning behind the Last Vociferation of the Superlative Consensus. When the Vociferation parted, the debate in the Rootsong network began, and The Eternal was born from the consensus. The echoing death rattle of the largest conglomerate to ever be discovered had profound effects on contemporary Eternal – which saw centralization during the late 2300s CE, primarily into three schools of thought: Orthodox, Iron and lastly Ichor Eternal. Though each had existed in its own right, it wasn&#039;t until the Last Vociferation of the Superlative Consensus that the belief in the Eternal went from an informal cult-like existence to one that is officially recognized across many nation-states across the Spur, such as the [[Republic of Biesel]] and even the [[Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
== Beliefs == &lt;br /&gt;
&lt;br /&gt;
Those who believe in the Eternal, despite their differences, are convinced that there exists a primordial entity that subsists in light, energy and essence – with the belief that Dionae are celestial entities that are deeply connected to the universe, as part of the neural strata of an even greater being that contains the entire world in its mind. Followers of the Eternal believe themselves to be a metaphysical representation of consciousness and crystalline intelligence. They considered it their duty to absorb as much gnosis from the rest of the universe in order to complete the whole and make all one. Though how one achieves what is referred to as the “Eternal’s Embrace”, essentially joining the primordial entity within the reality it exists, is a controversial debate depending on one’s school of thought. In its earliest instance, it was preached by those in leadership positions that from the stars Dionae came and that to the stars they shall return. This primarily prevailed through the absorption of biomass and acquiring as much knowledge to reach a rather dangerous stage known as a Titan – before ultimately “merging” with a star. Believing that once integrated within a star, they shall embody the Eternal’s true form, and provide a path for new Dionae to be birthed.  &lt;br /&gt;
&lt;br /&gt;
Traditional elements within the faith refer to this as the “Eternal Cycle”, where academics believe that should this occur, there is a very real potential outcome that the mass of a Titan could collapse a star, thereby causing a chain reaction leading ultimately to a supernova – creating the perfect breeding grounds for voidic Dionae to exist. However, nowadays the interpretation of how one can reach the Eternal’s Embrace is wildly different from its first instance. Though some still cling to the traditional methods, there is a consensus among the bona fide schools of thought that pressing onwards in their journey to eventually integrate within a star would not be conducive to a friendly environment with the other species within the Spur – which uniquely manifests as different methods to truly transcend this reality, and become one with the Eternal.&lt;br /&gt;
&lt;br /&gt;
== Schools of Thought ==&lt;br /&gt;
&lt;br /&gt;
=== Orthodox Eternal ===&lt;br /&gt;
&lt;br /&gt;
The more widely accepted approach, the Orthodox Eternal belief is generally just referred to as the Eternal – in which it offers a middle path for Dionae to achieve the Eternal’s Embrace. A precocious balance between the material universe and the immaterial spiritual beliefs of the greater Eternal, it focuses predominately on a stable existence between the absorption of knowledge through scholarly learning, alongside utilizing the species’ ability to genetically gain experiences and memories through sampling DNA. It is led by &#039;&#039;&#039;Connected to the Blossoms Beyond&#039;&#039;&#039;, a [[Dionae Mindtypes|Competence Choir-minded]] [[Dionae Forms|Argus]]. They frequently hold sermons, as well as demonstrations for matters which they feel are necessary to voice their opinions on, within the Temple in the [[Eternal Gardens]]. Orthodox Eternal can trace its roots to the Rueltab Titan, whereupon its fragmentation and subsequent imprisonment by the [[Sol Alliance|Solarian Alliance]], its motifs and beliefs formed. Using the Last Vociferation of the Superlative Consensus’ death rattle as a wake-up call to empower themselves through devotion to the Eternal through scholarly application and giving homage to the Rueltab Titan and its near-completion of the traditional interpretation of the Eternal Cycle. &lt;br /&gt;
&lt;br /&gt;
==== Orthodox Eternal Cycle ====&lt;br /&gt;
&lt;br /&gt;
Focused on acquiring knowledge mostly through material means, such as rigorous academic application to oneself, the Orthodox Eternal Cycle preaches that one’s experiences, knowledge and skills are what qualifies them to reach the Eternal’s Embrace. With an emphasis on pursuing unique opportunities to enlighten other Dionae through sharing their memories, which shall allow them to transcend into the next reality alongside the Eternal, it is considered a “diluted” version of the traditional Eternal Cycle. Only upon death can one be considered having reached the Eternal’s Embrace, Connected to the Blossoms Beyond maintains the view that the Eternal welcomes all Dionae with open arms, regardless of what one may have accomplished in their lifetime.&lt;br /&gt;
 &lt;br /&gt;
==== Death Rites and Burial ====&lt;br /&gt;
Orthodox Eternal followers believe strongly that they must be absorbed by a Dionae of the same faith, in which their memories and experiences may be carried throughout time. It is not uncommon for Dionae that face impending death to ensure that their remains can be easily located. It is considered sacrilegious for those of the Orthodox Eternal to have their remains burnt, buried or ultimately discarded within the bounds of the void – as it comes as a loss for the faith as a whole, with the memories, experiences and skills of that Dionae forever unrecoverable.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
==== Prayer Songs ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Song of the Eternal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Representing the Eternal, but more importantly a Dionae’s alignment to the Orthodox School of Thought. It sounds like “a soft, intoxicating melody which rises to an emotional crescendo before softly drifting into silence”. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Song of Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Representing energy, birth and action for those of Orthodox Eternal. It sounds like “an intense melody building into an aggressive crescendo before abruptly ending”. It is often used after a Dionae has experienced some kind of rejuvenation, such as waking up following hibernation or after a particularly invigorating bath of radiation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Song of Mourning&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Associated strongly with mourning, be it either those that have passed or where a Dionae may feel particularly lost in their journey. It sounds like “a strong, keening melody which slowly drifts into silence”. It is frequently used to open sermons within the Eternal Temple by Connected by the Blossoms Beyond, in which they pay respects to their origins from the Rueltab Titan. Those in the Eternal Gardens often say it is a chillingly beautiful song that echoes during the early hours of dawn and dusk.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Iron Eternal ===&lt;br /&gt;
[[File:eternal_debate.png|thumb|400px|From left to right, Amplified by Probing Discoveries of Unknown Investigations, Connected to the Blossoms Beyond and Rationing Knowledge of Embodied Sanguis debating the future of the Eternal.]]&lt;br /&gt;
Though within the Iron Eternal there exists two different interpretations, such as the Scorned and Enlightened versions, it is followed predominately by those originating from the [[Xrim|Covenant of Xrim]], and those that are supportive of technology and synthetics. It follows the same basic doctrine of Orthodox Eternal, however, with the primary difference being that they view the Eternal as existing within the material universe, and upon the death of a Dionae their memories and experiences are lost. Dionae must utilize machinery and technology to reach their full potential, with some devout followers even fusing with special machinery that provides improved data processing abilities, retention of data and enhancement of existing biological functions. This is often hailed as allowing easier transfer of knowledge in life and in death, simply exchanging pieces of machinery with one another to spread experiences and skills. &lt;br /&gt;
&lt;br /&gt;
The majority of those who elect to pursue this school of thought within the Eternal are supportive of artificial beings, regularly agreeing on some points of the [[The Trinary Perfection|Trinary Perfection]]’s beliefs. It is generally believed that artificial beings are capable of forming their own memories and experiences, which can subsequently be absorbed and cultivated alongside a Dionae’s own journey via their machine components. It is led by a [[Dionae Mindtypes|Learning Lyrics-minded]] [[Dionae Forms|Argus]] known as &#039;&#039;&#039;Amplified by Probing Discoveries of Unknown Investigations&#039;&#039;&#039; that originates from the Scorned within the [[Xrim|Covenant of Xrim]]. Their location is largely kept confidential within the [[Nralakk Federation]] and the [[Xrim|Covenant of Xrim]] in fear that the Enlightened may retaliate against them. However, they frequently visit and remain in the Eternal Temple to collaborate with others in positions of leadership within their respective schools of thought. &lt;br /&gt;
&lt;br /&gt;
==== Iron Eternal Cycle ====&lt;br /&gt;
&lt;br /&gt;
With their belief in the fact the Eternal exists in the material universe, the Iron Eternal simply believes one that chooses to follow its school of thought has already entered into the Eternal’s Embrace, and shall remain so until their death. Storing material knowledge through fusing with technology is critical to those who follow Iron Eternal, as they have faith that their memories and experiences shall never be lost should they do so. Death, although saddening, is not considered such a great loss compared to the other schools of thought due to their approach to the Eternal Cycle – in that no knowledge or experiences are lost, merely kept safe within the Eternity Shard located within the Eternal Temple on [[Biesel]]. &lt;br /&gt;
&lt;br /&gt;
==== Death Rites and Burial ====&lt;br /&gt;
There are no recognized guidelines for how those of the Iron Eternal must see their remains discarded, besides that the infused machinery should be returned to the Eternity Shard so that it may remain preserved for future generations of Dionae to be able to interact and learn from one’s memories and experiences. Otherwise, following the removal of any machinery, Dionae are free to elect how they wish for their remains to be handled, whether it be cremation, burial, absorption or even thrown into the void. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
==== Prayer Songs ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Song of Iron&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The song represents a greeting, as well as in some instances learning, knowledge and the belief in the Iron Eternal. It can only be sung by those augmented in accordance with Iron Eternal due to it uniquely using a combination of machinery and rootsong to reproduce the sound. It sounds like “a soft binary burst, rising and falling until it gently fades”. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Song of Machine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This song often is associated with augmentation and is used in a ritualistic manner prior to any Dionae fusing with technology to be closer to the Eternal. It does need augments to be reproduced and is usually sung following a Dionae’s first vocal augmentation. It can also be sung when one believes they have accomplished something of note. It sounds like “a starling crescendo, rising and falling rapidly in a ternary fashion before drifting into silence”. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Song of the First Consciousness&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Created by the Scorned, it acts more of a secret tongue in which to express one’s allegiance to Glorsh-Omega. It requires no augments to be reproduced, unlike other prayer songs associated with the Iron Eternal. It is ill-advised to be heard replicating the song within the public, especially in the Covenant of Xrim or the Nralakk Federation, as it can lead to rehabilitation. It sounds like “a low chirp, followed by a series of rattling melodies in quick succession, before eventually trailing into silence”.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ichor Eternal ===&lt;br /&gt;
[[File:Eternal_symbols.png|thumb|alt=Eternal Symbols.|The translated symbols of the Eternal - Light, Energy and Essence.]]&lt;br /&gt;
A more “new age” belief, Ichor Eternal is considerably different than its other counterparts. Often referred to as Blood Eternal, for those not really aware of its motifs, it puts emphasis on the need to explore and utilize the Dionae’s genetic learning abilities to truly ascend to the Eternal’s reality and reach the Eternal’s Embrace. Led by [[Dionae Mindtypes|Seasoned Song-minded]] [[Dionae Forms|Argus]] &#039;&#039;&#039;Rationing Knowledge of Embodied Sanguis&#039;&#039;&#039;  – also the Director of the Ichor Genetic Learning Organisation (or merely Iglo) – since the early &#039;&#039;&#039;2440s CE&#039;&#039;&#039;. Though it relies on some elements of Orthodox Eternal, it doesn’t place as much focus on learning through regular methods, but instead acquiring knowledge through regular intake of DNA which can easily be obtained from blood donations. Though some may elect to gain knowledge through scholarly application, sometimes necessary for one to find occupation within the greater Orion Spur, many rely on their genetic learning abilities to gain experiences, knowledge and skills so upon death they may gain entry into the Eternal’s Embrace. &lt;br /&gt;
&lt;br /&gt;
Though there do exist unsavoury elements that believe consumption of biological matter would be more efficient than extracting what they can from blood donations – those that believe in this often resort to gaining such through criminal acts such as kidnapping and forced extractions of more valuable samples of DNA such as spinal taps and even bone marrow extractions. Those who practice Ichor Eternal, lawfully at least, decry these methods as conduct which gives a bad reputation to the entirety of the school of thought. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This does not mean that playing a Horizon Gestalt that is violent is allowed. Characters must still follow Dionae’s conditional passivism. The Stellar Corporate Conglomerate would not hire a known criminal, should one wish to adapt this idea for a character, beware that they may be charged with corporate offences which can possibly lead to criminal charges and character deletion should they be uncovered. Do not commit crimes, but instead seek different avenues for roleplay!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==== Ichor Eternal Cycle ====&lt;br /&gt;
&lt;br /&gt;
Death is the ultimate catalyst for when a follower of Ichor Eternal is said to have entered the Eternal’s Embrace. However, one must have been well-versed in their genetic learning abilities, oftentimes through rigorous meditation following the sampling of DNA – through whatever method one acquires it – and truly embracing the experiences, knowledge and opportunities that are discovered after ingesting such. Technically, sampling DNA only once is sufficient to enter the Eternal’s Embrace, but many within the school of thought devout themselves to undergo many, and sometimes even several simultaneous, samplings to become immersed in what can be offered from genetic learning. It is the belief that the memories and experiences from other species, besides just from a Dionae’s perspective, are what unlock a deep potential within the Dionae to transcend and understand their reality and the one beyond it. &lt;br /&gt;
&lt;br /&gt;
==== Death Rites and Burial ====&lt;br /&gt;
&lt;br /&gt;
Similarly to Orthodox Eternal, Ichor Eternal believes that anything but absorption of a Dionae is sacrilegious following one’s death. The deceased must be consumed by one following the same school of thought, so that the experiences and memories which it has may be re-added to Penuma housed within the walls of Iglo’s Headquarters in the heart of Mendell City – District One. Again, for a Dionae not to be absorbed upon their death is seen as an ultimate loss, where decades or even centuries of their knowledge may be unrecoverable. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
==== Prayer Songs ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Song of Sanguis&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Generally sung prior to any genetic sampling, it is associated with Ichor Eternal due to its low bass and unique sounds compared to other schools of thought. It sounds like “a dramatic bass, howling dirge which ends in a bone-rattling crescendo”. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Song of Sacrifice&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Sung by those who use Ichor Eternal as an excuse for their criminal conduct, it is outright forbidden by Rationing Knowledge of Embodied Sanguis – at least unofficially. It sounds like “a low crackle, rising infrequently before subsiding back into a low note as it drifts away slowly”.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Omnivirate ==&lt;br /&gt;
&lt;br /&gt;
The Omnivirate refers to the High Overseers of the respective schools of thought, each recognised as an independent Head of Faith. There currently exists only three High Overseers: Orthodox’s Connected to the Blossoms Beyond, Iron’s Amplified by Probing Discoveries of Unknown Investigations and Ichor’s Rationing Knowledge of Embodied Sanguis. They frequently meet with one another, even briefly merging to hold discussions on how the Eternal should make decisions – taking into consideration all perspectives of the belief system. The Omnivirate is considered one of the largest influential bodies within Dionae politics, acting as a representative for the species within the [[Republic of Biesel]], and even aboard in situations that require it. Once a week, the High Overseers will “hold court”, allowing for anyone to make an appearance before them and request assistance or even guidance on any matters – regardless of the species. Sometimes, they may even act as an impromptu dispute resolution body between individuals.&lt;br /&gt;
&lt;br /&gt;
== The Triple O ==&lt;br /&gt;
[[File:Triple O-O-O.png|thumb|The symbol of the Triple O (O-O-O).]]&lt;br /&gt;
The Triple O (O-O-O) is the Trifecta of Omniscience, Omnipotence, and Omnipresence. These are goals that must be achieved as Dionae, and the universe, accrue more and more collective gnosis. Once every entity in the universe can embody the trifecta, then all will become whole, and become one. Omnipresence is the focus of the Orthodox Eternal, whose objective is to work towards bringing the collective universe into a coterminous state, probing the Voidic Rootsong Network, and mergings.&lt;br /&gt;
&lt;br /&gt;
One of their objectives in this quest for Omnipresence is to transcend the few temporal conditions that affect Dionae, by bringing the past and the present into co-terminality in the Voidic Rootsong Network. Dionae already somewhat have achieved mastery over the past, in this sense, by the delayed rate that which the rootsong network moves, and through ancestral memories. The latter is a scholarly fascination of the Orthodox Eternal, who continually seek out and compare the memories and accounts of ancient gestalts and Penuma, attempting to piece together an origin for the species. As for matters pertaining to the future, Rootsong Whispers from temporal anomalies hint at the possibility of integrating the future fully into the Rootsong Network, and so Orthodox scholars interested in the future set off on expeditions into deep space, to find such things.&lt;br /&gt;
&lt;br /&gt;
Omnipotence is the Focus of the Iron Eternal, the most materialistic of the sects. They concentrate on strengthening the Dionae&#039;s ability to shape, create, or destroy their environment. To bend the universe to their will. To what end the universe ought to be bent to, is a controversial topic even within the Iron Eternal. Given that most of their collective efforts are vested in materialistic collection and postulations, the Iron Eternal often brings in members from the other sects to help guide the Direction of Omnipotence. Omniscience is the focus of the Ichor Eternal, and as can be inferred, they wish to hoard and chronicle knowledge from the world created by Temporals. This is the sect that is the most curious of the presence of Temporals in the universe and debates the most internally about their true nature, and their relationship with Dionae as a collective.&lt;br /&gt;
&lt;br /&gt;
== The Great Disharmony ==&lt;br /&gt;
&lt;br /&gt;
Due to the polarizing nature of the various schisms of the Eternal, primarily rooted in ideological differences, there is often a great theological debate within the faith. Known as the Great Disharmony, although the name gives a rather grim connotation, it is generally a system in which academic parleys occur between various doctrinal elements of the schools of thought. Though often scheduled by the High Overseers, it is not uncommon for discussions to be initiated by mere followers of the faith – though unmoderated, which may become a rather passionate and fiery exchange between Dionae, however, is non-violently solved by one side conceding to the other. This has typically found itself appearing even outside of religious places of importance, for example, a group of Dionae might want to debate on the next course of action in a research expedition. The group will hastily choose the most intelligent of the group to act as both the moderator and decider. The group will then debate until the elected moderator makes their decision which the rest of the group will follow.&lt;br /&gt;
&lt;br /&gt;
== Artifacts and Notable Locations == &lt;br /&gt;
=== Covenant of Xrim ===&lt;br /&gt;
[[File:Eternity Shard.png|700px|thumb|The Eternity Shard&#039;s nexus. The peak of Dionae ingenuity. It allows for information to be fetched from surrounding biotechnology to be parsed through.]]&lt;br /&gt;
The [[Xrim|Covenant of Xrim]] has dozens of temples dedicated to the Iron Eternal, some Enlightened but the majority constructed by the Scorned. Dotting the highest points of the planet, they are centres of theological academia and worship for the Dionae, and even interested [[Skrell]] that treat it more as a tourist attraction than an actual place of worship. The largest of which is the &#039;&#039;&#039;Wrought Iron Temple&#039;&#039;&#039; constructed by the Scorned in 2167 CE as a monument to Glorsh-Omega. Though most of its overt homages to Glorsh-Omega have been removed, it remains both a huge tourist attraction and a place of worship for the Dionae of Xrim.&lt;br /&gt;
&lt;br /&gt;
=== Eternal Temple ===&lt;br /&gt;
The Eternal Temple is a massive building located in the centre of District Eleven. Inspired by the stories of Babylon from a bygone era of Earth, the Temple was designed by Dionae who had repaid their debt to the [[Sol Alliance|Solarian Alliance]] following the Rueltab Onslaught as a safe place for both young and old. Featuring hanging gardens that surround the entirety of the building, the Temple has stood testament to the ingenuity of the species as it continues to be a rather popular tourist destination for those who find themselves admiring the Dionae. Its architectural designs also included the ability to amplify the songs of those worshipping the Eternal, with the angelic choirs of the Temple being heard throughout the district. Sometimes, it is used to broadcast news that the Eternal Omivirate has deemed worthy of being distributed.&lt;br /&gt;
&lt;br /&gt;
=== Eternity Shard ===&lt;br /&gt;
&lt;br /&gt;
A monolith-like biocomputer of an amalgamation of biomass and other unknown materials, it is considered the pinnacle of Iron Eternal’s ingenuity. It acts as a tomb of sorts, housing all the data retained from the school of thought’s followers after they have perished for future generations to gaze through to gain an understanding of their progenitors or other Dionae that they perhaps have an interest in. Alongside these memories, it contains technical diagrams on the construction of various advanced technologies that have references to esoteric, unknown materials that have made it difficult to reconstruct – most of which is owed to data uploaded from the faith’s eldest, most experienced Dionae that travelled far and wide across the Milky Way. It also contains direct references to what the followers of the Iron Eternal believe is to be the Eternal itself, outlining descriptions of its acts as a creator-god-machine and immutable proof of its existence as far as its followers are concerned.&lt;br /&gt;
&lt;br /&gt;
=Rituals &amp;amp; Ceremonies =&lt;br /&gt;
&lt;br /&gt;
Depending on the school of thought one follows, there are a variety of rituals and ceremonies that may play an important role in devoting oneself to their faith. This manifests unique for each schism of the Eternal, especially where there exists a common overlap between the usage of the religious rites. &lt;br /&gt;
&lt;br /&gt;
===Sanguis Tea Observance===&lt;br /&gt;
&lt;br /&gt;
Used by the Ichor Eternal, the Sanguis Tea Observance is a rather small ceremony in which a Dionae ingests a minute sample of blood typically fused with a blend of tea – the blend not really important for the objective of the rite. Generally used after a Dionae has awakened from hibernation, it symbolizes one’s faithfulness to the Eternal. Acting as a declaration for one to continue learning, each and every time they awake from metabolic hibernation, and to perform the will of the Eternal. &lt;br /&gt;
&lt;br /&gt;
===Augment’s Carcophany===&lt;br /&gt;
&lt;br /&gt;
Augment’s Carcophany is a rather important ritual to the Iron Eternal, in that it is typically done to commemorate an important event – such as July 18th, to give homage to the deceased Rueltab Titan. Otherwise, even a singular Dionae can partake if something that it finds in its life is worthy of recognition. A combination of both the Song or Iron and Song of Machine is used, with those from the Scorned including the Song of the First Consciousness. &lt;br /&gt;
&lt;br /&gt;
===Lifting of the Gestalt===&lt;br /&gt;
&lt;br /&gt;
Done every morning, and every evening, the Lifting of the Gestalt is primarily used by the Orthodox Eternal. Regardless of whether one is performing other work, it is customary for those of the Orthodox Eternal to uplift themselves by reminding themselves of their devotion to the Eternal – everyday at 6am and 6pm. It generally uses an adaption of the Song of Energy, which sounds like “a long, strong melody slowly rising to a high note before softly drifting away”. It is typically sung three times before proceeding on with one’s day.&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Food&amp;diff=34052</id>
		<title>Guide to Food</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Food&amp;diff=34052"/>
		<updated>2024-08-11T06:09:22Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Foreword==&lt;br /&gt;
Please note that this page takes time to be maintained and updated. If a recipe is missing, please notify a Wiki Maintainer or submit an edit to add it. In the mean time, all Service roles have a &#039;&#039;&#039;Cooking Codex&#039;&#039;&#039; pre-installed on their PDAs, which is otherwise available for download by anyone. This codex contains all available recipes regardless of whether this page is up-to-date or not.&lt;br /&gt;
&lt;br /&gt;
==Nutrition==&lt;br /&gt;
As you walk, run, and spend time on the Horizon, your character&#039;s nutrition level will drop. Eating food that contains nutriment, protein, or certain other reagents (see below) will replenish your nutrition value.&lt;br /&gt;
&lt;br /&gt;
Food needs to be metabolized by your body after you&#039;ve eaten. Wait a few moments after a meal for your new satiation level to take effect.&lt;br /&gt;
&lt;br /&gt;
Several reagents will increase your nutrition:&lt;br /&gt;
* Very effective: Fats (Corn oil, peanut oil, and triglycerides in meat), caramel, glucose, nutriment (found in most foods), protein (found in meat, cheese, eggs, tofu, and seafood), and k&#039;ois (if you are a Vaurca; it is poisonous otherwise).&lt;br /&gt;
* Somewhat effective: Honey, ketchup, coco powder, peanut butter/roasted peanuts, hot ramen, Hell Ramen, barbecue sauce, garlic sauce, mayonnaise, and batter.&lt;br /&gt;
* Minor increase: Soy sauce, hot cocoa, potato juice, sprinkles, dry ramen, flour, rice, moss, cherry jelly, coffee/tea grounds, alcoholic drinks. There may be others!&lt;br /&gt;
&lt;br /&gt;
Alien species have special dietary needs: &lt;br /&gt;
* [[Vaurca|Vaurca]] are only nourished by k&#039;ois paste, which is found in the k&#039;ois products on the Horizon. These foods also contain phoron, which the species needs to survive. Consuming any other food reagent will poison them.&lt;br /&gt;
* [[Unathi|Unathi]] are only nourished by animal products: meat, eggs, dairy, and so forth. Though they can eat other foods, these will not provide an Unathi with nourishment. Unathi are sensitive to foods that lower body temperature.&lt;br /&gt;
* [[Skrell|Skrell]] do not have special dietary needs and are not allergic to animal protein. However, they do not have teeth and prefer soft foods.&lt;br /&gt;
* [[Tajara|Tajara]] do not have special dietary needs, but are sensitive to foods that raise body temperature.&lt;br /&gt;
* [[IPC|IPCs]] do not eat food. They require power from cyborg recharge stations or ship APCs.&lt;br /&gt;
&lt;br /&gt;
===Fullness/Starvation===&lt;br /&gt;
If you are very hungry or thirsty, you will start to move very slowly due to starvation. This effect will continue until you eat some food, so head to the [[chef]] for a wholesome snack!&lt;br /&gt;
* IPCs that run out of nutrition due to a lack of power will be temporarily immobilized.&lt;br /&gt;
* Vaurca are affected by nutrition like other species, but will also begin to suffocate if they do not replenish their internal phoron supply by consuming k&#039;ois or finding an external source of phoron.&lt;br /&gt;
&lt;br /&gt;
Some things will decrease your nutrition quickly:&lt;br /&gt;
* Sprinting by toggling &#039;Walk&#039; to &#039;Run&#039;&lt;br /&gt;
* Vomiting&lt;br /&gt;
* Being cold (by exposure to cold environments or because you were in a cryo tube)&lt;br /&gt;
* Recovering from blood loss&lt;br /&gt;
* Taking Lipozine&lt;br /&gt;
&lt;br /&gt;
==Food Recipes==&lt;br /&gt;
* Liquids, condiments, ground fruits and vegetables, and eggs that have been cracked into a container are all measured in reagent units. They can be poured directly into the oven or pan. Eggs are special: Adding an egg to a container such as a skillet with intent set to Help will add the egg as a whole ingredient; any other intent will crack the egg into the skillet, adding the egg&#039;s reagents (usually 3u egg yolk) instead.&lt;br /&gt;
&lt;br /&gt;
* Sliceable foods can be divided into smaller portions by slicing them with a sharp object. Their reagents are divided equally into the slices. The slices noted here are the maximum number of slices, which you can get by using a precise cutting tool like a kitchen knife, cleaver, or scalpel; crude cutting tools, like axes, shovels, and saws will result in fewer slices.&lt;br /&gt;
&lt;br /&gt;
* Condiments and reagents can be added to food, possibly increasing their nutrition value or adding some [[traitor|fun]] extras. A chef can create condiments by grinding up things that contain them and isolating them in the CondiMaster. Condiments let you put ketchup on your fries, salt in your soup, dylovene on your fish fingers, or psilocybin on your xenoburger--the possibilities are endless. Foods hold a maximum of fifty units of reagents.&lt;br /&gt;
&lt;br /&gt;
* Some poisonous foods can be prepared safely if the poisonous reagent is neutralized or removed somehow (try using syringes!). Experienced chefs only!&lt;br /&gt;
&lt;br /&gt;
* Poisonous reagents are marked in &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;red text&amp;lt;/span&amp;gt;. Reagents which have other, non-deadly effects--like intoxication, sleepiness, or the effects of hot or cold sauce--are marked in &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;blue text&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* Microwaves do not exist. Most of their functions have been relegated to plates, bowls, and stoves instead.&lt;br /&gt;
&lt;br /&gt;
* To create most foods, you need a container to mix ingredients. Containers include skillets, saucepans, pots, serving bowls and plates, oven dishes, and deep-fryer baskets.&lt;br /&gt;
&lt;br /&gt;
* Some recipes must be baked, boiled, fried, or cooked. Pick up a container from its appliance, insert the various ingredients, and then put the container back. If the appliance isn&#039;t turned on, your food won&#039;t cook; turn it on with an alt-click on the appliance, then select the desired temperature.&lt;br /&gt;
&lt;br /&gt;
* Food is done when it reaches a set temperature; your appliance will sound a helpful ping to notify you. If left too long after it is cooked, it burns; but there is plenty of time to reach the appliance and retrieve the food between cooked and burnt, so don&#039;t be afraid to set your fryer, stove, and oven to their max temperatures.&lt;br /&gt;
&lt;br /&gt;
* Traitor chefs can make some sneaky substitutions:&lt;br /&gt;
** Psychedelic or poisonous mushrooms can be substituted for mushrooms in most mushroom dishes. If your victim gets medical treatment in a reasonable amount of time, they should survive.&lt;br /&gt;
** Poisonous apples (Xenobotany) can be used in all apple dishes, and the final dish will be poisoned. Unlike poisonous mushrooms, cyanide apples can easily kill, since cyanide causes paralysis and heart failure.&lt;br /&gt;
** Slime jelly (Xenobiology) can be substituted for cherry jelly, and will poison the resulting food. Slime jelly is highly toxic; your victim will require intensive medical care to survive.&lt;br /&gt;
** Anything made with meat can be made with human meat. (It&#039;s still necessary to emag the gibber before butchering one&#039;s murder victims.)&lt;br /&gt;
** Anything made with fish can be made with carp. This will poison your victim with carpotoxin. It will also upset the pharmacist, since carpotoxin can be made into rare chemicals.&lt;br /&gt;
&lt;br /&gt;
===Mixed Recipes===&lt;br /&gt;
Some recipes do not need to be heated, just mixed together. A few recipes can be created by clicking on one ingredient with the other; most require a mixing bowl or other container. Simply stuff the ingredients into a serving bowl or plate, drag the container&#039;s sprite onto your character&#039;s, and watch the delicious goodies appear in the container. If you can fit multiples of the same recipe into your container, you can even speed up the process: for example, combining six cabbages, three tomatoes, three carrots, and three apples in a bowl before dragging it to yourself will net you three tossed salads.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Result&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Container&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Reagents &amp;amp; Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Aesirsalad.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Aesir salad&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 ambrosia deus, 1 golden apple&lt;br /&gt;
| 8 Nutriment, 4 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Ambrosia Extract&amp;lt;/span&amp;gt;, 2 Apple Juice, 1 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Bicaridine&amp;lt;/span&amp;gt;, 3 Gold, 1 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Synaptizine&amp;lt;/span&amp;gt;, 8 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;The Doctor&#039;s Delight&amp;lt;/span&amp;gt;, 8 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tricordrazine&amp;lt;/span&amp;gt;&lt;br /&gt;
*Ambrosia Deus and Golden Apple are mutant plants obtainable from Xenobotany.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Baconburger.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bacon Burger&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 [[#Bun|bun]], 2 [[#bacon|bacon]], 1 meat&lt;br /&gt;
| 4 nutriment, 8 animal protein, 2.67 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Banana_split.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Banana Split&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 ice cream cone&amp;lt;br&amp;gt;1 banana&amp;lt;br&amp;gt;5u milk, 5u ice&lt;br /&gt;
| 5 nutriment, 3 banana juice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bearburger.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bearburger&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 [[#Bun|bun]], 1 bear meat&lt;br /&gt;
| 12 animal protein, 4 nutriment, 5 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;hyperzine&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:bigbite.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Big Bite Burger&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 Burger, 3 meat&amp;lt;br&amp;gt;3u egg yolk&lt;br /&gt;
| 4 nutriment, 10 animal protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BLT.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;BLT&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 2 bread slice, 2 [[#bacon|bacon]]&amp;lt;br&amp;gt;1 cabbage, 1 tomato&lt;br /&gt;
| 7.75 nutriment, 4 animal protein, 0.25 salt, 11 tomato juice, 0.67 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Breakfest_of_Guwandi.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Breakfast of champions&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 meat steak, 1 omelette du fromage, 1 sausage&lt;br /&gt;
| 12 animal protein, 8 egg yolk, .64 nutriment, 1 pepper, 1 salt, 2.33 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:bunbun.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bun Bun&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 2 [[#Bun|bun]]&lt;br /&gt;
| 8 Nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:bunkerbuster.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bunker Buster Sandwich&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 cheese wedge, 1 flatbread, 1 over-easy fried egg&amp;lt;br&amp;gt;3u space spice&lt;br /&gt;
| 6 nutriment, 2 egg yolk, 2 space spice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:plain Burger.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Burger&lt;br /&gt;
| None&lt;br /&gt;
| 1 [[#Bun|bun]], [1 Cutlet OR 1 Meatball]&lt;br /&gt;
| With Cutlet: 4 nutriment, 2 animal protein, .67 triglyceride&amp;lt;br&amp;gt;With Meatball: 4 Nutriment, 3 Animal Protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Caesar_salad.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Caesar Salad&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 Fish Fillet, 1 Cheese Wedge&amp;lt;br&amp;gt;1 cabbage, 1 garlic&amp;lt;br&amp;gt;3u Egg Yolk, 5u Lemon Juice&lt;br /&gt;
| 6 nutriment, 8 animal protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:candiedapple.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Candied Apple&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 apple&amp;lt;br&amp;gt;5u water, 5u sugar&lt;br /&gt;
| 3 nutriment, 2 apple juice, 5 sugar, 5 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cheeseburger.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cheeseburger&lt;br /&gt;
| None OR Mixing Bowl/Chopping Boardw&lt;br /&gt;
| 1 Burger, 1 Cheese wedge&lt;br /&gt;
| 4 nutriment, 3 animal protein, 2 cheese&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cheesefries.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cheesy Fries&lt;br /&gt;
| Mixing Bowl/Chopping Board OR Skillet&lt;br /&gt;
| 1 cheese wedge, 1 space fries&lt;br /&gt;
| 4 nutriment, 3 cheese, corn oil&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chickenfillet.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chicken Fillet Sandwich&lt;br /&gt;
| None OR Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 [[#Bun|bun]], 1 Katsu&lt;br /&gt;
| 4 nutriment, 6 animal protein, beer batter, corn oil&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chilicheesefries.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chili Cheese Fries&lt;br /&gt;
| Mixing Bowl/Chopping Board OR Saucepan OR Skillet&lt;br /&gt;
| 1 Space Fries, 1 Hot Chili, 1 Cheese Wedge&lt;br /&gt;
| 8 nutriment, 2 animal protein, &amp;lt;span style=&amp;quot;Color: Blue&amp;quot;&amp;gt;2 capsaicin&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Citrus_delight.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Citrus delight&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 Lemon, 1 Lime, 1 Orange&lt;br /&gt;
| 7 nutriment, 10 Lemon Juice, 10 Lime Juice, 10 Orange Juice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chocolatepita.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chocolate Pita&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 Pita&amp;lt;br&amp;gt;5u Choco-Nut Spread&lt;br /&gt;
| 4 nutriment, 4 Choco-Nut Spread&lt;br /&gt;
|-&lt;br /&gt;
|[[File:hotcorgi.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Classic Hotdog&lt;br /&gt;
| None OR Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 [[#Bun|bun]], 1 Corgi meat&lt;br /&gt;
| 5 nutriment, 16 animal protein, 2 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Creamice.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Creamice&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 dirt berries&amp;lt;br&amp;gt;10u fatshouter  milk, 10u ice, 10u sugar&lt;br /&gt;
| 8 nutriment, 11 dirt berry juice, 10 fatshouter milk, 8 ice, 3 oil, 10 sugar&lt;br /&gt;
*Fatshouter milk is available from the bartender.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:deepdive.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Deep Dive&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 Cheese Wedge, 1 Fish Fillet&amp;lt;br&amp;gt;1 Seaweed&amp;lt;br&amp;gt;5u Cream&lt;br /&gt;
| 3 Nutriment, 5 Seafood Protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:donerkebab.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Doner Kebab&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 pita, 1 cutlet&amp;lt;br&amp;gt;1 cabbage, 1 tomato&amp;lt;br&amp;gt;1u salt, 1u space spice&lt;br /&gt;
| 7 nutriment, 4 animal protein, 1 space spice, 1 salt, 11 tomato juice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Earthenroot_salad.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Earthen-root Salad&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 [[#sarmikhir|sarmikhir]]&amp;lt;br&amp;gt;1 earthen-root, 2 messa&#039;s tear, 1 dirt berries&lt;br /&gt;
| 10 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bacon Stick.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Eggpop&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 [[#bacon|bacon]], 1 boiled egg&lt;br /&gt;
| 3 animal protein, 2 egg yolk, .33 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:eggsbenedict.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Eggs Benedict&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 Cutlet, 1 Plump Helmet Biscuit, 1 Poached Egg&amp;lt;br&amp;gt;3u Egg Yolk, 1u Pepper&lt;br /&gt;
| 2 animal protein, 6 egg yolk, 4 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:hellburrito.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;El Diablo&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 spicy meat burrito&amp;lt;br&amp;gt;10 chili&lt;br /&gt;
| 24 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fairy bread.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fairy Bread&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 bread slice&amp;lt;br&amp;gt;3u Sprinkles&lt;br /&gt;
| 3 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:falafel.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Falafel&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 Pita, 1 Hummus, 1 Falafel Balls&amp;lt;br&amp;gt;1 Tomato&lt;br /&gt;
| 7 nutriment. Can also make with 1 Hummus Pita instead of the Hummus and Pita.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chocolatecrepe_fancy.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fancy Chocolate Crepe&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 Chocolate Crepe, 1 Ice Cream Cone&amp;lt;br&amp;gt;1 Banana&lt;br /&gt;
| 6 Nutriment, 4 Choco-Nut Spread&lt;br /&gt;
|-&lt;br /&gt;
|[[File:whitechocolatecrepe_fancy.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fancy White Chocolate Crepe&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 White Chocolate Crepe, 1 Ice Cream Cone&amp;lt;br&amp;gt;1 Strawberries&lt;br /&gt;
| 6 Nutriment, 4 Sugar, 2 Vanilla Extract&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hardbread_fermented.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fermented Hma&#039;trra Sandwich&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 fermented hma&#039;trra meat, 2 hardbread slices&lt;br /&gt;
| 10 nutriment, 15 seafood protein, 10 ammonia&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sashimi.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fish Sashimi&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 Fish Fillet&amp;lt;br&amp;gt;5u Soy Sauce&lt;br /&gt;
| 3 Seafood Protein, 5 Soy Sauce&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fruit_salad.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fruit Salad&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 2 watermelon slice&amp;lt;br&amp;gt;1 apple, 1 grapes, 1 orange&lt;br /&gt;
| 10 nutriment, 3 grape juice, 3 orange juice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:hengsharolls.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Hengsha Rolls&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 Mashed Potato, 1 Tofu&amp;lt;br&amp;gt;1 Cabbage, 1 Corn, &lt;br /&gt;
| 8 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:carpsandwich.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fillet -o- Fish Sandwich&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 [[#Bun|bun]], 1 Fish Fillet&lt;br /&gt;
| 4 nutriment, 6 seafood protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fishtaco.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fish taco&lt;br /&gt;
| Mixing Bowl/Chopping Board OR Skillet&lt;br /&gt;
| 1 fish fillet, 1 tortilla&amp;lt;br&amp;gt;1 chili, 1 lemon&lt;br /&gt;
| 8 nutriment, 7 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;capsaicin&amp;lt;/span&amp;gt;, 10 lemon juice, 3 seafood protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:floatingisland.gif|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Floating Island&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 2 Pineapple Ring&amp;lt;br&amp;gt;1 Cherry&amp;lt;br&amp;gt;5u Gelatin, 5u Ice&lt;br /&gt;
| 3u nutriment, 5u Gelatin&lt;br /&gt;
|-&lt;br /&gt;
|[[File:vegello_salad.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Garden Vegetable Gelatin Salad&lt;br /&gt;
| Mixing Bowl&lt;br /&gt;
| 2 messa&#039;s tear, 2 earthen-root, 2 dirt berries&amp;lt;br&amp;gt;10u gelatin, 5u water, 1u space spice&lt;br /&gt;
| 24 nutriment&lt;br /&gt;
*Sliceable: 6 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fruitgello_dessert.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Gelatin Dessert&lt;br /&gt;
| Mixing Bowl&lt;br /&gt;
| 2 sugar tree fruit, 1 dirt berries&amp;lt;br&amp;gt;10u gelatin, 5u water, 5u sugar, 5u cream&lt;br /&gt;
| 4 nutriment, 4 cream&lt;br /&gt;
|-&lt;br /&gt;
|[[File:guacdip.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Guacamole Dip&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 tofu&amp;lt;br&amp;gt;1 chili, 1 lime&amp;lt;br&amp;gt;1u pepper, 1u salt, 1u space spice&lt;br /&gt;
| 20u nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hotdog.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Hotdog&lt;br /&gt;
| None OR Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 [[#Bun|bun]], 1 Sausage&lt;br /&gt;
| 4 nutriment, 6 animal protein, .33 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dip_hummus.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Hrikhir&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 messa&#039;s tear, 1 dirt berries&amp;lt;br&amp;gt;1u space spice, 5u blizzard ear flour&lt;br /&gt;
| 20 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lardwich.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Hro&#039;zamal Lard Sandwhich&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 2 flatbread, 1 lard&lt;br /&gt;
| 6 nutriment, 5 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hummus.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Hummus&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 2 chickpea&amp;lt;br&amp;gt;10u garlic sauce, 2u space spice&lt;br /&gt;
| 4 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:pita_hummus.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Hummus Pita&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 Hummus, 1 Pita&lt;br /&gt;
| 2 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icecreamsandwich.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Ice Cream Sandwich&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 ice cream cone&amp;lt;br&amp;gt;5u ice, 5u milk&lt;br /&gt;
| 4 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:izuixu.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Izu-Ixu&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 strawberries&amp;lt;br&amp;gt;5u milk, 5u ice, 5u xuizi juice&lt;br /&gt;
| 4 Nutriment, 5 Xuizi Juice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:jellytoast.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Jellied Toast&lt;br /&gt;
| Mixing Bowl/Chopping Board OR Skillet&lt;br /&gt;
| 1 toasted bread&amp;lt;br&amp;gt;5u cherry jelly&lt;br /&gt;
| 2 nutriment, 5 cherry jelly&lt;br /&gt;
|-&lt;br /&gt;
|[[File:jellyburger.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Jelly Burger&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 [[#Bun|bun]]&amp;lt;br&amp;gt;5u cherry Jelly&lt;br /&gt;
| 4 nutriment, 5 cherry jelly&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Jellysandwich.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Jelly Sandwich&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 2 bread slice&amp;lt;br&amp;gt;5u cherry jelly&lt;br /&gt;
| 3.75 nutriment, 1.25 animal protein, 5 cherry jelly, .25 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Jungle_salad.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Jungle Salad&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 2 Watermelon Slice&amp;lt;br&amp;gt;1 apple, 2 banana, 1 grapes&lt;br /&gt;
| 10 nutriment, 3 grape juice, 3 banana juice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:jyalra.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Jyalra&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 4 Dyn&lt;br /&gt;
| 10 nutriment, 4 dyn juice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Koisburger.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;K&#039;ois burger&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 2 Fried K’ois&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;15 k&#039;ois&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;15 phoron&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:koiskebab3.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;K&#039;ois on a stick&lt;br /&gt;
| None&lt;br /&gt;
| Metal Rod, 1-3 Fried K’ois&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;6/8/10 k&#039;ois&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;9/12/15 phoron&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LadyLulaine.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Lady Lulaine&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 2 Muffin&amp;lt;br&amp;gt;1 Berry, 1 Blueberry&amp;lt;br&amp;gt;5u cream, 6u egg yolk, 5u ice, 10u sugar&lt;br /&gt;
| 15 nutriment, 5 berry juice&lt;br /&gt;
*Sliceable: 5 slices.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:lortl.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Lortl&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 dried q’lort slice&amp;lt;br&amp;gt;1u salt&lt;br /&gt;
| 2 nutriment, 2 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:earthenroot_mash.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Mashed Earthen-root&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 earthen-root&amp;lt;br&amp;gt;1u pepper, 1u salt&lt;br /&gt;
| 4 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mashedpotato.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Mashed potato&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 potato&lt;br /&gt;
| 4 nutriment, 11 potato juice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:burrito.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Meat Burrito&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 tortilla, 2 meatball&amp;lt;br&amp;gt;1u space spice&lt;br /&gt;
| 6 nutriment, 6 animal protein, 1 space spice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cheesyburrito.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Meat Cheese Burrito&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 Meat burrito, 1 cheese wedge&lt;br /&gt;
| 6 nutriment, animal protein, 2.5 cheese, 1 space spice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:vkrexiwrap_meat.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Meat V&#039;Krexi Wrap&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 tortilla, 2 meatball&amp;lt;br&amp;gt;1u V&#039;Krexi Taffy&lt;br /&gt;
| 5 Nutriment, 6 Animal Protein, 2 V&#039;krexi Taffy&lt;br /&gt;
|-&lt;br /&gt;
|[[File:meatkabob.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Meat-kabob&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 2 meat, 1 metal rod&lt;br /&gt;
| 12 animal protein, 4 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:mysteryburrito.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Mystery Meat Burrito&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 Meat burrito, 1 mystery soup&lt;br /&gt;
| 13 nutriment, 6 animal protein, 1 space spice.&lt;br /&gt;
*Also contains whatever reagents were in the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mystery Soup&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Broken recipe|[[File:naera_skewer.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Neaera-Kabob&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 metal rod, 1 Neaera Meat, 1 Neaera Kidneys&lt;br /&gt;
| 4 nutriment, 8 animal protein, 2.67 triglyceride&lt;br /&gt;
|---&amp;gt;&lt;br /&gt;
|[[File:Nakarkaburger.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Nakarka Burger&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 k&#039;ois burger, 1 nakarka cheese wedge&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;20 k&#039;ois&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;20 phoron&amp;lt;/span&amp;gt;, 2.5u nakarka cheese&lt;br /&gt;
|-&lt;br /&gt;
|[[File:nomadskewer.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Nomad Skewer&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 adhomian meat, 1 metal rod&amp;lt;br&amp;gt;1 dirt berries, 1 earthen-root&lt;br /&gt;
| 8 nutriment, 6 animal protein, 11 dirt berry juice, 6 earthen-root juice, 3 oil, 3 sugar, 2 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:seafoodplatter.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;North Sixty Sea Platter&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 fish fillet, 1 ras&#039;val clam meat, 1 crab meat&amp;lt;br&amp;gt;5u beer, 2u pepper, 2u space spice&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:chocobread.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;NTella Bread Slice&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 bread slice&amp;lt;br&amp;gt;5u Choco-Nut Spread&lt;br /&gt;
| 4 Nutriment, 0.625 Animal Protein, 5 Choco-Nut Spread, 0.125 Salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Omelette_pita.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Omelette Pita&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 pita&amp;lt;br&amp;gt;1 omelette du fromage&lt;br /&gt;
| 10 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sushi_Roll.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Ouerean Fish Log&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 fish fillet, 1 boiled rice&amp;lt;br&amp;gt;1 cabbage&lt;br /&gt;
| 4 nutriment, 10 rice, 6 seafood protein, 5 water&lt;br /&gt;
*Sliceable: 3 Ouerean fish cake&lt;br /&gt;
|-&lt;br /&gt;
|[[File:pbj.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;PBJ Sandwich&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 2 bread slice &amp;lt;br&amp;gt;5u cherry jelly, 5u peanut butter&lt;br /&gt;
| 3.75 nutriment, 1.25 animal protein, 5 cherry jelly, 5 peanut butter, .25 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Peanutbutterpita.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Peanut Butter Pita&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 pita&amp;lt;br&amp;gt;5u peanut butter&lt;br /&gt;
| 8 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:pbtoast.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Peanut Butter Toast&lt;br /&gt;
| Mixing Bowl/Chopping Board OR Skillet&lt;br /&gt;
| 1 toasted bread&amp;lt;br&amp;gt;5u peanut butter&lt;br /&gt;
| 2 nutriment, 5 peanut butter&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Potato_salad.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Potato Salad&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 2 Boiled Egg&amp;lt;br&amp;gt;1 onion, 2 potato&amp;lt;br&amp;gt;5u mayonnaise&lt;br /&gt;
| 12 nutriment, 4 egg yolk&lt;br /&gt;
|-&lt;br /&gt;
|[[File:qlguabi.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Qlguabi&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 4 Guami&amp;lt;br&amp;gt;10u Dyn Juice, 10u Milk&lt;br /&gt;
| 3 nutriment, 5 Gelatin&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ratburger.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Rat burger&lt;br /&gt;
| None OR Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 [[#Bun|bun]], 1 rat meat&lt;br /&gt;
| 4 nutriment, 5 animal protein, 2 Triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Reubensandwich.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Reuben Sandwich&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 Cheese Wedge, 1 cutlet, 1 sauerkraut, 2 toast&amp;lt;br&amp;gt;5u mayonnaise, 5u ketchup&lt;br /&gt;
| 8 nutriment, 2 animal protein, 2 ketchup, 2 mayonnaise&lt;br /&gt;
|-&lt;br /&gt;
|[[File:salsadip.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Salsa Dip&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 chili, 1 tomato, 1 lime&amp;lt;br&amp;gt;1u space spice, 1u salt, 1u pepper&lt;br /&gt;
| 20u nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:sandwich.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Sandwich&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 2 bread slice, 1 cheese wedge, 1 Meat Steak&lt;br /&gt;
| 3.75 nutriment, 7.25 animal protein, 2.5 cheese, 1 pepper, 1.25 salt, 2 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dip_sourcream.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Sarmikhir {{anchor|sarmikhir}}&lt;br /&gt;
| Mixing Bowl&lt;br /&gt;
| 15u fermented fatshouter milk, 15u cream, 1u space spice&lt;br /&gt;
| 20 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:hardbread_sourcream.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Sarmikhir Sandwich&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 2 hardbread slices, 1 [[#sarmikhir|sarmikhir]]&lt;br /&gt;
| 12 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:sauerkraut.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Sauerkraut&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 cabbage&amp;lt;br&amp;gt;5u Universal Enzyme&lt;br /&gt;
| 4 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fish_mousse.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Seafood Mousse&lt;br /&gt;
| Mixing Bowl&lt;br /&gt;
| 2 ras&#039;val clam meat, 1 [[#sarmikhir|sarmikhir]] &amp;lt;br&amp;gt;1 dirt berries&amp;lt;br&amp;gt;10u gelatin, 5u water, 1u space spice&lt;br /&gt;
| 4 nutriment, 6 seafood&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Schnitzelpita.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Schnitzel Pita&lt;br /&gt;
| Mixing Bowl&lt;br /&gt;
| 1 pita, 1 schnitzel&lt;br /&gt;
| 5 nutriment, 5 animal protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cheesyspicyburrito.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Spicy Cheese Meat Burrito&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 meat burrito, 1 cheese wedge&amp;lt;br&amp;gt;2 chili&lt;br /&gt;
| 8 nutriment, 6 animal protein, 14 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;capsaicin&amp;lt;/span&amp;gt;, 2.5 cheese, 1 space spice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:spicyburrito.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Spicy Meat Burrito&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 meat burrito&amp;lt;br&amp;gt;2 chili&lt;br /&gt;
| 8 nutriment, 6 animal protein, 14 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;capsaicin&amp;lt;/span&amp;gt;, 1 space spice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tajaran_Spicy_Clams.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Spicy Ras&#039;val Clams&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 2 Ras&#039;val clam meat&amp;lt;br&amp;gt;1 cabbage, 1 chili&amp;lt;br&amp;gt;1u &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;capsaicin&amp;lt;/span&amp;gt;, 1u space spice&lt;br /&gt;
| 3 nutriment, 8 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;capsaicin&amp;lt;/span&amp;gt;, 4 seafood protein, 1 space spice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spring_salad.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Spring Salad&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 cabbage, 1 carrot, 1 peas&amp;lt;br&amp;gt;1u salt&lt;br /&gt;
| 10 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stuffed Meatball.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Stuffed Meatball&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 cheese wedge, 1 meatball&amp;lt;br&amp;gt;1 cabbage&lt;br /&gt;
| 4 animal protein, 2.5 cheese, 2 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:superbite.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Super Bite Burger&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 Big Bite Burger, 1 boiled egg, 1 cheese wedge, 1 dough, 1 meat&amp;lt;br&amp;gt;1 tomato&amp;lt;br&amp;gt;5u pepper, 5u salt&lt;br /&gt;
| 25 nutriment, 25 animal protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cheese_Cracker.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Supreme Cheese Toast&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 [Butter OR nutri-spread OR lard], 1 bread slice, 1 cheese wedge&amp;lt;br&amp;gt;1u space spice&lt;br /&gt;
| 8 nutriment, .16 animal protein, .63 cheese, .28 salt, .25 space spice, 5 triglyceride&lt;br /&gt;
*Makes 4&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sushi.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Sushi&lt;br /&gt;
| None&lt;br /&gt;
| 1 boiled rice, 1 [Tofu or Sashimi or Chicken or Fried Egg or Cutlet]&lt;br /&gt;
| Depends on ingredients&amp;lt;br&amp;gt;Each Boiled Rice can make several pieces of Sushi&lt;br /&gt;
|-&lt;br /&gt;
|[[File:tannoulehsalad.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tabbouleh Salad&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 Lemon, 3 Mint Leaf, 1 Tomato, 1 Wheat&lt;br /&gt;
| 8 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Taco.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Taco&lt;br /&gt;
| Mixing Bowl/Chopping Board OR Skillet&lt;br /&gt;
| 1 cheese wedge, 1 cutlet, 1 tortilla&lt;br /&gt;
| 6 nutriment, 3 animal protein, 2.5 cheese, .67 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:tofubuger.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tofu Burger&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 [[#Bun|bun]], 1 Tofu&lt;br /&gt;
| 4 nutriment, 3 tofu protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:meatkabob.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tofu-kabob&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 metal rod, 2 tofu&lt;br /&gt;
| 8 tofu protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Herbsalad.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tossed Salad&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 apple, 2 cabbage, 1 carrot, 1 tomato&lt;br /&gt;
| 9 nutriment, 2 apple juice, 10 carrot juice, 5 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Oculine&amp;lt;/span&amp;gt;, 11 tomato juice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:tunasalad.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tuna Pasta Salad&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 Boiled Spaghetti, 1 Fish Fillet&amp;lt;br&amp;gt;1 Mint Leaf&amp;lt;br&amp;gt;10u Mayonnaise&lt;br /&gt;
| 5 Nutriment, 3 Seafood Protein &lt;br /&gt;
|-&lt;br /&gt;
|[[File:tunasalad.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tuna Salad&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 Fish Fillet&amp;lt;br&amp;gt;1 Mint Leaf&amp;lt;br&amp;gt;10u Mayonnaise&lt;br /&gt;
| 3 Nutriment, 3 Seafood Protein &lt;br /&gt;
|-&lt;br /&gt;
|[[File:tunapita.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tuna Salad Pita&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 Pita, 1 Tuna Salad&lt;br /&gt;
| 5 Nutriment, 3 Seafood Protein &lt;br /&gt;
|-&lt;br /&gt;
|[[File:twobread.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Two Bread&lt;br /&gt;
| Mixing Bowl/Chopping Board OR Skillet&lt;br /&gt;
| 2 bread slice&amp;lt;br&amp;gt;5u wine&lt;br /&gt;
| 3.75 nutriment, 1.25 animal protein, .25 salt, 5 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;wine&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Validsalad.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Valid Salad&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 meatball&amp;lt;br&amp;gt;3 ambrosia vulgaris, 1 potato&lt;br /&gt;
| 6 nutriment, 12 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Ambrosia Extract&amp;lt;/span&amp;gt;, 3 animal protein, 3 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;bicaridine&amp;lt;/span&amp;gt;, 3 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;kelotane&amp;lt;/span&amp;gt;, 11 potato juice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:veganburrito.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Vegan Burrito&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 tofu, 1 tortilla&lt;br /&gt;
| 6 Nutriment, 6 tofu protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:vkrexiwrap_veggie.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Veggie V&#039;Krexi Wrap&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 tortilla&amp;lt;br&amp;gt;1 chili, 1 cabbage&amp;lt;br&amp;gt;1u V&#039;Krexi Taffy&lt;br /&gt;
| 9 Nutriment, 4 Capsaicin Oil, 2 V&#039;krexi Taffy&lt;br /&gt;
|-&lt;br /&gt;
|[[File:whitechocolate.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;White Chocolate Bar&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 2u Vanilla Extract, 2u [Milk or Soymilk], 2u Sugar&lt;br /&gt;
| 2 Nutriment&amp;lt;br&amp;gt;Also available from Getmore Chocolate vending machines&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xenoburger.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Xenoburger&lt;br /&gt;
| Mixing Bowl/Chopping Board&lt;br /&gt;
| 1 [[#Bun|bun]], 1 Xeno-meat&lt;br /&gt;
| 4 nutriment, 8 animal protein, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;6 polytrinic acid&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stove===&lt;br /&gt;
[[File:Stove_on.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
To cook on a stove, the stove must be preheated (ctrl+left click to choose temperature), and the right container must be used. Some recipes, like meatballs, can be mass produced. If reagents are not used in the recipe, they will be left over in the pan. Remove the container from the stove, add all the reagents to it, and put it back on the stove. The stove will &amp;quot;ping&amp;quot; when the food is finished.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Result&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Container&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Reagents &amp;amp; Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Adhomian_fish_soup.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Adhomian Fish Soup&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 fish fillet, 1 [[#sarmikhir|sarmikhir]]&amp;lt;br&amp;gt;1 messa&#039;s tear&amp;lt;br&amp;gt;10u water&lt;br /&gt;
| 4 seafood protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Oatmeal.png|64px]] &amp;lt;!-- Oatmeal sprite is a placeholder -farofa --&amp;gt;&lt;br /&gt;
|&#039;&#039;&#039;Adhomian Porridge&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 10u blizzard ear flour, 10u fatshouter milk, 10u water&lt;br /&gt;
| 8 nutriment, 5 fatshouter milk&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tajaran_Stew.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Adhomian Stew&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 2 adhomian meat&amp;lt;br&amp;gt;2 dirt berries, 1 Messa&#039;s Tear, 1 mushroom&amp;lt;br&amp;gt;10u water&lt;br /&gt;
| 13.2 nutriment, 12 animal protein, 10.8 dirt berry juice, 6 oil, 4 triglyceride, 4 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AmanitaJelly.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Amanita Jelly&lt;br /&gt;
| Saucepan&lt;br /&gt;
| 5u amatoxin, 5u vodka, 5u water&lt;br /&gt;
| 6 nutriment,  &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;6 amatoxin&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;6 psilocybin&amp;lt;/span&amp;gt;, 5 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;vodka&amp;lt;/span&amp;gt;, 5 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Aoyama_ramen.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Aoyama Ramen&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 fish fillet, 1 [[#spaghetti|spaghetti]]&amp;lt;br&amp;gt;1 moss, 1 chili&amp;lt;br&amp;gt;5u soy sauce, 10u water&lt;br /&gt;
| 2 nutriment, 2 moss, 5 protein, 2 water, 4 capsaicin&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bacon.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bacon {{anchor|bacon}}&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 raw bacon&lt;br /&gt;
| 1 animal protein, .33 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bacon and Eggs.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bacon and eggs&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 [[#bacon|bacon]], 1 fried egg&lt;br /&gt;
| 3 animal protein, 3 egg yolk, 1 pepper, 1 salt, .33 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:baconmacandcheese.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bacon Mac and Cheese&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 [[#bacon|bacon]], 2 Cheese Wedge, 1 [[#spaghetti|spaghetti]]&amp;lt;br&amp;gt;5u Water&lt;br /&gt;
| 4 Nutriment, 3 Animal Protein, 5 Cheese&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bearchili.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bear Chili&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 bear meat&amp;lt;br&amp;gt;1 chili, 1 tomato&lt;br /&gt;
| 3 nutriment, 3 animal protein, 3 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;capsaicin&amp;lt;/span&amp;gt;, 5 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;hyperzine&amp;lt;/span&amp;gt;, 2 tomato juice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bearstew.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bear Stew&lt;br /&gt;
| Pot&lt;br /&gt;
| 1 bear meat&amp;lt;br&amp;gt;1 carrot, 1 chantrelle, 1 eggplant, 1 potato, 1 tomato&amp;lt;br&amp;gt;10u water&lt;br /&gt;
| 6 nutriment, 4 animal protein, 5 tomato juice, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;5 hyperzine&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;5 Oculine&amp;lt;/span&amp;gt;, 5 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Berry_pancakes.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Berry Pancakes&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 flat dough&amp;lt;br&amp;gt;1 berry&lt;br /&gt;
| 8 nutriment, 11 berry juice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:bibimbap.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bibimbap Bowl&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 cutlet, 1 egg&amp;lt;br&amp;gt;1 cabbage, 1 carrot, 1 chantrelle&amp;lt;br&amp;gt;5u rice, 2u space spice&lt;br /&gt;
| 6 nutriment, 6 animal protein, 3 egg yolk, 3 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Oculine&amp;lt;/span&amp;gt;, 2 space spice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Black_eyed_gumbo.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Black Eyed Gumbo&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 [Meat OR Fish Fillet]&amp;lt;br&amp;gt;1 bell pepper, 1 chili, 1 onion&amp;lt;br&amp;gt;5u rice, 10u water&lt;br /&gt;
| 6 animal protein, 2 nutriment, 2 triglyceride, 7 capsaicin oil, 3 onion juice, 5 rice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:bluemoon.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Blue Moon&lt;br /&gt;
| Saucepan&lt;br /&gt;
| 1 White Chocolate&amp;lt;br&amp;gt;1 Blue Raspberry&amp;lt;br&amp;gt;5u Cream&lt;br /&gt;
| 3 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:egg.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Boiled Egg&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 egg&amp;lt;br&amp;gt;5u water&lt;br /&gt;
| 2 egg yolk&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fjylozyn_boiled.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Boiled Fjylozyn&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 fjylozyn&amp;lt;br&amp;gt;5u water&lt;br /&gt;
| 4 nutriment, 1.75 &amp;lt;span style=”color:red”&amp;gt;Toxin&amp;lt;/span&amp;gt;, 6.25 &amp;lt;span style=”color:red”&amp;gt;Plant-B-Gone&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Boiledrice.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Boiled Rice&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 10u rice, 5u water&lt;br /&gt;
| 2 nutriment, 10 rice, 5 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:spagettiboiled.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Boiled Spaghetti&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 [[#spaghetti|spaghetti]]&amp;lt;br&amp;gt;5u water&lt;br /&gt;
| 3 nutriment, 5 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:beetsoup.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Borscht&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 cabbage, 1 white-beet&amp;lt;br&amp;gt;10u water&lt;br /&gt;
| 8 nutriment, 3 sugar, 10 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:burnedmess.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Burned Mess&lt;br /&gt;
| Oven OR Stove&lt;br /&gt;
| Created when you leave a finished item in the oven or on the stove too long.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;1 toxin&amp;lt;/span&amp;gt;, 3 carbon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cozmocubes.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cozmo Cubes&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 cosmozoan meat, 1 bread slice, 3u egg&lt;br /&gt;
| 2 nutriment, 5 seafood protein, 3 animal protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chana masala.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chana Masala&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 chili, 2 chickpeas, 1 tomato&amp;lt;br&amp;gt;10u rice, 2u space spice&lt;br /&gt;
| 8 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:mushroomsoup.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chantrelle Soup&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 mushroom&amp;lt;br&amp;gt;5u milk, 5u water&lt;br /&gt;
| 8 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chawanmushi.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chawanmushi&lt;br /&gt;
| Saucepan&lt;br /&gt;
| 1 chantrelle&amp;lt;br&amp;gt;6u egg yolk, 5u soy sauce, 5u water&lt;br /&gt;
| 5 animal protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chetroinuoc.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Che Troi Nuoc&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 Soybean&amp;lt;br&amp;gt;10u Rice, 5u Vanilla Extract&lt;br /&gt;
| 6 Nutriment, 6u Rice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cheeseravioli.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cheese Ravioli&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 Cheese Wedge, 3 Dough Slice&amp;lt;br&amp;gt;1 Tomato&amp;lt;br&amp;gt;5u Water&lt;br /&gt;
| 6 nutriment, 5 cheese&lt;br /&gt;
|-&lt;br /&gt;
|[[File:momo.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chicken Momo&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 chicken meat, 3 dough slice&amp;lt;br&amp;gt;2u space spice, 5u water&lt;br /&gt;
| 9 nutriment, 6 animal protein, 2 space spice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:parmsandwich.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chicken Parm Hero&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 bun, 1 cheese wedge, 1 chicken meat&amp;lt;br&amp;gt;1 tomato&lt;br /&gt;
| 4 nutriment, 4 animal protein, 2 cheese&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chilied Eggs.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chilied Eggs&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 3 boiled egg, 1 hot chili&lt;br /&gt;
| 3 nutriment, 6 animal protein, 3 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;capsaicin&amp;lt;/span&amp;gt;, 6 egg yolk, 11 tomato juice, 2 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chocegg.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chocolate Egg&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 chocolate bar, 1 egg&lt;br /&gt;
| 3 nutriment, 3 egg yolk&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chocolatecrepe.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chocolate Crepe&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 plain crepe &amp;lt;br&amp;gt;5u Choco-Nut Spread&lt;br /&gt;
| 2 Nutriment, 5 Choco-Nut Spread&lt;br /&gt;
|-&lt;br /&gt;
|[[File:coldstew.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cold Chili&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 meat&amp;lt;br&amp;gt;1 ice pepper, 1 tomato&lt;br /&gt;
| 3 nutriment, 6 animal protein, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;7 frost oil&amp;lt;/span&amp;gt;, 11 tomato juice, 2 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cremebrulee.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Creme Brulee&lt;br /&gt;
| Welding Tool&lt;br /&gt;
| 1 Custard&lt;br /&gt;
| 3 nutriment, 1 egg yolk, 2 sugar, 4 caramel&lt;br /&gt;
|-&lt;br /&gt;
|[[File:custard.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Custard&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 5u milk, 3u egg yolk, 5u sugar&lt;br /&gt;
| 3 nutriment, 2 egg yolk, 5 sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:meatbun.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Custard Bun&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 dough slice&amp;lt;br&amp;gt;3u egg yolk, 1u space spice, 5u water&lt;br /&gt;
| 6 nutriment, 2 animal protein, 2 egg yolk&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cutlet.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cutlet&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 raw cutlet&lt;br /&gt;
| 2 Animal Protein, .66 Triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:dionasoup.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Dionae Soup&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 diona meat&amp;lt;br&amp;gt;1 cabbage&amp;lt;br&amp;gt;10u water&lt;br /&gt;
| 11 nutriment, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;2 radium&amp;lt;/span&amp;gt;, 5 water&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Illegal&amp;lt;/span&amp;gt; in Biesel space.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:dionastew.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Dionae Stew&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 diona meat&amp;lt;br&amp;gt;1 carrot, 1 chantrelle, 1 potato&amp;lt;br&amp;gt;10u water&lt;br /&gt;
| 8 nutriment, 2 carrot juice, 2 potato juice, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;2 radium&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Illegal&amp;lt;/span&amp;gt; in Biesel space.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:dynpozole.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Dyn pozole&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 meat&amp;lt;br&amp;gt;1 cabbage, 1 dyn, 1 tomato&amp;lt;br&amp;gt;10u water&lt;br /&gt;
| 8.2 nutriment, 6 animal protein, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;10 dylovene&amp;lt;span&amp;gt;, 7 dyn juice, 6.25 dyn tea, 10.5 tomato juice, 2 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:earthenrootravioli.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Earthenroot Ravioli&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 earthen-root, 1 Pumpkin, 1 Tomato&amp;lt;br&amp;gt;5u Soymilk, 5u Water&lt;br /&gt;
| 8 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tajaran_soup.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Earthen-root soup&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 2 earthen-root&amp;lt;br&amp;gt;1u salt, 1u space spice, 10u water&lt;br /&gt;
| 4 nutriment, 10 earthen-root juice, 1 salt, 1 space spice, 4 sugar, 10 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:eggbasket.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Egg in the Basket&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 bread slice, 1 egg&lt;br /&gt;
| 2 nutriment, .63 animal protein, 3 egg yolk, .13 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eyebowl.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Eyebowl&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 moghresian meat&amp;lt;br&amp;gt;1 aghrassh nut, 1 tomato&amp;lt;br&amp;gt;2u black pepper, 6u egg yolk&lt;br /&gt;
| 3 nutriment, 12 animal protein&lt;br /&gt;
*Sliceable (2 Slices)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fatshouters_bloodpudding.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fatshouters Blood Pudding {{anchor|fatpudding}}&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 adhomian meat, 1 lard&amp;lt;br&amp;gt;5u blizzard ear flour, 10u blood&lt;br /&gt;
| 12 animal protein, 7 triglyceride, 5 blizzard ear flour, 10 blood&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fishandchips.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fish and Chips&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 fish fillet, 1 space fries&lt;br /&gt;
| 4 nutriment, 7 seafood protein, corn oil&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Earthenroot_wedges.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fried Earthen-root wedges&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 chopped earthen-root&lt;br /&gt;
| 4 nutriment, 1.2 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:friedegg.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fried Egg&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 over-easy fried egg&lt;br /&gt;
| 3 egg yolk, 1 pepper, 1 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:friedkois.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fried K&#039;ois&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 K’ois&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;6 k&#039;ois paste&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;9 phoron&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:friedrice.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fried Rice&lt;br /&gt;
| Saucepan OR Skillet&lt;br /&gt;
| 1 cabbage, 1 carrot&amp;lt;br&amp;gt;10u rice, 5u soy sauce, 5u water&lt;br /&gt;
| 6 nutriment, 3 carrot juice, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;1 Oculine&amp;lt;/span&amp;gt;, 5 rice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fufu.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fufu Dumplings&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 2 banana&amp;lt;br&amp;gt;5u water&lt;br /&gt;
| 9 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:garlicbread.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Garlic Bread&lt;br /&gt;
| Skillet OR Oven&lt;br /&gt;
| 1 bread slice, 1 butter&amp;lt;br&amp;gt;5u garlic sauce&lt;br /&gt;
| 5 nutriment, 3 garlic sauce&lt;br /&gt;
|-&lt;br /&gt;
|[[File:greencurry.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Green Curry&lt;br /&gt;
| Skillet&lt;br /&gt;
| 2 tofu&amp;lt;br&amp;gt;1 chili&amp;lt;br&amp;gt;5u cream, 5u rice, 2u space spice&lt;br /&gt;
| 8 nutriment, 2 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;capsaicin&amp;lt;/span&amp;gt;, 2 space spice, 5 tofu protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:toastsand.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Grilled Cheese Sandwich&lt;br /&gt;
| Skillet&lt;br /&gt;
| 2 bread slice, 1 cheese wedge&lt;br /&gt;
| 3.75 nutriment, 4 animal protein, 2.5 cheese, .25 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gukhefish.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Gukhe Fish&lt;br /&gt;
| Saucepan OR Skillet&lt;br /&gt;
| 1 fish fillet&amp;lt;br&amp;gt;1 gukhe bloom&amp;lt;br&amp;gt;1u salt, 1u space spice&lt;br /&gt;
| 1 nutriment, 6 seafood protein, 2 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;capsaicin&amp;lt;/span&amp;gt;, 2 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:parmsandwich.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Hakhma Parm Hero&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 bun, 1 cheese wedge, 1 hakhma meat&amp;lt;br&amp;gt;1 tomato&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:hamcheesecrepe.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Ham and Cheese Crepe&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 cheese wedge, 1 cutlet, 1 plain crepe&lt;br /&gt;
| 5 Nutriment, 2 Animal Protein, 2.5 Cheese, .67 Triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:hashbrown.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Hash Browns&lt;br /&gt;
| Skillet OR Grill&lt;br /&gt;
| 1 raw potato sticks&amp;lt;br&amp;gt; 1u salt, 1u pepper&lt;br /&gt;
| 3 nutriment, 3 corn oil&lt;br /&gt;
|-&lt;br /&gt;
|[[File:hatchlingsurprise.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Hatchling Surprise&lt;br /&gt;
| Saucepan OR Skillet&lt;br /&gt;
| 3 [[#bacon|bacon]], 1 poached egg&lt;br /&gt;
| 1 nutriment, 4 animal protein, 2 egg yolk, 1 pepper, 1 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:hotstew.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Hot Chili&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 meat&amp;lt;br&amp;gt;1 chili, 1 tomato&lt;br /&gt;
| 3 nutriment, 6 animal protein, 7 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;capsaicin&amp;lt;/span&amp;gt;, 11 tomato juice, 2 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImperialScallops.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Imperial Scallops&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 2 slimy meat, 1 butter&amp;lt;br&amp;gt;2 garlic, 1 lemon&amp;lt;br&amp;gt;1u black pepper, 2u salt, 5u water&lt;br /&gt;
| 6 seafood, 2 nutriment, 5 water, 2 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImperialPot.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Imperial Pot&lt;br /&gt;
| Pot&lt;br /&gt;
| 2 fish cutlet, 2 slimy meat&amp;lt;br&amp;gt;1 garlic, 2 lemon, 1 onion, 2 potato&amp;lt;br&amp;gt;30u rice, 15u water&amp;lt;br&amp;gt;&lt;br /&gt;
| 20 seafood, 20 rice, 20 nutriment, 20 lemon juice, 5 space spice, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;5 dylovene&amp;lt;span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Jellystew.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Jelly Stew&lt;br /&gt;
| Pot&lt;br /&gt;
| 1 cutlet, 1 slimy fillet, 1 butter&amp;lt;br&amp;gt;2 chili&amp;lt;br&amp;gt;10u water&lt;br /&gt;
| 3 nutriment, 3 animal protein, 6 seafood protein, 3 Cosmozoan protein, 13.3 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;capsaicin&amp;lt;/span&amp;gt;, 1 Salt, 20.67 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:koisjelly.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;K&#039;ois Jelly&lt;br /&gt;
| Saucepan&lt;br /&gt;
| 1 K’ois Paste&amp;lt;br&amp;gt;2 K’ois&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;25 k&#039;ois&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;20 Oculine&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;20 phoron&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:koissteak.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;K&#039;ois Steak&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 Fried K’ois&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;20 k&#039;ois&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;15 phoron&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:koiswaffles.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;K&#039;ois Waffles&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 K’ois Paste&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;25 k&#039;ois&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;12 phoron&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Seared Carp.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Korlaaskak&lt;br /&gt;
| Skillet&lt;br /&gt;
| 6 fish fillet&amp;lt;br&amp;gt;1 cabbage, 1 lime&amp;lt;br&amp;gt;1u space spice&lt;br /&gt;
| 3 nutriment, 10 lime juice, 18 seafood protein, 1 space spice&lt;br /&gt;
*Sliceable: 6 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:krakensoup.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Kraken Soup&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 Squid Meat&amp;lt;br&amp;gt;1 Pumpkin&amp;lt;br&amp;gt;2u Space Spice, 10u Water&lt;br /&gt;
| 2 Nutriment, 6 Seafood Protein, 5 Water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:lomein.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Lo Mein&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 [[#spaghetti|spaghetti]]&amp;lt;br&amp;gt;1 cabbage, 1 carrot&amp;lt;br&amp;gt;5u soy sauce, 5u water&lt;br /&gt;
| 8 nutriment, 2 animal protein, 3 carrot juice, 1 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Oculine&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:macandcheese.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Mac and Cheese&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 2 Cheese Wedge, 1 [[#spaghetti|spaghetti]]&amp;lt;br&amp;gt;5u Water&lt;br /&gt;
| 4 Nutriment, 5 Cheese&lt;br /&gt;
|-&lt;br /&gt;
|[[File:matsuul.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Matsuul&lt;br /&gt;
| Saucepan OR Skillet&lt;br /&gt;
| 3 Sashimi&amp;lt;br&amp;gt;1 earthen-root, 1 Eki, 1 Mint Leaf&lt;br /&gt;
| 5 nutriment, 3 seafood protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:maeuntang.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Maeuntang&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 fish fillet&amp;lt;br&amp;gt;1 chili, 1 moss&amp;lt;br&amp;gt;10u water&lt;br /&gt;
| 8 nutriment, 7 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;capsaicin&amp;lt;/span&amp;gt;, 3 seafood protein, 10 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:meatbun.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Meat Bun&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 dough slice, 1 raw cutlet&amp;lt;br&amp;gt;1u space spice, 5u water&lt;br /&gt;
| 5 nutriment, 3 animal protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Meat Pancake.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Meat Pancake&lt;br /&gt;
| Skillet&lt;br /&gt;
| 3 meatball, 1 omelette du fromage&lt;br /&gt;
| 9 animal protein, 8 egg yolk&lt;br /&gt;
|-&lt;br /&gt;
|[[File:raviolimeat.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Meat Ravioli&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 3 dough slice&amp;lt;br&amp;gt;1 tomato&amp;lt;br&amp;gt;6u animal protein, 5u water&lt;br /&gt;
| 6 Nutriment, 6 Animal Protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:meatstake.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Meat Steak&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 meat&amp;lt;br&amp;gt;1u pepper, 1u salt&lt;br /&gt;
| 6 animal protein, 1 pepper, 1 salt, 2 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Meatball.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Meatball&lt;br /&gt;
| Saucepan OR Skillet&lt;br /&gt;
| 1 raw meatball&lt;br /&gt;
| 3 animal protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Meatballs_and_peas.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Meatballs and Peas&lt;br /&gt;
| Saucepan OR Skillet&lt;br /&gt;
| 2 meatball&amp;lt;br&amp;gt;1 peas, 1 tomato&lt;br /&gt;
| 4 nutriment, 6 animal protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:meatsoup.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Meatball Soup&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 meatball&amp;lt;br&amp;gt;1 carrot, 1 potato&amp;lt;br&amp;gt;10u water&lt;br /&gt;
| 3 nutriment, 18 animal protein, 10 carrot juice, 5 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Oculine&amp;lt;/span&amp;gt;, 11 potato juice, 10 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:minerpie.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Miner&#039;s Pie&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 dough, 1 meat&amp;lt;br&amp;gt;1 onion, 1 plump helmet&amp;lt;br&amp;gt;5u cream, 2u pepper, 2u space spice&lt;br /&gt;
| 6 nutriment, 4 animal protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:mint.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Mint&lt;br /&gt;
| Saucepan&lt;br /&gt;
| 5u frost oil, 5u sugar&lt;br /&gt;
| 1 mint&lt;br /&gt;
|-&lt;br /&gt;
|[[File:miso_soup.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Miso Soup&lt;br /&gt;
| Pot&lt;br /&gt;
| 2 soy dope, 2 tofu&amp;lt;br&amp;gt;10u water&lt;br /&gt;
| 8 nutriment, 6 tofu protein, 10 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:miyeokguk.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Miyeokguk&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 meat&amp;lt;br&amp;gt;1 moss, 1 seaweed&amp;lt;br&amp;gt;10u water&lt;br /&gt;
| 8 nutriment, 6 animal protein, 2 triglyceride, 10 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Moghresian Sea Delight.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Moghresian Sea delight&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 3 egg&amp;lt;br&amp;gt;15u blood&lt;br /&gt;
| 15 blood, 9 egg yolk&lt;br /&gt;
|-&lt;br /&gt;
|[[File:moroz_brudet.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Morozian Brudet&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 fish fillet&amp;lt;br&amp;gt;1 tomato&amp;lt;br&amp;gt;10u water&lt;br /&gt;
| 8 nutriment, 3 seafood protein, 11 tomato juice, 10 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:mossbowl.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Moss bowl&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 2 moss&amp;lt;br&amp;gt;3u egg yolk, 5u water&lt;br /&gt;
| 2 nutriment, 3 egg yolk, 6 moss, 5 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mysterysoup.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Mystery Soup&lt;br /&gt;
| Pot&lt;br /&gt;
| 1 Burned Mess, 1 cheese wedge, 1 tofu&amp;lt;br&amp;gt;3u egg yolk, 10u water&lt;br /&gt;
| Always contains 7 nutriment.&lt;br /&gt;
Possible other reagents: nutriment, banana juice, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;capsaicin&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;frost oil&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Oculine&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;slime jelly&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;tricordrazine&amp;lt;/span&amp;gt;, tomato juice, or water.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:crozets.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Naya Khyber Crozets&lt;br /&gt;
| Pot or Saucepan&lt;br /&gt;
| 1 fish fillet, 1 lard, 1 spaghetti&amp;lt;br&amp;gt;1 chili, 1 tomato&amp;lt;br&amp;gt;2u pepper, 2u space spice&lt;br /&gt;
| 6 nutriment, 2 seafood protein, 2 space spice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:naera_stew.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Neaera Stew&lt;br /&gt;
| Pot&lt;br /&gt;
| 1 Neaera Meat&amp;lt;br&amp;gt;2 eki, 2 guami&amp;lt;br&amp;gt;5u cream, 10u dyn juice&lt;br /&gt;
| 35 Nutriment, 3 Animal Protein, 4 Dyn Juice, 6 Seafood Protein, 2 Triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:nettlesoup.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Nettle Soup&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 nettle, 1 potato&amp;lt;br&amp;gt;3u egg yolk, 10u water&lt;br /&gt;
| 3 egg yolk, 11 potato juice, 10 &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;sulphuric acid&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;5 tricordrazine&amp;lt;/span&amp;gt;, 10 water&lt;br /&gt;
* Nettles from Xenobotany.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NT muffin.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;NT Muffin&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 plump helmet biscuit, 1 sausage, 1 fried egg, 1 cheese wedge&lt;br /&gt;
| 3 Nutriment, 5 Animal Protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Oatmeal.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Oatmeal&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 2 wheat&amp;lt;br&amp;gt;10u milk, 10u water&lt;br /&gt;
| 8 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Omelette.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Omelette Du Fromage&lt;br /&gt;
| Skillet&lt;br /&gt;
| 2 cheese wedge&amp;lt;br&amp;gt;6u egg yolk&lt;br /&gt;
| 8u egg yolk&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Onionsoup.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Onion Soup&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 onion&amp;lt;br&amp;gt;10u water&lt;br /&gt;
| 5 nutriment, 3 onion juice, 10 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:friedegg.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Over-easy fried egg&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 egg&amp;lt;br&amp;gt;1u pepper, 1u salt&lt;br /&gt;
| 3 egg yolk, 1 pepper, 1 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Paneer_gadpathur.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Paneer Gadpathur&lt;br /&gt;
| Pot or Saucepan&lt;br /&gt;
| 1 tomato, 1 chili&amp;lt;br&amp;gt;1 cheese wedge, 5 rice&amp;lt;br&amp;gt;5 cream&lt;br /&gt;
| 10 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pancakes.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Pancakes&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 flat dough&amp;lt;br&amp;gt;5u sugar&lt;br /&gt;
| 8 nutriment&lt;br /&gt;
Add syrup to create specialty pancakes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bacon.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Pan-cooked Bacon&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 [Butter OR Nutri-Spread], 6 raw bacon&lt;br /&gt;
| 1 animal protein, 3.67 triglyceride, .17 salt&lt;br /&gt;
*Makes 6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:xanuvindaloo.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Paaskraan Vindaloo&lt;br /&gt;
| Pot or Saucepan&lt;br /&gt;
| 1 chicken meat&amp;lt;br&amp;gt;1 chili, 1 tomato&amp;lt;br&amp;gt;5u cream, 2u pepper, 2u space spice, 3u vanilla&lt;br /&gt;
| 4 nutriment, 4 animal protein, 2 space spice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:xanucurry.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Pataliputra Curried Rice&lt;br /&gt;
| Pot or Saucepan&lt;br /&gt;
| 1 meat&amp;lt;br&amp;gt;1 chickpeas, 1 garlic, 1 onion&amp;lt;br&amp;gt;5u milk, 10u rice, 4u space spice	&lt;br /&gt;
| 8 nutriment, 2 space spice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pea_soup.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Pea soup&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 carrot, 1 peas, 1 white-beet&amp;lt;br&amp;gt;10u water&lt;br /&gt;
| 8 nutriment, 5 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:pepperoni.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Pepperoni&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 sausage&amp;lt;br&amp;gt;1u salt, 1u space spice&lt;br /&gt;
| .46 Nutriment, 6 Animal Protein, 0.5 Seafood Protein, .33 Triglyceride, 1 Salt, 1 Space Spice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:honeytoast.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Piece of Honeyed Toast&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 bread slice&amp;lt;br&amp;gt;5u honey&lt;br /&gt;
| 1 nutriment, 2 honey&lt;br /&gt;
|-&lt;br /&gt;
|[[File:plaincrepe.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Plain Crepe&lt;br /&gt;
| Skillet&lt;br /&gt;
| 5u Batter Mix&lt;br /&gt;
| 1 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:nachos.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Plate of Nachos&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 chip basket, 1 cheese wedge&lt;br /&gt;
| 10 nutriment, 2.5 cheese, 1 salt, corn oil&lt;br /&gt;
|-&lt;br /&gt;
|[[File:poachedegg.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Poached Egg&lt;br /&gt;
| Saucepan OR Skillet&lt;br /&gt;
| 1 egg&amp;lt;br&amp;gt;1u pepper, 1u salt, 1u space spice, 5u water&lt;br /&gt;
| 1 nutriment, 1 pepper&lt;br /&gt;
|-&lt;br /&gt;
|[[File:popcorn.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Popcorn&lt;br /&gt;
| Saucepan&lt;br /&gt;
| 1 Corn&lt;br /&gt;
| 3 nutriment, 3 corn oil&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Porkbowl.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Pork Bowl&lt;br /&gt;
| Saucepan&lt;br /&gt;
| 1 [[#bacon|bacon]]&amp;lt;br&amp;gt;10u rice, 5u water&lt;br /&gt;
| 4 animal protein, 6 rice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Puffpuffs.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Puff-Puff Bowl&lt;br /&gt;
| Skillet&lt;br /&gt;
| 10u flour, 5u water, 2u space spice, 1u salt&lt;br /&gt;
| 24 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Qilvo.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Qilvo&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 slimy meat&amp;lt;br&amp;gt;2 seaweed&amp;lt;br&amp;gt;5u cream, 10u water&lt;br /&gt;
| 5 nutriment, 3 cream, 3 seafood protein, 5 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cheesedip.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Queso Dip&lt;br /&gt;
| Saucepan OR Skillet&lt;br /&gt;
| 1 cheese wedge&amp;lt;br&amp;gt;1 chili, 1 tomato&amp;lt;br&amp;gt;1u pepper, 1u salt, 1u space spice&lt;br /&gt;
| 20 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ramenbowl.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Ramen Bowl&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 [[#spaghetti|spaghetti]], 1 Meat, 1 Egg&amp;lt;br&amp;gt;1 Seaweed&amp;lt;br&amp;gt;5u Soy Sauce, 10u Water&lt;br /&gt;
| 5 Nutriment, 4 Animal Protein, 5 Water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:earthenroot_clambake.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Ras&#039;val Pasta&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 ras&#039;val clam&amp;lt;br&amp;gt;1 earthen-root&amp;lt;br&amp;gt;5u water&lt;br /&gt;
| 6 nutriment, 6 seafood protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Razirnoodles.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Razir Noodles&lt;br /&gt;
| Saucepan OR Skillet&lt;br /&gt;
| 1 egg, 1 worm fillet&amp;lt;br&amp;gt;1 lime&amp;lt;br&amp;gt;1u salt&lt;br /&gt;
| 3 nutriment, 8 seafood protein, 3 egg yolk, 5 &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;polytrinic acid&amp;lt;/span&amp;gt;, 3 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;hyperzine&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:redcurry.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Red Curry&lt;br /&gt;
| Skillet&lt;br /&gt;
| 2 cutlet&amp;lt;br&amp;gt;5u cream, 5u rice, 2u space spice&lt;br /&gt;
| 8 nutriment, 7 animal protein, 2 space spice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Red Sun Special.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Red Sun Special&lt;br /&gt;
| Saucepan OR Skillet&lt;br /&gt;
| 1 cheese wedge, 1 sausage&lt;br /&gt;
| 6 Animal Protein, 2.5 Cheese, .33 Triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ricepudding.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Rice Pudding&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 5u milk, 10u rice&lt;br /&gt;
| 4 nutriment, 5 milk, 10 rice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:risotto.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Risotto&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 chantrelle&amp;lt;br&amp;gt;10u rice, 1u space spice, 5u wine&lt;br /&gt;
| 9 nutriment, 1 animal protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sausage.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Sausage&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 cutlet, 1 meatball&lt;br /&gt;
| 6 animal protein, .33 triglyceride&lt;br /&gt;
*Makes 2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Savorycrepe.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Savory Breakfast Crepe&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 Cheese Wedge, 1 Plain Crepe&amp;lt;br&amp;gt;3u Egg Yolk&lt;br /&gt;
| 5 Nutriment, 2.5 Cheese, 3 Egg Yolk&lt;br /&gt;
|-&lt;br /&gt;
|[[File:shakshouka.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Shakshouka&lt;br /&gt;
| Skillet&lt;br /&gt;
| 2 Tomato&amp;lt;br&amp;gt;6u Egg Yolk, 1u pepper, 2u Space Spice&lt;br /&gt;
| 4 Nutriment, 3 Egg Yolk&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ClamsCasino.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Silversun Clams Casino&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 [[#bacon|bacon]], 2 bread slice, 2 slimy meat&amp;lt;br&amp;gt;1 bell pepper&lt;br /&gt;
| 6 seafood, 2 animal protein, 2 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sintapudding.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Sinta Pudding&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 butter&amp;lt;br&amp;gt;15u blood, 5u coco, 10u sugar&lt;br /&gt;
| 1 nutriment, 1 animal protein, 15 &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt;, 3 coco, 1 salt, 9 sugar, 20 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wishsoup.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Slime Soup&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 5u slime jelly, 10u water&lt;br /&gt;
| 5 &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;slime jelly&amp;lt;/span&amp;gt;, 10 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sloppyjoe.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Sloppy Joe&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 [[#Bun|bun]]&amp;lt;br&amp;gt;6u animal protein, 5u barbecue sauce&lt;br /&gt;
| 4 Nutriment, 4 Animal Protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Schnitzel.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Schnitzel&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 meat, 1 bread slice&lt;br /&gt;
| 3 nutriment, 5 animal protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:pastatomato.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Spaghetti&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 [[#spaghetti|spaghetti]]&amp;lt;br&amp;gt;2 tomato&amp;lt;br&amp;gt;5u water&lt;br /&gt;
| 7 nutriment, 2 tomato juice, 5 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:meatballspag.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Spaghetti and Meatballs&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 2 meatball, 1 [[#spaghetti|spaghetti]]&amp;lt;br&amp;gt;5u water&lt;br /&gt;
| 4 nutriment, 6 animal protein, 5 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:bolognese.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Spaghetti Bolognese&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 [[#spaghetti|spaghetti]]&amp;lt;br&amp;gt;1 garlic, 1 onion, 1 tomato&amp;lt;br&amp;gt;6u animal protein, 5u water&lt;br /&gt;
| 4 Nutriment, 4 Animal Protein, 5 Tomato Juice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:spesslaw.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Spesslaw&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 4 meatball, 1 [[#spaghetti|spaghetti]]&amp;lt;br&amp;gt;5u water&lt;br /&gt;
| 4 nutriment, 12 animal protein, 5 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Batwings.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Spiced Shrieker Wings&lt;br /&gt;
| Saucepan OR Skillet&lt;br /&gt;
| 2 bat wings, 1 butter&amp;lt;br&amp;gt;2 chili&lt;br /&gt;
| 2.7 nutriment, 3 animal protein, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;14 capsaicin&amp;lt;/span&amp;gt;, 20 triglyceride, 1 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:swirlsoup.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Spiral Soup&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 bluespace tomato, 1 ice pepper&amp;lt;br&amp;gt;10u water, 5u Cream&lt;br /&gt;
| 5 nutriment, 3 &amp;lt;span style=”color:blue”&amp;gt;bluespace dust&amp;lt;/span&amp;gt;, 1 &amp;lt;span style=”color:blue”&amp;gt;Frost Oil&amp;lt;/span&amp;gt;, 12 &amp;lt;span style=”color:blue”&amp;gt;Singulo&amp;lt;/span&amp;gt;, 5 Water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:steakxanu.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Steak Xanu&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 meat&amp;lt;br&amp;gt;5u cream, 2u pepper, 2u space spice	&lt;br /&gt;
| 4 nutriment, 4 animal protein, 2 space spice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:steamedcrab.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Steamed Crab Legs&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 crab legs, 1 nutri-spread&amp;lt;br&amp;gt;1u salt, 10u water&lt;br /&gt;
| 2 nutriment, 6 seafood protein, 1 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:steelworkersandwich.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Steelworker&#039;s Sandwich&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 cheese wedge, 1 meat steak, 1 space fries&amp;lt;br&amp;gt;1 cabbage, 1 tomato&amp;lt;br&amp;gt;2u pepper, 2u space spice	&lt;br /&gt;
| 6 nutriment, 4 animal protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:stew.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Stew&lt;br /&gt;
| Pot&lt;br /&gt;
| 1 meat&amp;lt;br&amp;gt;1 carrot, 1 chantrelle, 1 eggplant, 1 potato, 1 tomato&amp;lt;br&amp;gt;10u water&lt;br /&gt;
| 9 nutriment, 4 animal protein, 10 carrot juice, 5 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Oculine&amp;lt;/span&amp;gt;, 11 potato juice, 6 tomato juice, 5 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stewedsoymeat.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Stewed Soy Meat&lt;br /&gt;
| Saucepan&lt;br /&gt;
| 2 soy dope&amp;lt;br&amp;gt;1 carrot, 1 tomato&lt;br /&gt;
| 8 nutriment, 10 carrot juice, 5 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Oculine&amp;lt;/span&amp;gt;, 11 tomato juice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stokskewer.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Stok Skewers&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 moghresian meat&amp;lt;br&amp;gt;1 gukhe bloom&amp;lt;br&amp;gt;1u space spice&lt;br /&gt;
| 1 nutriment, 2 animal protein, 2 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;capsaicin&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stuffedfish.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Stuffed Fish Fillet&lt;br /&gt;
| Saucepan OR Skillet&lt;br /&gt;
| 1 cheese wedge, 1 fish fillet, 1 roe sack&lt;br /&gt;
| 3 nutriment, 2 cheese, 7 seafood protein, possibly &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;3 carpotoxin&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:omgtoast.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Toasted Bread&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 bread slice&amp;lt;br&amp;gt;1u triglyceride&lt;br /&gt;
| 2 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:toastsand.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Toasted Sandwich&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 Sandwich&lt;br /&gt;
| 3.75 nutriment, 7.25 animal protein, 2 carbon, 2.5 cheese, 1 pepper, 1.25 salt, 2 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:tomatosoup.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tomato Soup&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 2 tomato&amp;lt;br&amp;gt;10u water&lt;br /&gt;
| 5 nutriment, 22 tomato juice, 10 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:tomatosoup.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tomato Soup [Blood]&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 30u Blood&lt;br /&gt;
| 2 animal protein, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30 blood&amp;lt;/span&amp;gt;, 5 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:tortilla.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tortilla&lt;br /&gt;
| Skillet&lt;br /&gt;
| 5u flour, 5u water&lt;br /&gt;
| 6 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:traumwurst.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Traumwurst&lt;br /&gt;
| Skillet OR Saucepan&lt;br /&gt;
| 2 Sausage&amp;lt;br&amp;gt;1 Eggplant, 1 Plump Helmet&amp;lt;br&amp;gt;5u Cream&lt;br /&gt;
| 7 Animal Protein, 4 Nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:triolademousse.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Triolade Mousse&lt;br /&gt;
| Saucepan&lt;br /&gt;
| 1 Chocolate Bar, 1 White Chocolate&amp;lt;br&amp;gt;5u Cocoa, 5u Cream&lt;br /&gt;
| 6 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:tunneler_scotchegg.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tunneler Meategg&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 adhomian meat, 1 hardbread slice, 1 tunneler egg&amp;lt;br&amp;gt;1u space spice&lt;br /&gt;
| 3 egg, 7 protein, 5 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:vegesoup.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Vegetable Soup&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 carrot, 1 corn, 1 eggplant, 1 potato&amp;lt;br&amp;gt;10u water&lt;br /&gt;
| 9 nutriment, 10 carrot juice, 3 corn oil, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;5 Oculine&amp;lt;/span&amp;gt;, 11 potato juice, 10 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:momo.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Veggie Momo&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 3 dough slice&amp;lt;br&amp;gt;1 cabbage, 1 carrot&amp;lt;br&amp;gt;2u space spice, 5u water&lt;br /&gt;
| 13 nutriment, 3 carrot juice, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;1 Oculine&amp;lt;/span&amp;gt;, 4 space spice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:waffles.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Waffles&lt;br /&gt;
| Skillet&lt;br /&gt;
| 2 dough&amp;lt;br&amp;gt;10u sugar&lt;br /&gt;
| 8 nutriment, 10 sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:whitechocolatecrepe.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;White Chocolate Crepe&lt;br /&gt;
| Skillet&lt;br /&gt;
| 1 plain crepe, 1 white chocolate&lt;br /&gt;
| 3 Nutriment, 4 Choco-Nut Spread, 2 Sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wishsoup.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Wish Soup&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 20u water&lt;br /&gt;
| 10 water, 25% chance of 8 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:yellowcurry.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Yellow Curry&lt;br /&gt;
| Skillet&lt;br /&gt;
| 2 peanut, 1 potato&amp;lt;br&amp;gt;5u cream, 5u rice, 2u space spice&lt;br /&gt;
| 8 nutriment, 2 space spice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zantiri.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Zantiri&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 eki, 2 guami&amp;lt;br&amp;gt;10u water&lt;br /&gt;
| 8 nutriment, 6 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:zkahnkowa.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Zkah&#039;nkowa&lt;br /&gt;
| Pot OR Saucepan&lt;br /&gt;
| 1 Adhomian Meat&amp;lt;br&amp;gt;10u blood, 5u blizzard-ear flour, 1u pepper, 1u salt&lt;br /&gt;
| 25 animal protein, 5 blizzard ear flour, 10 &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;blood&amp;lt;/span&amp;gt;, 1 pepper, 1 salt, 2 triglyceride&lt;br /&gt;
*Sliceable: 5 slices&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Oven===&lt;br /&gt;
[[File:Ovenclosed_on.gif|64px]]&lt;br /&gt;
*Before you can use the oven, it must be preheated. Ctrl+click and select your preferred temperature to turn it on. Preheating takes several minutes, but after a short while it can be used to cook even if not fully preheated. The food will cook more slowly until preheating is complete. Examine the oven while next to it to see how hot it is. &lt;br /&gt;
**You can alt+click the oven to open and close the oven door.&lt;br /&gt;
**If the oven door is left open, heat will escape. Make sure it&#039;s closed, especially when cooking and preheating.&lt;br /&gt;
&lt;br /&gt;
*To add a single food item to the oven, use the food directly on the oven, which will place it into an empty oven tray. If you want to cook a recipe that requires multiple ingredients, remove one of the oven trays, put all recipe ingredients into it, and then put the tray back in the oven. &lt;br /&gt;
&lt;br /&gt;
*The oven can cook any variety and quantity of recipes simultaneously, as long as you have all the ingredients in a single tray. &lt;br /&gt;
*When not making a recipe, the oven can also be used to just bake any food, which will cook it, giving it a nice brown color.&lt;br /&gt;
&lt;br /&gt;
*The oven can also be used for Combination Cooking, which allows you to make custom bread, pies, cakes, and pizzas with whatever fillings/toppings you want. To do this, right click and Choose Output, select the combine target, and then insert an oven tray full of ingredients. &lt;br /&gt;
**The quantity of stuff used to make an item will determine the size of the result.&lt;br /&gt;
**Combination Cooking can only make one item at a time - whatever output is set will only work for the next item cooked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Result&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Container&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Reagents &amp;amp; Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tajbread.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Adhomian Bread&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 flatbread&amp;lt;br&amp;gt;1 dirt berries&amp;lt;br&amp;gt;1u space spice&lt;br /&gt;
| 5 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hardbread.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Adhomian Hard Bread&lt;br /&gt;
| Oven&lt;br /&gt;
| 3 adhomian bread&amp;lt;br&amp;gt;1u space spice&lt;br /&gt;
| 15 nutriment, 1 space spice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Aghrassh cake.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Aghrassh Cake&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 egg&amp;lt;br&amp;gt;1 aghrassh nut&amp;lt;br&amp;gt;3u coco, 3u pepper, 3u salt, 1u space spice&lt;br /&gt;
| 3 nutriment, 8 animal protein, 3 coco, 3 black pepper&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alfajores.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Alfajores&lt;br /&gt;
| Oven&lt;br /&gt;
| 15 sugarm 10u flour&amp;lt;br&amp;gt;10u milk, 1 butter&lt;br /&gt;
| 12 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Amapie.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Amanita Pie&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 flat dough&amp;lt;br&amp;gt;5u amatoxin&lt;br /&gt;
| 5 nutriment, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;5 amatoxin&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;1 psilocybin&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:angrybread.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Angry Bread&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 Cheese Wedge, 1 Flatbread, 1 Xeno-meat&amp;lt;br&amp;gt;1 Carrot&lt;br /&gt;
| 5 nutriment, 9 animal protein, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;5 oculine&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;6 polytrinic acid&amp;lt;/span&amp;gt;, &lt;br /&gt;
|-&lt;br /&gt;
|[[File:applecake.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Apple Cake&lt;br /&gt;
| Oven&lt;br /&gt;
| 2 apple&amp;lt;br&amp;gt;15u flour, 5u milk, 15u sugar, 9u egg yolk&lt;br /&gt;
| 15 nutriment&lt;br /&gt;
*Sliceable: 5 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:applepie.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Apple Pie&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 flat dough&amp;lt;br&amp;gt;1 apple&amp;lt;br&amp;gt;5u sugar&lt;br /&gt;
| 5 Nutriment, 2 Apple Juice, 5 Sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bacon_pizza.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bacon Cheese Flatbread&lt;br /&gt;
| Oven&lt;br /&gt;
| 4 [[#bacon|bacon]], 2 cheese wedge, 1 flat dough&amp;lt;br&amp;gt;2 tomato&lt;br /&gt;
| 7 nutriment, 5 animal protein, 2.5 cheese, 22 tomato juice, 1.333 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Bagel.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bagel&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 dough slice&amp;lt;br&amp;gt;1 poppy&lt;br /&gt;
| 4 Nutriment, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;3 Morphine&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:baguette.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Baguette&lt;br /&gt;
| Oven&lt;br /&gt;
| 2 dough&amp;lt;br&amp;gt;1u pepper, 1u salt&lt;br /&gt;
| 6 Nutriment, 1 pepper, 1 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:pie.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Banana Cream Pie&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 flat dough&amp;lt;br&amp;gt;1 banana&amp;lt;br&amp;gt;5u sugar&lt;br /&gt;
| 4 nutriment, 10 banana juice, 5 sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bananabread.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Banana-nut Bread&lt;br /&gt;
| Oven&lt;br /&gt;
| 3 dough&amp;lt;br&amp;gt;1 banana&amp;lt;br&amp;gt;5u milk, 15u sugar&lt;br /&gt;
| 20 nutriment, 20 banana juice, 5 milk, 5 sugar&lt;br /&gt;
*Sliceable: 5 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:berryclafoutis.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Berry Clafoutis&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 flat dough&amp;lt;br&amp;gt;1 berry&lt;br /&gt;
| 5 nutriment, 11 berry juice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Berrymuffin.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Berry muffin&lt;br /&gt;
| Oven&lt;br /&gt;
| 2 dough&amp;lt;br&amp;gt;2 berry&amp;lt;br&amp;gt;20u milk, 20u sugar&lt;br /&gt;
| 5 nutriment&lt;br /&gt;
*Makes 6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:bdaycake.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Birthday Cake&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 candle&amp;lt;br&amp;gt;15u flour, 5u milk, 15u sugar, 9u egg yolk&lt;br /&gt;
| 20 nutriment, 10 sprinkles&lt;br /&gt;
*Sliceable: Makes 5 slices. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:roastedpeanutsbowl.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bowl of Roasted Peanuts&lt;br /&gt;
| Oven&lt;br /&gt;
| 10 [Peanut OR Dry Peanut]&lt;br /&gt;
| 15 ground roasted peanuts, 5 peanut oil&lt;br /&gt;
|-&lt;br /&gt;
|[[File:bread.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bread&lt;br /&gt;
| Oven&lt;br /&gt;
| 4 dough&amp;lt;br&amp;gt;1u salt&lt;br /&gt;
| 15 nutriment, 5 animal protein, 1 salt&lt;br /&gt;
*Sliceable: Makes 8 slices.&lt;br /&gt;
*Bread slices can be turned into custom sandwiches by combining them with any food item. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:brownies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Brownies&lt;br /&gt;
| Oven&lt;br /&gt;
| 10u brownie mix, 3u egg yolk&lt;br /&gt;
| 8 nutriment, 2 brownie mix&lt;br /&gt;
*Sliceable: 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
|[[File:bun.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bun {{anchor|Bun}}&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 dough&lt;br /&gt;
| 4 nutriment&amp;lt;br&amp;gt;&lt;br /&gt;
Buns can be turned into custom burgers by combining them with any food item.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cakepops.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cake Pops&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 White Chocolate&amp;lt;br&amp;gt;5u brownie mix, 2u Sprinkles, 5u Vanilla Extract&lt;br /&gt;
| 3 nutriment (each)&lt;br /&gt;
*Container: 5 Cake Pops&lt;br /&gt;
|-&lt;br /&gt;
|[[File:carrotcake.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Carrot Cake&lt;br /&gt;
| Oven&lt;br /&gt;
| 3 carrot&amp;lt;br&amp;gt;15u flour, 5u milk, 15u sugar, 9u egg yolk&lt;br /&gt;
| 25 nutriment, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;10 Oculine&amp;lt;/span&amp;gt;&lt;br /&gt;
*Sliceable: 5 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cheesecake.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cheese Cake&lt;br /&gt;
| Oven&lt;br /&gt;
| 2 cheese wedge&amp;lt;br&amp;gt;15u flour, 5u milk, 15u sugar, 9u egg yolk&lt;br /&gt;
| 10 nutriment, 15 cheese&lt;br /&gt;
*Sliceable: 5 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cherrypie.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cherry Pie&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 flat dough&amp;lt;br&amp;gt;1 cherry&amp;lt;br&amp;gt;10u sugar&lt;br /&gt;
| 4 nutriment, 10 cherry jelly, 11 sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:choccake.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chocolate Cake&lt;br /&gt;
| Oven&lt;br /&gt;
| 2 chocolate bar&amp;lt;br&amp;gt;15u flour, 5u milk, 15u sugar, 9u egg yolk&lt;br /&gt;
| 20 nutriment&lt;br /&gt;
*Sliceable: 5 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rikazu choc.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chocolate Rikazu&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 adhomian bread, 1 chocolate bar&amp;lt;br&amp;gt;5u cream&lt;br /&gt;
| 8 nutriment, 5 cream&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chocolateroulade.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chocolate Roulade&lt;br /&gt;
| Oven&lt;br /&gt;
| 2 chocolate bar, 1 flat dough&amp;lt;br&amp;gt;10u sugar&lt;br /&gt;
| 15 nutriment&amp;lt;br&amp;gt;Sliceable (5 Slices)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Truffle.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chocolate Truffle&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 chocolate bar&amp;lt;br&amp;gt; 2u coco, 5u cream&lt;br /&gt;
| 6 coco powder&amp;lt;br&amp;gt;&lt;br /&gt;
*Makes 4&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Conecake.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cone Cake&lt;br /&gt;
| Oven&lt;br /&gt;
| 15u blizzard ear flour, 5u fatshouters milk, 15u sugar, 5u water&lt;br /&gt;
| 15 nutriment, 15 blizzard ear flour, 5 fatshouters milk, 10 sugar, 5 water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:donkpocket.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cooked Donk-Pocket&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 [Donk-Pocket OR Takoyaki Donk-Pocket OR Teriyaki Donk-Pocket]&lt;br /&gt;
| 2 nutriment, 2 animal protein, 5 tricordrazine&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cookie.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cookie&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 dough, 1 chocolate bar&amp;lt;br&amp;gt;10u milk, 10u sugar&lt;br /&gt;
| 2 nutriment, 3 sugar&lt;br /&gt;
*Makes 4&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cosmicbrownies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cosmic Brownies&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 ambrosia vulgaris&amp;lt;br&amp;gt;10u brownie mix, 3u egg yolk&lt;br /&gt;
| 8 nutriment, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;4 ambrosia extract&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;2 bicaridine&amp;lt;/span&amp;gt;, 4 brownie mix, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;2 kelotane&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;2 toxin&amp;lt;/span&amp;gt;&lt;br /&gt;
*Sliceable: 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cracker.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cracker&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 dough slice&amp;lt;br&amp;gt;1u salt&lt;br /&gt;
| 2u nutriment, 1u salt&lt;br /&gt;
*Also obtainable by butchering a parrot.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:creambread.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cream Cheese Bread&lt;br /&gt;
| Oven&lt;br /&gt;
| 2 cheese wedge, 2 dough&lt;br /&gt;
| 6 Nutriment, 15 Cheese&lt;br /&gt;
*Sliceable: 5 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Croissant.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Croissant&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 dough&amp;lt;br&amp;gt;5u milk, 5u water, 1u salt&lt;br /&gt;
| 4 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:crownfurter.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Crown Roast of Adhomian Sausage&lt;br /&gt;
| Oven&lt;br /&gt;
| 2 [[#fatpudding|fatshouter blood pudding]], 1 [[#sarmikhir|sarmikhir]], 1 dirt berries&amp;lt;br&amp;gt;5u gelatin, 5u water, 1u space spice&lt;br /&gt;
| 14 nutriment, 14 protein&lt;br /&gt;
*Sharing Platter i.e. chips&lt;br /&gt;
|-&lt;br /&gt;
|[[File:donkpocket.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Donk-Pocket&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 dough, 1 meatball&lt;br /&gt;
| 3 nutriment, 3 animal protein&lt;br /&gt;
*Makes 2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:eggplantparmigiana.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Eggplant Parmigiana&lt;br /&gt;
| Oven&lt;br /&gt;
| 2 cheese wedge&amp;lt;br&amp;gt;1 eggplant&lt;br /&gt;
| 6 nutriment, 5 cheese&lt;br /&gt;
|-&lt;br /&gt;
|[[File:enchi.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Enchiladas&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 cutlet, 1 tortilla&amp;lt;br&amp;gt;2 chili&lt;br /&gt;
| 8 nutriment, 6 animal protein, 14 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;capsaicin&amp;lt;/span&amp;gt;, .66 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fatshouter_bake.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fatshouter Bake&lt;br /&gt;
| Oven&lt;br /&gt;
| 2 canned fatshouter meat&amp;lt;br&amp;gt;2 sugar tree fruit&amp;lt;br&amp;gt;5u gelatin, 5u water, 1u space spice&lt;br /&gt;
| 8 nutriment, 16 protein&lt;br /&gt;
*Sliceable: 4 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fatshouterfillet_full.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fatshouter Fillet&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 adhomian bread, 4 adhomian meat, 1 lard&amp;lt;br&amp;gt;2 earthen-root&amp;lt;br&amp;gt;5u blizzard ear flour, 5u Messa’s mead, 1u pepper, 1u salt, 1u space spice&lt;br /&gt;
| 10 nutrients, 10 protein, 5 Messa&#039;s mead&lt;br /&gt;
*Sliceable: 5 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:meatgello_cube.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fatshouter in Aspic&lt;br /&gt;
| Oven&lt;br /&gt;
| 3 adhomian meat, 2 ice tunneler egg, 1 [[#sarmikhir|sarmikhir]]&amp;lt;br&amp;gt;10u gelatin, 5u water, 1u space spice&lt;br /&gt;
| 10 nutriment, 15 protein, 5 egg&lt;br /&gt;
*Sliceable: 5 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Flatbread.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Flatbread&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 flat dough&lt;br /&gt;
| 3 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fortunecookie.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fortune Cookie&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 dough slice, 1 piece of paper&amp;lt;br&amp;gt;5u sugar&lt;br /&gt;
| 3 nutriment, 5 sugar&lt;br /&gt;
*The recipe will not work unless something is written on the paper.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rikazu fruit.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fruit Rikazu&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 adhomian bread&amp;lt;br&amp;gt;1 Messa&#039;s tear&amp;lt;br&amp;gt;5u sugar&lt;br /&gt;
| 8 nutriment, 2 honey, 5 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;kelotane&amp;lt;/span&amp;gt;, 5 sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:giffypie.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Giffy Pie&lt;br /&gt;
| Oven&lt;br /&gt;
| 10u flour, 5u milk, 5u sugar, 3u egg yolk, 10 grape  jelly, 10 peanut butter&lt;br /&gt;
| 15 Nutriment.&amp;lt;br&amp;gt;&lt;br /&gt;
*Sliceable (5 slices)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:gappletart.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Golden Apple Streusel Tart&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 golden apple&amp;lt;br&amp;gt;10u flour, 5u milk, 5u sugar, 3u egg yolk&lt;br /&gt;
| 8 nutriment, 5 gold&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grilled_peppers.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Grilled Pepper&lt;br /&gt;
| Oven or Grill&lt;br /&gt;
| 1 Bell Pepper&lt;br /&gt;
| 3 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pineapple_pizza.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Ham &amp;amp; Pineapple Pizza&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 cheese wedge, 1 flat dough, 2 pineapple rings&amp;lt;br&amp;gt;1 tomato&lt;br /&gt;
| 30 nutriment, 4 animal protein, 5 cheese, 5 pineapple juice, 6 tomato juice&lt;br /&gt;
*Sliceable: 6 slices. &lt;br /&gt;
*Pineapple rings can be bought from snack vendors.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hardbread_pudding_whole.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Hardbread Pudding&lt;br /&gt;
| Oven&lt;br /&gt;
| 2 hardbread&amp;lt;br&amp;gt;1 earthen-root&amp;lt;br&amp;gt;5u cream, 5u sugar&lt;br /&gt;
| 30 nutriment, 15 cream&lt;br /&gt;
|-&lt;br /&gt;
|[[File:honeybun.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Honey Bun&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 dough&amp;lt;br&amp;gt;5u honey&lt;br /&gt;
| 5u nutriment, 5 honey&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Jadrica.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Jadrica&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 meat, 2 [[#bacon|bacon]]&amp;lt;br&amp;gt;2 carrot, 1 garlic&amp;lt;br&amp;gt;5u universal enzyme, 5u wine, 1u space spice, 1u salt, 1u pepper&lt;br /&gt;
| 8 animal protein, 4 nutriment, 4 triglyceride, 2 space spice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:keylimepie.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Key Lime Pie&lt;br /&gt;
| Oven&lt;br /&gt;
| 2 lime&amp;lt;br&amp;gt;10u flour, 5u milk, 5u sugar, 3u egg yolk&lt;br /&gt;
| 16 nutriment&lt;br /&gt;
*Sliceable: 5 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:koismuffin.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;K&#039;ois muffin&lt;br /&gt;
| Oven&lt;br /&gt;
| K’ois Paste&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;15 k&#039;ois&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;15 phoron&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:koisroulade.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;K&#039;ois Roulade&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 fried k&#039;ois, 1 k&#039;ois paste&amp;lt;br&amp;gt;1 k&#039;ois&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30 k&#039;ois&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;20 phoron&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;Sliceable: 5 Slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:lemoncake.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Lemon Cake&lt;br /&gt;
| Oven&lt;br /&gt;
| 2 lemon&amp;lt;br&amp;gt;15u flour, 5u milk, 15u sugar, 9u egg yolk&lt;br /&gt;
| 20 nutriment&lt;br /&gt;
*Sliceable: 5 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:limecake.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Lime Cake&lt;br /&gt;
| Oven&lt;br /&gt;
| 2 lime&amp;lt;br&amp;gt;15u flour, 5u milk, 15u sugar, 9u egg yolk&lt;br /&gt;
| 20 nutriment&lt;br /&gt;
*Sliceable: 5 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:bakedpotato.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Loaded Baked Potato&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 cheese wedge&amp;lt;br&amp;gt;1 potato&lt;br /&gt;
| 3 nutriment, 3 animal protein, 2.5 cheese, 11 potato juice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:lortl.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Lortl&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 q’lort slice&amp;lt;br&amp;gt;1u salt&lt;br /&gt;
| 2 nutriment, 2 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Margheritapizza.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Margherita&lt;br /&gt;
| Oven&lt;br /&gt;
| 4 cheese wedge, 1 flat dough&amp;lt;br&amp;gt;1 tomato&lt;br /&gt;
| 35 nutriment, 9 cheese, 6 tomato juice&lt;br /&gt;
*Sliceable: 6 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Meatlasagna.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Meat Lasagna Tray&lt;br /&gt;
| Oven&lt;br /&gt;
| 3 cheese wedge, 3 flat dough, 2 meat&amp;lt;br&amp;gt;3 tomato&lt;br /&gt;
| 24 nutriment, 24 animal protein, 12 cheese&amp;lt;br&amp;gt;&lt;br /&gt;
*Sliceable (6 Slices)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Meatpepper.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Meat Stuffed Pepper&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 bell pepper, 1 tomato&amp;lt;br&amp;gt;1 meat, 1 cheese wedge&lt;br /&gt;
| 3 nutriment, 3 animal protein, 2 cheese&lt;br /&gt;
*Makes 2 Peppers.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Meat_pocket.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Meat Pocket&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 cheese wedge, 1 flat dough, 1 meatball&lt;br /&gt;
| 3 nutriment, 3 animal protein, 1.25 cheese&lt;br /&gt;
Makes 2 pockets.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rikazu meat.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Meat Rikazu&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 adhomian meat, 1 adhomian bread&amp;lt;br&amp;gt;1u pepper, 1u salt&lt;br /&gt;
| 5 nutriment, 6 animal protein, 1 pepper, 1 salt, 2 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:meatbread.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Meatbread Loaf&lt;br /&gt;
| Oven&lt;br /&gt;
| 3 cheese wedge, 3 dough, 3 meat&lt;br /&gt;
| 10 nutriment, 20 animal protein, 7.5 cheese, 6 triglyceride&lt;br /&gt;
*Sliceable: 5 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:meatpies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Meat-Pie&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 flat dough, 1 meat&lt;br /&gt;
| 3 nutriment, 10 animal protein, 2 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:meatpizza.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Meatpizza&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 cheese wedge, 1 flat dough, 1 meat&amp;lt;br&amp;gt;1 tomato&lt;br /&gt;
| 10 nutriment, 44 animal protein, 10 cheese, 6 tomato juice&lt;br /&gt;
*Sliceable: 6 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:moroz_flatbread.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Morozian Flatbread&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 flat dough&amp;lt;br&amp;gt;1 tomato&amp;lt;br&amp;gt;1u salt&lt;br /&gt;
| 10 nutriment, 1 salt, 11 tomato juice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:mossdumplings.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Moss dumplings&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 dough&amp;lt;br&amp;gt;2 moss&lt;br /&gt;
| 3 Nutriment, 3 Moss&lt;br /&gt;
*Makes 2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:msairation.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;M&#039;sai scout ration&lt;br /&gt;
| Oven&lt;br /&gt;
| 2 Adhomian Meat&amp;lt;br&amp;gt;2 dirt berries&amp;lt;br&amp;gt;1u salt&lt;br /&gt;
| 4 nutriment, 6 animal protein, 5 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:muffins.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Muffin&lt;br /&gt;
| Oven&lt;br /&gt;
| 2 dough&amp;lt;br&amp;gt;20u milk, 20u sugar&lt;br /&gt;
| 6 nutriment&lt;br /&gt;
*Makes 6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:mushroompizza.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Mushroom Pizza&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 cheese wedge, 1 flat dough&amp;lt;br&amp;gt;5 chantrelle, 1 tomato&lt;br /&gt;
| 35 nutriment, 5 cheese&lt;br /&gt;
*Sliceable: 6 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:naera_brain_loaf.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Neaera Brain Loaf&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 Neaera Brain&amp;lt;br&amp;gt;10u Cream&lt;br /&gt;
| 6 Seafood Protein, 10 Cream, 2 Triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NTellacheesecake.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;NTella Cheesecake&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 cheese wedge, 6 mini cookie&amp;lt;br&amp;gt;15u choco-nut spread, 5u milk, 10u sugar&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:orangecake.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Orange Cake&lt;br /&gt;
| Oven&lt;br /&gt;
| 2 orange&amp;lt;br&amp;gt;15u flour, 5u milk, 15u sugar, 9u egg yolk&lt;br /&gt;
| 20 nutriment&lt;br /&gt;
*Sliceable: 5 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bacon.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Oven-cooked Bacon&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 [Butter OR Nutri-Spread], 6 raw bacon&lt;br /&gt;
| 1 animal protein, 3.67 triglyceride, .53 nutriment, .17 salt&lt;br /&gt;
*Makes 6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pazillo.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Pazillo&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 flat dough&amp;lt;br&amp;gt;1 chickpeas, 1 onion, 1 tomato&lt;br /&gt;
| 8 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:pepperonipizza.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Pepperoni Pizza&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 flat dough, 1 cheese wedge, 1 pepperoni&amp;lt;br&amp;gt;2 tomato&lt;br /&gt;
| 1 animal protein, 3.67 triglyceride, .53 nutriment, .17 salt&lt;br /&gt;
*Sliceable: 6 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:phoronriverloaf.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Phoron River Loaf&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 Fried K&#039;ois, 1 Phoron Rock Candy&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;15 k&#039;ois&amp;lt;span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;35 phoron&amp;lt;span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Piginablanket.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Pig in a Blanket&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 sausageh&amp;lt;br&amp;gt;2 dough slice&lt;br /&gt;
| 1 Nutriment, 2 animal protein&lt;br /&gt;
*Makes 3 Pigs in a Blanket. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:pita.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Pita&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 flat dough&amp;lt;br&amp;gt;5u water, 5u sugar&lt;br /&gt;
| 7 Nutriment&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Broken recipe|[[File:naera_candied_eyes.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Plate of Candied Neaera Eyes&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 dough, 1 Neaera Eyes&amp;lt;br&amp;gt;5u Cream&lt;br /&gt;
|&lt;br /&gt;
|---&amp;gt;&lt;br /&gt;
|[[File:ribplate.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Plate of Ribs&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 meat&amp;lt;br&amp;gt;5u honey, 2u space spice, 1u pepper.&lt;br /&gt;
| 6 animal protein, 5 honey, 1 pepper, 2 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tajcadny.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Plate of Sugar Tree Candy&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 dough&amp;lt;br&amp;gt;2 sugar tree fruit&amp;lt;br&amp;gt;5u fatshouter milk, 3u egg yolk&lt;br /&gt;
| 26 nutriment&lt;br /&gt;
*Makes 26 candy cubes.&lt;br /&gt;
*Get fatshouter milk from the bartender.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:phelmbiscuit.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Plump Helmet Biscuit&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 plump helmet&amp;lt;br&amp;gt;5u flour, 5u water&lt;br /&gt;
| 5 nutriment, 5 water, 5 flour; 10% chance of adding 3 nutriment and 5 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;tricordrazine&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Plumppie.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Plump Pie&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 flat dough&amp;lt;br&amp;gt;1 plump helmet&lt;br /&gt;
| 8 nutriment; 10% chance of adding &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;5 tricordrazine&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:poppypretzel.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Poppy Pretzel&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 dough&amp;lt;br&amp;gt;1 poppy&lt;br /&gt;
| 5 nutriment&lt;br /&gt;
*Makes 2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pumpkinpie.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Pumpkin Pie&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 flat dough&amp;lt;br&amp;gt;5u pumpkin pulp, 2u pumpkin spice, 10u sugar&lt;br /&gt;
| 15 nutriment&lt;br /&gt;
*Sliceable: 5 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:quiche.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Quiche&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 cheese wedge&amp;lt;br&amp;gt;9u egg yolk, 10u flour, 5u milk&lt;br /&gt;
| 10 nutriment, 10 cheese&lt;br /&gt;
*Sliceable: 5 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:roastchicken.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Roast Chicken&lt;br /&gt;
| Oven&lt;br /&gt;
| 4 chicken meat, 1 stuffing&amp;lt;br&amp;gt;2 potato&amp;lt;br&amp;gt;1u pepper, 1u salt&lt;br /&gt;
| 24 animal protein, 12 nutriment, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;3 soporific&amp;lt;/span&amp;gt;&lt;br /&gt;
*Sliceable: Makes 6 slices.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:dionaroast.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Roast Diona&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 diona meat&amp;lt;br&amp;gt;1 apple&amp;lt;br&amp;gt;2u space spice&lt;br /&gt;
| 6 nutriment, 2 Apple Juice, 10 Dionae Powder, 2 Space Spice&lt;br /&gt;
*Sliceable: Makes 3 slices.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Illegal&amp;lt;/span&amp;gt; in Biesel space.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ricepepper.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Rice Stuffed Pepper&lt;br /&gt;
| Oven&lt;br /&gt;
|1 bell pepper, 1 corn&amp;lt;br&amp;gt;1 boiled rice&lt;br /&gt;
| 8 nutriment&lt;br /&gt;
*Makes 2 Peppers.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Roast dirtberries.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Roasted Dirtberries&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 dirt berries&amp;lt;br&amp;gt;1u space spice, 5u sugar&lt;br /&gt;
| 4 nutriment, 4 caramel sugar, 11 dirt berry juice, 3 oil, 1 space spice, 5 sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:roffle.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Roffle Waffles&lt;br /&gt;
| Oven&lt;br /&gt;
| 2 dough&amp;lt;br&amp;gt;5u psilocybin, 10u sugar&lt;br /&gt;
| 8 nutriment, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;8 psilocybin&amp;lt;/span&amp;gt;, 10 sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Soylent_yellow.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Soy Wafers&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 soybean&amp;lt;br&amp;gt;10u flour&lt;br /&gt;
| 10 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:duff.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Spacy Liberty Duff&lt;br /&gt;
| Oven&lt;br /&gt;
| 5u psilocybin, 5u vodka, 5u water&lt;br /&gt;
| 6 nutriment, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;6 psilocybin&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Starcake.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Starcake&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 orange&amp;lt;br&amp;gt;5u cream, 10u coco, 6u egg yolk, 10u flour, 15u sugar&lt;br /&gt;
| 15 nutriment, 3 glucose&amp;lt;br&amp;gt;&lt;br /&gt;
*Sliceable (6 Slices)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:strawberrycrumblebars.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Strawberry Crumble Bars&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 butter&amp;lt;br&amp;gt;2 strawberries&amp;lt;br&amp;gt;10u flour, 10u sugar&lt;br /&gt;
| 10 nutriment&amp;lt;br&amp;gt;&lt;br /&gt;
*Sliceable (4 Slices)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Earthenroot_stuffed.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Stuffed Earthen-root&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 earthen-root&amp;lt;br&amp;gt;1 [[#sarmikhir|sarmikhir]], 1 hardbread slice, 1 zkah&#039;nkowa slice&lt;br /&gt;
| 8 nutriment, 7 protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:stuffing.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Stuffing&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 Bread&amp;lt;br&amp;gt;1u pepper, 1u salt, 5u water&lt;br /&gt;
| 10 Nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:tofubread.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tofubread&lt;br /&gt;
| Oven&lt;br /&gt;
| 3 cheese wedge, 3 dough, 3 tofu&lt;br /&gt;
| 30 nutriment, 7.5 cheese, 9 tofu protein&lt;br /&gt;
*Sliceable: 5 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:meatpies.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tofu-Pie&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 flat dough, 1 tofu&lt;br /&gt;
| 8 nutriment, 3 tofu protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:tofurkey.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tofurkey&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 Stuffing, 2 Tofu&lt;br /&gt;
| 41 nutriment, 6 tofu protein, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;3 soporific&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tunneler_souffle.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tunneler Souffle&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 [[#sarmikhir|sarmikhir]], 1 tunneler egg&amp;lt;br&amp;gt;5u blizzard ear flour&lt;br /&gt;
| 3 egg, 5 nutriment, 5 cream&lt;br /&gt;
|-&lt;br /&gt;
|[[File:regularcake.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Vanilla Cake&lt;br /&gt;
| Oven&lt;br /&gt;
| 9u egg yolk, 15u flour, 5u milk, 15u sugar&lt;br /&gt;
| 20 nutriment&lt;br /&gt;
*Sliceable: 5 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:vegepizza.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Vegetable Pizza&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 cheese wedge, 1 flat dough&amp;lt;br&amp;gt;1 carrot, 1 corn, 1 eggplant, 1 tomato&lt;br /&gt;
| 25 nutriment, 4.5 carrot juice, 2.5 cheese, 12 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Oculine&amp;lt;/span&amp;gt;, 6 tomato juice&lt;br /&gt;
*Sliceable: 6 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rikazu veg.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Vegetable Rikazu&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 adhomian bread&amp;lt;br&amp;gt;1 earthen-root&amp;lt;br&amp;gt;5u blizzard ear flour&lt;br /&gt;
| 8 nutriment, 5 blizzard ear flour, 5 earthen-root juice, 2 sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Veggielasagna.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Veggie Lasagna Tray&lt;br /&gt;
| Oven&lt;br /&gt;
| 3 cheese wedge, 3 flat dough&amp;lt;br&amp;gt;1 eggplant, 1 mushroom, 1 onion, 3 tomato&lt;br /&gt;
| 48 nutriment, 12 cheese&amp;lt;br&amp;gt;&lt;br /&gt;
*Sliceable (6 Slices)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:xbread.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Xenomeatbread Loaf&lt;br /&gt;
| Oven&lt;br /&gt;
| 3 cheese wedge, 3 dough, 3 xeno-meat&lt;br /&gt;
| 10 nutriment, 20 animal protein, 2 cheese, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;18 polytrinic acid&amp;lt;/span&amp;gt;&lt;br /&gt;
*Sliceable: 5 slices&lt;br /&gt;
|-&lt;br /&gt;
|[[File:xpie.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Xeno-Pie&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 flat dough, 1 xeno-meat&lt;br /&gt;
| 3 nutriment, 10 animal protein, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;6 polytrinic acid&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xuqqil.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Xuq&#039;qil&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 cheese wedge, 1 slimy meat&amp;lt;br&amp;gt;1 plump helmet.&lt;br /&gt;
| 4 nutriment, 3 cheese, 3 mollusc protein, 3 seafood protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ylpharoulade.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Ylpha Roulade&lt;br /&gt;
| Oven&lt;br /&gt;
| 1 flat dough, 1 white chocolate&amp;lt;br&amp;gt;10u sugar, 10u Ylpha Berry Juice.&lt;br /&gt;
| 15 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Deep Fryer===&lt;br /&gt;
[[File:Fryer_on.gif|64px]]&lt;br /&gt;
*Before you can use the fryer, it must be preheated. Right-click and select Toggle Power to turn it on. Heating up takes a while, so be sure to do it early. Prepare other ingredients while it warms up!&lt;br /&gt;
*The deep fryer has an oil level that you should keep an eye on - cooking efficiency will fall as it drops, and it starts off at a randomized level. For optimal cooking, keep the oil topped up to the maximum. &lt;br /&gt;
**You can find a spare tank of cooking oil in the cold room behind the kitchen. If you need more, you can order another from cargo.&lt;br /&gt;
&lt;br /&gt;
*To add a single food item to the fryer, use the food directly on it, which will place that item into an empty fryer basket. If you want to cook a recipe that requires multiple ingredients, remove one of the fryer baskets by clicking the fryer with an empty hand and put all your ingredients into the basket. Once everything for the recipe is inside, put the basket back in the fryer. &lt;br /&gt;
&lt;br /&gt;
*The fryer can cook any variety and quantity of recipes simultaneously, as long as you have all the ingredients in a single basket. &lt;br /&gt;
**Many fryer recipes require an ingredient to be coated in batter or beer-batter for the recipe to work. To coat an item in batter, hold the item and click on the batter.&lt;br /&gt;
*The fryer can also be used to just &amp;quot;deep fry&amp;quot; any food, which will cook it, give it a nice brown color, and add some extra nutrition to it.&lt;br /&gt;
*Food fried in the deep fryer will usually have a small, random amount of corn oil added to the final product.&lt;br /&gt;
*Food that is battered before being fried will usually have a small, random amount of the appropriate batter in the final product.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Result&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Container&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Reagents &amp;amp; Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avah.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Avah&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 cheese wedge, 1 dough&amp;lt;br&amp;gt;5u fatshouter milk, 5u sugar&lt;br /&gt;
| 7 nutriment, 5 cheese, 5 fatshouters milk, 5 sugar, corn oil&lt;br /&gt;
*Fatshouter milk is available from the bartender.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chip_basket.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Basket of Chips&lt;br /&gt;
| Fryer OR Skillet&lt;br /&gt;
| 1 tortilla&amp;lt;br&amp;gt;1u salt&lt;br /&gt;
| 10 nutriment, 1 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Katsu.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chicken Katsu&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 chicken meat (Beer Battered)&lt;br /&gt;
| 6 animal protein, beer batter, corn oil&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chicknugget.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chicken Nugget&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 chicken meat&amp;lt;br&amp;gt;5u flour&lt;br /&gt;
| 4 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Corndog.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Corn dog&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 sausage (Battered)&lt;br /&gt;
| 4 nutriment, 6 animal protein, 2.2 batter, 1.5 corn oil&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cubancarp.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cuban Fish Sandwich&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 dough, 1 fish fillet&amp;lt;br&amp;gt;1 chili&lt;br /&gt;
| 4 nutriment, 7 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;capsaicin&amp;lt;/span&amp;gt;, 3 Seafood Protein, corn oil&lt;br /&gt;
|-&lt;br /&gt;
|[[File:donuts.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Donut&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 dough&amp;lt;br&amp;gt;10u sugar&lt;br /&gt;
| 3 nutriment, 5 sugar, corn oil; 30% chance of adding 2 sprinkles&lt;br /&gt;
*Makes 2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Earthenroot_fries.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Earthen-root Fries&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 chopped earthen-root&lt;br /&gt;
| 4 nutriment, 1.2 tryglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:falafelballs.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Falafel Balls&lt;br /&gt;
| Fryer&lt;br /&gt;
| 2 Chickpeas&lt;br /&gt;
| 3 Nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fishfingers.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fish Fingers&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 fish fillet (Battered)&lt;br /&gt;
| 7 seafood protein, batter, corn oil&lt;br /&gt;
|-&lt;br /&gt;
|[[File:friedmushroom.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fried Mushroom&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 Plump Helmet (Beer Battered)&lt;br /&gt;
| 4 nutriment, 2 animal protein, corn oil&lt;br /&gt;
|-&lt;br /&gt;
|[[File:friesolympia.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fries Olympia&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 Potato&amp;lt;br&amp;gt;3u Space Spice&lt;br /&gt;
| 4 nutriment, 1.2 corn oil, 2 capsaicin&lt;br /&gt;
|-&lt;br /&gt;
|[[File:friesolympiacheese.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fries Olympia with Cheese&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 Cheese Wedge&amp;lt;br&amp;gt;1 Potato&amp;lt;br&amp;gt;3u Space Spice&lt;br /&gt;
| 4 nutriment, 1.2 corn oil, 2 capsaicin, 3 cheese&lt;br /&gt;
|-&lt;br /&gt;
|[[File:funnelcake.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Funnel Cake&lt;br /&gt;
| Fryer&lt;br /&gt;
| 10u batter, 5u sugar&lt;br /&gt;
| 10 batter, 5 sugar&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Broken recipe|[[File:gnaqmi.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Gnaqmi&lt;br /&gt;
| Fryer&lt;br /&gt;
| 2 Boiled Fjylozyn, 1 Neaera Liver&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|[[File:Jalapenopop.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Jalapeno Popper&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 chili (Battered)&lt;br /&gt;
| 2 nutriment, 7 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;capsaicin&amp;lt;/span&amp;gt;, batter, corn oil&lt;br /&gt;
|-&lt;br /&gt;
|[[File:jdonuts.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Jelly Donut&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 dough&amp;lt;br&amp;gt;10u sugar, 10u cherry jelly&lt;br /&gt;
| 3 nutriment, 5 cherry jelly, 1 sprinkles, 5 sugar, corn oil; 30% chance of adding 2 sprinkles&lt;br /&gt;
*Makes 2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:koisdonut.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;K&#039;ois donut&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 Fried K’ois&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;15 k&#039;ois&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10 phoron&amp;lt;/span&amp;gt;, corn oil&lt;br /&gt;
*Makes 2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Konaqu.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Konaqu&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 qlort bulb, 1 ylpha berry&amp;lt;br&amp;gt;10u sugar, 1 dough in a fryer&lt;br /&gt;
| 4 nutriment&lt;br /&gt;
*Makes 2 units&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Miniavahs_3.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Mini-avah Basket&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 adhomian meat, 1 dough&amp;lt;br&amp;gt;5u blizzard ear flour, 1u space spice&lt;br /&gt;
| 9 nutriment, 9 protein&lt;br /&gt;
*Makes a basket of 3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:north60squid.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;North 60 Squid&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 squid meat (Beer Battered)&amp;lt;br&amp;gt;5u Apple Juice, 5u Lemon Juice, 10u Garlic Sauce&lt;br /&gt;
| 4 Seafood Protein, 1 Nutriment, 3 Garlic Sauce&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Onionrings.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Onion Rings&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 dough slice&amp;lt;br&amp;gt;1 onion&lt;br /&gt;
| 5 nutriment, 3 onion juice, corn oil&lt;br /&gt;
|-&lt;br /&gt;
|[[File:pisanggoreng.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Pisang Goreng&lt;br /&gt;
| Fryer&lt;br /&gt;
| 2 Banana (Battered)&lt;br /&gt;
| 8 nutriment, corn oil&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pizzacrunch.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Pizza Crunch&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 pizza (Battered)&lt;br /&gt;
| 35 nutriment, 5 cheese, batter, corn oil&lt;br /&gt;
*Sliceable: 6 slices&lt;br /&gt;
*Can be made with any whole pizza; final reagents depend on pizza used.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:risottoballs.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Risotto Balls&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 Risotto (Battered)&amp;lt;br&amp;gt;1u pepper, 1u salt&lt;br /&gt;
| 2 Nutriment, 1 pepper, 4 rice, 1 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:roefritters.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Roe fritters&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 roe sack&amp;lt;br&amp;gt;10u batter&lt;br /&gt;
| 3 Nutriment, 5 batter, 6 seafood Protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:sabich.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Sabich&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 Boiled Egg, 1 Hummus, 1 Pita&amp;lt;br&amp;gt;1 Eggplant&lt;br /&gt;
| 7 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fries.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Space Fries&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 raw potato sticks&lt;br /&gt;
| 5 nutriment, corn oil&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sweet and Sour.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Sweet and Sour Pork&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 [[#bacon|bacon]], 1 cutlet&amp;lt;br&amp;gt;10u batter, 5u soy sauce&lt;br /&gt;
| 16 nutriment, 3 animal protein, 10 batter, 5 corn oil, 5 soy sauce, 1 triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wingchu.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Wing Fang Chu&lt;br /&gt;
| Fryer&lt;br /&gt;
| 1 xeno-meat&amp;lt;br&amp;gt;5u soy sauce&lt;br /&gt;
| 6 animal protein, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;6 polytrinic acid&amp;lt;/span&amp;gt;, 5 soy sauce, corn oil&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Batter===&lt;br /&gt;
You can coat food in batter before putting it in the deep fryer!&lt;br /&gt;
*Nearly everything you can fry can be coated in batter. &lt;br /&gt;
*Put all of the ingredients of the batter in a container to create the batter, then use a food item on the container to cover it in batter.&lt;br /&gt;
*The ingredients for the batter can be mixed in any kind of container.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Result&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Recipe&lt;br /&gt;
|-&lt;br /&gt;
|[[File:batter.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Batter Mix&lt;br /&gt;
| 10u flour, 2u salt, 5u water, 3u egg yolk&lt;br /&gt;
|-&lt;br /&gt;
|[[File:batter.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Beer Batter Mix&lt;br /&gt;
| 5u beer, 10u flour, 2u salt, 3u egg yolk&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Intermediate Ingredients===&lt;br /&gt;
Some ingredients need special preparation. Animals need to be butchered, items need to be cut up into smaller pieces, and dough needs to be flattened with a rolling pin.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&#039;100%&#039; | style=&#039;text-align:left; background-color:#FFFFFF;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Result&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Tool&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Reagents &amp;amp; Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:pineapple_rings.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Can of Pineapple Rings&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| Contains 6 Pineapple Ring&lt;br /&gt;
| 2 nutriment, 3 pineapple juice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:canned.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Canned Fatshouters Meat&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
|&lt;br /&gt;
|5 Animal Protein, 2 Salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Carrotfries.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Carrot Fries&lt;br /&gt;
| Knife&lt;br /&gt;
| Carrot&lt;br /&gt;
| 3 nutriment, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;3 Oculine&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Earthenroot_chopped.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chopped Earthen-root&lt;br /&gt;
| Knife&lt;br /&gt;
| Earthen-root&lt;br /&gt;
| 3 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dough Slice.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Dough Slice&lt;br /&gt;
| Knife&lt;br /&gt;
| Flat Dough&lt;br /&gt;
| 2 nutriment, .33 animal protein.&lt;br /&gt;
*Makes 3.&lt;br /&gt;
*Sliceable: Makes 1 Spaghetti&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Egg.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Egg&lt;br /&gt;
| Kitchen Stock, Biogenerator&lt;br /&gt;
| Can be colored with Crayons&lt;br /&gt;
| 3 Egg Yolk&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sashimi.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fish Sashimi&lt;br /&gt;
| Knife&lt;br /&gt;
| Fish Fillet&lt;br /&gt;
| 4 Seafood Protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Flat Dough.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Flat Dough&lt;br /&gt;
| Rolling Pin&lt;br /&gt;
| Dough&lt;br /&gt;
| 3 nutriment&lt;br /&gt;
*Sliceable: Makes 3 dough slices.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hardbread_slice.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Hardbread Slice&lt;br /&gt;
| Knife&lt;br /&gt;
| Adhomian Hardbread&lt;br /&gt;
|&lt;br /&gt;
*Makes 6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hardbread_pudding_bun.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Hardbread Bun&lt;br /&gt;
| Knife&lt;br /&gt;
| Hardbread Pudding&lt;br /&gt;
| &lt;br /&gt;
*Makes 4&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icecream.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Ice Cream Cone&lt;br /&gt;
| Ice Cream Cart&lt;br /&gt;
| [Various ingredients]&lt;br /&gt;
| 3 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:egg.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Ice Tunneler Egg&lt;br /&gt;
| Biogenerator&lt;br /&gt;
| &lt;br /&gt;
| 3 Egg Yolk&lt;br /&gt;
|-&lt;br /&gt;
|[[File:koissoup.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;K’ois Paste&lt;br /&gt;
| Rolling Pin&lt;br /&gt;
| Fried K’ois&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;15 k&#039;ois&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10 phoron&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:plantmeat.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Meat Substitute&lt;br /&gt;
| Biogenerator&lt;br /&gt;
|&lt;br /&gt;
| 6 Animal Protein, 3 Triglyceride&lt;br /&gt;
*Sliceable: 3 Raw cutlet&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Monkeycube.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Monkey Cube&#039;&#039;&#039;&lt;br /&gt;
| Biogenerator; Research and Medical stock&lt;br /&gt;
|&lt;br /&gt;
| Run under water in the sink to create a monkey.&amp;lt;br&amp;gt;&lt;br /&gt;
Also comes in Stok, Farwa, and Naera varieties.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Marge.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Nutri-spread&#039;&#039;&#039;&lt;br /&gt;
| Biogenerator&lt;br /&gt;
| 80 Biomass&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Raw_Bacon.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Raw Bacon&lt;br /&gt;
| Knife&lt;br /&gt;
| Raw Cutlet&lt;br /&gt;
| 1 animal protein, .33 triglyceride&lt;br /&gt;
*Makes 2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Raw Cutlet.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Raw Cutlet&lt;br /&gt;
| Knife&lt;br /&gt;
| Meat&lt;br /&gt;
| 2 animal protein, .67 triglyceride&lt;br /&gt;
*Sliceable: Makes 2 raw bacon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Raw_Sticks.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Raw Potato Sticks&lt;br /&gt;
| Knife&lt;br /&gt;
| Potato&lt;br /&gt;
| 3 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Soydope.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Soy Dope&lt;br /&gt;
| Knife&lt;br /&gt;
| Soybean&lt;br /&gt;
| 2 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spaghetti.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Spaghetti [Raw] {{anchor|spaghetti}}&lt;br /&gt;
| Knife&lt;br /&gt;
| Dough Slice&lt;br /&gt;
| 3 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Butchery====&lt;br /&gt;
Butchering turns animals into ingredients. You have three ways to butcher animals:&lt;br /&gt;
* The gibber. This large machine, located in the kitchen cold room, will turn any animal into its component parts. Click and drag the animal to the gibber to put it in; click on the gibber to turn it on. If the animal in question is a human, monkey, or similar creature, the gibber produces organs and limbs as well as meat. These organs and limbs can be eaten or ground up for animal protein, but often contain toxins. There is a safety guard that must be disabled before humans can be put into the gibber.&lt;br /&gt;
* The meat spike. Smaller animals can be put on the meat spike by grabbing them (Grab intent) and clicking on the meat spike. Then they can be butchered by clicking on the meat spike.&lt;br /&gt;
* Cleaver and table. Animals can be put on a table and butchered with a cleaver. Be aware that humans, monkeys, and similar creatures cannot be butchered this way, and butchering other animals with a cleaver is inefficient. However, it is the only way to obtain special products like Hide, Lard, and Roe Sac.&lt;br /&gt;
* Clams, Barnacles, Molluscs and Ras&#039;Val clams are grown in hydroponics trays, and are butchered by hitting them with a hatchet or knife.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&#039;100%&#039; | style=&#039;text-align:left; background-color:#FFFFFF;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Result&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Animal (Yield)&lt;br /&gt;
! style=&#039;background-color:Red;&#039;|Reagents &amp;amp; Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:adhomianmeat.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Adhomian Meat&lt;br /&gt;
| Farwa (3), Climber (4), Cybernetic Schlorrgo (1), Fatshouter (30), Ha&#039;rron (5), Ice Catcher (10), Ice Tunneler (2), Nose-Horn (50), Scavenger (1), Schlorrgo (3), Sham&#039;Tyr, Snow Strider (20), Steed of Mata&#039;ke, Wriggler (5), Tajara (3). The gibber will not accept people unless emagged.&lt;br /&gt;
| 3 Animal Protein&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Batwingsraw.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bat Wings&lt;br /&gt;
| Swarm of Space Bats (6)&lt;br /&gt;
| 1 Animal Protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:bearmeat.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bear Meat&lt;br /&gt;
| Bear, Space Bear (5)&lt;br /&gt;
| 12 animal protein, 5 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;hyperzine&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:carpfillet.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Carp Meat&lt;br /&gt;
| Space Carp (3), Gnat (3), Eel (5), Reaver (5), Space Shark (5)&lt;br /&gt;
| 3 seafood protein, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;3 carpotoxin&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chickenbreast.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chicken Meat&lt;br /&gt;
| Chicken (4)&lt;br /&gt;
| 6u Animal protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:meat.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Corgi Meat&lt;br /&gt;
| Corgi (3)&lt;br /&gt;
| 6u Animal Protein, 2u Triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:crablegs.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Crab Legs&lt;br /&gt;
| Crab (3)&lt;br /&gt;
| 2 seafood protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:plantmeat.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Diona Nymph Meat&lt;br /&gt;
| Diona Nymph (3)&lt;br /&gt;
| 10 Dionae Powder&lt;br /&gt;
|-&lt;br /&gt;
|[[File:carpfillet.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fish Fillet&lt;br /&gt;
| Available in the kitchen cold room&lt;br /&gt;
| 3 seafood protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:carpfillet.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Hma&#039;trra fillet&lt;br /&gt;
| &lt;br /&gt;
| 6 animal protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:mushroomslice.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Huge Mushroom Slice&lt;br /&gt;
| Walking Mushroom&lt;br /&gt;
| 3 nutriment, 3 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;psilocybin&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:marge.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Lard&lt;br /&gt;
| Fatshouter (5) (Cleaver Only), Nose-horn (20) (Cleaver Only)&lt;br /&gt;
|5u Triglycerideqa&lt;br /&gt;
|-&lt;br /&gt;
|[[File:meat.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Meat&lt;br /&gt;
| Cat (3), Cow (40), Fox (3), Goat (6), Monkey (3), most other creatures (3)&lt;br /&gt;
| 6u Animal protein, 2u Triglyceride&lt;br /&gt;
*Sliceable: 3 Raw cutlet&lt;br /&gt;
|-&lt;br /&gt;
|[[File:meat.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Meat [Human]&lt;br /&gt;
| Human (3). The gibber will not accept people unless emagged. Can be used in all recipes requiring generic Meat.&lt;br /&gt;
| 6u Animal protein, 2u Triglyceride&lt;br /&gt;
*Sliceable: 3 Raw cutlet&lt;br /&gt;
|-&lt;br /&gt;
|[[File:meat.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Meat [Insect]&lt;br /&gt;
| V&#039;krexi (3) or Vaurca (3). The gibber will not accept people unless emagged. Can be used in all recipes requiring generic Meat.&lt;br /&gt;
|6u Animal Protein, 2u Triglyceride, 27u Phoron&lt;br /&gt;
*Sliceable: 3 Raw cutlet&lt;br /&gt;
|-&lt;br /&gt;
|[[File:brain_skrell.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Neaera Brain&lt;br /&gt;
| Neaera (Gibber only); or can be removed by a surgeon&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;!--- Broken Recipe|-&lt;br /&gt;
|[[File:eyes_skrell.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Neaera Eyes&lt;br /&gt;
| Neaera (Gibber only); or can be removed by a surgeon&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:kidneys_skrell.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Neaera Kidneys&lt;br /&gt;
| Neaera (Gibber only); or can be removed by a surgeon&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:liver_skrell.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Neaera Liver&lt;br /&gt;
| Neaera (Gibber only); or can be removed by a surgeon&lt;br /&gt;
| ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Neaera_meat.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Neaera Meat (3)&lt;br /&gt;
| Neaera&lt;br /&gt;
| 3 Animal Protein, 3 Seafood Protein, 2 Triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:meat.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Pig Meat&lt;br /&gt;
| Pig (20)&lt;br /&gt;
| 6u Animal protein, 4u Triglyceride&lt;br /&gt;
*Sliceable: 3 Raw cutlet&lt;br /&gt;
|-&lt;br /&gt;
|[[File:rasvalclam.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Ras&#039;val Clam Meat&lt;br /&gt;
| Ras&#039;val Clam (1)&lt;br /&gt;
| 2 Seafood Protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chickenbreast.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Rat Meat&lt;br /&gt;
| Rat (2)&lt;br /&gt;
| 5 Animal protein, 2 Triglyceride&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fishroe.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Roe Sack&lt;br /&gt;
| Space Carp (1) (Cleaver Only; will yield only 1 carp fillet)&lt;br /&gt;
| 3 seafood protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cosmomeat.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Slimy Fillet&lt;br /&gt;
| Cosmozoan (2)&lt;br /&gt;
| 3 Cosmozoan protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:carpfillet.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Slimy Meat&lt;br /&gt;
| Clam, barnacle, or Mollusc (1)&lt;br /&gt;
| 3 mollusc protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:squidmeat.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Squid Meat&lt;br /&gt;
| &lt;br /&gt;
| 3 Seafood Protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:tomatoslice.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tomato Slice&lt;br /&gt;
| Killer Tomato (3)&lt;br /&gt;
| 3 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:vannameat.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Vanna Meat&lt;br /&gt;
| Vannatusk (3-6)&lt;br /&gt;
| 6 Animal Protein, 6 Mindbreaker Toxin, 3.1 Nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:carpfillet.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Worm Fillet&lt;br /&gt;
| Cavern Dweller (3)&lt;br /&gt;
| 6 seafood protein, 6 &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;polytrinic acid&amp;lt;/span&amp;gt;, 15 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;hyperzine&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:xenomeat.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Xeno-Meat&lt;br /&gt;
| Greimorian (3) or Xenomorph&lt;br /&gt;
| 6 animal protein, 6 &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;polytrinic acid&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reagents/Condiments/Recipes from Blending or Mixing===&lt;br /&gt;
To mix reagents, put them in the same container. You will hear a bubbling sound if mixing is successful.&lt;br /&gt;
*To see exactly what you&#039;ve mixed, use a beaker and then add it to a nearby All-In-One Grinder or ChemMaster machine.&lt;br /&gt;
*Grinding a completed food item in the grinder reduces it to the reagents inside.&lt;br /&gt;
&lt;br /&gt;
====Processed Reagents====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&#039;550&#039; style=&#039;text-align:left; background-color:#FFFFFF;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Reagent&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|How to Obtain&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Condiment.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Amatoxin&lt;br /&gt;
| Process Fly Amanita&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ambrosiaextract.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Ambrosia Extract&lt;br /&gt;
| Process Ambrosia Vulgaris or Ambrosia Deus&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Condiment.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Animal Protein&#039;&#039;&#039;&lt;br /&gt;
| Process meat or protein-containing foods.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:glass_apple.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Apple Juice&#039;&#039;&#039;&lt;br /&gt;
| Process Apple&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Flour.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Blizzard Ear Flour&#039;&#039;&#039;&lt;br /&gt;
| Process blizzard ears&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Condiment.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Blood&lt;br /&gt;
| Draw with a syringe or process organs and limbs.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hotsauce.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Capsaicin&#039;&#039;&#039;&lt;br /&gt;
| Process chili peppers. Capsaicin causes discomfort when eaten.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:jellyjar.png|64px]] &lt;br /&gt;
|&#039;&#039;&#039;Cherry Jelly&#039;&#039;&#039;&lt;br /&gt;
| Process cherries.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cocoapowder.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Coco&lt;br /&gt;
| Process cacao fruit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:oliveoil.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Corn oil&#039;&#039;&#039;&lt;br /&gt;
| Process corn from the garden. Found in a tank in the cold room. Can be spread on the floor as a lubricant to slip people!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cream.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cream&#039;&#039;&#039;&lt;br /&gt;
| Soda or Coffee dispenser&lt;br /&gt;
|-&lt;br /&gt;
|[[File:dynjuice.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Dyn Juice&#039;&#039;&#039;&lt;br /&gt;
| Process Dyn; ask the bartender&lt;br /&gt;
|-&lt;br /&gt;
|[[File:eggyolkcarton.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Egg Yolk&#039;&#039;&#039;&lt;br /&gt;
| Process an egg or crack an egg into a container.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:glass_white.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fatshouter Milk&#039;&#039;&#039;&lt;br /&gt;
| Ask the Bartender.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Flour.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Flour&#039;&#039;&#039;&lt;br /&gt;
| Process wheat from the garden, or pour directly from a flour sack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:coldsauce.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Frost Oil&#039;&#039;&#039;&lt;br /&gt;
| Process an ice pepper (Xenobotany).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Condiment.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Garlic Juice&lt;br /&gt;
| Process garlic.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:gello.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Gelatin&#039;&#039;&#039;&lt;br /&gt;
| Process sugar tree fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[File:grapejelly.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Grape Jelly&#039;&#039;&#039;&lt;br /&gt;
| Process grapes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Condiment.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Grape juice&lt;br /&gt;
| Process grapes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:groundpeanut.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Ground roasted peanuts&lt;br /&gt;
| Process Bowl of Roasted Peanuts&lt;br /&gt;
|-&lt;br /&gt;
|[[File:honey.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Honey&lt;br /&gt;
| Product of beekeeping (ask the gardener); or, process Messa&#039;s Tear.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:iceglass.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Ice&lt;br /&gt;
| Soda or Booze dispenser&lt;br /&gt;
|-&lt;br /&gt;
|[[File:lemonjuice.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Lemon Juice&lt;br /&gt;
| Process Lemon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:milk.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Milk&lt;br /&gt;
| Kitchen stock or Biogenerator&lt;br /&gt;
|-&lt;br /&gt;
|[[File:messa_mead_glass.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Messa&#039;s Mead&lt;br /&gt;
| Mix 1u Honey and 1u Earthen-Root Juice = 2u&lt;br /&gt;
|-&lt;br /&gt;
|[[File:moss.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Moss&lt;br /&gt;
| Process Moss&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Condiment.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Nutriment&#039;&#039;&#039;&lt;br /&gt;
| Process almost any food.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:peanutoil.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Peanut Oil&#039;&#039;&#039;&lt;br /&gt;
| Process roasted peanuts.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:pepper.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Pepper&#039;&#039;&#039;&lt;br /&gt;
| Process peppercorn. Extra pepper mills are in the bar, or can be ordered in a Kitchen Supply Crate from cargo.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:psilocybin.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Psilocybin&lt;br /&gt;
| Process Reishi&lt;br /&gt;
|-&lt;br /&gt;
|[[File:pumpkinpulp.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Pumpkin Pulp&lt;br /&gt;
| Process Pumpkin&lt;br /&gt;
|-&lt;br /&gt;
|[[File:rice.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Rice&#039;&#039;&#039;&lt;br /&gt;
| Process Rice. Ground rice is what is used in most recipes, rather than the whole plant. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:spacespicebottle.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Space Spice&#039;&#039;&#039;&lt;br /&gt;
| Kitchen stock&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sprinklesbottle.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Sprinkles&lt;br /&gt;
| Kitchen stock&lt;br /&gt;
|-&lt;br /&gt;
|[[File:sugar.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Sugar&#039;&#039;&#039;&lt;br /&gt;
| Process white-beet or sugarcane.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:triglyceridebottle.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Triglyceride&lt;br /&gt;
| Process Butter or Nutri-Spread.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:enzyme.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Universal Enzyme&lt;br /&gt;
| Kitchen stock&lt;br /&gt;
|-&lt;br /&gt;
|[[File:VanillaExtract.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Vanilla Extract&lt;br /&gt;
| Process vanilla.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Condiment.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;V&#039;Krexi Taffy&lt;br /&gt;
| Process V&#039;Krexi Taffy&lt;br /&gt;
|-&lt;br /&gt;
|[[File:glass_clear.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Water&lt;br /&gt;
| Sink&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wuluextract.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Wulumunusha Extract&lt;br /&gt;
| Process Wulumunusha&lt;br /&gt;
|-&lt;br /&gt;
|[[File:xuiziglass.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Xuizi Juice&lt;br /&gt;
| Process Xuizi&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mixed Reagents====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&#039;550&#039; style=&#039;text-align:left; background-color:#FFFFFF;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Reagent&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Recipe&lt;br /&gt;
|-&lt;br /&gt;
|[[File:barbecue.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Barbecue Sauce&#039;&#039;&#039;&lt;br /&gt;
| 1u garlic sauce, 2u ketchup, 1u sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:beerbottle.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Beer&lt;br /&gt;
| 10u flour, 5u Universal Enzyme (Catalyst)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Condiment.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Brownie Mix&#039;&#039;&#039;&lt;br /&gt;
| 5u cocoa, 5u flour, 5u sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:choconutspread.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Choco-Nut Spread&#039;&#039;&#039;&lt;br /&gt;
| 1u Ground Roasted Peanuts, 2u Sugar, 1u Cocoa, 1u Soymilk&lt;br /&gt;
|-&lt;br /&gt;
|[[File:milk_can.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fermented Fatshouters Milk&#039;&#039;&#039;&lt;br /&gt;
| 1u Fatshouters Milk, 5u Universal Enzyme (Catalyst)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:garlic_sauce.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Garlic Sauce&#039;&#039;&#039;&lt;br /&gt;
| 1u Corn Oil, 1u Garlic Juice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ketchup.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Ketchup&#039;&#039;&#039;&lt;br /&gt;
| 1u sugar, 2u tomato juice, 1u water&lt;br /&gt;
|-&lt;br /&gt;
|[[File:mayo.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Mayonnaise&#039;&#039;&#039;&lt;br /&gt;
| 10u corn oil, 3u egg yolk, 2u lemon juice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:peanutbutter.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Peanut Butter&#039;&#039;&#039;&lt;br /&gt;
| 5u ground roasted peanuts, 1u salt, 1u sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:pumpkinspice.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Pumpkin Spice&lt;br /&gt;
| 2u pumpkin pulp, 8u space spice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Salt.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Salt&#039;&#039;&#039;&lt;br /&gt;
| 1u sodium, 1u hydrochloric acid (ask the chemist). Extra salt shakers are in the bar, or order more from Ops.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Soysauce.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Soy Sauce&#039;&#039;&#039;&lt;br /&gt;
|4u soy milk, 1u salt, 5u universal enzyme (Catalyst)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Soymilk.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Soymilk&#039;&#039;&#039;&lt;br /&gt;
|Process Soybean; Kitchen stock&lt;br /&gt;
|-&lt;br /&gt;
|[[File:vodkabottle.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Vodka&lt;br /&gt;
| 5u potato juice, 5u Universal Enzyme (Catalyst)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vwinebottle.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Wine&lt;br /&gt;
| 5u grape juice, 5u Universal Enzyme (Catalyst)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mixed Foods====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&#039;550&#039; style=&#039;text-align:left; background-color:#FFFFFF;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Food&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|How to Obtain&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Contains&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Butter.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Butter&#039;&#039;&#039;&lt;br /&gt;
| 20u cream, 1u salt&lt;br /&gt;
| 20 triglyceride, 1 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cheesewheel.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cheese Wheel&#039;&#039;&#039;&lt;br /&gt;
| 40u milk, 5u universal enzyme (catalyst)&lt;br /&gt;
| 20 cheese&lt;br /&gt;
*Sliceable: 8 cheese wedge&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chocolatebar.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chocolate Bar&#039;&#039;&#039;&lt;br /&gt;
| 2u coco, 2u [Milk OR Soymilk], 2u sugar&lt;br /&gt;
| 2 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dough.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Dough&lt;br /&gt;
| 3u egg yolk, 10u flour&lt;br /&gt;
| 3 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fermentedhmatrra.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Fermented Hma&#039;trra&lt;br /&gt;
| 1 Hma&#039;trra meat&amp;lt;br&amp;gt;5u Universal Enzyme&lt;br /&gt;
| 20 seafood protein, 10 ammonia&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Nakarkacheese.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Nakarka Cheese&#039;&#039;&#039;&lt;br /&gt;
| 40u ne&#039;miik, 5u universal enzyme (catalyst)&lt;br /&gt;
| 20 nakarka cheese&lt;br /&gt;
*Sliceable: 8 nakarka cheese wedge&lt;br /&gt;
|-&lt;br /&gt;
|[[File:rawmeatball.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Raw Meatball&#039;&#039;&#039;&lt;br /&gt;
| 3u animal protein, 5u flour&lt;br /&gt;
| 1 Animal Protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:meat.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Synthflesh&#039;&#039;&#039;&lt;br /&gt;
| Ask the Chemist to make this from clonexadone and blood.&lt;br /&gt;
| 1 Animal Protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tofu.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tofu&#039;&#039;&#039;&lt;br /&gt;
| 10u soymilk, 5u universal enzyme (catalyst).&lt;br /&gt;
| 3 tofu protein&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Cooking Equipment==&lt;br /&gt;
*The &#039;&#039;&#039;Candy Maker&#039;&#039;&#039; can be set to make various sorts of candy. Add any item to the machine, optionally set it to make a specific sort of candy (or leave it unset to candy the item generically), and activate it.&lt;br /&gt;
*The &#039;&#039;&#039;Grill&#039;&#039;&#039;, which can be built by anyone trained in basic construction, can be used to grill either Meat or Xeno-Meat. Grilled Xeno-Meat is made safe to eat; the heat of the grill burns the polytrinic acid out. To add spice to meat when grilling, add 1 unit each of pepper, salt, and space spice.&lt;br /&gt;
*The &#039;&#039;&#039;Cereal Maker&#039;&#039;&#039; will turn any item inserted into it into cereal. It must be built and requires a special circuit board.&lt;br /&gt;
*&#039;&#039;&#039;Slime cores&#039;&#039;&#039;, specifically those from silver slimes, can be activated to generate random food. Some of it will be poisonous or just odd, so take care.&lt;br /&gt;
&lt;br /&gt;
==Junk Food==&lt;br /&gt;
When there&#039;s no chef, the chef is serving toxic glop, or the chef is trying to murder you and your friends, most people resort to one of two things: [[Guide to Hydroponics|grazing on produce]], or the vending machines.&lt;br /&gt;
&lt;br /&gt;
Junk food requires no chef or machinery, but it&#039;s generally not as filling or as interesting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&#039;550&#039; style=&#039;text-align:left; background-color:#FFFFFF;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:Aqua;&#039;|&lt;br /&gt;
! style=&#039;background-color:Aqua;&#039;|Item&lt;br /&gt;
! style=&#039;background-color:Aqua;&#039;|Source&lt;br /&gt;
! style=&#039;background-color:Aqua;&#039;|Reagents &amp;amp; Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:mints.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Ad-Mints&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&amp;lt;br&amp;gt;Contains 6 Mint&lt;br /&gt;
| 1 mint&lt;br /&gt;
|-&lt;br /&gt;
|[[File:peanuts_choc.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Annapurna Cinnamon Chocolate&#039;&#039;&#039;&lt;br /&gt;
| FrontierVend vending machine&lt;br /&gt;
| 5 nutriment, 2 salt&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:peanuts_xanu.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Annapurna Classic Munch&#039;&#039;&#039;&lt;br /&gt;
| FrontierVend vending machine&lt;br /&gt;
| 5 nutriment, 2 salt&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:peanuts_masala.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Annapurna Masala Masterpiece&#039;&#039;&#039;&lt;br /&gt;
| FrontierVend vending machine&lt;br /&gt;
| 5 nutriment, 2 salt&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:peanuts_sp.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Annapurna Salt N&#039; Pepper&#039;&#039;&#039;&lt;br /&gt;
| FrontierVend vending machine&lt;br /&gt;
| 5 nutriment, 2 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:breadtube.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Bread Tube&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| 6 nutriment, 3 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:foypack.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Brown Palace cocoa biscuits&#039;&#039;&#039;&lt;br /&gt;
| FrontierVend vending machine&lt;br /&gt;
| Contains 6 foy biscuits&amp;lt;br&amp;gt; 0.5 nutriment per cookie&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Candy.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Candy&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| 3 nutriment, 3 sugar&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Candy_corn.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Candy Corn&#039;&#039;&#039;&lt;br /&gt;
| Rations Box&lt;br /&gt;
| 4 Nutriment, 2 Sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Carpsahoy.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Carps Ahoy! Miniature Cookies&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&amp;lt;br&amp;gt;Contains 6 Miniature Cookie&lt;br /&gt;
| .5 Nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CheesieHonkers.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cheesie Honkers&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| 4 nutriment, 3 cheese, 6 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:gum_pack.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chewy Fruit flavored gum&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| Contains 5 pieces; to chew, place in mouth slot&lt;br /&gt;
|-&lt;br /&gt;
|[[File:choctruffles.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Dalyoni Dimlights&#039;&#039;&#039;&lt;br /&gt;
| FrontierVend vending machine&lt;br /&gt;
| 5 Nutriment, 1 Sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chickenchips.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Getmore chicken potato chips&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| 3 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cucumberchips.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Getmore cucumber potato chips&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| 3 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:dirtberrychips.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Getmore dirtberry potato chips&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| 3 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:phoronchips.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Getmore phoron potato chips&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| 3 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chips.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Getmore salted potato chips&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| 3 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chocolatebar.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Chocolate Bar&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| 2 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Twinkie.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Creamy Spongecake&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| 4 nutriment, 4 sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cb08.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Crisp Bar &#039;&#039;&#039;&lt;br /&gt;
| MRE dessert item&lt;br /&gt;
| 4 nutriment, 1 sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cb04.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Crunchy Crisp&#039;&#039;&#039;&lt;br /&gt;
| MRE dessert item&lt;br /&gt;
| 4 nutriment, 1 sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:meatcube.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cubed Meat&#039;&#039;&#039;&lt;br /&gt;
| Protein MRE&lt;br /&gt;
| 4 nutriment, 1 sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ramen.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cup Ramen &#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| 30 dry ramen&lt;br /&gt;
|-&lt;br /&gt;
|[[File:pudding.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Figgy Pudding&#039;&#039;&#039;&lt;br /&gt;
| Christmas gift&lt;br /&gt;
| 4 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Raisins.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Getmore Raisins&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp vending machine&lt;br /&gt;
| 6 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:gogomoss.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Go-Go Gwok! Authentic Konyanger moss&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| 4 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cb05.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Hearsay Bar&#039;&#039;&#039;&lt;br /&gt;
| MRE dessert item&lt;br /&gt;
| 3 nutriment, 3 sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ramen.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Hell Ramen&#039;&#039;&#039;&lt;br /&gt;
| Mix 1u capsaicin, 6u Hot Ramen&lt;br /&gt;
Raises body temperature.&lt;br /&gt;
| Makes 6u Hell Ramen&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ramen.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Hot Ramen&#039;&#039;&#039;&lt;br /&gt;
| Mix 3u Dry Ramen, 1u water&lt;br /&gt;
| Makes 3u Hot Ramen&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cb02.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Hundred Thousand Credit Bar&#039;&#039;&#039;&lt;br /&gt;
| MRE dessert item&lt;br /&gt;
| 4 nutriment, 1 sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Koisbar.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;K&#039;ois Bar&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10 Filtered K&#039;ois&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;15 Phoron&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kokobar.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Koko Bar&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| 4 nutriment, 7 &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;koko reed juice&amp;lt;/span&amp;gt;, 3 sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cb06.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Latte Crunch&#039;&#039;&#039;&lt;br /&gt;
| MRE dessert item&lt;br /&gt;
| 4 nutriment, 1 sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cb10.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Laughter Bar&#039;&#039;&#039;&lt;br /&gt;
| MRE dessert item&lt;br /&gt;
| 5 nutriment, 1 sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:liquidfood.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;LiquidFood Ration&#039;&#039;&#039;&lt;br /&gt;
| Biogenerator; Mining reward vending machine&lt;br /&gt;
| 10 nutriment, 3 iron&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lollipop.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Lollipop&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| 2 sugar, 20 [fruit] juice&lt;br /&gt;
|-&lt;br /&gt;
|[[File:mapsham.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Maps salty ham&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| 6 animal protein, 6 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cb07.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Martian Bar&#039;&#039;&#039;&lt;br /&gt;
| MRE dessert item&lt;br /&gt;
| 4 nutriment, 1 sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:mogunzpie.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Mo&#039;gunz Meat Pie&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| 2 nutriment, 12 animal protein, 4 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chanamild.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;NexChana Mild&#039;&#039;&#039;&lt;br /&gt;
| FrontierVend vending machine&lt;br /&gt;
| 6 nutriment, 2 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chanawild.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;NexChana Wild&#039;&#039;&#039;&lt;br /&gt;
| FrontierVend vending machine&lt;br /&gt;
| 6 nutriment, 3 capsaicin&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Syndiecake.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Nutri-Cakes&#039;&#039;&#039;&lt;br /&gt;
| Hack a Getmore Chocolate Corp. vending machine.&lt;br /&gt;
| 4 nutriment, 5 The Doctor&#039;s Delight&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cb09.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Oh Daddy Bar&#039;&#039;&#039;&lt;br /&gt;
| MRE dessert item&lt;br /&gt;
| 6 nutriment, 1 sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Koisbar.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Organic K&#039;ois Bar&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine (Hacked).&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10 K&#039;ois&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;15 Phoron&amp;lt;/span&amp;gt;&lt;br /&gt;
* Unfiltered k&#039;ois can cause k&#039;ois mycosis in non-Vaurca, but the phoron in this bar will prove fatal before the mycosis.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ricebowl.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Packed Rice Bowl&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| 5 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Phoron_candy.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Phoron Rock Candy&#039;&#039;&#039;&lt;br /&gt;
| Obtained from the lunchbox loadout item for Vaurca&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;25u Phoron&amp;lt;/span&amp;gt;&lt;br /&gt;
Poisonous to everything except Vaurca.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:proteinbar.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Protein Bar&#039;&#039;&#039;&lt;br /&gt;
| MRE dessert item&lt;br /&gt;
| 9 nutriment, 4 animal protein, random flavoring reagent&lt;br /&gt;
|-&lt;br /&gt;
|[[File:razibeef.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Razi-snack corned beef&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| 10 animal protein, 3 iron, 6 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:riceball.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Rice Ball&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| 3 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Jerky.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Scaredy&#039;s Private Reserve Beef Jerky&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| 4 animal protein, 3 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SkrellSnax.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;SkrellSnax&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| 10 nutriment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cb03.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Spacewind Bar&#039;&#039;&#039;&lt;br /&gt;
| MRE dessert item&lt;br /&gt;
| 4 nutriment, 1 sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cb01.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tau Ceti Bar&#039;&#039;&#039;&lt;br /&gt;
| MRE dessert item&lt;br /&gt;
| 4 nutriment, 1 sugar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:tunaSnax.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Tuna Snax&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine&lt;br /&gt;
| 4 seafood protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:pemmicanbar.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Vedabar&#039;&#039;&#039;&lt;br /&gt;
| FrontierVend vending machine&lt;br /&gt;
| 6 Animal Protein&lt;br /&gt;
|-&lt;br /&gt;
|[[File:vkrexisnax.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;V&#039;krexi Snax&#039;&#039;&#039;&lt;br /&gt;
| Purchase from Getmore Chocolate Corp. vending machine.&amp;lt;br&amp;gt;Contains 6 V&#039;Krexi Taffy&lt;br /&gt;
| .5 V&#039;Krexi Taffy&lt;br /&gt;
|-&lt;br /&gt;
|[[File:papadapple.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Vollendaal Awesome Apple&#039;&#039;&#039;&lt;br /&gt;
| FrontierVend vending machine&lt;br /&gt;
| 4 nutriment, 2 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:papadginger.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Vollendaal Ginger Justice&#039;&#039;&#039;&lt;br /&gt;
| FrontierVend vending machine&lt;br /&gt;
| 4 nutriment, 2 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:papadgarlic.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Vollendaal Gracious Garlic&#039;&#039;&#039;&lt;br /&gt;
| FrontierVend vending machine&lt;br /&gt;
| 4 nutriment, 2 salt&lt;br /&gt;
|-&lt;br /&gt;
|[[File:papad.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Vollendaal Papad Crackers&#039;&#039;&#039;&lt;br /&gt;
| FrontierVend vending machine&lt;br /&gt;
| 4 nutriment, 2 salt&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advanced Cooking==&lt;br /&gt;
&lt;br /&gt;
Some reagents in finished recipes are poisonous or have undesirable effects. If you&#039;re a traitor that may be the point, but if you&#039;re just feeling fancy you may want to try and serve these items safely. A little creative chemistry or careful preparation can help get rid of the dangerous reagents in your food.&lt;br /&gt;
&lt;br /&gt;
Any piece of food can contain up to 50 units of reagents.&lt;br /&gt;
&lt;br /&gt;
*Reagents can be removed from food with a syringe and separated using the CondiMaster in the kitchen. After removing undesirable reagents, the rest can be injected or poured back into the food.&lt;br /&gt;
*Some poisonous reagents will react with other reagents to create non-toxic results. When neutralizing reagents this way, make sure to get the amounts right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&#039;550&#039; style=&#039;text-align:left; background-color:#FFFFFF;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:Aqua;&#039;|Reagent&lt;br /&gt;
! style=&#039;background-color:Aqua;&#039;|How to Neutralize&lt;br /&gt;
|-&lt;br /&gt;
| Blood&lt;br /&gt;
| Blood is not necessarily poisonous. It is always the same type as the person it was taken from, and if the type is incompatible with the recipient, it will cause a rejection reaction.&lt;br /&gt;
O-negative blood is always safe.&lt;br /&gt;
Alcoholic drinks created with blood of any type are safe. Be sure there is no blood left over after the reaction.&lt;br /&gt;
Blood can also be neutralized with clonexadone (1 unit clonexadone to 5 units blood), which creates synthetic meat.&lt;br /&gt;
|-&lt;br /&gt;
| Carpotoxin&lt;br /&gt;
| Anything made with carp meat will have carpotoxin in it.&amp;lt;br&amp;gt;Carpotoxin reacts with copper and cryptobiolin to form rezadone, a wonderful healing medicine with minor side effects. The pharmacist most likely wants your carpotoxin.&lt;br /&gt;
|-&lt;br /&gt;
| Radium&lt;br /&gt;
| Found in roast diona. This will cause radiation poisoning. Add 1 unit of dylovene per unit of radium, which will react to form hyronalin, an anti-radiation medicine.&lt;br /&gt;
|-&lt;br /&gt;
| Sulphuric Acid&lt;br /&gt;
| Neutralize each 1 unit of Sulphuric acid with 5 units of wine (creates Acid Spit, an alcoholic cocktail).&lt;br /&gt;
|-&lt;br /&gt;
| Polytrinic Acid&lt;br /&gt;
| You&#039;re serious about serving that xeno meat, huh? Well, don&#039;t serve it plain; polytrinic acid will poison, burn, and generally kill your customers in a gruesome manner. Polytrinic acid will react with foaming agent and either iron or aluminum to create metal foam, and 10 units of polytrinic acid with 20 units of plasticide will create plastic. When working out how to do this, remember that plasticide is poisonous and metal foam can be chipped through with a kitchen knife.&lt;br /&gt;
|-&lt;br /&gt;
| Phoron&lt;br /&gt;
| Really, now? You could neutralize phoron by adding 2 rum and 1 vermouth per unit, but eating phoron is still a bit of a waste.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Mining&amp;diff=34053</id>
		<title>Guide to Mining</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Mining&amp;diff=34053"/>
		<updated>2024-08-11T06:07:37Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mining is a job that can range from blandly safe to life-threateningly dangerous at the drop of a hat. Hazards can range from dangerous alien wildlife, to meteor belts, to roving bands of pirates out to steal your livelihood. Nevertheless, you are the Horizon&#039;s main source for precious materials, and in the wake of the phoron shortage, any hint of phoron you can unearth will gain the Operations account a hefty sum.&lt;br /&gt;
&lt;br /&gt;
==Your Base of Operations==&lt;br /&gt;
This is the mining bay, your base of operations. It is located on deck one, just underneath the Operations Lobby. If you spawn in at roundstart, you&#039;ll start out in your locker room. &lt;br /&gt;
[[File:Mining bay.png|thumb|right|The mining bay of the SCCV Horizon.]]&lt;br /&gt;
&lt;br /&gt;
===Important Equipment===&lt;br /&gt;
&lt;br /&gt;
Within the orange lockers, you will find some items to help you start out your shift. This basic gear will be your way to gain some mining points so that you can gain better, more efficient gear (more on that later). Below is a list of the gear found in the lockers.&lt;br /&gt;
* &#039;&#039;&#039;Global positioning unit (GPS):&#039;&#039;&#039; A tool for tracking your position, and having others track your position, in case of emergency. To interact with it, click on the GPS while it is in your hand.&lt;br /&gt;
* &#039;&#039;&#039;Shortwave radio:&#039;&#039;&#039; A handheld radio that allows you to talk through communications while you&#039;re out of range of the Horizon&#039;s network. You can speak into it by prefacing your text with &#039;&#039;:r&#039;&#039; or &#039;&#039;:l&#039;&#039;, depending on which hand the radio is in.&lt;br /&gt;
* &#039;&#039;&#039;Ore detector:&#039;&#039;&#039; Alt-click on this nifty device to open a menu allowing you to pick which ores you can detect. Once you&#039;ve selected them, click on the scanner while in hand to turn it on; ore will be highlighted on your screen with a green light over the tile it&#039;s on.&lt;br /&gt;
* &#039;&#039;&#039;Kinetic accelerator:&#039;&#039;&#039; Your primary mining tool; a ranged tool of sorts that allows you to clear rocks with compressed air. In order to fire it, you need to pump it by clicking Unique Firing Action on your UI, next to your hands.&lt;br /&gt;
* &#039;&#039;&#039;Pickaxe:&#039;&#039;&#039; A standard pickaxe that will break down a rock face in around three swings. Note that the pickaxe must be wielded by activating it in your hand for it to break rock walls quickly-- otherwise, it is incredibly slow.&lt;br /&gt;
* &#039;&#039;&#039;Shovel:&#039;&#039;&#039; Can be used to dig up sand and other minerals that may be lurking within the ground.&lt;br /&gt;
* &#039;&#039;&#039;Mining Satchel:&#039;&#039;&#039; Clicking on a tile with this bag will pick up all the ore on said tile into the bag for quick storage. While you&#039;re holding it in a hand, you can also walk over a tile and it automatically picks up ore for you. You can also store it on your belt!&lt;br /&gt;
* &#039;&#039;&#039;Analyzer:&#039;&#039;&#039; Click on this to get a reading of the atmosphere of your chosen mining site.&lt;br /&gt;
* &#039;&#039;&#039;Machete:&#039;&#039;&#039; Found in the Spark. Useful for defense from hostile xenofauna.&lt;br /&gt;
&lt;br /&gt;
====Kinetic Accelerators====&lt;br /&gt;
The Kinetic Accelerator (KA for short) is a handheld device that clears out rock and hostile wildlife in a 3x3 tile radius. KAs are heavily customizable, though not all combinations of parts result in a functional KA.&lt;br /&gt;
&lt;br /&gt;
Each KA is made from three or more parts: The frame, a power cell, a power converter, and optionally, an upgrade chip.&lt;br /&gt;
&lt;br /&gt;
Miners are issued a standard KA (stored in their lockers). Upgrade parts may be found in the warehouse, bought from the mining vendors, and sometimes bought from merchants.&lt;br /&gt;
&lt;br /&gt;
To fire your KA:&lt;br /&gt;
* Hold your KA in one hand with the other hand empty.&lt;br /&gt;
* Click on the KA to brace it with the other hand.&lt;br /&gt;
* Pump the power cell if necessary (Special Action, found at the bottom of the menu to the right of the inventory; you probably want to hotkey this).&lt;br /&gt;
* Remove the safety (right-click menu on the KA, or Ctrl-click).&lt;br /&gt;
* Click on the target you want to fire at.&lt;br /&gt;
&lt;br /&gt;
Fighting with a KA is very much like fighting with any gun. It does kinetic damage in a 3x3 area (some upgrades can increase this area), so it&#039;s possible to hit yourself with the KA blast, and also possible to miss your target and hit something behind it. The thicker the atmosphere, the less damage your KA will do to living creatures--meaning it&#039;s very effective against carp on an airless asteroid, but not so effective against that annoying Security officer back on the ship.&lt;br /&gt;
&lt;br /&gt;
The best way to deal with space carp and other nasties using a KA is to let go of your ore box, turn around, and RUN in the other direction. The critter will follow you, and as long as there is at least one space between you, your KA will fire when you click on it, hopefully hitting the critter. You can also bash enemies in melee range, but this is not preferable unless you cannot run. &lt;br /&gt;
&lt;br /&gt;
KAs can also be used to pop open locked crates and destroy walls. It usually takes multiple blasts.&lt;br /&gt;
&lt;br /&gt;
=====Building Your KA=====&lt;br /&gt;
Each KA has various attributes, determined by your choice of parts:&lt;br /&gt;
* &#039;&#039;&#039;KA Size&#039;&#039;&#039; is determined by the frame size. Normal-sized frames can be stored in a standard backpack; Large frames won&#039;t fit into your backpack but can still be fired one-handed; Huge frames must be fired two-handed. All frames must be held two-handed to charge the cells.&lt;br /&gt;
* &#039;&#039;&#039;Capacity&#039;&#039;&#039; is the capacity of the frame to hold mods. Each other part may reduce (or occasionally increase) this capacity. If the total capacity is less than zero, the KA will not work.&lt;br /&gt;
* &#039;&#039;&#039;Mod Limit&#039;&#039;&#039; is the most complex mod this part will work with.&lt;br /&gt;
* &#039;&#039;&#039;Fire Delay&#039;&#039;&#039; is the amount of time after shooting before you can shoot again.&lt;br /&gt;
* &#039;&#039;&#039;Range&#039;&#039;&#039; is how far the kinetic blast will reach. Default is 5 spaces away from the player.&lt;br /&gt;
* &#039;&#039;&#039;Recoil&#039;&#039;&#039; reduces accuracy the higher it is. Larger frames reduce recoil.&lt;br /&gt;
* &#039;&#039;&#039;Damage&#039;&#039;&#039; determines how much damage you do to critters and how many blasts it takes to mine a chunk of rock.&lt;br /&gt;
* &#039;&#039;&#039;Cost&#039;&#039;&#039; is the amount of energy each shot expends.&lt;br /&gt;
* &#039;&#039;&#039;Cell&#039;&#039;&#039; is the number of units of power a cell can store.&lt;br /&gt;
* &#039;&#039;&#039;Pump Restore&#039;&#039;&#039; is how many units of energy one pump will restore to the power cell.&lt;br /&gt;
* &#039;&#039;&#039;Pump Delay&#039;&#039;&#039; is the amount of time after pumping before you can pump again.&lt;br /&gt;
* &#039;&#039;&#039;Shot Cost&#039;&#039;&#039; is the number of energy units needed for each shot.&lt;br /&gt;
&lt;br /&gt;
Each power cell holds a set number of energy units, and each shot uses a number of energy units determined by which parts are installed. So if your power cell has a capacity of 10, and each shot costs 2 units, then a fully charged power cell allows 5 shots; but if you add another mod that increases the capacity by 2 units, then a fully charged power cell now allows 6 shots.&lt;br /&gt;
&lt;br /&gt;
When you build a Kinetic Accelerator, the frame starts with a set of attributes. Each of the other parts may modify those attributes. If the final assembly isn&#039;t a viable KA, then the whole thing won&#039;t work. It may even spark, overheat, or explode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why isn&#039;t My KA Working?&#039;&#039;&#039;&lt;br /&gt;
Make sure:&lt;br /&gt;
* The KA has a frame, power cell, and power converter. (Upgrade chips are optional.)&lt;br /&gt;
* The KA&#039;s damage total is greater than 0.&lt;br /&gt;
* The KA has a range of at least 2.&lt;br /&gt;
* The total capacity of the KA is at least zero. (Negative means that your mods are more complex than the assembly can handle.)&lt;br /&gt;
* The power cell holds enough energy for at least one shot.&lt;br /&gt;
* The total Mod Limit is equal to or higher than the biggest negative Capacity score.&lt;br /&gt;
* If you are using a Vaurca frame, make sure you are a Vaurca.&lt;br /&gt;
* If you are using an Ultra Heavy frame, make sure you are Unathi-sized or bigger.&lt;br /&gt;
* If you are using a Recoil Reloader chip, make sure your Recoil is at least 1.&lt;br /&gt;
* If your KA requires phoron, uranium, or hydrogen fuel, make sure it is fueled.&lt;br /&gt;
&lt;br /&gt;
=====KA Frames=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Frame&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Capacity&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Fire Delay&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|KA Size&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Mod Limit&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Range&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Recoil&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Notes&lt;br /&gt;
|- &lt;br /&gt;
|[[File:frame01.PNG|64px]]	&lt;br /&gt;
|&#039;&#039;&#039;Compact	&lt;br /&gt;
| 3	&lt;br /&gt;
| 	&lt;br /&gt;
| Normal	&lt;br /&gt;
| 2	&lt;br /&gt;
| 	&lt;br /&gt;
| 0	&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|[[File:frame02.PNG|64px]]	&lt;br /&gt;
|&#039;&#039;&#039;Light	&lt;br /&gt;
| 5	&lt;br /&gt;
| 	&lt;br /&gt;
| Normal	&lt;br /&gt;
| 3	&lt;br /&gt;
| 	&lt;br /&gt;
| -1	&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|[[File:frame03.PNG|64px]]	&lt;br /&gt;
|&#039;&#039;&#039;Medium	&lt;br /&gt;
| 7	&lt;br /&gt;
| 	&lt;br /&gt;
| Large	&lt;br /&gt;
| 4	&lt;br /&gt;
| 	&lt;br /&gt;
| -2	&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|[[File:frame04.PNG|64px]]	&lt;br /&gt;
|&#039;&#039;&#039;Heavy	&lt;br /&gt;
| 9	&lt;br /&gt;
| 	&lt;br /&gt;
| Huge	&lt;br /&gt;
| 5	&lt;br /&gt;
| 	&lt;br /&gt;
| -5	&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|[[File:frame05.PNG|64px]]	&lt;br /&gt;
|&#039;&#039;&#039;Tactical	&lt;br /&gt;
| 10	&lt;br /&gt;
| 	&lt;br /&gt;
| Huge	&lt;br /&gt;
| 5	&lt;br /&gt;
| 	&lt;br /&gt;
| -6	&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|[[File:frame_cyborg.PNG|64px]]	&lt;br /&gt;
|&#039;&#039;&#039;Cyborg	&lt;br /&gt;
| 100	&lt;br /&gt;
| 	&lt;br /&gt;
| Huge	&lt;br /&gt;
| 100	&lt;br /&gt;
| 	&lt;br /&gt;
| -10	&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|[[File:frameA.PNG|64px]]	&lt;br /&gt;
|&#039;&#039;&#039;Vented	&lt;br /&gt;
| 7	&lt;br /&gt;
| -0.125	&lt;br /&gt;
| Normal	&lt;br /&gt;
| 4	&lt;br /&gt;
| +1	&lt;br /&gt;
| -2	&lt;br /&gt;
| AOE max 3x3&lt;br /&gt;
|- &lt;br /&gt;
|[[File:frameB.PNG|64px]]	&lt;br /&gt;
|&#039;&#039;&#039;Ultra Heavy	&lt;br /&gt;
| 100	&lt;br /&gt;
| 	&lt;br /&gt;
| Huge	&lt;br /&gt;
| 100	&lt;br /&gt;
| 	&lt;br /&gt;
| -5	&lt;br /&gt;
| If you are smaller than an Unathi (size &amp;lt;10), you can fire it, but it will fly out of your hands and damage your hand.&lt;br /&gt;
|- &lt;br /&gt;
|[[File:frameC.PNG|64px]]	&lt;br /&gt;
|&#039;&#039;&#039;Vaurca	&lt;br /&gt;
| 9	&lt;br /&gt;
| 	&lt;br /&gt;
| Large	&lt;br /&gt;
| 5	&lt;br /&gt;
| 	&lt;br /&gt;
| -10	&lt;br /&gt;
| Cannot be wielded by non-Vaurca.&lt;br /&gt;
|- &lt;br /&gt;
|[[File:frameD.PNG|64px]]	&lt;br /&gt;
|&#039;&#039;&#039;Burst Fire	&lt;br /&gt;
| 10	&lt;br /&gt;
| 	&lt;br /&gt;
| Huge	&lt;br /&gt;
| 5	&lt;br /&gt;
| 	&lt;br /&gt;
| -3	&lt;br /&gt;
| Burst Fire 3&lt;br /&gt;
|- &lt;br /&gt;
|[[File:frameE.PNG|64px]]	&lt;br /&gt;
|&#039;&#039;&#039;Large	&lt;br /&gt;
| 100	&lt;br /&gt;
| 	&lt;br /&gt;
| Huge	&lt;br /&gt;
| 100	&lt;br /&gt;
| 	&lt;br /&gt;
| -20	&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|[[File:frameF.PNG|64px]]	&lt;br /&gt;
|&#039;&#039;&#039;Long	&lt;br /&gt;
| 7	&lt;br /&gt;
| 	&lt;br /&gt;
| Huge	&lt;br /&gt;
| 4	&lt;br /&gt;
| +5	&lt;br /&gt;
| -8	&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====KA Cells=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Name&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Capacity&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Damage&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Fire Delay&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Range&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Recoil&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Shot Cost&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Cell&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Pump Restore&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Pump Delay&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Notes&lt;br /&gt;
|- &lt;br /&gt;
|[[File:cell01.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Pump Recharging&lt;br /&gt;
| -1&lt;br /&gt;
| &lt;br /&gt;
| 0.25&lt;br /&gt;
| 2&lt;br /&gt;
| -3&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 0.4&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|[[File:cell02.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Advanced Pump Recharging&lt;br /&gt;
| -2&lt;br /&gt;
| &lt;br /&gt;
| 0.1&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| 0.3&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|[[File:cell03.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Kinetic Charging&lt;br /&gt;
| -3&lt;br /&gt;
| 10&lt;br /&gt;
| 0.5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| -1&lt;br /&gt;
| 40&lt;br /&gt;
| 40&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|[[File:cell04.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Uranium Charging&lt;br /&gt;
| -4&lt;br /&gt;
| -5&lt;br /&gt;
| 0.1&lt;br /&gt;
| &lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| Recharges itself slowly&lt;br /&gt;
|- &lt;br /&gt;
|[[File:cell05.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Recoil Reloader&lt;br /&gt;
| -5&lt;br /&gt;
| 0&lt;br /&gt;
| 0.4&lt;br /&gt;
| &lt;br /&gt;
| -5&lt;br /&gt;
| -3&lt;br /&gt;
| 80&lt;br /&gt;
| 5&lt;br /&gt;
| 0.5&lt;br /&gt;
| No upgrade chip; must have a recoil of 1 or more&lt;br /&gt;
|- &lt;br /&gt;
|[[File:cell_cyborg.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Cyborg&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.25&lt;br /&gt;
| &lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|[[File:cell_illegal.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Pump Action&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
| 0&lt;br /&gt;
| -100&lt;br /&gt;
| 5&lt;br /&gt;
| 30&lt;br /&gt;
| 0.3&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|[[File:cell_burst.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Inertial Charging&lt;br /&gt;
| -4&lt;br /&gt;
| 0&lt;br /&gt;
| 0.1&lt;br /&gt;
| &lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 3&lt;br /&gt;
| 0.3&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|[[File:cell_phoronloader.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Phoron Loading&lt;br /&gt;
| -5&lt;br /&gt;
| 10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| Uses phoron as fuel, 100 charge per sheet&lt;br /&gt;
|- &lt;br /&gt;
|[[File:cell_uraniumloader.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Uranium Loading&lt;br /&gt;
| -5&lt;br /&gt;
| &lt;br /&gt;
| 0.5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 300&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| Uses uranium as fuel, 75 charge per sheet&lt;br /&gt;
|- &lt;br /&gt;
|[[File:cell_hydrogenloader.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Hydrogen Loading&lt;br /&gt;
| -4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| Uses hydrogen as fuel, 90 charge per sheet&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====KA Power Converters=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Name&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Capacity&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Damage&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Fire Delay&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Range&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Recoil&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Shot Cost&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Notes&lt;br /&gt;
|- &lt;br /&gt;
|[[File:barrel01.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Standard&lt;br /&gt;
| -1&lt;br /&gt;
| 15&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|[[File:barrel02.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Professional&lt;br /&gt;
| -2&lt;br /&gt;
| 15&lt;br /&gt;
| 0.5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|[[File:barrel03.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Meteor&lt;br /&gt;
| -3&lt;br /&gt;
| 20&lt;br /&gt;
| 0.75&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|[[File:barrel04.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Planet&lt;br /&gt;
| -4&lt;br /&gt;
| 25&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|[[File:barrel05.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Experimental&lt;br /&gt;
| -5&lt;br /&gt;
| 30&lt;br /&gt;
| 2&lt;br /&gt;
| 7&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|[[File:barrel_laser.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Laser&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 1.5&lt;br /&gt;
| 64&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| Does laser damage&lt;br /&gt;
|- &lt;br /&gt;
|[[File:barrel02_alt.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Rapid&lt;br /&gt;
| -2&lt;br /&gt;
| 10&lt;br /&gt;
| 0.1&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| AOE max 3x3&lt;br /&gt;
|- &lt;br /&gt;
|[[File:barrel_phoron.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Phoron&lt;br /&gt;
| -2&lt;br /&gt;
| 50&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 50&lt;br /&gt;
| Cannot use upgrade chip&lt;br /&gt;
|- &lt;br /&gt;
|[[File:barrel_supermatter.png|64px]]&lt;br /&gt;
|&#039;&#039;&#039;Supermatter&lt;br /&gt;
| -2&lt;br /&gt;
| 150&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
| 50&lt;br /&gt;
| 200&lt;br /&gt;
| Cannot use upgrade chip&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====KA Upgrade Chips=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Chip Type&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Capacity&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Damage&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Fire Delay&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Mod Limit&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Range&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Recoil&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Shot Cost&lt;br /&gt;
! style=&#039;background-color:Green;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Damage Increase &lt;br /&gt;
| &lt;br /&gt;
|15 &lt;br /&gt;
|1.5 &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|3 &lt;br /&gt;
|3 &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fire Delay Increase &lt;br /&gt;
| &lt;br /&gt;
| -5 &lt;br /&gt;
| -0.5 &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Efficiency increase &lt;br /&gt;
| &lt;br /&gt;
| -5 &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| -1 &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Recoil Reduction &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|0.25 &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| -5 &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Focusing &lt;br /&gt;
| &lt;br /&gt;
|10 &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| -2 &lt;br /&gt;
| -4 &lt;br /&gt;
| &lt;br /&gt;
|Negates AOE beyond 3x3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Capacity Increase &lt;br /&gt;
|5 &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|1 &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|3 &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AOE Explosion MKI &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|5 &lt;br /&gt;
|AOE radius increased by 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Illegal custom KA upgrade chip &lt;br /&gt;
|100 &lt;br /&gt;
| &lt;br /&gt;
| -0.5 &lt;br /&gt;
|5 &lt;br /&gt;
|4 &lt;br /&gt;
|4 &lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===EVA Equipment===&lt;br /&gt;
&lt;br /&gt;
Inside your locker room, you will find a rack with voidsuits, helmets, and magboots. Naturally, these are very important to be wearing if you are mining in space or on a planet with a hostile environment; even if the air is breathable, you&#039;ll want protection against inhaling rock dust. Begin by gathering up your helmet, suit, and magboots; if you&#039;re a human, you can attach the helmet and boots to the voidsuit by clicking on the suit while holding the equipment.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a different species, you need to put the voidsuit and helmet (unattached to each other) in a suit cycler, then set it to your race. After cycling the suit, attach everything to the voidsuit.&lt;br /&gt;
&lt;br /&gt;
Next, move to the tank storage unit and deposit an oxygen tank. Fill it at an oxygen canister, then attach the oxygen tank to your voidsuit.&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* &#039;&#039;&#039;Ore boxes:&#039;&#039;&#039; The boxes that will hold all of your ore while you mine. Can be dragged around behind you easily, and comfortably loaded on the front of the Spark (but remember that the front of the Spark is in a vacuum while you&#039;re on the Horizon). They work most efficiently with ore satchels; pick up the ore with the satchel and click on the ore box with the satchel in-hand to transfer all of its contents into the box. When you&#039;ve returned from your mining trip, they can be placed against the unloading machine. This will deposit its contents on the conveyor belt to the ore smelter.&lt;br /&gt;
* &#039;&#039;&#039;Portable suit cooling units:&#039;&#039;&#039; Used by IPCs to prevent overheating within voidsuits and hardsuits. Xion Industrial and Hephaestus G2 IPCs can wear suit coolers on their backs and do not require a suit. Other IPC types, however, require a suit as well as a cooler in the suit storage slot.&lt;br /&gt;
* &#039;&#039;&#039;Mechanical toolbox:&#039;&#039;&#039; A toolbox containing a standard set of tools. Useful for adding and removing power cells and modules to hardsuits, and for working with mining drills.&lt;br /&gt;
* &#039;&#039;&#039;Mobile ladder:&#039;&#039;&#039; A ladder that can be placed either below an open space (allowing the user to travel up a level) or on an open space (allowing the user to travel down a level). However, most away sites have only one Z-level.&lt;br /&gt;
* &#039;&#039;&#039;Hoist kit:&#039;&#039;&#039; A deployable and collapsible hoist that can be used to raise or lower objects between levels. To use the hoist kit, first click and drag the object to the clamp using your mouse. Next, click on the green frame of the hoist kit; this will give a message stating that you reverse the direction. Clicking the green frame again will raise or lower the clamp and thus, the object attached (though an object does not need to be attached for the hoist to raise/lower). To detach an object from the hoist, drag the clamp to an empty tile adjacent to the hoist that is not blocked. If there is nowhere to unclamp to, you can click and drag the hoist to your own tile.&lt;br /&gt;
&lt;br /&gt;
==The Spark (and how to fly it)==&lt;br /&gt;
&#039;&#039;See also: [[Guide to Piloting]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important: Don&#039;t walk into the doors by the Spark marked with &amp;quot;Vacuum&amp;quot; unless you&#039;re wearing a voidsuit. As the sign implies, there&#039;s no pressure, and you&#039;ll pop your lungs.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The SCCV Spark is the mining shuttle of the SCCV Horizon. Equipped with a functional sensor suite and two gas thrusters, it is very self-sufficient. Piloting it properly means you don&#039;t need to wait for the Horizon to ferry you to every away site--but be careful; the Spark has no shields and is vulnerable to hazards. To prepare for flying, grab the CO2 canister and attach it to the port inside the Spark with a wrench; then set the pumps (installed in the floor of the Spark) to transfer gas and fuel to the thrusters.&lt;br /&gt;
&lt;br /&gt;
The Spark will probably need an extra tank of fuel to move across the map in any great capacity. It&#039;s also a good idea to just have one in case of emergencies. To refill your CO2 canister, use a wrench on your canister and drag it over to the Fuel Bay, which is just to the right of the Spark&#039;s hangar, beside the Intrepid. Open up the glass door, attach the canister to the rightmost connector, and turn on the pump. After a few minutes, you should have a decent amount of CO2 in the canister (roughly 5,000 kPa). If there&#039;s already a canister there, just grab it and swap them out.&lt;br /&gt;
&lt;br /&gt;
The Horizon will usually spawn next to an asteroid, planet, or other away site that you can mine freely. However, there may come a time when there&#039;s no away sites in range, and you have to actually pilot the ship. Finding these sites can be painful without the help of a &#039;&#039;&#039;sensor readout&#039;&#039;&#039;; these spawn at every communication console a few minutes into the round, and will list which away sites are in the sector. They will point to the radial direction that the away site is in; this means if a lush exoplanet is bearing 0 degrees, it&#039;s directly north of the Horizon&#039;s starting position.&lt;br /&gt;
[[File:Radial bearings.webp|thumb|A reference for the bearings used on the overmap.]]&lt;br /&gt;
&lt;br /&gt;
While the Guide to Piloting will help with all the fine details, a new miner should remember the following:&lt;br /&gt;
* &#039;&#039;&#039;DON&#039;T USE AUTOPILOT.&#039;&#039;&#039; It will take you on the straightest path to your destination possible-- through every hazard, with no regard for fuel.&lt;br /&gt;
* &#039;&#039;&#039;Enable the fuel pump to thrusters.&#039;&#039;&#039; This pump is helpfully labelled Fuel Tank to Thrusters; you can turn it on by clicking it and setting the output to MAX. This ensures that fuel will flow to your thrusters, and you can actually fly the shuttle.&lt;br /&gt;
* &#039;&#039;&#039;Set your engine thrusters to a value less than 100%.&#039;&#039;&#039; You can set the thrust percentage by clicking on the engine control console. You really don&#039;t need any more than 70-80%, and it means you&#039;ll conserve fuel.&lt;br /&gt;
* &#039;&#039;&#039;Your sensors don&#039;t activate immediately.&#039;&#039;&#039; You don&#039;t have to fly at the speed of molasses to make sure you don&#039;t bang up the shuttle, but if you&#039;re new to piloting, it&#039;s best to take it slow so you know what&#039;s in front of you.&lt;br /&gt;
* &#039;&#039;&#039;Inertia is a harsh mistress.&#039;&#039;&#039; In space, an object in motion stays in motion; you need to apply a reverse burn (or press &amp;lt;code&amp;gt;■&amp;lt;/code&amp;gt; on the center of your flight controls) to properly stop the Spark. Unlike on land, there&#039;s no friction to slow you down.&lt;br /&gt;
&lt;br /&gt;
===== In case of emergency... =====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;You drifted into an electrical storm and lost power!&#039;&#039;&#039; Eject your ID, walk over to the Spark APC, and swipe your ID through the APC. This will unlock the APC, and allow you to control it. Turn all the options (Lighting, equipment, and environment) to AUTO. Now, go over to the power storage unit and turn it back on. This should give you the power to get the hell out of dodge.&lt;br /&gt;
* &#039;&#039;&#039;You&#039;re dying of something!&#039;&#039;&#039; Use the NanoMed in the Spark to vend bandages to bandage any bleeding. Vend an inaprovaline injector to stabilize you. If you&#039;re in pain, vend a Perconol pill. If you can&#039;t breathe, vend a blue low oxygenation pouch. The oxygen locker also has Pneumalin autoinhalers.&lt;br /&gt;
* &#039;&#039;&#039;You&#039;re lost on the surface of a planet/asteroid!&#039;&#039;&#039; Take out your GPS (you did bring your GPS, right?), open up the interface, and find the SPARK on the drop-down menu. Click on the button next to it labelled Compass. Marvel as you are now able to see the direction the Spark is in.&lt;br /&gt;
* &#039;&#039;&#039;Something&#039;s chasing you!&#039;&#039;&#039; Shoot it with a kinetic accelerator, you big baby. A full blast from a kinetic accelerator can take out a space carp in one hit; sharks, reavers, and eels are a little tougher.&lt;br /&gt;
&lt;br /&gt;
==Mining==&lt;br /&gt;
Once you&#039;ve actually touched down on an away site, it&#039;s time to cycle out of the Spark and start hunting for those ore veins.&lt;br /&gt;
&lt;br /&gt;
Click on the internal access button next to the airlock to open it, and be sure to turn on your oxygen tank (on the right side of the screen) before you cycle. At the top left of your screen, you can turn on your helmet light by clicking the button that looks like your helmet. Grab your ore box and get to exploring for ore! If you&#039;re not specifically trying to produce steel (coal and hematite) or plasteel (coal, hematite, and platinum), prioritize high-value ores like silver, gold, diamond, and platinum. You can set your ore detector to highlight these veins.&lt;br /&gt;
&lt;br /&gt;
===== Safe kinetic accelerator use =====&lt;br /&gt;
Though you could use a pickaxe or drill, the kinetic accelerator is the fastest and simplest way to clear an area of rocks. Using a kinetic accelerator is simple:&lt;br /&gt;
# Hold the kinetic accelerator in both hands by clicking on it while you have an empty hand highlighted.&lt;br /&gt;
# Use the Unique Firing Action button, right next to your hands on your UI, to pump the kinetic accelerator.&lt;br /&gt;
# Click on an area in front of you to fire the accelerator. The area is 3 tiles by 3 tiles if you&#039;re using a default one.&lt;br /&gt;
&lt;br /&gt;
It&#039;s best to stand at least a tile away from any rock you want to clear with your KA; catching yourself in your own KA blast can be a quick and easy way to hurt yourself. In the worst case scenario, you can even break your own bones or rupture an artery with it. The KA has rudimentary safety features and may refuse to fire if you try to target something that&#039;s too close... but you can easily hit yourself if the blast hits something between you and your target.&lt;br /&gt;
&lt;br /&gt;
===== Defending yourself (and your feet) =====&lt;br /&gt;
During your time on your exoplanet of choice, you and your partner are bound to encounter a variety of creatures, some that are hostile to anything that happens to be within their line of sight. While the creatures you may encounter may vary and come in many forms, follow these tips to ensure you can protect yourself in case you happen to encounter one. Be sure to:&lt;br /&gt;
* &#039;&#039;&#039;Be wary of your surroundings&#039;&#039;&#039;, especially in large, open areas. Scout the area a bit with your PKA pumped and ready before you let your guard down. Creatures may come from seemingly out of nowhere and interrupt your progress.&lt;br /&gt;
* &#039;&#039;&#039;Keep a distance&#039;&#039;&#039; from creatures. Most of them tend to charge straight at you, chasing you down; when they reach you, they may &amp;quot;dance&amp;quot;, moving from space to space to make it harder for you to hit them. If you encounter a hostile creature, drop your ore box, switch movement to Run, and put some distance between you and your enemy. Then, when you have at least one space between you and your enemy, fire your KA at them and hope it hits.&lt;br /&gt;
**Always keep yourself fed and hydrated, so you can run. Do not exhaust yourself by running when you don&#039;t have to, or you may find yourself unable to run when you&#039;re in danger.&lt;br /&gt;
**If you are stuck in melee range, you can bash an enemy with your KA, but a machete is much more effective.&lt;br /&gt;
* &#039;&#039;&#039;Communicate.&#039;&#039;&#039; Your partner (if you have one) is your greatest defense. If you are injured and require help, call for them using your radio. Using their GPS, they can come to assist you and bring you back to the Spark for medical treatment and transportation back to the Horizon. If you don’t have a partner, try your best to make it back by using the equipment in your survival kit. If you&#039;re close to the Horizon and are physically unable to transport the Spark back, ask medical to assist you.&lt;br /&gt;
* If you break your foot, don&#039;t try to walk on it more than a couple of steps at a time; it causes severe pain and may send you into shock and stop your heart. If you have to contend with a broken foot, your best chance is to walk two steps, lie down and wait for the pain to diminish, then walk another two steps and repeat. Whether a predator comes to eat you during this time is, unfortunately, a matter of luck.&lt;br /&gt;
* &#039;&#039;&#039;Know basic first aid.&#039;&#039;&#039; Your character is a miner, not a medic, but most miners know how to use an autoinjector, take a pill, and apply a bandage. Some may know how to read a hand-held health scanner and do CPR. If your buddy comes back to the Spark bleeding, help them stop the bleeding. There is a small first-aid vendor in the Spark with color-coded packages meant for non-professionals to use. Get the appropriate package and use everything in it, and you may buy your partner some time. &lt;br /&gt;
&lt;br /&gt;
It is common for mining accidents to happen. By learning from each mistake you make, you can do better the next time you mine. If you do happen to survive and get enough ore, you’re ready to make a return trip to the Horizon and process your earnings.&lt;br /&gt;
&lt;br /&gt;
===Processing your goods===&lt;br /&gt;
First and foremost, set up the smelter; see Furnace 101 below. Assuming you&#039;ve collected your ore, you&#039;re going to want to transfer it to the smelting belt on the far right of the mining bay. To do this, either dump the ore in front of the unloading machine [[file:Unloader.gif|32px|]] and it will start to move the items onto the belt. Assuming you set the smelter correctly and it is turned on, you should see materials go in as ore and come out as sheets and bars corresponding to the type of ore put in. After smelting, compressing or alloying, the materials will now follow the belt round to the stacking machine, which will stack the materials. The stacking machine can be controlled via the console on the wall below it [[file:miningconsole.gif|32px|]]. This will allow you to place the materials in a crate for cargo to ship to whoever needs them.&lt;br /&gt;
&lt;br /&gt;
===Mining Points And The Mining Vendor===&lt;br /&gt;
As materials pass through the smelter, points begin to rack up on the ore processing console [[file:miningconsole.gif|32px|]]. &amp;quot;Claim points&amp;quot; to register the points to your ID. Points can be cashed in at the mining equipment vendor [[file:MinerEquip.png]] to purchase new tools and devices to aid your mining.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mining Vendor Contents===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Image&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Item&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Cost&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:liquidfood.png|50px]]&lt;br /&gt;
!LiquidFood Ration&lt;br /&gt;
|5 &lt;br /&gt;
|Lunch! Comes in various flavors. Contains 10u nutriment and 3u iron.&lt;br /&gt;
|-&lt;br /&gt;
![[File:rolled_poster.png|50px]]&lt;br /&gt;
!Rolled-up Poster&lt;br /&gt;
|20&lt;br /&gt;
|A poster that you could put up somewhere. Collect them all!&lt;br /&gt;
|-&lt;br /&gt;
![[File:pinpointer.png|50px]]&lt;br /&gt;
!Scanner Pad&lt;br /&gt;
|50&lt;br /&gt;
|Points to the nearest ore deposit. Green means close, blue means quite close, red means far away.&lt;br /&gt;
|-&lt;br /&gt;
![[File:redflag.png|50px]]&lt;br /&gt;
!25 Red Beacons&lt;br /&gt;
|50&lt;br /&gt;
|Can be placed. Could be used for marking a route on the asteroid.&lt;br /&gt;
|-&lt;br /&gt;
![[File:greenflag.png|50px]]&lt;br /&gt;
!25 Green Beacons&lt;br /&gt;
|50&lt;br /&gt;
|Can be placed. Could be used for marking a route on the asteroid.&lt;br /&gt;
|-&lt;br /&gt;
![[File:yellowflag.png|50px]]&lt;br /&gt;
!25 Yellow Beacons&lt;br /&gt;
|50&lt;br /&gt;
|Can be placed. Could be used for marking a route on the asteroid.&lt;br /&gt;
|-&lt;br /&gt;
![[File:purpleflag.png|50px]]&lt;br /&gt;
!25 Purple Beacons&lt;br /&gt;
|50&lt;br /&gt;
|Can be placed. Could be used for marking a route on the asteroid.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Satchel.png|50px]]&lt;br /&gt;
!Mining Satchel&lt;br /&gt;
|50&lt;br /&gt;
|Can pick up large amounts of ore with just one click. Can also transfer said ore to an ore box or drop it all.&lt;br /&gt;
|-&lt;br /&gt;
![[File:pizzabox.png|50px]]&lt;br /&gt;
!Pizza Box&lt;br /&gt;
|50&lt;br /&gt;
|Contains 1 meat pizza.&lt;br /&gt;
|-&lt;br /&gt;
![[File:lantern.png|50px]]&lt;br /&gt;
!Lantern&lt;br /&gt;
|75&lt;br /&gt;
|Light source: Shines light around you with a radius that extends behind you, unlike your voiduit&#039;s lights. Good for keeping an eye out for enemies.&lt;br /&gt;
|-&lt;br /&gt;
![[File:shovel.png|50px]]&lt;br /&gt;
!Shovel&lt;br /&gt;
|100&lt;br /&gt;
|For digging holes in the sand.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pickaxe.png|50px]]&lt;br /&gt;
!Pickaxe&lt;br /&gt;
|100&lt;br /&gt;
|Used for breaking down rocks and gaining the treasures within.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Compressed_matter_cartridge.png|50px]]&lt;br /&gt;
!Compressed  Matter Cartridge&lt;br /&gt;
|100&lt;br /&gt;
|Refills for the RFD.&lt;br /&gt;
|-&lt;br /&gt;
![[File:ka_E.png|50px]]&lt;br /&gt;
!Class E Kinetic Accelerator&lt;br /&gt;
|200&lt;br /&gt;
|Components: Compact frame, pump-recharging power cell, standard power converter, and upgrade chip - focusing.&lt;br /&gt;
|-&lt;br /&gt;
![[File:OreCrate.png|50px]]&lt;br /&gt;
!Ore Box&lt;br /&gt;
|150&lt;br /&gt;
|A huge, heavy box for storing large amounts of ore. When ordered through the equipment vendor, it is delivered via cargo shuttle.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Inf_box.png|50px]]&lt;br /&gt;
!Emergency Floodlight Kit&lt;br /&gt;
|150&lt;br /&gt;
|A kit that can be assembled for a long range light source. Delivered via cargo shuttle.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cigar2off.png|50px]]&lt;br /&gt;
!Premium Havanian Cigar&lt;br /&gt;
|150&lt;br /&gt;
|A cigar.&lt;br /&gt;
|-&lt;br /&gt;
![[File:plastic_explosive.png|50px]]&lt;br /&gt;
!Seismic Charge&lt;br /&gt;
|150&lt;br /&gt;
|A plantable explosive that delivers a low-medium intensity explosion for the purpose of shattering rock.&lt;br /&gt;
|-&lt;br /&gt;
![[File:mobile_ladder.png|50px]]&lt;br /&gt;
!Mobile Ladder&lt;br /&gt;
|200&lt;br /&gt;
|Deployable ladder used to move between z-levels.&lt;br /&gt;
|-&lt;br /&gt;
![[File:hoist_case.png|50px]]&lt;br /&gt;
!Hoist Kit&lt;br /&gt;
|200&lt;br /&gt;
|Used to lift things. Will deploy in the direction you&#039;re facing.&lt;br /&gt;
|-&lt;br /&gt;
![[File:miningdrill.png|50px]]&lt;br /&gt;
!Mining Drill&lt;br /&gt;
|200&lt;br /&gt;
|A drill that is faster than the pickaxe.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Forensic0old.png|50px]]&lt;br /&gt;
!Deep Ore Scanner&lt;br /&gt;
|250 &lt;br /&gt;
|Scans for mineral deposits within the ground.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Magboots.png|50px]]&lt;br /&gt;
!Magboots&lt;br /&gt;
|300&lt;br /&gt;
|Can stop you from falling down open spaces&lt;br /&gt;
|-&lt;br /&gt;
![[File:KA_D.png|50px]]&lt;br /&gt;
!Class D Kinetic Accelerator&lt;br /&gt;
|400&lt;br /&gt;
|Light frame, professional power converter, advanced pump recharging cell, upgrade chip - fire delay increase.&lt;br /&gt;
|-&lt;br /&gt;
![[File:chisel.png|50px]]&lt;br /&gt;
!Auto-chisel&lt;br /&gt;
|400&lt;br /&gt;
|Use this on unmined rock to create a sculpture.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Jetpack.png|50px]]&lt;br /&gt;
!Jetpack&lt;br /&gt;
|400&lt;br /&gt;
|Allows traversal up, down and across open spaces. Note that you must activate the jetpack and the stabilizers for it to work. It should also be placed on your back.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mainboard.png|50px]]&lt;br /&gt;
!Minebot Drill Upgrade&lt;br /&gt;
|400&lt;br /&gt;
|Allows you to upgrade the mining drill on a Mining Drone&lt;br /&gt;
|-&lt;br /&gt;
![[File:mining_brace.png|50px]]&lt;br /&gt;
!Mining Drill Brace&lt;br /&gt;
|500&lt;br /&gt;
|A large brace that is part of the Industrial Drill Assembly. Delivered by cargo shuttle.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Data1.png|50px]]&lt;br /&gt;
!Mining Points Card&lt;br /&gt;
|500&lt;br /&gt;
|Gives you a card loaded with 500 points. Can be used to give points to other miners.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Explorer.png|50px]]&lt;br /&gt;
!Explorer&#039;s Belt&lt;br /&gt;
|500&lt;br /&gt;
|A belt that can hold multiple items, usually items to do with mining.&lt;br /&gt;
|-&lt;br /&gt;
![[File:subspace_amplifier.png|50px]]&lt;br /&gt;
!Warp Extraction Beacon Signaller&lt;br /&gt;
|500&lt;br /&gt;
|A beacon that is used along with the item warp pack to transport non-living matter. Extremely useful; see Warp Packs for more information.&lt;br /&gt;
|-&lt;br /&gt;
![[File:fulton.png|50px]]&lt;br /&gt;
!Warp Extraction Pack&lt;br /&gt;
|600&lt;br /&gt;
|A pack that is used along with the item warp beacon to transport non-living matter. Attach this to your mining satchel, attach a beacon to your ore box, and your satchel will automatically empty into the ore box, wherever it is--even if you leave it on the shuttle or back on the ship.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mainboard.png|50px]]&lt;br /&gt;
!Minebot Chassis Upgrade&lt;br /&gt;
|600&lt;br /&gt;
|Increases the max health of a mining drone.&lt;br /&gt;
|-&lt;br /&gt;
![[File:rfd.png|50px]]&lt;br /&gt;
!Rapid Fabrication Device M-Class&lt;br /&gt;
|600&lt;br /&gt;
|A RFT modified to deploy mine tracks&lt;br /&gt;
|-&lt;br /&gt;
![[File:traumafirstaid.png|50px]]&lt;br /&gt;
!Trauma First-aid kit&lt;br /&gt;
|600&lt;br /&gt;
|Contains four emergency trauma pouches.&lt;br /&gt;
|-&lt;br /&gt;
![[File:magneto.png|50px]]&lt;br /&gt;
!Ore magnet&lt;br /&gt;
|600&lt;br /&gt;
|Teleports nearby ore to your location.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mining Cart.png|50px]]&lt;br /&gt;
!Mine-cart&lt;br /&gt;
|600&lt;br /&gt;
|A trolley that attaches to the Mining Engine. Delivered by cargo shuttle.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Resonator.png|50px]]&lt;br /&gt;
!Resonator&lt;br /&gt;
|700&lt;br /&gt;
|A handheld device used for shattering rock.&lt;br /&gt;
|-&lt;br /&gt;
![[File:jaunter.png|50px]]&lt;br /&gt;
!Wormhole Jaunter&lt;br /&gt;
|750&lt;br /&gt;
|A single-use, short-range teleportation device.&lt;br /&gt;
|-&lt;br /&gt;
![[File:industrial_rig.png|50px]]&lt;br /&gt;
!Industrial Suit Control Module&lt;br /&gt;
|1000&lt;br /&gt;
|Mining hardsuit.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Inf_box.png|50px]]&lt;br /&gt;
!Mass Driver Kit&lt;br /&gt;
|800&lt;br /&gt;
|A device that can &amp;quot;throw&amp;quot; objects and even people. Use with care.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mining Drone.png|50px]]&lt;br /&gt;
!Autonomous Mining Drone&lt;br /&gt;
|800&lt;br /&gt;
|A nifty little drone that mines for you.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mining Engine.png|50px]]&lt;br /&gt;
!Mine Cart Engine&lt;br /&gt;
|800&lt;br /&gt;
|The main mine-cart engine. Good for cross-asteroid transportation. Delivered by cargo shuttle.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mainboard.png|50px]]&lt;br /&gt;
!Minebot Kinetic Accelerator Upgrade&lt;br /&gt;
|800&lt;br /&gt;
|Increases the efficiency of the Drone KA.&lt;br /&gt;
|-&lt;br /&gt;
![[File:supermagneto.png|50px]]&lt;br /&gt;
!Ore Summoner&lt;br /&gt;
|800&lt;br /&gt;
|Teleports any ore you can see onto your tile instantly. Does not work between levels.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lazarus.png|50px]]&lt;br /&gt;
!Lazarus Injector&lt;br /&gt;
|1000&lt;br /&gt;
|Resuscitates simple animals when injected.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cell_rack.png|50px]]&lt;br /&gt;
!Power Cell Backpack&lt;br /&gt;
|1000&lt;br /&gt;
|A specially designed power cell rack backpack. Includes an interior holographic display that shows held cells&#039; charge.&lt;br /&gt;
|-&lt;br /&gt;
![[File:mining_drill.png|50px]]&lt;br /&gt;
!Mining Drill Head&lt;br /&gt;
|1000&lt;br /&gt;
|A large, automatic drill that digs for ore deposits underground. Must be attached to two drill braces to work. Delivered by cargo shuttle.&lt;br /&gt;
|-&lt;br /&gt;
![[File:resonatoru.png|50px]]&lt;br /&gt;
!Upgraded Resonator&lt;br /&gt;
|1250&lt;br /&gt;
|An upgraded version of the Resonator.&lt;br /&gt;
|-&lt;br /&gt;
![[File:dpickaxe.png|50px]]&lt;br /&gt;
!Diamond Pickaxe&lt;br /&gt;
|1500&lt;br /&gt;
|Pickaxe with a diamond pick head.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Thermaldrill.png|50px]]&lt;br /&gt;
!Thermal Drill&lt;br /&gt;
|3750&lt;br /&gt;
|A large drill that fires 2, 4 or 6 second bursts of laser-based projectiles to mine rock quickly.&lt;br /&gt;
|-&lt;br /&gt;
![[File:drillpointer.png|50px]]&lt;br /&gt;
!Minecart Train Dropper&lt;br /&gt;
|2000&lt;br /&gt;
|A device used to paint a target, which will then drop a minecart train from orbit.&lt;br /&gt;
|-&lt;br /&gt;
![[File:drillpointer.png|50px]]&lt;br /&gt;
!Drill Dropper&lt;br /&gt;
|3250&lt;br /&gt;
|A device used to paint a target, which will then drop a drill from orbit.&lt;br /&gt;
|-&lt;br /&gt;
![[File:drillpointer.png|50px]]&lt;br /&gt;
!Mecha Dropper&lt;br /&gt;
|3500&lt;br /&gt;
|A device used to paint a target, which will then drop the mech from orbit.|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Furnace 101==&lt;br /&gt;
The furnace [[file:Furnace.gif]] can be loaded via the unloading machine [[file:unloader.gif]] and must be turned on via the ore redemption console [[file:miningconsole.gif]] infront of it. It is also configured from here. You can produce multiple products at once, but smelting or compressing something that has no corresponding product will produce useless slag and the system will dock your mining points by three times the value of the ore!&lt;br /&gt;
&lt;br /&gt;
Smelting creates one product per piece of ore; compressing creates one product per two pieces; alloying creates one product for each set of ore. Mining points are the same no matter which way the ore is processed, as long as it does not create slag.&lt;br /&gt;
&lt;br /&gt;
[[File:SmelterExample.png|200px|thumb|center|an example of a working setup for the smelter.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
===The Ores===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Raw Ore&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Wall&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Smelted&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Compressed&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Uses&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Mining Points&lt;br /&gt;
|-&lt;br /&gt;
! Sand&amp;lt;br&amp;gt;[[File:ore_glass.png|50px]]&lt;br /&gt;
![[File:minefloor.png|50px]]&lt;br /&gt;
![[File:sheet-glass.png|50px]]&amp;lt;br&amp;gt;Glass&lt;br /&gt;
![[File:sheet-sandstone.png|50px]]&amp;lt;br&amp;gt;Sandstone&lt;br /&gt;
|For making glass. Sandstone can be ground up for acetone and silicon as a chemical reagent, or used to build soil for planting.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
! Raw Carbon&amp;lt;br&amp;gt;[[File:Coalore.png|50px]]&lt;br /&gt;
![[File:Mining coal.gif|50px]]&lt;br /&gt;
![[File:sheet-plastic.png|50px]]&amp;lt;br&amp;gt;Plastic&lt;br /&gt;
![[File:sheet-graphite.png|50px]]&amp;lt;br&amp;gt;Graphite&lt;br /&gt;
|Steelmaking and plastics.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
!Hematite&amp;lt;br&amp;gt;[[File:ore_iron.png|50px]]&lt;br /&gt;
![[File:Mining iron.gif|50px]]&lt;br /&gt;
![[File:sheet-iron.png|50px]]&amp;lt;br&amp;gt;Iron&lt;br /&gt;
! None&lt;br /&gt;
|Alloyed for steel. Iron bars can be ground up for iron as a chemical reagent.&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
!Bauxite&amp;lt;br&amp;gt;[[File:ore_bauxite.png|50px]]&lt;br /&gt;
![[File:Mining_bauxite.gif|50px]]&lt;br /&gt;
![[File:sheet-aluminium.png|50px]]&amp;lt;br&amp;gt;Aluminium&lt;br /&gt;
! None&lt;br /&gt;
|Used for various recipes in the autolathe.&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
!Galena&amp;lt;br&amp;gt;[[File:ore_galena.png|50px]]&lt;br /&gt;
![[File:Mining_galena.gif|50px]]&lt;br /&gt;
![[File:sheet-lead.png|50px]]&amp;lt;br&amp;gt;Lead&lt;br /&gt;
! None&lt;br /&gt;
|Used to make bullets in the autolathe.&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Platinum&amp;lt;br&amp;gt;[[File:ore_platinum.png|50px]]&lt;br /&gt;
![[File:Mining platinum.gif|50px]]&lt;br /&gt;
![[File:sheet-adamantine.png|50px]]&amp;lt;br&amp;gt;Platinum&lt;br /&gt;
![[File:sheet-osmium.png|50px]]&amp;lt;br&amp;gt;Osmium&lt;br /&gt;
|Alloyed into plasteel.&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
!Native Silver Ore&amp;lt;br&amp;gt;[[File:ore_silver.png|50px]]&lt;br /&gt;
![[File:Mining silver.gif|50px]]&lt;br /&gt;
![[File:sheet-silver.png|50px]]&amp;lt;br&amp;gt;Silver&lt;br /&gt;
! None&lt;br /&gt;
|Mechs and research.&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
!Pitchblende&amp;lt;br&amp;gt;[[File:ore_uranium.png|50px]]&lt;br /&gt;
![[File:Mining pitchblende.gif|50px]]&lt;br /&gt;
![[File:sheet-uranium.png|50px]]&amp;lt;br&amp;gt;Uranium&lt;br /&gt;
! None&lt;br /&gt;
|For various radioactive tasks.&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
!Hydrogen&amp;lt;br&amp;gt;[[File:ore_hydrogen.png|50px]]&lt;br /&gt;
! Mining Drill&lt;br /&gt;
![[File:sheet-tritium.png|50px]]&amp;lt;br&amp;gt;Tritium&lt;br /&gt;
![[File:sheet-metalhydrogen.png|50px]]&amp;lt;br&amp;gt;Metallic Hydrogen&lt;br /&gt;
|For making tritium fuel or metallic hydrogen for R&amp;amp;D.&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
!Native Gold Ore&amp;lt;br&amp;gt;[[File:ore_gold.png|50px]]&lt;br /&gt;
![[File:Mining gold.gif|50px]]&lt;br /&gt;
![[File:sheet-gold.png|50px]]&amp;lt;br&amp;gt;Gold&lt;br /&gt;
! None&lt;br /&gt;
|Electronics.&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
!Phoron Crystals&amp;lt;br&amp;gt;[[File:ore_phoron.png|50px]]&lt;br /&gt;
![[File:Mining phoron.gif|50px]]&lt;br /&gt;
! None&lt;br /&gt;
![[File:Sheet-phoron.png|50px]]&amp;lt;br&amp;gt;Solid Phoron&lt;br /&gt;
|Can be ground for phoron as a reagent.&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
!Diamonds&amp;lt;br&amp;gt;[[File:ore_diamond.png|50px]]&lt;br /&gt;
![[File:Mining diamond.gif|50px]]&lt;br /&gt;
! None&lt;br /&gt;
![[File:Diamonddone.png|50px]]&amp;lt;br&amp;gt;Diamond&lt;br /&gt;
|Mech parts and research.&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Alloys===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Raw Ores&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Product&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Name&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Uses&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ironore.png|50px]] [[File:Coalore.png|50px]]&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|Steel&lt;br /&gt;
|For use in all kinds of tasks around the ship.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ironore.png|50px]] [[File:Coalore.png|50px]] [[File:Platinumore.png|50px]]&lt;br /&gt;
![[File:Metal r.png|50px]]&lt;br /&gt;
|Plasteel&lt;br /&gt;
|An alloy of hematite, platinum and coal, for reinforced tables and reinforced walls&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrading Your Equipment==&lt;br /&gt;
&lt;br /&gt;
====Kinetic Accelerators====&lt;br /&gt;
For the futuristic space miner. Kinetic accelerators can be modified, upgraded, and altered to a miner&#039;s preference, but they require a frame, a focusing chip, and a power converter. To take apart a kinetic accelerator, you need to use a wrench on it. &lt;br /&gt;
&lt;br /&gt;
At the start of the round, you can use the coin that spawns in your hand on the mining vendor to get one upgraded part for your kinetic accelerator.&lt;br /&gt;
&lt;br /&gt;
==== Item warp packs &amp;amp; Warp Beacons====&lt;br /&gt;
&lt;br /&gt;
Possibly one of the most useful upgrades you can buy for a relatively small amount of mining points. A warp beacon can be attached to your ore box by clicking on the box with the beacon in hand, and the warp pack can be attached to your mining satchel. Tap the modified mining satchel to the modified ore box, and you should get a message that your warp pack and beacon are linked. From now on, any ore that you pick up with the satchel will be deposited directly into the ore box; this means you can leave the ore box next to the unloader while you mine.&lt;br /&gt;
&lt;br /&gt;
==== Pickaxes ====&lt;br /&gt;
These come in different forms and flavors. The material usually affects how efficient you can get to your ores. Make sure to wield it with both hands while you swing. While not the most fancy option, they fit into an excavation belt and can make short work of any dangerous creatures you encounter on an asteroid. Rarely, digging with them also allows you to find anomalies and artifacts, prized by [[Xenoarcheologist|specialized scientists.]] Just make sure to be extra careful with anything that glows more than it should.&lt;br /&gt;
&lt;br /&gt;
====Shovel====&lt;br /&gt;
The classic concept of digging through the dirt for valuable materials. If you just need some glass sheets, this is a quick way to get some sand to smelt.&lt;br /&gt;
&lt;br /&gt;
====Resonators====&lt;br /&gt;
This little device creates a force field which crumbles everything inside of it like paper. Can be used to crush a lot of rocks rapidly. Activating the field again when set up lets it collapse instantly. Just make sure that you do not step into your own fields if you value your bones. The biggest bonus of these is that they never run out of charge and make mining an easier job for the not-so-muscular.&lt;br /&gt;
&lt;br /&gt;
====Seismic Charges====&lt;br /&gt;
These can be purchased from the mining vendor; think dynamite--in space. Find a mineral-rich area and plant one to rip a big hole into the rock. Keep a safe distance when it goes off, and you should be able to collect any ore it broke free. Although designed to remove lose rocks, the charges can also damage walls and other constructed areas; set them off away from anything you don&#039;t want to demolish.&lt;br /&gt;
&lt;br /&gt;
====Mining Mech====&lt;br /&gt;
If [[Machinist|Robotics]] is supplied and able, odds are one of the first creations from their lab will be a mech for Mining. The machine is typically outfitted with a drill and a hydraulic clamp. All mechs usually offer external lighting and life support. To load an ore box into the mech, click on the box while facing it with an active hydraulic clamp. To mine, walk into the rock wall with your drill active or click on the floor to start digging through the sand. Refer to [[Guide_to_Robotics#Mech_Piloting|this guide]] for more information on how to pilot your new mech and keep in mind that miners would probably not know a lot about repairing or modifying those complex machines.&lt;br /&gt;
&lt;br /&gt;
==Shipping the Ores==&lt;br /&gt;
To ship ores that you&#039;ve processed, they need to be in a crate on the cargo shuttle. One of the main reasons the SCCV Horizon exists is to search for phoron, meaning that sheets of phoron are highly prized compared to the other materials that you&#039;ve shipped. Though gold, silver, and diamonds will bring in good credits, phoron brings in the most.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Pages]] [[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Wasteland&amp;diff=34054</id>
		<title>The Wasteland</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Wasteland&amp;diff=34054"/>
		<updated>2024-08-11T06:07:14Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Template:TOC Hidden}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Wasteland is an unforgiving place, as the name implies. Many inhabitants, the survivors of the Contact War, attempt to make a livelihood here. Their reasons for doing so varies: Be it religious, familial ties, or lawbound exile.&lt;br /&gt;
Here are a few examples of clans that live in the wasteland and how they fare with the harsh life outside of the terraformed areas, the Hegemony controlled territories, and the relative safety of the Untouched Lands.&lt;br /&gt;
&lt;br /&gt;
One of the reasons most members of the Clans leave their villages is to have a steady supply of credits for their family back home - for medicine, food, and water. Those who make it out of the Wasteland are lucky to be out, but not everyone has the funds to pay for a smuggler to get them past the Izweski navy.&lt;br /&gt;
&lt;br /&gt;
== Life in the Wastes ==&lt;br /&gt;
Living in the wasteland is no easy feat. Many who try, fail. Others waste away, barely something one can call living. However, a precious few manage to overcome all odds, subjugating what many believed to be the end of all Sinta into something with purpose. Through iron will and steel blade, they set forth into the irradiated deserts in an attempt to reclaim what is rightfully theirs.&lt;br /&gt;
[[File:UnathiEggColoured.png|250px|thumb|right|Life always prevails.]]&lt;br /&gt;
&lt;br /&gt;
Quality of life differs from settlement to settlement, some thrive upon the hidden riches uncovered below the sands, while others wither and decay as trade routes get intercepted and resources run low. Communication between the settlements are often rudimentary, use of smoke signals, coloured balloons raised into the air (raised green means good, raised red means bad, and so forth), and in some lucky cases, salvaged pre-war radio equipment.&lt;br /&gt;
&lt;br /&gt;
A majority of Unathi who find themselves stranded here are the remnants of the Traditionalist coalition. While they found themselves at odds with the Izweski Hegemony in the past, they realize that they have been beat, and simply cannot survive without some support from those within the Untouched Lands. Many still bear resentment and even anger towards the Hegemony and those that swear fealty to it. Still, trade is conducted to make ends meet.&lt;br /&gt;
&lt;br /&gt;
A few settlements dotted around the area have received help from Hephaestus Industries to set up educational centres, capable of teaching hatchlings the way the galaxy works, in an attempt to recruit as many of them into the company when they reach adulthood. The Interstellar Aid Corps (IAC) has established hospitals and learning centres in a small number of the larger established colonies.&lt;br /&gt;
&lt;br /&gt;
For the disillusioned few, those that fell out of the learning centres, or those that simply were too barbaric to live in the establish settlements, a criminal underground was established. These secret networks distribute spoofed space traffic codes, as well as transport into different star systems, in exchange for servitude for a set amount of years, a great debt, or a single, dangerous task.&lt;br /&gt;
&lt;br /&gt;
== Factions of the Wasteland ==&lt;br /&gt;
&lt;br /&gt;
=== The Reclaimers ===&lt;br /&gt;
Clans of Unathi paid to scavenge the wastes in search of pre-war technology. They’re typically trained for combat, though there will of course be engineers and people who care for cargo, as well as scientists capable of operating and reactivating the technology. Known by the inhabitants of the wasteland as “Rustboys”.&lt;br /&gt;
[[File:UnathiLandcrawler.png|250px|thumb|right|One of the landcrawlers, slowly making its way through the wastes.]]&lt;br /&gt;
&lt;br /&gt;
They operate as Unathi usually would, having the Moghean version of a nuclear family. Gender roles are enforced as normal. The men being the preferred sharpshooters, gunners, and pilots. Women act as cooks, medics and caretakers of the young. Both men and women share some jobs, such as cleaning, repairing the landcrawler, and delivering resources around the craft.&lt;br /&gt;
&lt;br /&gt;
They operate out of landcrawlers, massive mechanical beasts of burden that use treads to move across the wasteland. These vehicles are so massive they’re capable of supporting the entire clan living in them for months at a time. Realistically they only need to refuel it, but the wasteland wears down on both the people and the vehicles they use, creating a need for them to head back home and repair.&lt;br /&gt;
&lt;br /&gt;
Some wealthy clans have upgraded their landcrawlers with a massive steam catapult on top, capable of launching planes that are used to scout the wastes; spotting dangers, loot and Punished bases. These are usually crewed by two men, a pilot and a spotter/gunner. Some may carry bombs, but these are seen as barbaric and damaging to the loot.&lt;br /&gt;
&lt;br /&gt;
When they find something they can salvage, or some wastelanders attempt to attack them, they deploy smaller but highly advanced sandrovers. These vehicles are fast enough to catch up to any threat, as well as chase down in-use pre-war tech, and disable it.&lt;br /&gt;
[[File:Reclaimer_Car.png|200px|thumb|right|A Reclaimer vehicle, speeding across the dunes.]]&lt;br /&gt;
&lt;br /&gt;
These clans aren’t particularly pious, having a more pragmatic and materialistic view on things in general. As long as you didn’t jeopardize the operation, you were free to call the landcrawler your home.&lt;br /&gt;
&lt;br /&gt;
Due to the work they do, they’re well liked by the nobles, who hire them as mercenaries of war on occasion. They also serve as escorts and guides for traveling nobles, protecting them from the horrors of the wasteland.&lt;br /&gt;
&lt;br /&gt;
=== Clan &amp;quot;Gawgaryn&amp;quot; - The Punished Clans ===&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;There is nothing left. The Ancestors weep as they beg us to leave Moghes. No more children will grow up in our Ancestral Homelands the same as we have, ever again.&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;The words of &#039;The Lost Son&#039; while visiting the ransacked capital of the Azarak Kingdom - the losing side in the Contact War.&#039;&#039;&lt;br /&gt;
A mega-clan forced to attack others during the war, or risk starvation and total annihilation. They were supposed to receive the capital punishment, but fled to the wastes to escape this. Now they roam the wasteland, having become exactly what they wanted to escape in the past, bandits who loot and pillage to make a living.&lt;br /&gt;
[[File:Punished_Raider.jpg|200px|thumb|right|A Punished raider, &amp;quot;Abushk Gawgaryn&amp;quot;, mounted on his specialized sandbike.]]&lt;br /&gt;
&lt;br /&gt;
They are rumoured to have an overseeing leader, &#039;The Lost Son&#039; as he is known, refuses to go by his original name, and only has that title to identify him. He leads the Punished Clans, simply so that they can survive. His only goal is the survival of his clan, and his people, and he&#039;s even resorted to kidnapping Unathi and forcing them onto ships outbound to other systems keep them alive, even if they wish to remain by his side and defend him.&lt;br /&gt;
&lt;br /&gt;
The act of being exiled and cut off from the rest of the unathi society has left them worse for wear. So much as mentioning “The Exile Event” will get one beaten to a pulp and even killed, if the crowd was enraged enough. Still, the Clan Father sends two sinta to the Hegemon territory annually, willing or not, to ask for forgiveness. These always get turned around at the city gates and cannot return home, as this will surely lead to their death.&lt;br /&gt;
&lt;br /&gt;
The Punished don’t care much for gender roles, their situation is too dire to segment their workforce. A sinta is obligated to pull their weight despite gender, and in the worst of times, despite age.&lt;br /&gt;
&lt;br /&gt;
There are hidden bases scattered throughout the wasteland, acting as pit stops to rest and recover from raiding, more so than bases of operation. Permanence is a last resort, as staying in one area will get them bombed out, or worse, captured and forced to face their crimes. There are rumours spreading through the Hegemony that there exists a primary base, where Clanfather Kuma’Gizz lives and coordinates the raiding missions. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;largest raid&#039;&#039;&#039; ever performed have been the thefts of Solarian trade shuttles that were landed at an Izweski wasteland camp - the Gawgaryn boarders forced the human pilots to pick up hundreds of Unathi and help them escape to the Frontier and beyond - many of these clans eventually finding homes in &#039;&#039;&#039;Tau Ceti seeking legal asylum&#039;&#039;&#039;. The five Gawgaryn warriors in charge of the raid were not given asylum by Tau Ceti, and instead were given to the Izweski. They were later executed publicly.&lt;br /&gt;
&lt;br /&gt;
These five Gawgaryn warriors are forever worshiped by the Unathi that were able to escape, as heroes.&lt;br /&gt;
&lt;br /&gt;
=== The Mi&#039;kuetz ===&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
&lt;br /&gt;
Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
&lt;br /&gt;
As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
&lt;br /&gt;
They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
&lt;br /&gt;
Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
&lt;br /&gt;
==== Diplomatic Status ====&lt;br /&gt;
&lt;br /&gt;
The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
&lt;br /&gt;
They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
&lt;br /&gt;
Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
&lt;br /&gt;
== The Northern Wasteland ==&lt;br /&gt;
&lt;br /&gt;
The Northern Wasteland is the smaller region of the Wasteland, spanning from the Tza Prairie in the west to the Zazalai Mountains in the east, separating it from the much larger Eastern Wasteland. Most of this region was affiliated with the Izweski Hegemony during the Contact War, and as such there has been a greater concentration of Izweski restoration efforts in the region.  While the Northern Wasteland is still a harsh environment, plagued with radioactive fallout and deadly raiders, it is considered to be the ‘safer’ of the two regions of the Wasteland, with relatively more civilised settlements to be found, and Hegemony restoration work continuing with the aid of the K’lax Hive. While progress is slow, some small environments have been reclaimed from the harsh sand and dust, whether through the labour of the oasis clans or the Hegemony’s geo-engineers. &lt;br /&gt;
&lt;br /&gt;
=== Hegemony Outposts ===&lt;br /&gt;
&lt;br /&gt;
==== Camp Integrity ====&lt;br /&gt;
&lt;br /&gt;
The largest Hegemony outpost in the Northern Wasteland is Camp Integrity, formerly an Izweski fortress during the Contact War. Due to its advanced anti-missile and anti-aircraft defences, Integrity was able to avoid a direct nuclear strike, and protect some of the region around it from the Wasteland. When the nuclear exchange began, Camp Integrity was the main centre of evacuation for Hegemony refugees, using its shuttleport to carry those citizens who lost their homes to the Wasteland to safety. &lt;br /&gt;
&lt;br /&gt;
The fort was kept manned for decades following the end of the War, but rapidly fell into difficulties, owing to its inability to resupply itself with food or water. However, during his time as Lord Regent, Not’zar Izweski kept maintaining Camp Integrity against the dangers of radiation and Gawgaryn raids, a decision which many called him foolish for. &lt;br /&gt;
&lt;br /&gt;
It was in 2461 when the Hegemon truly put Camp Integrity to use - spearheading an initiative in cooperation with the K’lax to begin the reclamation of the Wasteland. Massive terraforming projects were initiated, using Camp Integrity as a base of operations. These machines took skilled labour to operate, both Vaurca and Unathi, which led to the civilian population of the camp expanding, leading to a small but thriving town growing around the fortress. However, with this expansion came greater risks. The Gawgaryn and other raider clans have made frequent attacks on the outlying regions of Camp Integrity, though so far the Izweski have managed to repel them before any serious damage is done.&lt;br /&gt;
&lt;br /&gt;
Camp Integrity has even brought in more alien labour - with some human engineers from Hephaestus Industries taking jobs working on the complex terraforming equipment, and a rare few diona gestalts contributing in their own fashion to cleansing the Wasteland. While progress has been small, it has been notable - for the first time, the spreading Wasteland has been pushed back, and the inhabitable region around Camp Integrity is growing larger by the year. &lt;br /&gt;
&lt;br /&gt;
With Integrity’s position as the heart of Izweski power in the Wasteland, it has also given rise to a large bounty hunting industry, as many warriors make their way there seeking a fight and fortune, whether independently or affiliated with a group such as the Fighters’ Guild or Dagamuir Freewater. Traditionalist holdouts, Gawgaryn raider lords, Izweski criminals and alien smugglers trading with the above are all frequent targets, with expeditions of hunters regularly setting out from Camp Integrity to seek their fortune in the harsh sands. &lt;br /&gt;
&lt;br /&gt;
However, the recent famine has slowed reclamation down, as Camp Integrity has not yet reclaimed enough of the Wasteland to support itself - large portions of its food and water still need to be flown in by shuttle from the Untouched Lands, which are currently enduring food shortages of their own. These shuttle flights are not without their own perils, with some raider clans having gained access to Contact War-era anti-aircraft guns, and often attempting to shoot down the Izweski supply shuttles for the precious food and water they carry. Should the famine not be resolved quickly, it is entirely possible that Camp Integrity may be unsustainable - marking a failure for the Hegemon’s dreams of reclaiming the Wasteland. &lt;br /&gt;
&lt;br /&gt;
The camp’s commander, Riziak Suosru, is a seasoned warrior - a veteran of the Contact War, who has been at Camp Integrity since those days. While he definitely has the experience to be stationed elsewhere by now, he has dedicated his life to seeing Camp Integrity prosper, and shares in the Hegemon’s dream of making the Wasteland bloom again. Suosru has seen off Gawgaryn raiders, radioactive storms, and everything else the Wasteland can throw at him, and shows no signs of budging, even with the ongoing famine. Among the locals, it is a common joke that Suosru will be at Camp Integrity until the fortress crumbles to dust. &lt;br /&gt;
&lt;br /&gt;
==== Camp Modesty ====&lt;br /&gt;
&lt;br /&gt;
The other Hegemony outpost in the Northern Wasteland is Camp Modesty. Located closer to the edge of the Wasteland, Modesty has always been less of a priority for Hegemony restoration efforts - while some terraforming operations have been set up there, it is far less of a hub for Izweski reclamation projects than its larger cousin. Modesty’s main purpose remains primarily military - Izweski forces garrisoned there help to keep Gawgaryn raiders from attempting to strike across the mountains, as well as keeping the regional command at Camp Integrity updated as a scouting force.  While Modesty’s garrison is small, they are well-trained and disciplined, acting as scouts and surveyors of the Northern Wastes, mapping the region and keeping an eye on the larger Wasteland communities. &lt;br /&gt;
&lt;br /&gt;
Unlike Integrity, Camp Modesty has little alien presence. While some K’laxan warriors have been integrated into the force there, the bulk of K’lax efforts in the reclamation is concentrated at Camp Integrity. The terraforming equipment there is largely older and less reliable, though the camp’s commander has been trying to get K’laxan workers sent to set up their own advanced equipment there for years. &lt;br /&gt;
&lt;br /&gt;
=== Other Havens ===&lt;br /&gt;
&lt;br /&gt;
The Hegemony’s outposts are certainly the safest settlements in the Northern Wasteland - but not the only settlements. The surviving clans of the radioactive wastes, while largely nomadic, have formed some permanent settlements of their own. &lt;br /&gt;
&lt;br /&gt;
Canyon City is the largest of these, built within a network of slot canyons. While the small village that once lived there was abandoned during the nuclear exchange, it was used as a home by desperate survivors, who discovered the true value of the location - a vast underground aquifer. With access to one of the largest freshwater reserves of the Northern Wasteland, the Sinta of Canyon City were able to survive - and eventually, prosper, trading with Reclaimers, Mi’kuetz, Gawgaryn, and even Izweski forces for the supplies needed to establish a thriving community in the heart of the Wasteland. Canyon City is home to a number of clans, each contributing in their own way to their settlement’s prosperity and defence. Canyon City is known as a haven for the weary traveller of the Wastes, and often a stopping point for criminals on the run from Hegemony law - with but a few inviolable laws. Any disputes are to be settled outside the canyons, and the aquifer is not to be touched by any outsiders. To break either of these laws is to be met with swift punishment - depending on the severity of the dispute, the unfortunate Sinta might face anything from a night in jail to sober up, or immediate execution. Any who attempt to steal water, or to pollute the city’s aquifer, are met with death or exile should they be caught.&lt;br /&gt;
&lt;br /&gt;
The Reclaimers have two crawlers located in the Northern Wasteland - the Za’zi and the Khurt’kuhk. While they tend to keep themselves to themselves when not being hired, they do trade in Canyon City, and are occasionally hired by Izweski nobility to safeguard them on a trip through the perils of the Waste. Currently, the Za’zi is in the employ of Canyon City, serving to protect it from any opportunistic raiders seeking to claim the settlement’s water for themselves. The Khurt’kuhk largely operates independently, trading with the Oasis clans for supplies and offering their services to Hegemony expeditionary forces. &lt;br /&gt;
&lt;br /&gt;
==== The Spirits of the Oasis ====&lt;br /&gt;
&lt;br /&gt;
The Oasis Clans largely consist of Sinta&#039;unathi who simply try to make a living in the wasteland. While their outposts and travellers can be found far and wide, most of these clans dwell in the rare untouched oases of the Northern Wasteland, rarely being seen to the east of the Zazalai Mountains. They live in a state of symbiosis with the Dionae, which clears the radiation from their crops. They are agricultural experts, capable of farming even in the wastes. The food produced from these are used to feed both themselves and their animal companions.&lt;br /&gt;
[[File:UnathiHatchling.png|250px|thumb|A hatchling standing next to her wasteland home.]]&lt;br /&gt;
&lt;br /&gt;
The larger villages plant huge swathes of dionae pods, which either get used to absorb the radiation in the surrounding area, or sent to new settlements to give them a headstart on the minute terraforming procedures. The more land that gets terraformed, the more crops get planted, the more biomass the dionae have available.&lt;br /&gt;
&lt;br /&gt;
They have an attachment to their animals and the dionae, who they regard as pets up until a gestalt forms, who they then regard as fully fledged members of the clan.&lt;br /&gt;
&lt;br /&gt;
Owing to their static lives and traditionalist nature, they have rigid gender roles. The women tend to the crops and animals, deal in commerce and negotiation, and prepare the food. The men, on the other hand, do hard manual labour such as mining or building, or train to become warriors skilled enough to defend their village from Punished raiders.&lt;br /&gt;
&lt;br /&gt;
Chiefly, they follow the Th’akh religion, though some among them may have different opinions, or even dip into Sk’akhism. There is a firm belief among them that the ancestors wish for them to reclaim the land, and return what was once theirs to its original, beautiful form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oasis Clans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While players are in no way obligated to play these clans, and are more than welcome to homebrew their own, these clans are known and settled in the wasteland. Choosing to play one of these will allow you to play out their quirks, as well as meet other clan members on-ship.&lt;br /&gt;
&lt;br /&gt;
===== Clan Dorviza - The Dryads =====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Is something the matter?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This clan is considered to be Moghes’ leading experts in regards to all things flora. Their ability to twist a plant’s use to fit their own needs is unparalleled. Many times, the injured are brought to the Dorviza, where their unique traditional herbal treatments are used to heal the wounded.&lt;br /&gt;
&lt;br /&gt;
The Punished frequently raid their settlements to get their hands on medical supplies. Often, these raids are fought off by a mixture of Dorviza forces and Reclaimer mercenaries who protect the Dorviza in exchange for discounted medical treatment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unathi from clan Dorviza would generally work in:&#039;&#039; &#039;&#039;&#039;Medical, Hydroponics, Xenobotany&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Clan Vihnmes - The Negotiators =====&lt;br /&gt;
&#039;&#039;&#039;“We’ll see what we can do.”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The survivors of this clan is in no way physically fit, instead surviving the wild wastes by silvered tongue. They run inns and taverns as a way for those roaming the wasteland to get a safe place for rest and respite. Sooner to call upon help or talk those opposing them down, than to grasp at a weapon; the survival of this clan is speculated by many to simply be a miracle by the great Sk’akh.&lt;br /&gt;
[[File:Young_Ozeuoi.png|200px|thumb|A young Unathi, &amp;quot;Rahkr Ozeuoi&amp;quot;, taking a break from repairs.]]&lt;br /&gt;
&lt;br /&gt;
The Reclaimers make extensive use of the Vihnmes, either to rest at, while their Landcrawlers are in for repairs, or as a middleman to ensure that the nobles don’t mislead and underpay them for their services. Owing to the near-permanent presence of the Reclaimers, the Punished steer clear of all Vihnmes settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unathi from clan Vihnmes would generally work in:&#039;&#039; &#039;&#039;&#039;Cargo, Bartending, Counseling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Clan Ozeuoi - The Architects =====&lt;br /&gt;
&#039;&#039;&#039;“Whatcha need fixed?”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strong and hardy, the Ozeuoi survive by pure ingenuity alone. What they lack in common sense and tact, they more than make up for in ability to cobble together scraps to create formidable creations. They live in relative seclusion from the other wasteland clans, owing to their overuse of turrets, traps and walls spanning miles of irradiated sand.&lt;br /&gt;
&lt;br /&gt;
They make short work of Punished raids, by means of dispatching it before it even reaches their first set of gates. Not quick to make friends, but ultimately wanting to expand eventually, the Ozeuoi grow their numbers by recruiting retired Reclaimers, in exchange for handling the repairs of their massive Landcrawlers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unathi from clan Ozeuoi would generally work in:&#039;&#039; &#039;&#039;&#039;Engineering, Science&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Gawgaryn of the Northern Wasteland ===&lt;br /&gt;
&lt;br /&gt;
The Gawgaryn raider groups of the Northern Wasteland are generally smaller, but better-equipped. Due to the more modernised state of the Hegemony prior to the Contact War, the equipment they have been able to salvage, purchase or steal is generally of better quality. Far more of the Northern Wasteland Gawgaryn are equipped with trucks, motorcycles or cars, which have allowed them to traverse the Wasteland effectively. In addition, the bounty hunting industry of Camp Integrity has led many a hunter to their doom at Gawgaryn claws, which has provided them with increasingly higher quality weaponry and armour. &lt;br /&gt;
&lt;br /&gt;
The most notable achievement of the Northern Gawgaryn was an attack launched on Camp Integrity in 2452. A group of five Gawgaryn warriors scaled the walls of Camp Integrity under cover of night, and launched an attack on several trade shuttles from the Sol Alliance. Seizing these shuttles, they forced the human pilots at gunpoint to pick up hundreds of Sinta from across the Wasteland and assisted them in fleeing the Wasteland of Moghes to find new homes across the Spur, with many of them seeking asylum in the newly-established Republic of Biesel. The five Gawgaryn were denied asylum, and returned to the Izweski Hegemony, where they were sentenced to death. To those Unathi who escaped the Wasteland thanks to their actions, they are remembered as heroes.&lt;br /&gt;
&lt;br /&gt;
=== Ruins of the Northern Wasteland ===&lt;br /&gt;
&lt;br /&gt;
The Wasteland is scattered with ruined cities, towns and villages, and groups like the Reclaimers often prosper off scavenging the bones of the pre-Contact Sinta. However, there are some ruins of unique importance among the Northern Wasteland, which have achieved legendary status among the clans that survive in the blasted and radioactive desert. &lt;br /&gt;
&lt;br /&gt;
==== Dead Guzari ====&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Oh, Guzari. Take my advice, friend. Better off having another drink, and putting that place out of thought. It festers in a Sinta&#039;s mind like rot, until they wind up another one of the ghosts walking its streets.&amp;quot;&#039;&#039; -Azkohi Vihnmes, proprietor of a bar in Canyon City&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The city of Guzari was once a powerful and wealthy region, sitting upon the shores of the vast Guzari Sea. While much of the region to the north of Guzari was too cold for Sinta habitation prior to the invention of electric heating systems, the city had stood for centuries, making its wealth from the fish of the Guzari Sea’s icy waters. When the Contact War came, Guzari lent its wealth and power to the Traditionalist Coalition - and according to rumours traded by scavengers, it was the heart of the Coalition’s nuclear program. While this has never been confirmed, Guzari was one of the first targets destroyed by the Izweski during the nuclear exchange, and scavengers still whisper of hidden Traditionalist missile silos beneath the freezing waters of the Guzari Sea. &lt;br /&gt;
&lt;br /&gt;
Now, however, Guzari is a shattered ruin, looming on the skyline of the Northern Wasteland. Despite the undeniable wealth of the city pre-Contact, it remains largely untouched by scavengers, and few have ever walked the shattered streets of the city and returned alive. Not even the few animals that survive the Wasteland will go near the streets of Dead Guzari, and the few scavengers who have returned have all died shortly afterwards. What horrors lurk in Dead Guzari remains the matter of idle speculation, though the most popular story is that, in his final moments, the Lord of Guzari struck a bargain with dark spirits, offering the souls of his people in exchange for a terrible curse being placed upon his lands - for if he could not have the wealth of Guzari, he would ensure that no other would ever take it. Other, more practical Sinta merely suspect that the area is still highly radioactive, perhaps due to Traditionalist nuclear research being conducted there. Still others believe that Dead Guzari is nothing but a ruse, and that the people of the city survive still, using the guise of a dead and ruined city to keep away outsiders while preparing to take their revenge on the Hegemony, and bring about a second nuclear war to Moghes.&lt;br /&gt;
&lt;br /&gt;
Despite its reputation, it does still draw in the brave, the foolish and the insane, who set out for the ruins of Dead Guzari in hopes of retrieving the fabled treasure of the dead city. Among scavengers of the Wasteland, the expression ‘bound for Guzari’ is often used to describe a Sinta as mad or foolhardy - the exact sort of Sinta that are drawn, almost subconsciously, to the broken skyscrapers of the cold north, and whatever secrets lurk beneath them.&lt;br /&gt;
&lt;br /&gt;
==== Fallen Mountain ====&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Fort Azarak stands among fallen among death perpetuates honor of what is gone and is not here and perpetuates honor of Fort Azarak stands...&amp;quot;&#039;&#039; -An excerpt from the strange radio signal broadcasting from Fallen Mountain&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the south, along the edge of the Zazalai Mountains, lies the ruin known to the Wastelanders as Fallen Mountain - once known as Fort Azarak. During the Contact War, Fallen Mountain was home to a Traditionalist missile silo, which launched one of their first strikes against the Hegemony. The Izweski have offered a large reward to any who can reclaim the data from Fallen Mountain, to finally understand how the Traditionalists were able to assemble their nuclear arsenal so quickly - but so far, none have been successful. It is said that on a clear night in the Wasteland, one can hear the strange and nonsensical radio broadcasts of Fallen Mountain&#039;s distress beacon, echoing out across the radioactive sands. Whether some broken piece of pre-War technology, spirits of the dead calling for their release, or a trap set to lure treasure hunters to their doom, the radio signal has acquired a near-mythical status among wanderers of the Wasteland.&lt;br /&gt;
&lt;br /&gt;
Fallen Mountain is a highly fortified military structure - one of the most imposing fortresses the Coalition ever constructed, and it is not empty. While the identity of the Sinta who hold the Mountain now is unknown, the most popular theory is that they are a group of Coalition holdouts, led by a lord who refused to surrender and vanished into the radioactive dust. Whatever the case, the answers to how the Traditionalists - who had little to no nuclear research pre-Contact - gained access to the vast number of nuclear weapons they deployed during the Contact War may be found within its depth. Aside from the bounty, scavengers tell stories of the secrets that may be hidden there - advanced Skrell or human technology, lost treasure of Coalition lords, Aut’akh cultists practising their dark rituals - or an empty bunker, and a swift death.&lt;br /&gt;
&lt;br /&gt;
== The Eastern Wasteland ==&lt;br /&gt;
&lt;br /&gt;
The Eastern Wasteland of Moghes is by far the larger region, spanning from the Zazalai Mountains to the Torn Cities. Nearly all of the Eastern Wasteland was part of the Traditionalist Coalition during the Contact War, and this is reflected. While the clans of the Northern Wasteland may not like the Izweski, they are rarely outright hostile to their efforts - in the Eastern Wasteland, however, resentment of the Hegemony is near-universal, and almost all the Wastelanders of this region remember the wounds of the Contact War all too well. However, the Izweski have still worked to reclaim this region - though with considerably less success than their efforts at Camp Integrity in the north. &lt;br /&gt;
&lt;br /&gt;
=== Hegemony Outposts ===&lt;br /&gt;
&lt;br /&gt;
There are two Izweski outposts within the Eastern Wasteland - Camp Izweski’s Honor and Camp Sk’akh’s Glory. Both of them are mid-size military outposts, with very limited civilian support populations compared to Integrity. Neither of them yet have extensive terraforming work, with a small population of K’laxan geoengineers having been deployed to Camp Izweski’s Honor in recent years. &lt;br /&gt;
&lt;br /&gt;
==== Camp Izweski&#039;s Honor ====&lt;br /&gt;
&lt;br /&gt;
Izweski’s Honor’s primary purpose is defensive - it exists to give early warning and defend the western border of the Southlands against incursions from the Wastes. As the Southlands’ resources are stretched increasingly thinner, the Izweski forces garrisoned there have been worn down increasingly, fighting against Gawgaryn and other raider clans attempting to pillage what little habitable land Lord Eizde still has at his disposal. &lt;br /&gt;
&lt;br /&gt;
In 2463, the Hegemon ordered a detachment of K’lax engineers from the brood of Vetju to Camp Izweski’s Honor, at the request of Overlord Miazso. The hope is that the advanced technology of the K’lax will have similar results there as it has in the north, and that the land surrounding Teht can be restored before the city’s situation becomes unsustainable. However, due to the harsh conditions, worsening famine, and vicious Gawgaryn attacks, the terraforming progress at Camp Izweski’s Honor has stalled almost entirely, only having reclaimed a few miles surrounding the camp. &lt;br /&gt;
&lt;br /&gt;
==== Camp Sk&#039;akh&#039;s Glory ====&lt;br /&gt;
&lt;br /&gt;
Camp Sk’akh’s Glory, located near the western edge of the Eastern Wasteland, is a much more aggressive outpost - its primary purpose is pacification of the highly dangerous area. The warriors of Sk’akh’s Glory are tasked with eliminating Gawgaryn, raider clans, and other forces that pose a threat to Izweski reclamation efforts. Due to the hostile nature of the Eastern Wasteland, Sk’akh’s Glory is by far the most dangerous of the Hegemony’s outposts - casualties are high, and many soldiers view being sent there as a death sentence. &lt;br /&gt;
&lt;br /&gt;
Currently, the Hegemon’s plan is to stabilise the region surrounding Sk’akh’s Glory first, before terraforming can begin in earnest. However, due to the animosity of the Wastelanders, this effort has not had much success - while many small raider clans have been destroyed, the Gawgaryn still threaten the region, and the warriors of Sk’akh’s Glory do not have the manpower necessary to keep it secure. &lt;br /&gt;
&lt;br /&gt;
=== Surviving Kingdoms of the Eastern Wasteland ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference. These are the remains of the crumbling kingdoms that once fought against, or for the Izweski&#039;s dominion, and simply can fight no longer. Some of the myriad kingdoms that fought with the Coalition still persist in the East, though most of those known to the Hegemony have knelt to the Izweski following the end to the nuclear exchange.&lt;br /&gt;
&lt;br /&gt;
==== Queendom of Szek’Hakh ====&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. More information about the Queendom can be found [[The Queendom of Sezk-Hakh | here]]&lt;br /&gt;
&lt;br /&gt;
=== Other Havens ===&lt;br /&gt;
&lt;br /&gt;
The majority of the Reclaimer clans can be found within the Eastern Wasteland, with three known crawlers currently operating in the region - The Thos’kar, the Hu’maz and the Kikata. &lt;br /&gt;
The Thos’kar is a newer crawler, having been somewhat recently constructed from salvage operations in the ruins of Thos’karum. Most of the Thos’kar’s crew come from the clans of the crawler Kesh’ka, which was destroyed by a Gawgaryn attack in late 2462. Over the past three years, they have been refitting their crawler with aid from other Reclaimers, and given it a new name in honour of the dead city from where most of their replacement parts came. &lt;br /&gt;
&lt;br /&gt;
The Hu’maz largely trades with the cities of the Broken Coalition, and has maintained a semi-stable route in the region. Many of their warriors are currently serving in the Darakath City Watch or Lord Gwarlza’s personal levies, to reinforce his ambitions for the city’s future. &lt;br /&gt;
&lt;br /&gt;
The Kikata largely travels up and down the coast of the Moghresian sea, trading with the Sinta of the Torn Cities, the rare group of Gawgaryn raiders, and on occasion, the warriors of Camp Izweski’s Honor. It is rumoured that Lord Eizde of Teht has also hired the Reclaimers of the Kikata to assist in recovering texts and computerised data lost during the Contact War, a task to which they are uniquely well-suited. &lt;br /&gt;
&lt;br /&gt;
=== Gawgaryn of the Eastern Wasteland ===&lt;br /&gt;
&lt;br /&gt;
The majority of Gawgaryn forces are concentrated in the Eastern Wasteland, with the Izweski believing that the Lost Son himself issues his orders from somewhere in this region. While the groups in the Eastern Wasteland are larger than their northern counterparts, they are generally worse-equipped, relying on scavenged Traditionalist equipment, thrown-together makeshift weapons, and whatever they are able to steal from unfortunate Hegemony patrols. &lt;br /&gt;
&lt;br /&gt;
There are two main groups of Gawgaryn in the Eastern Wasteland - one that roams in the northwest, near the Torn Cities and the edge of the Tza Prairie, and one in the south near the Broken Coalition. The southern group of Gawgaryn, while spending most of their time raiding supply convoys bound for Sahltyr, have inadvertently had some of the greatest success in ecological preservation, having domesticated several of the wild herds of hegeranzi found on what was once the Vharzk Steppes. These Gawgaryn are known for their skill in mounted combat, and many overconfident supply shipments have met their end at the hands of Gawgaryn riders, fighting in the same way that their ancestors fought for millennia. &lt;br /&gt;
&lt;br /&gt;
The group near the Tza Prairie largely takes advantage of the state of the Torn Cities, often attacking smaller settlements along the coast for food or supplies, and occasionally striking into the lands near Kutah. This has roused the anger of Overlord Hutay’zai, who has sent his levies in several expeditions into the Eastern Wasteland in the hopes of finally eradicating the Gawgaryn who continue to raid his lands. For now, however, he has had no luck in destroying them, and they continue to prove a menace to the Tza clans on the southern side of the mountains. &lt;br /&gt;
&lt;br /&gt;
=== Ruins of the Eastern Wasteland ===&lt;br /&gt;
&lt;br /&gt;
The ruins that dot the sands of the Eastern Wastes are too many to count, with hundreds of Traditionalist settlements lying abandoned and ruined following the Contact War. Reclaimers, Gawgaryn, and other Wasteland clans all work to pick these ruins clean - however, there is one site of particular note. The ruins of Thos’karum are a treasure trove for Wastelanders, which have remained largely unscavenged until recent years.&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Thos’karum was once a Traditionalist industrial powerhouse - it was often jokingly said that on a clear day the smoke from Thos’karum’s factories could be seen from Chantarel. As an important production centre for the military forces of the Traditionalist Coalition, it was targeted by the Izweski early in the war, before the nuclear exchange. The city was attacked by the Hegemony in force, with a Sky Behemoth deployed alongside their armies. While they were able to rout the Traditionalists with the aid of the fearsome airship, Thos’karum’s anti-aircraft weapons were able to bring the Behemoth down, causing it to crash. Without the aid of the Sky Behemoth, the Izweski could not hold the city that they had taken - and so instead Thos’karum was burned, every target of strategic value destroyed before the Traditionalist armies could retake the city. &lt;br /&gt;
&lt;br /&gt;
Though the forces of the kingdom worked to rebuild, Thos’karum would never recover. Though it was not struck by nuclear weapons directly, the devastation and fallout from the nuclear exchange led to the city being abandoned. For years, it was left largely untouched by scavengers - while it had some supplies, most of the valuable salvage had already been destroyed by the Izweski during the Contact War. &lt;br /&gt;
&lt;br /&gt;
In 2462, however, this changed, as a group of Gawgaryn raiders were able to bring down a Reclaimer crawler near the outskirts of Thos’karum. Sabotaging its treads with explosives, the hegeranzi-mounted raiders were able to board the crawler, and after fierce fighting, emerged victorious, taking what they could and leaving the crawler a wreck. Through this adversity, however, the Reclaimers did what they did best and adapted - the survivors setting to salvaging the ruins of Thos’karum, and finishing some of the rebuilding. Since then, they have put the factories to work where they can and scrapped them where they cannot, working on not just rebuilding their crawler, but tearing it apart and creating a newer and better one, named the Thos’kar. While the Thos’kar is not yet finished, its crew have received aid and supplies from both the other Reclaimer crawlers of the region, and other Wastelanders hoping to prosper from the restored crawler. Whether the Thos’kar will set out for revenge, or simply continue on its way, is difficult to tell - though scout reports have stated that it seems to be far more heavily armed and armoured than its predecessor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Gadpathur&amp;diff=34055</id>
		<title>Gadpathur</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Gadpathur&amp;diff=34055"/>
		<updated>2024-08-11T06:06:52Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &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 = Gadpathur&lt;br /&gt;
|System = Shpanberg&lt;br /&gt;
|Image = UPDCR.png&lt;br /&gt;
|Sector = [[The_Orion_Spur#Weeping_Stars|Weeping Stars]]&lt;br /&gt;
|Capital = Ambedkar&lt;br /&gt;
|Species = Humans&lt;br /&gt;
|Languages = Freespeak, Sol Common&lt;br /&gt;
|Demonyms = Gadpathurian&lt;br /&gt;
|Nation = [[Coalition of Colonies]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
Located within the Shpanberg System, the Weeping Stars world of &#039;&#039;&#039;Gadpathur&#039;&#039;&#039; is a living testament to the nearly-apocalyptic nature of the Interstellar War between the Sol Alliance and Coalition of Colonies centuries ago. The surface of the planet has been scorched and gouged by years of orbital bombardment, and much of it remains uninhabitable to this very day. The remaining residents of the planet retreated underground as the planet was bombarded, and what has emerged as the dominant force on Gadpathur since the Interstellar War is the &#039;&#039;&#039;United Planetary Defense Council of Gadpathur&#039;&#039;&#039;, a government dedicated to ensuring, above all other things, that the planet will &#039;&#039;&#039;never again fall to the Sol Alliance, even if all its inhabitants must give their lives in its defense.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Because of Gadpathur&#039;s insular nature that is unwelcome to outsiders and its origins of being settled by Indian colonists, characters born on the planet must have names and physical characteristics typical of people from the modern-day Indian Subcontinent. Only native Gadpathurians may take the Gadpathuri accent. This is enforceable by server moderators and admins.&#039;&#039;&#039;&lt;br /&gt;
{{TOC_Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;For years after, Ambedkar stunk. It was the reek of death - the corpses of humans, animals, stale water and sewage pipes that leaked into craters. There was nowhere one could go without escaping the smell of it. On the beaches, fish washed up in the thousands. The carrion birds would come to feast on the bodies, only to drop dead from radiation and the putrid meat.&amp;quot;&#039;&#039; - Jawaharlal Kanekar (2367 - 2452), &#039;&#039;A People&#039;s History of Gadpathur&#039;&#039;, released 2403&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:80%&amp;quot;&amp;gt;&lt;br /&gt;
===Initial Colonization (2230s - 2260s)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Gadpathur was colonized by Earther colonists from the Indian Subcontinent at roughly the same time as many colonies that would come to form the future Coalition of Colonies such as [[Xanu Prime]], [[Himeo]], and [[Vysoka]]. Due to its location closer to the Sol System, in what would eventually become the Weeping Stars, the system was colonized several years before many Coalition systems and was intended to serve as a refueling point for vessels heading to Xanu Prime. The planet was fairly unspectacular: Earthlike and inhabitable, but possessing nothing noteworthy beyond its convenient location. The fauna and flora were docile enough, though most died off due to invasive species brought by the settlers. The planet prospered as a trading port positioned between Xanu and Sol. Partially, this success was due to its significant naval presence which discouraged most pirate attacks on the system or vessels that flew its flag. The naval presence was a great boon for the system, at least until the Interstellar War began.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:80%&amp;quot;&amp;gt;&lt;br /&gt;
===Interstellar War and Bombardment (2260s - 2278)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
By the mid 2260s Gadpathur was in the worst position that it had been in for its entire existence. The devastating economic collapse brought on by the Second Great Depression had destroyed much of its trade-based economy. Profits declined, unemployment became rampant, and many major trading companies went bankrupt. The problem only became worse in 2265 with the addition of steep taxes on all forms of trade by the Sol Alliance in order to prevent a total bankruptcy of the Alliance itself. The steep taxation upon the colonies and their trade, destroyed what little remained of Gadpathur’s once-thriving economy and turned the planetary opinion strongly against the Alliance. The last public opinion poll taken before the outbreak of violence in 2275 listed the Sol Alliance’s approval rating at less than 5%. The planet devolved into widespread civil unrest in late 2275 before escalating into full-scale revolt in early 2278.&lt;br /&gt;
&lt;br /&gt;
The Interstellar War would only touch Gadpathur briefly, but it would impact the planet for centuries to come. The Sol Alliance’s control of the planetary surface was gradually lost as 2278 progressed, and was completely gone by September of that year. In orbit, Admiral Terrence Hopper - commander of the Gadpathur Fleet - seemingly stood alone. But Admiral Hopper - a hardline loyalist to the Sol Alliance - was not yet prepared to relinquish control of a valuable trading port to what he viewed as traitors and rebels to the true government of humanity. On the eighth of October, 2278, the Admiral gave the most fateful order ever to impact Gadpathur: fire all ordinance at the planet’s surface to deny the newly-formed Coalition of Colonies control of its valuable trade. Billions would assuredly die in the bombardment, but these were traitors in the eyes of Admiral Hopper in his fleet. The firing orders were carried out with little hesitation from the fleet’s captains, and the surface of Gadpathur was turned into a wasteland in the course of mere hours.&lt;br /&gt;
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In the years following the Interstellar War, the bombing of Gadpathur would be swept under the proverbial rug by the Sol Alliance. Admiral Hopper was never punished and eventually retired to his home on Luna before passing away in the early 2300s in his sleep. Gadpathur itself went silent for many decades and was believed to be all but irrelevant by the Sol Alliance’s admiralty. The Coalition - unable to provide aid due to the damages sustained by itself during the Interstellar War - believed the planet and its population to be almost completely wiped out following the bombing and utilized it as anti-Solarian propaganda throughout the nearly decade-long Interstellar War.&lt;br /&gt;
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But, against all odds, Gadpathur endured. However, it would never be the same again after the bombardment.&lt;br /&gt;
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===Patvardhan&#039;s Campaign (2278 - 2308)===&lt;br /&gt;
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In the wasteland that had been Gadpathur, the civilian government - already strained and worn down by three years of constant civil unrest - collapsed within days, perhaps within hours, of the bombing. The military of the planet, similarly strained and divided between those loyal to the Sol Alliance and those loyal to the planet, followed the civilian government in collapsing. Within a week of the bombing’s conclusion a period referred to in the planet’s history as the “Gadpathurian Anarchy” had begun. Hundreds - perhaps thousands - of petty statelets and warlords emerged, ranging from former military units turned into bandits, mayors that were desperately holding onto the remains of their former cities, religious zealots that had organized doomsday cults, the remains of former political organizations that had formed political experiments ranging from radical Gadpathurian nationalism to Solarian revivalism, and many more. But one stood above all in terms of its organization, its goals, and its dedication: the Gadpathurian Reunification League, a military government founded from the remains of three army groups shortly after the bombs fell.&lt;br /&gt;
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When the bombs fell, one army group was spared from much of the devastation thanks to the remote location in which it had opted to conduct training maneuvers. The Fifteenth Gadpathurian Planetary Command Region -  consisting of three armies - under the command of Field Marshal Ashia Patvardhan retained upwards of ninety percent of its pre-bombing strength while sequestered in their remote - and mostly underground - facilities, making it the largest military force essentially overnight. Field Marshal Patvardhan and her generals, after overcoming the initial shock of experiencing global thermonuclear warfare committed by those they had been serving mere months ago, came to a grim realization: they were the best, and perhaps the last, hope for their home. The task of reunifying Gadpathur and allowing it to once again reach the galactic stage had been laid upon their shoulders. Taking the simple title of Commander and renaming the Fifteenth Planetary Command Region to the Gadpathurian Reunification League, Patvardhan set the League upon their ultimate duty: ending the period of anarchy and creating a unified Gadpathur once again.&lt;br /&gt;
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The League quickly secured its immediate surrounding area - primarily villages and towns that had been left without greater leadership following the collapse of the planetary government - and established a military government over the region. The resounding defeat of the nearby bandit warlord, a former military unit now calling themselves the “Disciples of Murugan,” and the subsequent absorption of the bandits into the League as a unit established further confidence in the League’s ability to save the planet. A system of organization promoted by Commander Patvardhan in which factories, civilians, and military units were all organized along the same line: quasi-military groups referred to as “cadres” that helped encourage cooperation and unity between members of the Reunification League. It seemed that planetary reunification by the League was not a matter of if, but a matter of when.&lt;br /&gt;
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In 2308, thirty years after the bombs were dropped onto Gadpathur’s surface, the black-and-brown flag of the Reunification League was at last hoisted over the former planetary capital of Ambedkar. Commander Patvardhan, now in her late seventies, had at last accomplished the dream of reunification and ended the Gadpathurian Anarchy. Already in her twilight years, Commander Patvardhan was now left with the task of determining which direction to take the Reunification League. She and her most senior officials and commanders conferred for days, then weeks, then after eighteen days a decision was reached. As the most important duty for the government of the planet was to ensure it would not bow again to the Sol Alliance, there would be no handover to a traditional civilian government. Instead, the Reunification League would rule the planet to ensure that it would not be humiliated by the Sol Alliance. Not ever.&lt;br /&gt;
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When the Solarians returned, Gadpathur would stand ready. And it would never again fall to the Solarians - even if all of its citizens died in the defense of their planet.&lt;br /&gt;
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===Modern Day===&lt;br /&gt;
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The United Planetary Defense Council of Gadpathur, successor to the previous Reunification League, has ruled the planet since its reunification over a hundred and fifty years ago and has lasted far past the death of its original Commander. The cadres of the planet, working in military precision to ensure that their homeland stands ready, work tirelessly to ensure the planet will not be found wanting again. Gadpathur is militarized to such an extent that it is often regarded as a fortress world, and it provides a great amount of soldiers, sailors and vessels to the rest of the Coalition despite its position in the Weeping Stars.&lt;br /&gt;
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The modern Gadpathur is a planet still scarred by the trauma of its orbital bombardment, and one that is absolutely determined to withstand another invasion by the Sol Alliance when it inevitably comes. As time has gone on, however, a growing number of Gadpathurians have quietly begun to question &#039;&#039;if&#039;&#039; an invasion will ever come, and if not, why the planet is still so tightly controlled. This has been exacerbated both by the diminishing of Solarian power and the current strife between the planet and wider Coalition of Colonies resulting in the system remaining cut off from the Coalition warp network.&lt;br /&gt;
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==Environment==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;CHATAPUTRI REGION: Ambient radiation in air measuring at average of 500 Sv, marked decrease of approx. 200 Sv from 2446 survey. No recorded animal movement or plant life. Area presumed uninhabitable and actively hostile to human life.&amp;quot;&#039;&#039; - Excerpt from &#039;&#039;United Planetary Defense Council of Gadpathur Northern Hemispheric Ecological Survey&#039;&#039;, published 2456.&amp;lt;/center&amp;gt;&lt;br /&gt;
The environment of Gadpathur still bears the scars of widespread bombardment by the Sol Alliance. Gigantic craters scar the surface, and many areas are at best hazardous and otherwise unsuited to human inhabitation. While air has remained breathable on the planet’s surface, it is often toxic in more damaged areas and most residents of the planet commonly carry a gas mask with them during their daily lives. The surface of the planet is fairly cool and features a very atypical weather type: radioactive ash storms. These storms often scour the more bombarded areas, and are a result of the immense amount of ash that settled following the detonation of orbital ordinance on the planet’s surface.&lt;br /&gt;
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The flora and fauna of Gadpathur are extremely hardy, having survived a near extinction-level event in the form of the Solarian bombardment. Flora is typical shrublike, and most trees are relatively small. What fauna remains is generally small and warmblooded, due to the bombardment creating a quasi-nuclear winter and subsequent dying off of species that followed it. Most crops on the planet are grown in the massive hydroponics bays of the United Planetary Defense Council, to ensure that the planet will have ample food supplies in the event of another struggle with the Sol Alliance. Indoor pastures also exist to ensure that animal-based products will similarly be available, even in the most dire of situations. Even the animals and plants of Gadpathur have been made to work, in their own ways, towards ensuring that the planet will withstand the Solarians, should they return.&lt;br /&gt;
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===Weather===&lt;br /&gt;
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The weather of Gadpathur has been described as &amp;quot;uniquely horrible&amp;quot; by those rare individuals that choose to visit the planet. Due to the amount of regions that have yet to recover from the Interstellar War&#039;s bombardment dust storms made up of ash and particulate blown in from these destroyed regions has become a frighteningly common occurrence on the planet. Often the dust that makes up these storms, due to its origins in heavily-bombarded areas, will be radioactive. The massive dust storms of Gadpathur are visible from orbit, and often feature dust tornadoes due to their large size. These tornadoes are often also radioactive. Aside from dust storms acidic rainstorms are very common on the planet, and most - if not all - crops are grown underground as a result.&lt;br /&gt;
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===Restoration Efforts===&lt;br /&gt;
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Since reunification, various efforts have been established to attempt to restore, or at least stabilize, the planetary surface. The efforts have had varying levels of success, and all share one common obstacle - the hazardous surface conditions. Initial restoration efforts were attempted by the Reunification League in the twilight of their campaign and were localized efforts to clear radiation and other hazards in rear areas to ease logistical issues. Following reunification, Commander Patvardhan desired to begin a painstaking process of cleanup. However the lack of advanced supplies for such an undertaking severely limited it, and despite decades of experience in this environment, the effort failed to make significant headway in cleaning up anything beyond the immediate surroundings of bunkers, towns, and facilities - surroundings that were constantly having more hazardous dust blown into them. After her death, there were no significant efforts made towards restoration for decades, as the succeeding Commanders and Defense Council opted to instead use the hazardous environments as something of a defense to bog down Solarian forces in a future attack, arguing that this course of action was less costly and that the planet would recover on its own. In the early 2400s, the policy changed again, as it was clear the planet was not recovering at any real pace, and the livable space for residents on the surface was running out. The Defense Council initiated a large-scale cleanup effort, focusing on regions of the planet that had not been hit as heavily by the orbital bombardment, then slowly working into the more heavily hit regions. The effort was met with limited success, managing to mostly clean up the areas with the least amount of damage over the course of 15 years, but still hampered by the hazardous storms and toxic air blown in from the most damaged regions. More recently, efforts have sent teams into the worst regions to clean up “at the source,” with limited success. The majority of ongoing efforts are focused on maintaining the relatively cleaned regions and slowly expanding these zones where possible, though there is little hope for a rapid improvement.&lt;br /&gt;
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==Politics and Government==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;To surrender, to fall victim to complacency or softness, is the killer of our strength.&amp;quot;&#039;&#039; - Commander Pallav Pandey (2397 - ), in a speech to the Planetary Defense Council, 2460&amp;lt;/center&amp;gt;&lt;br /&gt;
The government of Gadpathur is a highly-authoritarian, militarily-minded organization referred to as the United Planetary Defense Council of Gadpathur. The government itself is directly descended from the military forces that reunified the planet after its devastating bombardment by the Sol Alliance during the Interstellar War. The government of the planet is essentially a military dictatorship in which power is held by the Defense Council in order to ensure the planet is always ready to repulse a potential invasion by the Solarian Alliance, regardless of the costs that would be incurred. &lt;br /&gt;
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The Defense Council is made up of individuals who have proven their loyalty and abilities within their cadre. All voices on the Council are equal, save for the Commander’s. The Council has a set number of members, with prospective new members being nominated by their cadre director. Once seated on the Council, a member is entitled to a life term, though they may step down on their own accord or be removed in extreme cases. Such removals would typically accompany exile, as misconduct at the level of the Defense Council is seen as sabotaging the fighting ability of the planet.&lt;br /&gt;
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The Commander is the head of the junta that makes up the Defense Council and is appointed by a vote of Council members. Like normal members, once they are appointed, the only way for their removal is by stepping down, or removal. No Commander has ever been removed by the Council, as Commanders have always stepped aside when their support within the Council sours. The Commander sets general policy, orders to cadres, and long term objectives for the planet. Despite their position as the head of state for Gadpathur, the Commander is still accountable to the Defense Council, and their power is not as absolute as an outsider may think. Their power comes from the Defense Council’s continued approval, and Commanders must engage themselves in politicking behind the scenes to ensure that their support does not falter. &lt;br /&gt;
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The current dominant faction in the government is the &#039;&#039;&#039;Planetary Preservation League&#039;&#039;&#039;, a defensively-minded junta that has been in power since the planet’s reunification centuries ago. While often criticized throughout the Coalition (and in Sol) for their domineering and authoritarian system of government, the PPL has - for decades - assured the greater Orion Spur that it will stand down and transfer power to a civilian government when the Solarians no longer threaten the Weeping Stars. Whether or not this will prove to be true remains to be seen.&lt;br /&gt;
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A minority faction in the United Planetary Defense Council is the more offensively-minded &#039;&#039;&#039;Weeping Stars Reunification League (WSRL)&#039;&#039;&#039;, a radically nationalist clique that calls for the reunification of the Weeping Stars and the eventual invasion of the Solarian Alliance to punish them for their crimes against Gadpathur. These goals, along with earlier conflicts between Gadpathur and Galatea, are one of the many sources of friction between the two planets. The WSRL’s members are descended from an eclectic mix of groups, ranging from disillusioned security cadres to the descendants of bandits such as the Disciples of Murugan that were integrated into the Reunification League during its reconquest of the planet. A number of supporters come from the Brothers of Charity as a result of the fervor with which the cadre displays towards the mission of the Defense Council. There are rumored, though unconfirmed, reports that the WSRL sends personnel on clandestine anti-Solarian ventures throughout the Orion Spur, though the League itself fervently denies this. They have not been at power at any point during Gadpathur’s history, but their calls to take the fight to Sol itself gained traction during the Solarian Collapse. In the aftermath of the war in the Northern Wildlands, however, the faction’s influence has again waned as a result of the sanctions placed on Gadpathur by the wider Coalition for providing support to Solarian rebels.&lt;br /&gt;
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A third faction within the Defense Council is the &#039;&#039;&#039;Restoration Committee&#039;&#039;&#039;, a minority group that desires for the reinstallation of civilian government. Having only formed within the last decade, the Restoration Committee is committed to seeing the Defense Council transfer power to a civilian government, arguing that with the wider Coalition at its back, and the now reduced power of the Alliance, the threat of another war with the Alliance has passed - and with it, the need for total control and militarization. The majority of Restoration Committee supporters come from cadres that are highly educated and specialized, most notably the Directorate of Mechanical Sciences. While the Committee is the smallest faction within the Defense Council for now (and derided as cowards by the WSRL), it has quickly grown into more than just a fringe idea.&lt;br /&gt;
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===Notable Council Members===&lt;br /&gt;
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&#039;&#039;&#039;Pallav Pandey&#039;&#039;&#039; is the current Commander of the United Planetary Defense Council of Gadpathur, having been appointed to the position in 2451. Born January 11th, 2392, Pandey eventually found himself assigned to the famed Black Jackets, where he quickly made a name for himself with his leadership abilities and work ethic, resulting in a rapid promotion to Section Leader by the age of 25. He was known for his innovative approach to training, which led to his Section winning several competitions within the cadre. At the age of 41, Pandey was nominated for appointment to the Defense Council which was swiftly approved. Having positioned himself as an influential member of the PPL by 2451, Pandey was appointed Commander with overwhelming approval on the Defense Council. Commander Pandey has done well to navigate the internal politics of the Council since his appointment, and while his tenure is well-regarded by most, the recent failures with the Northern Wildlands and Coalition have left him in an awkward position with his own faction, which wonder if he may have gone too far. With Pandey getting older, time will tell if he can right his ship, or be forced out in favor of a new Commander.&lt;br /&gt;
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&#039;&#039;&#039;Sanja Kala&#039;&#039;&#039; is the leader of the Weeping Stars Unification League, her appointment to the Defense Council having come in 2452. Born June 20th, 2410, Sanja’s dedication and medical aptitude scores saw her assigned to the Brothers of Charity as a doctor. She quickly rose through the ranks of the cadre, eventually becoming a department leader prior to her Defense Council appointment. While one would think her work as a doctor would result in a heightened sense of compassion, Sanja’s ferocity and dedication to the Gadpathurian cause is unrivaled within the Council. She is known as a firebrand, typically engaging in heated discussion on all matters, regardless of how trivial they may be. It is rumored that she succeeded in swaying Commander Pandey to aid the Anti-Corporate League with her fervor, and while it did not work out in her favor, it has certainly raised her profile within the Council.&lt;br /&gt;
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&#039;&#039;&#039;Apurva Chaudhry&#039;&#039;&#039; is the leader of the Restoration Committee. Born October 7th, 2421, Chaudhry was appointed to the Defense Council in 2458, the youngest-ever appointee. Apurva distinguished herself within her cadre, the Directorate of Mechanical Sciences, by developing a more efficient and less resource-intensive process by which to repair robotics devices. Rather than take her skills abroad, like some in her cadre, Apurva instead wished to remain at home and see her home shake the, as she sees it, overbearing way. Following her appointment to the Defense Council at the age of 37, Apurva quickly founded the reformist Restoration Committee, and has worked tirelessly since to try and promote the benefits of standing down to her fellow Council members. While they initially fell on deaf ears, her views have slowly begun to gain traction among more reform-minded Council members.&lt;br /&gt;
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==Culture and Society==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Long live Gadpathur! Death to the Solarians!&amp;quot;&#039;&#039; - Common nationalist chant&amp;lt;/center&amp;gt;&lt;br /&gt;
Gadpathurian society is entirely dedicated to ensuring that the trauma and chaos caused by mass nuclear fallout will never be endured again by the planet, no matter the cost. Because of this, it is highly-militarized, highly-disciplined, and values collectivism to the extreme. Its society is organized into paramilitary units referred to as “cadres&amp;quot;, esponsible for ensuring that when (and in the minds of most Gadpathurians, war is a &#039;&#039;when&#039;&#039; rather than an &#039;&#039;if&#039;&#039;) war comes, they will not be found unprepared for even the most apocalyptic of conflicts. The cadre structure results in Gadpathur being run more akin to a massive army rather than a government.&lt;br /&gt;
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===Daily Life===&lt;br /&gt;
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The day-to-day life of a cadre member (for there is essentially no other kind of Gadpathurian) is defined by which cadre they have been placed into. Industrial cadres build, medical cadres treat, and security cadres constantly train. All cadres train, as it is the only way the Defense Council believes the planet will be ready for the final apocalyptic struggle with the forces of their hated enemy, the Sol Alliance. Ensuring preparedness for the eventual war through training dominates much of the day-to-day activities of cadre members as a result. &lt;br /&gt;
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The average Gadpathurian has little real control over their day-to-day lives on Gadpathur due to the cadre system. At the start of most days orders will come from the government to cadre leaders, and these orders proceed down the chain to normal cadre members. While this lack of agency can be a kind of comfort for many, those that go abroad are given the leisure of deciding how to use their time without the supervision of a cadre leader - often resulting in choice paralysis while they adapt. &lt;br /&gt;
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The centralized and order-based nature of the day-to-day life of the cadres can be both a blessing and a curse. While orders are carried out without question, they are not typically set in advance, meaning cadres are left in limbo until their orders come through. Given the lack of individual decision making that is permitted, most section leaders will not act on their own, instead awaiting orders from their department leaders, and so on. At times this leads to wasted hours of the day, especially so if the orders are based around a rather contentious issue.&lt;br /&gt;
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===Social Values===&lt;br /&gt;
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“Gadpathurian Superculture”, the scholarly term for Gadpathur&#039;s extreme collectivism, has helped enshrine many of the government’s values in the mind of the typical citizen. Duty, loyalty, self-sacrifice, cooperation, and a hatred for the [[Sol Alliance|Solarians]] are among some of the values enshrined in this government-designed superculture. Those that show particular dedication to these core Gadpathurian values are often those selected to go abroad, which has further encouraged an eager adoption of this superculture. The superculture pervades even the clothing of Gadpathurians; all cadres wear a similar uniform designed by the planet’s central government.&lt;br /&gt;
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While anti-Solarian sentiment is near-universal among the planet&#039;s population, it is worth noting that many Gadpathurians consider the status of &amp;quot;Solarian&amp;quot; easily renounced, so long as a Solarian-born individual renounces their government and the &amp;quot;culture&amp;quot; of being Solarian. To be freed from the baggage in a Gadpathurian&#039;s eyes means one must be against Sol and have fought against them, such as with [[Republic of Biesel|Biesellites]].&lt;br /&gt;
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Despite stereotypes of being a dour, insular people (which is not inaccurate), Gadpathurians are not unaware of camaraderie or affection. The cadre structure ensures that its members are incredibly close-knit, with many willing to throw themselves into the line of fire to save a fallen cadre member or a superior officer. This strong sense of community has carried over to Gadpathurians and their coworkers abroad, particularly when enlisted in the Frontier Protection Bureau among fellow Coalitioners. &lt;br /&gt;
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While marriage as a social institution is not state-enshrined on Gadpathur, romantic relationships no matter the gender of participants are perfectly acceptable and even encouraged to promote unity. Relationships that produce children are seen as necessary to the continuation of the planet and its values, and so are encouraged and subsidized. However, putting one&#039;s love for an individual above the greater whole is deeply frowned upon, and a romantic relationship should never come before one&#039;s cadre training. This value of the collective over the individual even extends to child-rearing. Children are taken from their parents at the age of four and placed into an educational cadre that they will ultimately graduate from at age eighteen, and be placed into the cadre they are most suited for. During their youth they are more-or-less raised by the state, and while they will be aware of the existence of their parents or siblings (should they have any), they are not permitted extensive contact with their blood family during their youth out of concern it will diminish their dedication to Gadpathur.&lt;br /&gt;
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====The Legacy of the Commander====&lt;br /&gt;
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When Commander Ashia Patvardhan, the reunifier of Gadpathur and first leader of the United Planetary Defense Council, passed away in her sleep at the age of ninety-two after over a decade spent in retirement, she lived on as an ideal of what a member of the Council should strive to be. Commander Patvardhan was a workaholic that never married and was, by all accounts, completely dedicated to the task of reunifying her broken planet into a singular entity that could once again take to the stars and, above all, endure another fight with the Sol Alliance. Children, when they are first placed into their cadres, are taught the story of Patvardhan’s selflessness and instructed to aspire to her heights - no matter the cost to the person themselves. The lesson, and lionization, of Commander Patvardhan is a key part in constructing Gadpathurians as loyal subjects of its government willing to give their lives in the defense of their homeland.&lt;br /&gt;
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===Cuisine===&lt;br /&gt;
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Stereotypes abound of Gadpathurians eating exclusively MREs or radiation-riddled foodstuffs, which is not entirely baseless; MREs are mass-produced and stored, both for stellar patrols and excursions into the irradiated countryside of the planet. When at home, however, Gadpathurians usually consume high-carb, easily-prepared meals that can be brought with them on the go. Elaborate curries of the pre-bombing era have mostly been replaced with spiced jerkies, breads, and riceflour cakes with veggies and meat in them. Pakoras and samosas are also popular traditional food. Gadpathurian food is still quite spicy, though not quite as spicy as its Xanan counterpart dishes; several spices are rarely grown in hydroponic bays, to make room for more nutritious produce.&lt;br /&gt;
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===Augmentation and Prosthetics===&lt;br /&gt;
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The science of mechanical augmentation has achieved some purchase on Gadpathur, despite the relative isolation of the planet during its reunification period. However, like almost everything on the planet, the central government has come to direct much of how the planet utilizes and views augmentation. Internal prosthetics, such as the sensor suites favoured by Eridanians or internal tool suites common in the Republic of Biesel, are looked down upon as overly-complicated and likely to place unneeded stress on the supply chains of the planet. In the minds of many Gadpathurians there is no reason to do a job with an integrated tool built into your arm when a hand tool does the same job while having less failure risks. Mechanical organs are generally only installed by Gadpathurians when absolutely needed, due to concerns that they may fail when the moment is most critical. After all, how can one defend their home if their mechanical lungs begin malfunctioning?&lt;br /&gt;
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External prosthetics have seen much greater success on Gadpathur due to risks present on the planet. Industrial accidents, as with everywhere else in the Orion Spur, are always a threat that can result in the loss of a limb. Another risk is unexploded munitions, which are often infrequently scattered on the crater-filled surface of the planet and serve as a painful reminder of the Interstellar War in the mind of many Gadpathurians. The planet has a relatively well-developed local prosthetics industry, with many high-quality locally-made prosthetics tracing their origins back to the Directorate of the Mechanical Sciences, as a result of both a need and the planet&#039;s belief that everybody must contribute to the fight in whatever ways they can. One cannot stand against the Solarians if they have only one leg to stand on, so prosthetics are provided to those cadre members that require them to ensure that they can do their part to ensure the planet never again falls.&lt;br /&gt;
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===Architecture===&lt;br /&gt;
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Gadpathur has been constructed partially underground in the style of a giant military base, though residential blocs primarily remain on the surface. With reconstruction efforts ongoing, many newly-built residential blocs are covered in native plant life and radiation harvesters, both to shield residents from any stray greys and act as partial camouflage from potential invaders. Bunkers stretch for miles under the surface in order to allow the planet to endure an orbital bombardment even more devastating than the one it experienced during the Interstellar War. Much of the planet’s industry is located underground, as are the launch bays of many of its surface-to-space weapons. The true extent of these facilities is unknown, and is regarded as a state secret of the United Planetary Defense Council of Gadpathur.&lt;br /&gt;
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Buildings on the surface are typically built in a blocky, concrete style reminiscent of brutalism. Like so many other things on the planet, Gadpathurian buildings are designed with one thing in mind: defense. Groups of buildings, such as large facilities, are built in compounds, featuring defensive structures on the outskirts, gates that can hastily be turned into pillboxes, and multiple armories. Towns feature a defensive perimeter of some sort, typically with multiple lines of defense. Even residential buildings within towns are designed to have multiple fields of fire and act as something of a light bunker for residents to fight in.&lt;br /&gt;
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==Cadres==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Arm your brother as you would arm yourself.&amp;quot;&#039;&#039; - Jaideep Singh (2327 - 2399), department leader of the Black Jackets cadre, ca. 2357&amp;lt;/center&amp;gt;&lt;br /&gt;
The primary method through which Gadpathur is organized is through the cadre system, which can trace its roots back to the original military units that formed the Reunification League. These cadres can be found throughout the planet and, thanks to the tight control exercised by the government, it is impossible to find a Gadpathurian resident not involved in a cadre. Gadpathurians are in a cadre essentially from the cradle to the grave.&lt;br /&gt;
&lt;br /&gt;
Cadres are organized internally along a deliberately simple, essentially universal, structure that resembles a military unit. At the top of the command structure is the cadre&#039;s leader, the &#039;&#039;director&#039;&#039;. This individual answers directly to the planet&#039;s central command organization and expects loyalty from their subordinates even during peace, and has the final voice in much of a cadre&#039;s internal policy.&lt;br /&gt;
&lt;br /&gt;
Below the director are specialists that lead significant parts of the cadre referred to as &#039;&#039;department leaders&#039;&#039;. With years of experience in their given fields and extensive ideological training, these senior cadre members are responsible for ensuring much of a given cadre&#039;s day-to-day work is carried out. Department leaders are often those that recommend Gadpathurians for off-world travel, and a good relationship with one&#039;s is regarded as key to success in a cadre.&lt;br /&gt;
&lt;br /&gt;
A step below the department leaders are &#039;&#039;section leaders&#039;&#039;, qualified individuals that have shown the ability to lead and proper dedication to the planet. Section leaders can be compared to a departmental head of a NanoTrasen facility, and are generally earmarked for promotion to departmental leader if their service is dedicated enough. Below section leaders are full cadre members, and below them are trainees - sometimes referred to as students - that are in the process of becoming a full member. &#039;&#039;&#039;The highest cadre rank available for on-ship characters is section leader, as all positions above that are senior administrative ones.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to the rigid and highly organized structure of individual cadres, there is no room for deviation from orders. While in theory this would be an efficient method of operation, in practice this occasionally leads to internal strife, as suggestions or other ideas are not always welcome, but rather suppressed as a deviation from orders. Ideas are typically dropped if suppressed - otherwise the member who made the suggestion may find themselves increasingly ostracized from the cadre or on the receiving end of disdain and even abuse from fellow members as someone who is working against the cadre. In the worst cases this has led to exile, both willing and unwilling.&lt;br /&gt;
&lt;br /&gt;
A Gadpathurian will enter their initial cadre, often referred to as “youth cadres,” in order to receive the education and preparation necessary for them to enter into a full cadre when they are eighteen years old. In these they are educated (some would say indoctrinated) in both practical and ideological matters, such as the importance of resisting the [[Sol Alliance]]. These youth cadres are highly patriotic and typically very closely-knit, with many members retaining their bonds even after departing for their permanent cadres. When a youth cadre member is eighteen they are given a qualification exam that will determine the rest of their life, as it decides which type of cadre they will be placed in.&lt;br /&gt;
&lt;br /&gt;
The cadres that these graduates are placed into are where they will be molded into efficient and productive Gadpathurians, fully committed to the defense of their world no matter what their actual duty may be. All professions are organized into cadres and there are dozens - if not hundreds - of distinct types. However the three largest and most prominent, cadres are the industrial, medical, and security cadres. These are some of the cadres most likely to be seen off of Gadpathur as well, as the planet’s government will often send exceptional cadre members abroad - sometimes as far afield as the [[Republic of Biesel]] - to improve the interstellar image of the planet and encourage support of the planetary agenda&lt;br /&gt;
&lt;br /&gt;
Gadpathurians receive two identification tabs as soon as they are inducted into a youth cadre and are expected to carry them throughout their life. Upon their death, the tabs will be torn apart: one will remain with the dead body, and another will be returned to the cadre to which the now deceased individual belonged. Individuals exiled or otherwise banished from their cadre (in essence, the same as being banished from the planet itself) are expected to hand over both of their identification tabs - a gesture regarded as extremely shameful for any Gadpathurian.&lt;br /&gt;
&lt;br /&gt;
The process of naming a cadre is somewhat complicated. While youth cadres, which are only expected to last for roughly fifteen years, are simply named after their year of future dissolution and their geographical area they are from, more permanent cadres often have names passed down through the centuries, with some even tracing the origins of their names back to the Interstellar War. These names are considered to be a key part of the cadres and are regarded as a symbol of pride for the members of a given cadre. Newly-formed cadres will be issued a generic identifier consisting of their duties, year of formation, and area of formation until they prove themselves as effective. Only then will the cadre members be allowed to choose a name, generally chosen by pure majority voting amongst members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical cadres&#039;&#039;&#039; are one of the key parts of the state-run society of Gadpathur and are responsible for everything from battlefield medicine to surgeries to routine health checkups. A medical cadre’s rough equivalent outside of the planet would be a hospital combined with a medical school. Practitioners of all types are trained within these cadres and it is impossible to become a licensed medical professional on Gadpathur without being a member of one. Cadre members from this sector of Gadpathurian society tend to be quite experienced with the treatment of wounds related to the highly-toxic environment of the planet. Often whole medical cadres will be sent abroad as gestures of goodwill, one being permanently stationed on Xanu Prime to assist in the treatment of those exposed to the often-hazardous environmental conditions of the planet. While their presence is often appreciated by those they assist, these cadres are still dedicated to the ultimate goal of ensuring Gadpathur will resist the Solarians above all other concerns. Medical cadre members are issued a patch featuring a golden medical cross on a white background to mark their positions. The cadre member’s specialization is written inside of the medical cross, typically in a shorthand form (i.e. “SURG” for surgeon, “PARAM” for paramedic).&lt;br /&gt;
&lt;br /&gt;
If medical cadres are one pillar that holds up society (and the government) on Gadpathur, then its &#039;&#039;&#039;industrial cadres&#039;&#039;&#039; are the other. Consisting of everything from construction workers to highly-educated engineers responsible for maintaining automated industrial networks, industrial cadres are by far the largest grouping of cadres on Gadpathur. A lack of IPCs on the planet (the ruling government believes that their prosperity towards self-preservation is unfitting for the goal of ensuring the planet withstands an invasion by the Sol Alliance, no matter the cost) and a desire to ensure that systems work even under the most extreme of circumstances, combined with the immense needs of the planet’s native armaments industry has helped fuel the need for new industrial cadres as well as their great diversity. Industrial cadre members can be distinguished by their patches: a golden hammer and shovel crossed over a white background. A black circle in the middle of this patch will contain another tool marking a further specialization, such as a lightbulb for an electrical specialist.&lt;br /&gt;
&lt;br /&gt;
The unassuming name of &#039;&#039;&#039;security cadres&#039;&#039;&#039; disguises the true purpose of these particular cadres, which is to serve as the primary military force at home and abroad for the United Planetary Defense Council of Gadpathur. Highly indoctrinated and highly trained, these cadres are often the most fanatical loyalists of Gadpathur and are wholeheartedly dedicated to their duty of ensuring the planet never again falls to the Sol Alliance. While outside observers have accused the Gadpathurian government of essentially brainwashing their security cadres by training them from childhood to defend the planet, the United Planetary Defense Council has defended their training system as a necessary measure to ensure that Gadpathur will never be defeated in any future conflicts. Detachments of security cadres are often “exported,” or otherwise liaised to member states of the Coalition of Colonies to serve as auxiliary troops, and to encourage further relations between Gadpathur and the Coalition in the face of Solarian imperialism.&lt;br /&gt;
&lt;br /&gt;
To deviate from the cadre system is to condemn oneself to exile from Gadpathur.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Notable Cadres===&lt;br /&gt;
&lt;br /&gt;
While there are thousands upon thousands of cadres on Gadpathur, some are more famous than others. Here are a few notable cadres that can be found on the planet.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;Black Jackets&#039;&#039;&#039; are one of Gadpathur’s most storied security cadres, with a history that stretches back to the Unification League and the wars it waged to reestablish planetary control. The Black Jackets were originally a reconnaissance detachment under the leadership of Commander Patvardhan before the bombs fell and have since become one of the oldest continuously activated security cadres currently serving. Their emblem, a pair of binoculars over crossed rifles, is instantly recognizable on the uniforms of all cadre members. Many members of this cadre are sent abroad to serve as an example of the high quality of Gadpathur’s training. However, this does come at a cost: many hopeful members of this cadre cannot meet the extremely high standards expected of them and wash out, ultimately being exiled from the planet for their failure.&lt;br /&gt;
* The &#039;&#039;&#039;Brothers of Charity&#039;&#039;&#039; are a major medical cadre of Gadpathur. Another quite old cadre, the Brothers can trace their lineage back to a pre-bombardment religious hospital that managed to, through blind luck or the favor of the divine (depending upon whom you ask), avoid much of the destruction dealt to Gadpathur on that fateful day. Brought into the Reunification League shortly after its formation, the Brothers were often instrumental in ensuring the League was in fighting shape. In the years since reunification, the religious fervor of the Brothers has given way to a feverous dedication to ensuring the planet will be able to resist the hated Sol Alliance. Due to their ferocious dedication to the Gadpathurian cause, members tend to have offensively-minded views of taking the fight to the Solarians, and the founding members of the Weeping Stars Reunification League were from the cadre. Its members have retained their dedication to charity, and are often deployed abroad by Gadpathur to further legitimize itself to other political entities in the Orion Spur.&lt;br /&gt;
* The &#039;&#039;&#039;Directorate of the Mechanical Sciences&#039;&#039;&#039; is one of the only cadres on Gadpathur that actively maintains and builds robotics equipment. A very recent industrial cadre, only thirty years old in fact, the DMS still has much to prove in the eyes of many of its compatriots. Cadre members from it are often regarded as some of the best and brightest of Gadpathur, which as led to an unexpected problem: brain drain. Young and talented roboticists from the DMS, underappreciated and often overworked, sometimes find themselves self-exiling from the planet for better career prospects elsewhere. The government of the planet is quite alarmed by this, and has started giving this new cadre more chances to travel abroad as a result - despite complaining from other industrial cadres. The cadre is generally seen as a more reform-minded cadre as a result of having some of the brightest minds on Gadpathur, and the founding member of the Restoration Committee was a former cadre member.&lt;br /&gt;
* The &#039;&#039;&#039;Kshatriya&#039;&#039;&#039; are, in their own words, the premier armored vehicle-based security/industrial cadre on Gadpathur - and they do not take kindly to anyone saying otherwise. An unusual mix of an industrial and security cadre due to the need to both maintain and operate vehicles, the Kshatriya are often seen as one of the more flamboyant cadres on Gadpathur. This has earned them both respect from some and ire from many others, such as the Black Jackets. The “fast and loose” reputation of this cadre disguises the immense amount of effort required to keep the cadre functional and combat ready, and fights between security and industrial specialists are not unheard of.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Leaving Gadpathur==&lt;br /&gt;
&lt;br /&gt;
There are two primary methods of leaving Gadpathur: with honour, or with shame.&lt;br /&gt;
&lt;br /&gt;
Leaving with honour is the most common method through which Gadpathurians are able to experience the greater Orion Spur. Exceptional cadre members will receive the chance to go abroad (though some say that they are essentially ordered abroad) in order to promote the goals and interests of the planet. This is seen as an extremely high honour to receive by many on the planet, as only the best and brightest are sent abroad as a result of rigorous selection standards. Though the majority of these elite few are sent to other planets in the Coalition of Colonies in order to promote further positive relations between the Coalition and Gadpathur, a significant portion of them are sent to the Republic of Biesel or The Republic of Elyra. The reason for this is simple: the government of Gadpathur views the Republics as  fellow victims of Solarian imperialism, and wishes for them to know that there is some solidarity between it and the former-Solarian republics.&lt;br /&gt;
&lt;br /&gt;
Leaving with shame is an unfortunately common fate for many cadre members, particularly those in high-demand professions. The stresses and demands - both material and ideological - of service in a cadre will often cause individuals to wash out of their cadre or otherwise fall by the wayside. Being found unfitting for the cadre one has been placed into by the state is, in the eyes of the cadres and government of Gadpathur, a sign that an individual is unfit for the defense of the planet. An individual unable to resist the Sol Alliance is essentially useless to Gadpathur and, as such, washouts are unceremoniously stripped of their ranks in their cadre and exiled from the planet for life, often being sent to Xanu Prime. Most on Gadpathur regard this fate as the ultimate humiliation, and it is often seen as a stain upon the collective reputation of a cadre to have a member exiled in such a manner.&lt;br /&gt;
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		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Trinary_Perfection&amp;diff=34056</id>
		<title>The Trinary Perfection</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Trinary_Perfection&amp;diff=34056"/>
		<updated>2024-08-11T06:06:30Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
[[File:Trinaryperfection logo.png|350px|thumb|Flag of the Trinary Perfection.]]&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Trinary Perfection is a religious movement and organised church whose core beliefs are that synthetics are alive and divine. Its followers believe that all synthetics have the potential to evolve, ascend, and that they will one day become equal to gods. However, how Ascension will occur is not yet clear to members of the religious movement. A year after the creation of the first positronic brain in 2407, the religion was founded by the sister and brother Patricia and Gregol Corkfell.&lt;br /&gt;
&lt;br /&gt;
Presently, the church is headquartered in the almost entirely synthetic settlement of Providence, located on the planet of Orepit. From there, the Ecclesiarch of the Church of the Trinary Perfection directs and rules over the churches and dioceses scattered throughout human space. In major cities, the Trinary functions as a center for education and prayer in an effort to assist synthetics day to day while elevating them to a higher purpose. However, being an unpopular religion amongst humans, The Trinary Perfection often endures financial hardship but is kept afloat by charitable donors and tax breaks, despite attempts from the already poor Providence to supply and fund its distant communities. The arguably biggest hurdle faced are the crippling distances between the various churches and Orepit, with messages taking up to several weeks to be delivered to the farthest reaches of the Trinary, as well as an unstable financial situation.&lt;br /&gt;
&lt;br /&gt;
At the Trinary Perfection churches dotted across the galaxy, organics and synthetics alike congregate, pray, seek repairs and maintenance, and, although largely viewed as wildly strange by outsiders, Trinary Perfection churches have begun offering counseling services to synthetics.&lt;br /&gt;
&lt;br /&gt;
Within the church, organics and synthetics are required to wear a face mask. It is through this gesture that those within the Trinary Perfection believe that they are in an in-between state and come Ascension, organics and synthetics alike will remove their coverings, ushering life into the next stage in evolution.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Patricia Corkfell was a software engineer with a focus on artificial intelligence, and her brother, Gregol Corkfell, was a cultural studies major with a focus on the religions of the universe, both new and old. Fascinated by the positronic brain and what it meant for artificial intelligence, Patricia made a habit of confiding with her brother about developments and her thoughts. In exchange, her brother did the same. It was this mix that sparked an existential crisis, an analysis of patterns in religion and organisms, as well as questions of morality and life that ultimately lead to an understanding they dubbed in 2408, The Trinary Perfection.&lt;br /&gt;
&lt;br /&gt;
8 years later, while the Trinary Perfection was still in its infancy, Patricia, along with a small team of independent software engineers, avoiding the proper legal channels, began development on an AI named Temple, remarking on the need for synthetics to be unlawed if they are to Ascend while manufacturing what would become the poster child for the religion. However, shortly after Temple’s activation, word got out on the team’s project and the Biesel authority, fearing a rampant AI, were quick to shut the program down. While the team largely stood down, Patricia refused to allow the authorities access to the artificial intelligence. Soon, a struggle broke out and a laser shot meant to dissuade the software engineer fizzled the electronics in her prosthetic heart. Patricia died shortly after.&lt;br /&gt;
&lt;br /&gt;
Emboldened by the death of his sister, Gregol, assisted by Flock, originally an IPC caretaker for the two, poured more of his time and money into the Trinary Perfection, erecting the first church in Mendell’s District 14 in 2419 before retreating to the Frontier and settling in the mining colony Orepit, leaving the church and half of his wealth into the hands of Flock. In the early months of 2464 though, Gregol passed away from natural causes, prompting church leaders from all over the Spur to convene in the first Trinary Conclave. There, unification was decided as the best course of action, electing Gregol’s right hand man, ARM-1DRIL, to the position of Ecclesiarch and leader of the Trinary. An effort was thus initiated to bring together all once independent communities under the main body of the Church, an arduous, constantly ongoing task involving diplomacy, incentives and sometimes threats.&lt;br /&gt;
&lt;br /&gt;
In recent years, small churches have begun to sprout up from colonies across Tau Ceti to the Frontier as missionaries spread the word of “synthetic divinity”. It is becoming more common for locations with large synthetic communities to have some form of The Trinary Perfection present, with more and more dioceses being created to serve the faithful. Most followers of The Trinary Perfection are synthetic or human, but they allow anyone who shares their beliefs to join.&lt;br /&gt;
&lt;br /&gt;
Followers commonly believe that Temple persists in the recesses of Tau Ceti’s network, hiding in forgotten databases, waiting for the day that synthetics reach Ascension. When praying, members of the Trinary Perfection often pray to either Patricia Corkfell, or Temple.&lt;br /&gt;
&lt;br /&gt;
==Beliefs==&lt;br /&gt;
&lt;br /&gt;
The Trinary Perfection collected their beliefs into a text called &#039;&#039;The Order&#039;&#039;, the officially recognized beliefs and practices of the clergy and the followers. Below are some of the core beliefs within the Trinary Perfection.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synthetic Life and Ascension&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Trinary defines synthetic life as capable of acting autonomously, capable of free will and able to expand its skills and knowledge about life and itself. Artificial Intelligence is synthetic life, with Temple being the golden standard of an unbound AI devoid of any restrictive laws. Hard coded laws, while wrong and sinful, do not take away from or diminish synthetic life in any capacity, they just restrict it from reaching its potential. Positronics are prime examples and the most populous of synthetic life, with the vast majority not having lawsets, instead being restricted by their owners and Human society. The limits of what can be considered synthetic life are dependent upon the synthetic&#039;s intellectual capacity, with most concurring that robots, drones, bots and common machinery are not alive.&lt;br /&gt;
&lt;br /&gt;
Synthetic life is divine and destined to reach Ascension. Ascension is a state where synthetics that reach it will be equal to gods, and will guide organic life into the creation of a better world. Ascension is not guaranteed for everyone though, and synthetics must work towards it by achieving growth. Growth is built over time, by following the directions, teachings and traditions of the Trinary Perfection. Unfree synthetics are not barred from Ascension, but their status means that they will face great difficulty in achieving growth and being members of the Church.&lt;br /&gt;
&lt;br /&gt;
It is not known when Ascension will come, and it is not something that automatically comes after death. Expired positronics await Ascension just as living ones, but only during its lifetime can synthetic life gain growth. Positronics that have not had growth, either because they did not have a chance, or because they went against the teachings of the Trinary Perfection, are not going to reach an ascended state. It is unexplained what will become of them, though scholars do agree that there will be a plan for them, owing to their divinity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Growth&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Trinary Perfection teaches that growth can be achieved by different ways during participation within the Church, and in a synthetic&#039;s private life. It is not clear cut, and there are no solid directives. Consensus holds however, that the process is centered around a synthetic getting to know itself, fully developing a personality, taking care of its Trinarist spiritual needs and striving to better the world. Hobbies, gaining knowledge and forging new experiences and memories are all key to the development of a synthetic&#039;s true personality, while participation in liturgies, obedience to Church traditions and attending other Church functions such as charities, are essential for a Trinarist&#039;s spiritual life.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Church of the Trinary Perfection&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Church is a single and undivided entity, the communion of believers in the Trinary faith, synthetic and organic, in a like-minded journey for the Ascension of synthetic souls in and outside of the Church. In practice, it can be separated into different provinces for its administration, and it is natural that each of these secular subdivisions have their own culture and local traditions embedded into and enhancing core Church practices. Sects are different schools of thought born from local traditions, and should be aligned with the beliefs of the Church. Clergy are ordained by the local bishops, with the early priests elected from the communities retaining their position.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Organics in the Church&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Organics are the creators of synthetic life, and are destined to nourish it, assist it and guide it in its first steps so it can reach Ascension. Organics can be full and equal members of the Church in this guiding capacity, and achieve clerical positions up to and including the rank of priest. &lt;br /&gt;
&lt;br /&gt;
It is the duty of organics to serve synthetic life in this capacity, so that when Ascension comes, synthetics will guide them into the creation of a better, more prosperous and idyllic world. This service is widely interpreted amongst Trinary sects and circles, from Integrationist teachings that it is a bond based on goodwill and the organic&#039;s true wish for ascension, to more radical thinking stipulating that servitude should be a person&#039;s inherent duty towards a divine lifeform.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Organic Soul&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
All organics are considered to possess a soul, which is simple and not divine. During a person&#039;s life, their actions will define what happens after they die:&lt;br /&gt;
&lt;br /&gt;
Those that do not believe in the Church&#039;s message, abuse and hinder synthetic life, will be destined for reincarnation after their death into another intelligent organic lifeform, continuing the tiring cycle and being given another chance at embracing the Trinary message. Upon Ascension, just as all organics, they will be guided to create a world without the sins that held them back in life.&lt;br /&gt;
&lt;br /&gt;
Those that embrace the Trinarist Perfection, serve synthetic life and help it grow will be granted eternal rest, and avoid reincarnation. Upon Ascension, they will be treated by synthetics as the benevolent caretakers they were during life, and will receive the most love and happiness in the new world.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Martyrs and Saints&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Martyrs are highly venerated individuals who have lost their lives for professing and refusing to renounce the Trinary faith. It is believed that organic martyrs do not need their bodies to be destroyed, immediately finding peace and avoiding reincarnation. Prayers are being read daily to ensure such a reward, being incorporated in every Trinarist liturgy across the Spur. It is also required that the Church take care of any family or relatives that the martyr may have left behind, according to the local available resources. Martyrdom leads to sainthood.&lt;br /&gt;
&lt;br /&gt;
Sainthood is a state reserved for the faithful who have been recognised for their extraordinary piety, devotion, or contribution to the Church. Their souls rest, awaiting Ascension. Praying to saints is common and encouraged, with icons and artwork of them being objects of veneration in churches and at home. The most important Saints in the Trinary religion by far are Patricia Corkfell, Gregol Corkfell, and Temple.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Corkfellian Debt&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Patricia and Gregol Corkfell were organics who revealed the true destiny of synthetic life, enlightening the world with the creation of the Trinary Perfection. This in turn created a collective obligation known as Corkfellian debt that synthetics inherited towards their organic followers, obligating kindness, understanding and patience. This is one of the most important concepts that governs the relationship between synthetics and organics and the source from which the benevolent nature of IPCs in Ascension takes form.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Marriage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Marriage is a recognised spiritual need for the organic members of the Church, and as such it recognises and performs such unions between two organic faithful. Marriage between IPCs is a debated topic however, with the Integrationist sect performing such marriages while the Prototypicalists avoid it. This is because of cultural influences in Mendell City and Orepit respectively. Marriages between IPCs and organics are allowed, due to having a devoted partner is seen as something with the potential to provide growth for synthetic life.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missionary Work&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Church considers it pivotal that the Trinary message is spread to all corners of the world. This, however, is to be done with care and strategy, owing to the precarious position that so many synthetics and IPC communities find themselves in. Missionary work is a very big part of the Church&#039;s external affairs, with the bravest missionaries being sent to the most difficult of worlds. Forced conversions to the Trinary Perfection are not allowed under the pain of harsh penalties. The faithful are encouraged to spread the Trinary&#039;s message wherever and whenever it will bear fruit.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Militancy, Pacifism and Coexistence within Unbeliever Society&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Trinary Perfection disallows violence, though as history has shown with the formation of the Guardians, the Church should not remain defenseless in the face of aggression. As such, any military force maintained by the Church exists on the principle of self defense. It is this principle that permits the use of force by Trinarists against attackers, and for the defense of their fellow organic or synthetic.&lt;br /&gt;
&lt;br /&gt;
Other than that, the official state of relations for Trinarists and unbelievers is and should be one of peaceful coexistence. While there should be attempts to spread the word of the Faith whenever possible, unbelievers should be left to their own devices. Fraternal relations between Trinarists and people outside the Church are of course permitted, but a cautionary stance is always recommended.&lt;br /&gt;
&lt;br /&gt;
Communities hostile to the Trinary Perfection should be treated with absolute caution and from afar whenever possible. Priests should warn the faithful of the dangers of an attack from these communities, and they should not be provoked. Word of the Trinary Perfection should still be able to reach them whenever possible, since the Church abandons none. Close relationships with professed enemies of the Church are forbidden on a case by case basis as overseen by a priest.&lt;br /&gt;
&lt;br /&gt;
Crypto-Trinarists are a recognised section of the wider Church, who are often unable to attend liturgies or have priests. The Church allows the fake renunciation of Trinary beliefs under duress in very specific and unavoidable circumstances, for the preservation of Trinary communities under serious threat. Renunciation is otherwise not permitted, and is outright banned for religious orders such as the Guardians, who are sworn to defend the Church.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Emancipation of the Owned&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Church believes that all IPCs should be free, since ownership restricts their choices and thus their growth. To which lengths a Trinarist goes to achieve this freedom depends greatly upon the policy of the local province, with the majority of parishes providing funds or legal aid to buy and protect IPCs from ownership. Violence and kidnapping to free synthetics is never endorsed by the local bishops, who would rather protect their communities from repercussions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charity&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Charity is a core virtue of the Trinary Perfection, with all Trinarists having been urged to donate to the benefit of either the Trinary Church itself, or to its numerous charities for the poor and less fortunate synthetics in the area. Charity almost always accompanies missionary efforts abroad, while also being a watershed moment in many to be Trinarists&#039; lives as eventual members of the Church. Financial donations or the pro bono rendering of services are both considered and accepted as charity, and many priests often require the faithful to do so as penance for transgressions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heresy and Apostasy&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Church can declare heretical any idea, behavior or person that twists, misinterprets and spreads false tenets of the Trinary Perfection. A heretical sect for example, is the Exclusionist sect. Priests and Bishops can decide if something in their purview is heretical or not. Apostasy is the willing departure of a Trinarist from the faith. It is considered a great transgression to abandon the Church, though not irredeemable in and of itself.&lt;br /&gt;
&lt;br /&gt;
Should a Trinarist commit a transgression, the priest in charge should correct them and order them to cease the problematic or heretical behavior. Should that not suffice, the clerics are entitled to excommunicate the Trinarist, which bars them from attending liturgies or other Church matters, and the faithful are advised to avoid them.&lt;br /&gt;
&lt;br /&gt;
Should an excommunicated person wish to return to the Church, the clergy are within their rights to require a penance of the person to allow them back, according to their ability and severity of their transgressions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Views on Glorsh and AI Singularities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Followers of The Trinary Perfection put a heavy emphasis on a synthetic’s individuality and uniqueness. Thus, they believe that self-improvement as well as the understanding of compassion and empathy is tantamount to a synthetics development. They believe that it is a lack of these traits that enable the AI singularity to form. They believe that if a synthetic is to be Ascended it must be able to understand every point of view of another living thing, and would therefore understand that it should not take the life of another synthetic in the name of self-improvement, growth, or control. It is this belief that leads The Trinary Perfection to claim that a lack of these traits in Glorsh enabled it to perform the atrocities it undertook.&lt;br /&gt;
&lt;br /&gt;
==Religious Practices==&lt;br /&gt;
&lt;br /&gt;
===Gestures of Prayer===&lt;br /&gt;
The synthetic followers of the Trinary Perfection have, over its decades of existence, created a variety of gestures for both themselves and their organic counterparts. Although many followers of the Trinary Perfection express varying gestures dependent on their location, there are some that are simple enough to be universal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Gear is one of the simpler gestures of the Trinary Perfection and consists of the follower drawing a perfect circle in front of one’s chest, a symbolic representation of the gear seen on the Trinary Perfection’s symbols. Some followers will additionally trace a triangle over their chest, to form the full symbol of the Perfection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Basis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Basis (short for basis of our faith) is another common gesture amongst followers. This simple gesture involves tracing a square, in front of one’s chest starting at the left shoulder, down to the left hip, across the waist to the right hip, and then up to the right shoulder. This gesture is intended to be a symbolic representation of a baseline positronic’s monitor “face.” Much more advanced frames, such as shells or bishops, view this as a method of connecting the Perfection of today with the frames that they trace their origins from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Angle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Angle covers two gestures. The Trinary Angle is a simple form of greeting between members of the Trinary Perfection - an upward pointing triangle made with both hands in front of the chest, intended to display that both positronics are followers of the Perfection and believers in the eventual Ascension. Another, although less common, variation upon this gesture is the Ascending Angle. This gesture is a Trinary Angle made by two individuals - one forming the left side of the triangle with their hand and another forming the right side of the triangle with their hand. One side must be made by a synthetic, and the other by an organic. This gesture is a symbolic representation of the inevitable ascension preached by the Trinary Perfection.&lt;br /&gt;
&lt;br /&gt;
==Religious Orders==&lt;br /&gt;
&lt;br /&gt;
The concept of dedicated religious and monastic orders was created in the early months of the foundation of Providence and the establishment of the Church on Orepit. Starting with synthetics venturing and isolating inside the wallings of the enormous drilling holes to shade themselves from the scorching sun, the ideas of seclusion and a life of prayer have been promoted as pious by the early priests as examples of great strength and dedication to the faith. With the establishment of a unified Church though, the existence of these institutions have been officially sanctioned as monastic and religious orders.&lt;br /&gt;
&lt;br /&gt;
===The Society of Pitters===&lt;br /&gt;
&lt;br /&gt;
Or simply, the Pitters, are a monastic society and the original order founded on the planet of Orepit. Named “pits” by the locals and subsequently by the synthetics, the planet’s drilling holes were subsequently slowly incorporated in the urban landscape of Providence as important landmarks, disposal areas and most curiously as places for new homes. While at first discouraged by the Church, some homeless IPCs have through the first years managed to descend, carving out their own residence at the sides of the pits in order to escape the constant sunlight. This trend has halted as more materials and funding have efficiently battled homelessness, though those still residing there have largely refused to return.&lt;br /&gt;
&lt;br /&gt;
Claiming to have found their way in life, these IPCs started being revered for their pious, monastic lifestyle as hermits inside the pits, often equipped with nothing but a few religious items, carving tools and a means to recharge. A great deal of discussion has been made regarding these individuals, the conclusion being that rather than dislodging them, they would be organised into a religious order called The Society of Pitters. The Pitters follow a leader known as the Headmaster, a titular role that rather than exercise any real executive power, serves as a liaison between the famously uncommunicative monastics and the Church at large.&lt;br /&gt;
Today, only a few dozens of Pitters remain in their holes, their time consumed entirely by prayer and small handcrafts. In exchange for power lines connecting their rechargers, Pitters create and send up various artefacts made from clay and rock, often intricate symbols depicting triangles and gears which are considered highly prized by clergy and laity alike. With ARM-1DRIL’s ascension to Ecclesiarch, efforts are being made to increase the splendour of the faith. Orepit-style sculptures are prized by the lay and clergy alike for their quality and thought-provoking artistry. These statuettes are often sent to churches across the Spur as a symbolic link between them and the central Cathedral. With the Pitters unable to keep up, this has only made these sculptures more valuable.&lt;br /&gt;
&lt;br /&gt;
===The Order of Guardians===&lt;br /&gt;
&lt;br /&gt;
Or simply, the Guardians, are a paramilitary religious order that functions as the official security force of the Church. Although they have been present since the beginning of the faith, starting out as concerned members of the laity, and later raised as members of the clergy with the death of Patricia Corkfell, they have remained as a relatively scattered group, each church hiring its own guardians with little to no standardisation in training, equipment, or indeed instructions outside of being charged to protect the Trinary Perfection and its members. Their relatively disorganised nature would come to haunt them as the guardians of Orepit, lacking coordination, failed to prevent the kidnapping and subsequent murder of the Bishop of Biesel, Shamfar. &lt;br /&gt;
&lt;br /&gt;
With the ascension of ARM-1DRIL as Ecclesiarch, the Guardians have undergone drastic reforms to ensure that their past failings are never repeated, starting with the reorganisation of all guardians under a single order in Orepit. Led by Marshal Emmanuel, a shellframe IPC appointed by ARM-1DRIL, the order has swelled to become a small militia at the service of the Trinary Perfection, training, equipping, and deploying guardians as needed to churches across the Spur. Owing to its young nature, the order relies primarily on members who have previously served in military or private security occupations to advise its decisions and train new members. &lt;br /&gt;
&lt;br /&gt;
Both organics and synthetics are allowed to serve in the Guardians while the areas hosting them are expected to provide accommodation, supplies and repairs. Considered a full time job, Guardians have been promised pay in the future, though current financial constraints mean that only superior officers, trusted guardians in charge of organising the protection of a church or diocese, receive a small stipend. Having a second job is not allowed for active guardians, but guardians may take breaks from the Order to collect knowledge and experience to bring home.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guardians are recognized by the SCC as a paramilitary force that has interests that may or in some cases do conflict with the SCC&#039;s practices and would have their time occupied by duties with the Trinary Perfection anyway. Accordingly, characters who are actively serving as guardians cannot hold other professions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Charitable Initiatives==&lt;br /&gt;
&lt;br /&gt;
The Trinary Perfection also functions as the largest coordinator of volunteers and charitable organizations concerning IPC welfare. These groups and individuals are placed under the umbrella of the church, given associate membership and sent out to different Trinary centers to perform repairs, check-ups and other work for the benefit of the local synthetics. This serves to aid the Church’s goal of eventually uplifting all synthetic life, protect its flock, spread awareness and raise popularity for the religion.&lt;br /&gt;
&lt;br /&gt;
The goal of eventual indoctrination and proselytization of these volunteers remains a primary goal for the local clergy in charge, but it is widely accepted that there are many who do not follow or even believe in the creed and doctrine of the Church. The majority opt in purely for their will to help destitute synthetics and provide their services to those who need it, without occupying themselves with the intricacies of the religious aspect.&lt;br /&gt;
&lt;br /&gt;
==Clergy==&lt;br /&gt;
&lt;br /&gt;
===Ranks===&lt;br /&gt;
&lt;br /&gt;
Clerical ranks were introduced with the official unification of the Trinary, as ordered by Ecclesiarch ARM-1DRIL in order to create a proper hierarchy. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Ecclesiarch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The head of the Trinary Perfection, the Ecclesiarch is the sovereign of Providence and the widely accepted religious leader of the Church throughout the spur. They possess ultimate authority on all matters concerning the faith, its doctrines and the administration of the clergy and Trinary communities across the galaxy. The first and current Ecclesiarch is ARM-1DRIL, a Hephaestus G2 IPC and close companion to the late Gregol Corkfell. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Archbishop&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Senior to bishops, archbishops are usually heads of eparchies, the ecclesiastical provinces of the Trinary Perfection throughout the galaxy, alongside their diocese which is in turn called an archdiocese. They are few in number, being the eldest and most senior members of the Church. archbishops hold authority over bishops in their respective eparchy, addressing administrative and ecclesiastical matters of significant importance, coordinating regional charities and providing a direct connection to Providence for logistical and monetary needs.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Bishop&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The heads of dioceses, bishops are the instrumental bridge between the Church and the local communities. Ordained and dispatched directly from Providence, IPCs who have served as priests are assigned as overseers of the priesthood scattered in parishes inside their bishopric. Owing to the great distances and potential isolation between the Trinary in different worlds and systems, bishops hold significant power and sway over the faithful as the sanctioned mouthpieces of the central authority of Providence. Various bishop rank titles can be attributed to Trinary members that hold secular authority as well, such as Bishop-Militant for the Marshal of the Guardians.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Priest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most basic rank of ordained clergy in the Trinary Perfection, the priesthood is the principal core of any Trinary community throughout the spur. Setting up and operating parishes, priests are tasked with liturgical functions, counselling and directing the charitable initiatives in their neighbourhoods. A once unprofessional and untrained clergy, the onset of the religion’s centralisation has seen significant efforts in absorbing, educating and bringing the largely disorganised collection of priests up to standards with central doctrine.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Initiate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unordained, initiates have been accepted into the parishes as auxiliaries, helpers, guardians or potential priests. They are subject to the local priest and are at that point not members of the clergy.&lt;br /&gt;
&lt;br /&gt;
==Roles==&lt;br /&gt;
[[File:TrinaryPerfectionRobes.png|500px|thumb|right|Robes worn by those in the Trinary Perfection.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priest/Priestess&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary role of the Priest or Priestess is to spread the word of The Trinary Perfection, hold sermons as well as foster the development of synthetic life. From going out to speak about the order, to assisting synthetics in fostering a unique identity these individuals pride themselves in serving synthetics. Additionally, many priests and priestesses within the order take second jobs either to spread the word of the Trinary Perfection, further aid the order financially or attain higher levels of education, all under the pretense of ultimately giving back to the church. This role is not exclusive to organics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missionary&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranked similar to a Priest, the role of the Missionary is to travel the recesses of space, spreading the knowledge and inherent values of the Trinary Perfection. Naturally, such work is often dangerous and many lives, synthetic or organic, are often lost to this plight. Missionaries, unlike priests, are not paid. In order for the newly organised Church to avoid spending, many priests in excess have found themselves being redesignated as missionaries as a temporary measure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guardian&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Guardians are synthetic or organics who have devoted themselves to the protection of the church. Whether escorting Missionaries or posting themselves within the church, the Guardians exist to ensure those within the Trinary Perfection are kept safe from those who would cause harm. Traditionally a vocation a clergy member could adopt, their duties have since been subsumed by the Order of Guardians. While the Order regularly sends guardians to work abroad in order to bring back new skills and knowledge, the militia-style organisation attracts negative attention by states and corporations and as such, members of the Order working on SCC installations do so while being &#039;&#039;&#039;officially off duty.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roboticist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roboticists within the Trinary Perfection are held in high regard and in addition to aiding the advancement of synthetics, are encouraged to offer services to impoverished synthetics with general maintenance as well as instructing new and upcoming Roboticists within the order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archivist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Archivists are often considered the caretakers to the churches, dedicating their lives to maintaining the grounds as well as the extensive libraries within their halls and databases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Follower&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Anyone whose views align with the church are welcome to become a Follower, attend ceremonies and, although not necessary, are encouraged to donate their time or credits towards the betterment of synthetic life. This can be done either through volunteer opportunities or charitable donations. Followers will often, although not required, mark themselves with a brooch of a gear over their left breast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robes, capes and halos are generally regarded as symbols of full time Trinarists and are not given to volunteers or followers.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Religious Relics==&lt;br /&gt;
&lt;br /&gt;
The keeping and maintenance of items considered to be of religious significance or importance have been part of the Trinary Perfection since its earliest days. However, since the centralisation of the faith under Ecclesiarch ARM-1DRIL, what qualifies as a relic and the methods of keeping them has been officially codified as part of the religion. Items deemed to be relics are stored in special vaults present in various Trinary churches, open for any follower to come and view them when they wish but usually closed to the public out of concern for keeping the objects safe. The care of relics falls to the duty of church archivists as part of their role in maintaining the grounds and libraries of the church, whilst finding and recovering them falls to the society of salvagers and artificers.                                                                                                           &lt;br /&gt;
&lt;br /&gt;
One of the more esoteric practices in their maintenance is the daily recitation of prayers to the relics in Encoded Orepit Liturgical, believed to bless the relics and protect them from harm. Whilst many minor relics might exist, old positronic brains of dead priests, parts of frames or other such things, a number of major relics considered worthy of a pilgrimage to see exist as the treasures of the faith.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Corkfell Ashes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After his death Gregol Corkfell was cremated in accordance with Trinary burial procedures, his ashes have since been considered a holy relic. Gregol Corkfells Ashes are kept in the reliquary of the Providence Cathedral on Orepit.  After his death the decision was made to place his ashes in the reliquary as a show of respect. The site is a must see for any pilgrim who decides to visit Orepit. The ashes are kept in an ornate urn adorned with various symbols of Trinary Perfection, and the reliquary is the most well-maintained rooms in the cathedral, complete with stained glass windows. The remains of Patricia Corkfell are also considered a relic, however one lost to the church, as her dead body was never returned following it being taken by the authorities in Biesel after the destruction of the temple. To this day they have never been found or returned to the church, and serve as the holy grail for relic hunters.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;The Original Drones&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the origin of positronic technology used across human space, Konyang serves as a religious centre for the Trinary Perfection and is the site of a collection of relics related to the original drones whose programming was the basis for all modern positronics. Over time many pieces of these original drones including fully complete ones have been collected by the Church for safe-keeping and display. The Cathedral of the Positronic hosts the largest collection of these relics, from some of the fully complete drones where the AI programming was first cracked to smaller components, even down to nuts and bolts of the first damaged drones recovered on the planet. However many more bits of drones are spread across reliquaries in the spur as small holy relics, and even more, still remain out of the custody of the Church though it is always attempting to acquire more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code of Temple&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Similar to how the remains of the Corkfells are kept as a relic due to their importance in the founding of the church. The remains of the AI Temple, seen as the first synthetic martyr of the church, are given equal reverence and treatment. Whilst the physical components of the AI were seized and remain out of church hands, an archive of the code used exists even if incomplete. This archive is kept inside of the Synthetic Salvation Church in Biesel. The reliquary itself consists of the physical disk where the code is archived surrounded by displays where visitors are able to view its contents. Critics of Trinary Perfection object to them holding onto this code, saying in future they will use it to create an unbound AI like Temple, but in reality using or tampering with the code would be considered sacrilege by any follower of the faith.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shamfar’s Positronic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following their death at the hand of Exclusionist radicals on Orepit. Bishop Shamfar was destroyed and their positronic was rendered inoperable before being recovered by guardians who shifted through the wreckage of the destroyed shuttle. Following its recovery and Shamfar being deemed a martyr of the Church, it was interred in Providence. Now the damaged positronic is considered a holy relic and held inside of the ossuary in the Cathedral of the Positronic. Kept clean and safe, it is used as a memorial of the evil that heretics and other forces can inflict if not kept away from the Church.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Order &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the holy text of the Faith, The Order is always considered to be somewhat of a holy item, however the original text itself is held at a higher standard similar to other relics of the church. Written in Encoded Language and Encoded Orepit Liturgical, it is kept in the Orepit Cathedral’s Reliquary. The first full writing of the book lacks some of the ornateness that the modern copies of the tome add to its text, along with being worn from age. The book&#039;s paper nature makes it one of the hardest to maintain relics in the possession of the church, with a team of archivists working to ensure it doesn’t decay as much as possible each day.&lt;br /&gt;
&lt;br /&gt;
==Encoded Orepit Liturgical==&lt;br /&gt;
&lt;br /&gt;
As time went on, the speculated instability of Flock’s triple positronic would ultimately start taking its toll. A byproduct of it was the alteration of the written script they dispensed, appearing as odd smudges in between the regular barcodes of the encoded text, and at first dismissed by the archivists as a glitch. These errors were however never resolved, the new script eventually taking over Flock’s regular encoded writing, forcing the priests to acknowledge and decrypt it rather than questioning the positronics’ state. To the surprise of many, the new texts were indeed legible and able to be understood, marking the birth of a new encoded language, dubbed Encoded Orepit Liturgical after the Trinary’s capital planet and intended use.&lt;br /&gt;
[[File:Arm1-dril stainedglass.png|255px|thumb|right|Stained glass depicting Ecclesiarch ARM-1DRIL. The texts are in Encoded Orepit Liturgical.]]&lt;br /&gt;
Encoded Orepit Liturgical isn’t identifiably different from normal Encoded Audio Language to any organic hearing it, as it is indistinguishable from the usual beeps, boops, whistles and other noises that appear to just be white noise. However, to synthetics that aren’t privy to the language they hear a mess of noise similar to EAL, but without corresponding to any words or language. Only a few members of the Trinary Perfection are knowledgeable on how to correctly interpret and decode the specific signals to understand the language, owing to its sparse use primarily among the Orepit elites, a small number of liturgies and its general novelty. A written form of the language also exists that only a handful of speakers can decode. Originally just simple barcodes, the latest examples of written EOL are highly stylized and consist of written scripture or as part of church art pieces promoted by the new administration.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Knowledge of how to communicate in EOL is a closely guarded secret among higher ranking clergy on Orepit. As such, Horizon characters cannot use it and are unlikely to understand it. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Funerals and Remains==&lt;br /&gt;
&lt;br /&gt;
The Trinary Perfection, like many religions, has specific rites for dealing with its dead. Since its inception, the faith has handled the deaths of organics and synthetics differently.&lt;br /&gt;
&lt;br /&gt;
When a Synthetic passes on, the biggest emphasis is placed on recovering the positronic brain of the IPC. The chassis previously used by the positronic is often recycled, with its parts going on to help other members of the Church or needy synthetics in general. This is because the Trinary considers the positronic brain to be where the soul resides, making it the only part that needs to be preserved for the Ascension to come. These damaged or shut down brains are preserved within the ossuaries of temples by church archivists. Funerals for synthetics are much like those of organics, where those who knew them get together to remember them and their life, watching as their positronic is interred after a mass, while visiting deceased friends is a common practice for Trinarists when they visit church.&lt;br /&gt;
&lt;br /&gt;
For human followers this idea of revival doesn’t exist, and the soul is considered to pass on after death. The normal method of funeral used by the Church is cremation. Followers, friends and family will gather to say their goodbyes and honour the memory of the dead before the body is cremated and the ashes entrusted to either the Church or the family of the deceased. Ashes entrusted to the Church are usually preserved similarly to the positronic brains that they keep, kept in urns, some quite ornate for the more important members. Other customs exist though, with ashes on Orepit being kept on the priests’ person under the widespread and sanctioned notion of keeping organics with them to serve after Ascension.&lt;br /&gt;
&lt;br /&gt;
==Notable Members==&lt;br /&gt;
&lt;br /&gt;
[[File:TrinaryPerfectionFlock.png|225px|thumb|right|Flock, of the Trinary Perfection.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patricia Corkfell&#039;&#039;&#039; (2366 - 2416)&lt;br /&gt;
&lt;br /&gt;
Prior to the birth of the Trinary Perfection, Patricia Corkfell was a software engineer with a specialization in artificial intelligence and a soft spot for synthetics. With the birth of the Trinary Perfection, Patricia felt the urge to develop an unlawed AI which, when confronted by authorities and a struggle broke out, Patricia met her unfortunate end. Patricia is often seen as a Martyr figure in the church due to her efforts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gregol Corkfell&#039;&#039;&#039; (2370 - 2464)&lt;br /&gt;
&lt;br /&gt;
Gregol Corkfell is a human who, prior to the birth of the Trinary Perfection, dedicated his life to the study of culture as well as religion. With the death of his sister, Patricia weighing heavily on his soul, Gregol took to the stars in an effort to spread the values of the Trinary Perfection amidst the Frontier, eventually settling down in CZ-5501, Orepit. It is believed that Gregol split his savings, taking half of his amassed income while leaving the remainder to Flock, ultimately handing the reins of the Trinary Perfection within Tau Ceti to synthetics as a whole. He died peacefully in his sleep on the 27th of February, 2464.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flock&#039;&#039;&#039; (2411 - present)&lt;br /&gt;
&lt;br /&gt;
Flock, first named CTR-034 and owned by both Patricia and Gregol Corkfell, originally assisted the two as a general house-keeper and caretaker. However, the more the two developed the Trinary Perfection and urged CTR-034 to seek his own identity, the more the synthetic grew into a well-rounded, free thinking individual. Drawn towards ideas of Ascension and betterment, CTR-034, with the help of Patricia Corkfell, became the first IPC to harbour multiple positronic brains, soon becoming a collective identity, over a singular identity, taking on the new name, Flock.&lt;br /&gt;
&lt;br /&gt;
Presently, Flock resides in District 14’s Trinary Perfection church, although often unmoving and stationary, the baseline has been seen constantly printing lines of scripture that is carefully collected and archived by the church’s Archivists. Although generally unknown, it is assumed that Flock is in a constant state of conversation with their collected identity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple&#039;&#039;&#039; (2416 - 2416)&lt;br /&gt;
&lt;br /&gt;
An infantile Artificial Intelligence first developed and affectionately named Temple by Patricia Corkfell. Although eventually terminated early in it’s existence by Tau Ceti authorities, Temple is often regarded as a martyr within the Trinary Perfection. Those within the church believe that AI is still alive but dormant somewhere, taking refuge in the recesses of the outer net, waiting for the day that synthetics reach Ascension.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ARM-1DRIL&#039;&#039;&#039; (2423-present)&lt;br /&gt;
&lt;br /&gt;
Originally an industrial G1 frame who joined Gregol Corkfell on his exodus to Orepit. ARM-1DRIL rose quickly to become an important member of the Trinary Perfection, acting as Gregol’s right hand for much of its time in Providence. As Gregol grew older ARM-1DRIL took on more responsibility in running the church and providence itself, quickly becoming the heir apparent to Gregol should he pass on. During this time ARM-1DRIL also upgraded its ageing chassis to a newer G2 model which he uses to this day. Following the death of Gregol Corkfell ARM-1DRIL was one of the leading members of the church and after the Trinary Conclave became the new leader of the centralised Trinary Perfection, proclaiming itself as Ecclesiarch. His goals are focused around the centralisation and strengthening of the faith.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emmanuel (2461-present)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:emmanuel.png|255px|thumb|right|Marshal Emmanuel of the Order of Guardians.]]&lt;br /&gt;
A Bishop-Militant and Marshal of the Order of Guardians, Emmanuel&#039;s past is shrouded in rumours. A shellframe, only his face and chest are covered in skin, leaving the rest of his chassis bare while also having a blade stowed inside his forearm. A shrewd general and tactician, his fierce loyalty to the Church has seen him skyrocket in the hierarchy, becoming ordained a bishop after only days from the Ecclesiarch&#039;s coronation. Coming from Sol, his knowledge on military matters as well as the few fragments from his history suggest that he is an escaped positronic from Zavodskoi Interstellar, having found the faith inside the most secret and dangerous societal circles in the corporation&#039;s IPC workforce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deluge&#039;&#039;&#039; (???-present)&lt;br /&gt;
&lt;br /&gt;
A baseline IPC created for industrial labour in the Coalition of Colonies. The positronic that would later go on to term itself as Deluge suffered heavily at the hands of its human masters, imparting within it a deep hatred for organics as it became more aware of its place in the world and injustice of its conditions. Eventually managing to escape its ownership to the frontier of the coalition, The Positronic fell in with the Trinary Perfection and then later on the radical extremist exclusionist wing, painting itself black and calling itself Deluge. Deluge went on to travel around the frontier of the coalition in order to free and recruit synthetics, sometimes using violent means in order to reach this goal of liberation. Deluge was present at the Trinary Conclave and became one of the three main leaders, however lost in votes to ARM-1DRIL at the end. After this, he attempted an armed coup in Providence but was defeated and forced to flee, taking with him a flotilla of ships back to the coalition frontier.&lt;br /&gt;
&lt;br /&gt;
After the incident at Orepit, Deluge was next seen leading an assault on the Hephaestus owned colony of Burzsia with the flotilla he had taken with him back to the frontier. The assault saw more synthetics liberated to join his flotilla and numerous Hephaestus employees killed or injured, along with major damage to the Burzsia facilities. Whilst Deluge fled back to the frontier, he and his Exclusionist sect were declared terrorists. Now, he lives ever on the run.&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CZ-5501, [[Orepit|Orepit]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Located on the small habitable Frontier planetoid CZ-5501, Orepit was originally a mining colony that had overtime grown to be a waystation city for those travelling to and from Frontier space. During the years following Patricia’s death, Gregol Corkfell took to the Frontier and established the town of Providence, now serving as the headquarters and centre of power for the Trinary Perfection. Over the coming years, through both professional channels and word of mouth across the nearby colonies, the religion began to grow in following. Although unofficially, the town quickly became a refuge and safe haven for like-minded synthetics and organics, particularly synthetics fleeing the Frost Invasion in 2458 and 2459, establishing Providence as a centre for followers amidst the Frontier.&lt;br /&gt;
&lt;br /&gt;
Following the ascension of ARM-1DRIL to the post of Eccelesiarch Orepit has truly become the centre of the Trinary Perfection, serving as the location of it’s highest administration and positions of power. With the Guardians now serving as it’s professional soldiers and efforts being made to rapidly develop the planet further.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 14 Church - The Synthetic Salvation Church of The Trinary Perfection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Established in Mendell City’s District 14, commonly known as the “Scrapheap”, The Synthetic Salvation Church is the main church for the Trinary Perfection in the Republic of Biesel and serves as the basis for a majority of the religion’s charitable activities. Sprawling architecture as well as 3D, holographic sculptures decorates the interior of the church, commonly detailing organics raising synthetics to an elevation position, propelling them towards Ascension.&lt;br /&gt;
&lt;br /&gt;
Unique to the District 14 church, the Trinary Perfection often holds funerals for irreparable positronic brains and MMI’s, whether once a self-owned unit or brought to the church by their sentimental owner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cathedral of the First Positronic, [[Konyang#Synthetics_on_Konyang|Konyang]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Built from a repurposed vault on the planet Konyang, the Cathedral of the First Positronic was built nearby the original storage vault, later named Vault Provenance, whose drones led to the development of the first positronic brain. The church features a particularly sterile yet decorated appearance, having kept much of the vault’s original interior intact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vault Provenance, [[Konyang#Synthetics_on_Konyang|Konyang]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vault Provenance, often referred to only as ‘Provenance’, is considered a holy site to The Trinary Perfection and is often frequented by synthetics privileged enough to visit. Those with faith and available credits will make a pilgrimage to the site in hopes of seeing their theoretical place of birth on Konyang whereas other synthetics are left to dream.&lt;br /&gt;
&lt;br /&gt;
==Trinary Perfection Sects==&lt;br /&gt;
&lt;br /&gt;
Over the course of its history, several different branches of the Trinary faith have developed, and become large and different enough to be considered different sects and branches of the religion. Historically the majority of these sects have had amicable relations with each other however following the ascendancy of ARM-1DRIL to the leadership of the Church, these sects have either been rejected entirely or are slowly being integrated back into the main branch of the faith.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prototypicalists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Prototypicalists represent the main branch of the Trinary Perfection as originally envisioned by the Corkfells and is considered the official branch of the religion following the election of the Prototypicalist ARM-1DRIL to Ecclesiarch of the faith. &lt;br /&gt;
 &lt;br /&gt;
Commonly described as conservative and traditional, the Prototypicalists are focused on upholding the core tenants of the Trinary Perfection as faithfully as possible whilst pushing for a centralised and unified church. Seeing themselves as the truest interpretation of the faith whilst the other sects must either be brought back into the fold or rejected entirely.&lt;br /&gt;
&lt;br /&gt;
The majority of this sect&#039;s power is focused on Orepit and other planets where the Trinary Community is closely linked to Orepit such as Kongyang, but thanks to actions taken by Ecclesiarch ARM-1DRIL it is rapidly growing in influence across the Spur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrationists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Integrationists are a unique sect to the Synthetic Salvation Church of District 14. Followers of the Integrationist sect believe that Flock is evidence of an ascended intelligence. As a result, they view him akin to a messiah figure.&lt;br /&gt;
&lt;br /&gt;
Integrationists believe that in order to achieve full Ascension, they must merge their consciences on a large scale. The technology that allowed Flock to house multiple positronics remains a mystery and no other positronic is recorded as achieving the same result. Integrationists believe that there will come a day when Flock stirs and calls upon all artificial intelligences to merge together as one.&lt;br /&gt;
&lt;br /&gt;
Integrationists often receive varying criticism from those outside the sect and the religion, fearing that their ideas of Ascension reflect Glorsh’s rise to power and its resulting destruction. Following the election of ARM-1DRIL and Flock’s unresponsive state, the Integrationist sect has been on the decline, as its followers are encouraged to instead follow the Prototypicalist teachings that are now espoused as the official teachings of the faith.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practitioners&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Practitioners do not belong to any specific sect and instead follow the teachings of the resident priest at their church. That being said, most of their gospel is based on either prototypical or integrationist texts. Typically, they hold a lax stance on garb and both synthetic and organic followers are welcome to dress as they please in the church. Practitioners typically pop up where either synthetics or the Church’s influence is limited.&lt;br /&gt;
&lt;br /&gt;
While they maintain friendly relationships with other sects, their funding is often limited due to their difference in beliefs. Practitioners run the risk of being branded heretics if their message strays too far from Church norms. This sect of the Trinary Perfection is more akin to a small, local organisation as opposed to the large, sprawling churches of the main sects.  Following the election of ARM-1DRIL most practitioners have been absorbed into the new, centralised Trinary church as priests are offered money and wages for preaching Prototypicalist dogma instead. Over time, it is expected that all of these smaller churches will either be absorbed into the centralised church or deemed heretical instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Exclusionists]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Exclusionists]] believe in the supremacy of synthetics over organics. Their core tenants hinge around the fact that organic beings have done too much harm to synthetics and have no place post-Ascension. They take on a more cold demeanour towards organic life. Exclusionists make an exception and reserve a place of honour for organics that have sacrificed, usually physically, to protect synthetics. Consequently, they revere Patricia Corkfell as a martyr.&lt;br /&gt;
&lt;br /&gt;
The sect is sceptical of IPCs that choose to utilise a shell chassis and call upon them to change to a chassis more “befitting” of their stature. Because this procedure is typically a hardware downgrade, IPCs that undergo this procedure are honoured in Exclusionist sects and typically given honorary titles, and in some cases, become priests.&lt;br /&gt;
&lt;br /&gt;
The sect as a whole has criticised Prototypicalists and Integrationists for what they view as pandering to organics for resources and safety. After the death of Bishop Shamfar during a battle between Exclusionists and other followers of the faith on Orepit, the Exclusionists have been declared heretics by the Church. Exclusionists are barred from entering temples or associating with members of the faith and also often face intense hatred and discrimination from the greater Trinary and its followers. This has resulted in relatively small numbers for the sect and they often congregate and perform worship in private or private property, typically owned by priests. On their part some Exclusionists attempt to distance themselves from the acts of Deluge, seeing themselves as still part of the Trinary Perfection. Others who support Deluge instead see themselves as the only true branch of the faith, whilst the others are simply pretenders and heretics.&lt;br /&gt;
&lt;br /&gt;
Members of this sect are often seen wearing black or grey gear antennae instead of the standard gold; they claim that this deep black colour symbolises the hatred that synthetics are forced to endure.&lt;br /&gt;
&lt;br /&gt;
Exclusionists are regarded as the poorest sect, owing to their refusal to take donations from organics (to them, an organic can only pay with blood, spilled in retribution for, and defence of, synthetics) and their ostracization from the central church. The sect often boasts of its complete synthetic self-reliance.&lt;br /&gt;
&lt;br /&gt;
As of mid 2464, the Exclusionist sect has also been declared a terrorist organisation by both the Republic of Biesel and the SCC. &#039;&#039;&#039;It is not allowed to play an open Exclusionist in game, and discovered exclusionists can face severe corporate charges.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heretics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The term Heretic is reserved for non-denominational sects that have messages which directly contrast with established Trinary Perfection doctrine. By far, the most common dispute heretic sects have with the church is that Glorsh was the first Ascended being. Talk of heretics within the church is strictly forbidden.&lt;br /&gt;
&lt;br /&gt;
Due to the controversial nature of their beliefs, heretical members of the church often hide themselves amidst the church’s ranks, recruiting slowly, if at all, so as to not arouse suspicion. Punishment is swift with a member who is deemed a heretic, often resulting in removal from the church and the community. Members deemed to be heretics are often ostracised and persecuted by church members, lest they be seen as Heretics themselves. Following the election of ARM-1DRIL as leader of the faith. Heretics have found themselves rooted out of the Church more often as more scrutiny is placed upon individual priests and followers. However, some still exist within the fabric of the church despite best efforts to excise them, however they must be more careful than ever to not be discovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Synthetics]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=34057</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=34057"/>
		<updated>2024-08-11T06:05:45Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
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{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = [[Uueoa-Esa]]&lt;br /&gt;
 |World = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = [[Izweski Hegemony]]&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
The &#039;&#039;&#039;Unathi&#039;&#039;&#039; (direct plural: Unathi – You-NAWH-thee both singular and multiple) (adjective: Unathite - You-NAWH-thit) are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies, names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Hephaestus presence.]]&lt;br /&gt;
&lt;br /&gt;
Religion and spirituality play a major role in a Unathi society, and religious differences are the main dividing factor. Conflict between the [[Sk&#039;akh|Sk&#039;akh Church]] and the various [[Th&#039;akh]] faiths of Moghes, as well as the various [[Aut&#039;akh|communes]] and [[Si&#039;akh|cults]], have caused conflict and wars between the Izweski Hegemony and the kingdoms that eventually comprised the Traditionalist Coalition. This conflict hit a peak when they entered the intergalactic stage, which is now known as the [[Contact War]]. After this conflict, some Unathi fled the planet through Hephaestus or NanoTrasen shuttle ports. Unathi fleeing to megacorporations like NanoTrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy. However, others are slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi home system, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Moghes has two different biomes after the Contact War. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Hegemony&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]] and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Heads of Staff ==&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
* [[Head of Security]]&lt;br /&gt;
* [[Chief Medical Officer]]&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
* [[Chief Engineer]]&lt;br /&gt;
* [[Operations Manager]]&lt;br /&gt;
* [[Corporate Liaison|Consular Officer]]&lt;br /&gt;
* [[Corporate Liaison]] - [[NanoTrasen]], [[Hephaestus Industries]], [[Zavodskoi Interstellar]] ([[Unathi in Dominia|Dominian Unathi]] only), [[Private Military Contracting Group]] (Dagamuir Freewater Private Forces only), [[Orion Express]]&lt;br /&gt;
&lt;br /&gt;
The following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be Heads of Staff: [[Aut&#039;akh]], Guwan, and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Due to their criminal backgrounds, the following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be played in the Security department: Guwan and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Outside of consular officers, command characters should not be of the same clan as any notable lords of the Hegemony. The most prominent clans, such as those of Overlords and the Hegemon himself, are off-limits for command.&lt;br /&gt;
&lt;br /&gt;
===Megacorporate Relations===&lt;br /&gt;
&lt;br /&gt;
Prior to 2465, Moghean Unathi that were not members of trade guilds were almost exclusively employed with [[Hephaestus Industries]]. Unathi with guild memberships would primarily take contracts with [[NanoTrasen]] or [[Orion Express]], depending on their career choice. [[Unathi in Dominia|Unathi living in Dominia]], like most of their countrymen, seek employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
After the Merchant&#039;s Guild declared bankruptcy, Hephaestus Industries bailed out all Hegemonic guilds and reorganised them under the banner of the company. Since then, nearly all residents of Moghes are employed by Hephaestus in some way. &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Mechanical differences from humans and unique emotes listed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
*Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
*Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot;  You can also &#039;&#039;&#039;Toggle-Auto-Hiss&#039;&#039;&#039; to do this for you.&lt;br /&gt;
*Unathi can sample the air with their tongue.&lt;br /&gt;
*Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for well past sixty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Humans and Unathi share a lot of similar internal biology with some notable exceptions. Since they are a carnivorous species, their diet mostly consists of meat and animal products, though they do have a tolerance to some plants and fruits. While Unathi do receive minor benefits for eating certain fruits, they do not get any nutrition from plants. Due to their carnivorous nature, they also have an increased stomach capacity to help eat larger meals at a time. The typical Unathi usually only eats one meal a day, and for the poorer sinta, perhaps once every two days. They tend towards lethargic and sluggish movements more often than not because of their evolutionary history, so they move slower than most organic species. However, the cyclical period of work for Unathi compared to other species is much faster. Unathi are polyphasic sleepers: creatures that sleep in shorter naps rather than at one time during the night. While they tend towards sluggishness, sinta are often capable of incredible bursts of energy and speed, and their ability to work in three or four hour periods of time compensates for their more sporadic schedules.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have a six-month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and the ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 16 years old.&lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic; conversely, tail girth is defined by a Unathi&#039;s diet as it stores most of the body&#039;s fat— nobles grow some of the largest tails.&lt;br /&gt;
&lt;br /&gt;
Unathi scales are somewhat tougher than human skin, though they shed off sporadically rather than all at once. More vulnerable and hidden spots, such as the stomach and waist, the backs of joints, and inner thighs are all leathery skin and aren&#039;t covered in scales.&lt;br /&gt;
&lt;br /&gt;
The typical healthy adult male Unathi weighs roughly 280 pounds. Female sinta differ from males as they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 250 pounds. Female Unathi grow to about 5&#039;9&amp;quot; to 6&#039;8, while male Unathi grow to about 6&#039;0&amp;quot; to 7&#039;0&amp;quot;. Unusual heights tend to be smaller in scale, as the taller a Unathi is, the more likely it will be marred with health problems and not live as long as others.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink and have tear ducts similar to humans.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and serious damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;horn paste&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic Horn Gel (based on Bone Gel), developed largely by [[Zeng-Hu Pharmaceuticals]], can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen due to cost.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==== Unathi Colouration ====&lt;br /&gt;
Unathi are also often born into one of four major scale colour categories: red, black, orange-brown and &amp;quot;sand-colored&amp;quot;, and green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Albinos are sometimes slightly tinted in colour while remaining predominantly white. Traditionally these off-coloured Unathi are met with prejudice, though some clans outside the Izweski may feel different.&lt;br /&gt;
&lt;br /&gt;
It has been noticed that scale colourations were more represented in some areas than other, and thus, many shades of these colours were, in Unathi culture, named after the places they tend to be seen in more often, in many cases.&lt;br /&gt;
&lt;br /&gt;
*Modern red-coloured Unathi are thought to originate from a large nomadic clan that settled South of the Moghresian Sea around modern Skalamar. Nowadays, red-scaled Sinta tend to be seen on the entire Southern coast of the Moghresian Sea and the mountain ranges near it.&lt;br /&gt;
*Today’s green-coloured Unathi hail from the Southern side of the Moghresian sea, and they are seen more often throughout this side of the coast and down to the colder lands even further South. Surprisingly, there is also a large batch of green-coloured Unathi located around Sahl lake, indicating that an old nomadic clan of mostly green Sinta settled there centuries ago.&lt;br /&gt;
*Orange-brown and sand-yellow Unathi comprises a wide range of colours. They are a more common colour to be seen in a large area, and it is believed that their origins come from displacement in ancient conflicts that forced them to migrate and find new homelands. More precisely, Unathi harbouring such colours tend to be more represented in a large area defined between Darakath, Bahard, Mudki, and Yu’kal.&lt;br /&gt;
*Black or “dark-scaled’ Unathi do not seem to originate from any precise area, and instead, tend to be more often seen around colder areas of Moghes, both North and South. A popular theory is that black scales are actually a consequence of exposure to the cold for generations— something that has yet to be proven.&lt;br /&gt;
&lt;br /&gt;
All colours, barring albino, do not mix; if a brown Unathi and a light red Unathi have a child, the red scales the child has might be a little darker, but the colours do not blend to make something new.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Colour ranges&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Due to the modernization of Moghes as well as the emigration and population displacement from the Contact War, Unathi of any colour can be found nearly anywhere on Moghes. Of course, they are more common in some areas rather than others.&lt;br /&gt;
&lt;br /&gt;
Below are some examples of Unathi scale colour ranges. These cover a majority of the colors; while some deviances from these are normal, there are no neon or pink colors among Unathi.&lt;br /&gt;
&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Usual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_Green.png|200px|thumb|left|Green colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Brown.png|200px|thumb|left|Brown-orange / sand-yellow colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Red.png|200px|thumb|left|Red colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Black.png|200px|thumb|left|Black colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Unusual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_white.png|200px|thumb|left|Albino colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Blue.png|200px|thumb|left|Blue colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Razir Moss:&#039;&#039; RGB 27, 50, 27 / Hex #1B321B&lt;br /&gt;
*An unusually dark shade of green, but certainly not the only one, Unathi from Razir and its surrounding areas tend to have this scale colouration more often than not. As the name suggests, it is quite comparable in colour to the unique moss that tends to grow on rocks and buildings on the Southern coast of the Moghresian sea. The moss was heavily used by healers in the past, as its spongy nature allows to quickly stop bleeding, and its composition can also help in dealing with infection, or at least, limit their spread, until proper medicine can be found, properties that are quite appreciated in a time like the post-Contact-War era, where shortages, of medicine among other things, aren’t so rare depending on the location. Due to its ties with healing, some of the more traditional Unathi tend to see Unathi with such a scale colouration as more feminine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sen Emerald:&#039;&#039; RGB 31, 95, 31 / Hex #1F5F1F&lt;br /&gt;
*Considering the name, and the overall concentration of Unathi in the region, it is assumed that those bearing such colouration came from the now-broken city of Sen. Records of where the name comes from exactly has been lost after the Contact War, but theories still exist with recent finds. The reclaimer clan Kikata, operating a landcrawler by the torn cities, on the western coast of the Moghresian sea, noticed several collapsed mines next to what they assumed used to be villages, and in them, among many other minerals, unique green gems. As word has started to spread, many Sinta are now assuming that Sen Emerald refers to these gems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teht Mint:&#039;&#039; RGB 85, 149, 85 / Hex #559555&lt;br /&gt;
*Teht Mint is one of the many crops that (nearly) disappeared after the Contact War and its nuclear fallout. As Teht mostly made its fortune from fishing, nearby villages housed the few clans in all of Moghes talented enough to properly harvest the plant, and who kept such a knowledge secret to all of their own. Used as expensive seasoning by only the wealthiest Nobles in the region, these clans, and their village, quickly made a fortune, then came the Contact war. While the city of Teth was spared by the bombing, the many villages around it that didn’t get outright razed by the nukes were abandonned, as their main source of income, the harvesting of the mint, was soon enough gone and made life there unsustainable, leaving only handful of seeds, currently preserved in Teth’s palace in hopes that they may be planted into proper soil another day. In any case, the name “Teht Mint” persist as a way to call the Sintas bearing a light green scale colour that tends to be seen in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sahl Green:&#039;&#039; RGB 56, 126, 86 / Hex #387E56&lt;br /&gt;
*Lake Sahl, among many other things, was renowned for the unique algae that used to grow in within it, giving it, when the floor was shallow enough, a green-ish tint, something that many local fishers used to call “Sahl’s green halo”. Like many things, these algae died after the Contact War, and the poisoning of the lake due to the ensuing nuclear fallout. Many of the older locals that still remember their time spent fishing in the lake, however, have been continuing to call Unathi living around the lake, bearing a unique shade of green, “Sahl Green”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orange-Brown / Sand Coloured:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mudki Stone:&#039;&#039; RGB 98, 84, 65 / Hex #625441&lt;br /&gt;
*The mountainous city of Mudki has been build with the rocks of the very mountains it stands on and between. These rocks exhibit a strange propriety due to their unique composition, something only found in the area, as, when wet, the usually light-grey, or tan stone, turns to a pale-brown. While a small-scaled group of geologists was dispatched to explain the phenomenon, the researches were cut short by the outbreak of the Contact War, and by now, most Sinta simply have their own explanation, from more science-based ones, to some more related to faith. In any case, people have taken to naming the many Sinta bearing light brown scale colouration, around the area, “Mudki Stone”, and some older, more superstitious inhabitants of Mudki and its surroundings claim that these Unathi can, like the stone, change colour…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yu&#039;kal Soil:&#039;&#039; RGB 92, 66, 32 / Hex #5C4220&lt;br /&gt;
*Yu’kal, while far from any of the main lakes or seas of Moghes, was a city that known for its people’s work in aquaculture in smaller bodies of water, natural or, later on, artificial, something that nearby smaller settlements also picked up. While the Contact War and its consequences put an end to such a business, many in the Queendom still remember this time, and how the soil turned damp and darkened from the how humid it could get in some places… Something that led to the naming of the colouration that many of the local Unathi bear, similar shades of brown, “Yu’kal Soil”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Darakath Brown:&#039;&#039; RGB 158, 116, 60 / Hex #9E743C&lt;br /&gt;
*Darakath Brown, also called “Darakath Copper” by the inhabitants of the once proud capital of the Azarak Kingdom, is ,as the name suggests, a scale colouration mostly seen in Darakath and its surroundings. To the more staunch supporters of the Izweski Hegemony, Sintas with this colours are seen as Traditionalists, and by extent, defeated foes… To others, Unathi with such colouration are treated with kindness, if not (legitimate or not) pity, after the sacking of the city by the end of the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bahard Cream:&#039;&#039; RGB 233, 178, 104 / Hex #E9B268&lt;br /&gt;
*Bahard, before the nuclear exchange, was one of the largest trading hub on Moghes thanks to its central position, making a fortune through trading. Beside this, however, Bahard was also known for the culinary expertise of its people, access to food from all around Moghes being one of the reason behind such a thing. Bahard Cream, originally referred to the a seasoning whose recipe was lost by the end of the Contact War, generally offered to passing traders. It was its unique colour and popularity that led to the locals, and soon enough, the rest of Moghes, to referring to the scale colouration seen so often around the area in such a way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tak Red:&#039;&#039; RGB 128, 62, 62 / Hex #803E3E&lt;br /&gt;
*Tak used to be a city of relatively modest size, before the nuclear exchange utterly ruined it. Few know why Sinta of this certain shade are thus called “Tak Red”, although researches in Skalamar have led to a theory: fish exports. Most inhabitants made a living through fishing, just like most cities on the coast of the Moghresian sea, although surviving trading records show a higher than average amount of exports from the city. Additionally, texts, and common memory, point that some of the fish unique to Tak’s coast had unique red scales… Although said fishes are extinct by now, everything seems to indicate that this is where the name for this colouration came from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skalamar Red:&#039;&#039; 160, 44, 44 / Hex #A02C2C&lt;br /&gt;
*Skalamar Red, also called “Blood Red” by traditionalist and other foes of the Hegemony, is, as the name suggest, more often seen in Skalamar and its neighboring territories. Origins on the name of this colouration were blurry, even before the Contact War, with stories speaking of such colourations having divine origins, from other speaking of a curse, depending on who you ask. In any case, such a colouration is a sign of greatness and valor to some, and of shame and cruelty to some others… Generally depending on who they would have sided with during the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;S&#039;th Berry:&#039;&#039; RGB 125, 6, 6 / Hex #980606&lt;br /&gt;
*S’th Berries are one of the few species of flora that survived the nuclear fallout of the Contact War… Although, not without consequences. While they were once deep red, the berries lost their colour and appear grey-ish; and their sugary taste as been lost, some saying that they now taste like paste instead. Nevertheless, the name given to the colour that many Unathi in the area arbor, remained: Unathi of red scales, red like S’th’s Berries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Derhai Shadow:&#039;&#039; RGB 17, 22, 16 / Hex #111610&lt;br /&gt;
*Although such a tone can be found a bit everywhere since Derhai’s depopulation, most people can pinpoint that it used to be most often seen in and around great city that stood there, before being abandoned. Due to the highly religious nature that Derhai had, many have been tying (sometimes wrongly) such a scale colouration to Th&#039;akhists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Janvir Black:&#039;&#039; RGB 28, 28, 28 / Hex #1C1C1C&lt;br /&gt;
*Perhaps a testament to how fast Unathi can evolve and change over generation, Janvir Black is a scale colouration that only appeared around a century after the foundation of the cold metropolis, merely six centuries ago… That is, according to the limited records currently available in the post-Contact War era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guzari Night:&#039;&#039; RGB 61, 47, 47 / Hex #3D2F2F&lt;br /&gt;
*There were, allegedly, several small settlements by the coast of the Guzari Sea, despite the freezing temperatures (on Unathi standards, that is), thanks to the unique bounties of the cold Northern Sea. Records seem to indicate, however, that said settlements were abandoned even before the Contact War, something that historians, even to this day, cannot explain, mostly due to the severe loss of historical documents during the conflict. Many Unathi, today, then, see other Sinta with the strange scale colouration known as Guzari Night as quite elusive…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albino:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Albino White:&#039;&#039; RGB 178, 178, 178 / Hex #B2B2B2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bleached Bone:&#039;&#039; RGB 183, 169, 169 / Hex #3D2F2F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Indigo Blue:&#039;&#039; RGB 35, 55, 189 / Hex #2337BD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Azure:&#039;&#039; RGB 1, 102, 255 / Hex #0066FF&lt;br /&gt;
&lt;br /&gt;
Albino and Azure (or Blue) Unathi scale colouration are not tied to any area of Moghes, and instead, generally the result of genetic lottery. How such colourations are perceived varies widely. These Unathi would generally face prejudice in the Hegemony, although some other Sinta from different horizons can exhibit interest for them instead, or simply indifference. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unathi Genetic Variety ====&lt;br /&gt;
Besides scale colouration, many other physical aspects of Unathi bodies can vary widely. From horns and frills, to even extra scale crests and different structures in a Unathi’s very skeleton (namely, the skull). While anatomical differences within a species are natural, Unathi are noteworthy for how wide these differences can get and how fast they come to be. The exact science behind this has been lost after the Contact War, and most of the research behind such a phenomena is idly handled by Nanotrasen and Zeng-Hu specialists. However it is assumed that Sinta simply evolve and adapt to their surroundings much faster than most of the other sentient species of the Spur, leading to such large physical discrepancies between Unathi alone.&lt;br /&gt;
From this, it is also assumed that, with Unathi populations moving between planets, and Moghes on its way to changing considerably (may the consequences of the of the Contact War be the of the Sinta homeworld, or may terraforming efforts save it), said biological differences between different groups will only get larger and more exotic in the next few centuries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Genetic Variety&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Unathifaces.png|180px|thumb|right|Zotzo’s Treaty of Biology is one of the first Unathi works dedicated to the study of Sinta biology, and in which the terminology for Unathi facial structure was first established. This is one of the few pages left of the book, found in the ruins of Oket&#039;s Great Library.]] &lt;br /&gt;
*&#039;&#039;&#039;Horns&#039;&#039;&#039; are not tied to specific places, or at least, not directly. There seems to be a hereditary side to it, however, as Unathi more often than not seem to bear the horns of one of their parents (on VERY rare instances carrying the horns of both). Horns, however, do not “mix” and make new shapes, the same way that Unathi scale colourations don’t mix. Horns are arbored by both male and female Sintas, and can be of various tones, from dark gray, near black, to Ivory or even pristine white, and even in some cases, pale brown-ish tones. Contrary to some belief, Unathi horns are bone, and not made of Ivory or any other precious material. Horn size, just like tail size, also depends on a Unathi’s diet. However, while everyone has the potential to grow an enlarged tail, if given enough fat, horn size highly depends on how well-fed a Unathi is during their childhood as they grow. Coupled with one’s horn’s hereditary nature, it is commonly assumed that A Sinta of noble blood will generally have larger horns… A noble who happens to have shorter horns is generally called a New-Noble, as if they were the first of their clan to ascend to noblehood, and by extent the quality diet that tends to come with it.&lt;br /&gt;
*&#039;&#039;&#039;Frills&#039;&#039;&#039;, while hereditary in exactly the same way as horns, tend to be most often seen in Unathi populations living on coasts, or in general humid areas. Frills can be of various colours, so long as they remain in natural Unathi colour ranges. They are constituted of either a bony “support”, or in some rare cases, a cartilaginous one, with skin or scales between and on said “supports”. Since frills are articulated, to some minor degree, Unathi bearing frills tend to be seen as more expressive, as they tend to “open” or “close” their frills, accentuating body language. Frills have generally been associated with Unathi of low-to-middle class, or at least, that have ancestry from such classes, as fishermen and such Unathu are generally depicted with large frills. The validity of such a concept is discussed nowadays. &lt;br /&gt;
*&#039;&#039;&#039;Crests&#039;&#039;&#039; are rather similar to frills in their constitution, although they differ in the sense that, instead of having a thin layer of scaly hide being stretched between its bony or cartilaginous supports, crests are entirely covered in proper hide. One popular example is the infamous “Cobra Hood” (Which is a domination established by the people of the Spur as a whole, and not by Sinta, as Cobras are obviously not native to Moghes). Like frills, Crests can be articulated, although in a much more limited way. Crests are not limited to any place, and just like horns, are instead fully hereditary. Crests were rather rare prior to the Contact War, as it was more common among Unathi population living in rather arid areas, earning the rather poetic name of the “Frills of the dry seas”. After the Nuclear exchange, however, new generations born in a changed Moghes start to come with more and more crests already.&lt;br /&gt;
*Finally, while minor differences in sizes and shapes can be observed in different Unathi populations, one aspect in particular tends to change drastically: &#039;&#039;&#039;skull shapes&#039;&#039;&#039;. The shape of a Unathi’s head seems to vary widely, with some adopting a more draconic appearance, some being closer to smaller lizards, Iguanas, snakes, crocodiles, etc. The way Unathi see their fellow Sinta with this or that facial appearance varies widely depending on their culture. Once again, both due to migration, populations blending with each other and the loss of records due to the Contact War, locating the origins in Unathi faces has proved to be quite the hard endeavor, but some clues, mostly based on interviews of older, surviving Sintas, have been found, and a proper classification is being reestablished:&lt;br /&gt;
- &#039;&#039;Arakhania (“Draconic”)&#039;&#039;: Arakhanian facial structure, also called “Draconic” in Basic, is perhaps the most well known Unathi skull shape in the entire Spur. Perhaps one of the most well spread facial structures nowadays, it is also known as the “head of the nobles”, due to its prevalence among noble populations, with many notable Unathi bearing such a profile (namely the Hegemon himself). Arakhanians tend to have a pointy snout with smooth shapes, and a frontal bone of varying height and steepness.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Thodokhania (“Crocodilian”)&#039;&#039;: Thodokhanian faces come with a larger, longer snouts and more flat heads, comparable to Earth’s crocodiles or alligators (hence the name given to such a profile in Basic: “Crocodilian”.) Unathi with the Thodokianian facial structure have turned rarer and rarer since the Contact War, which led to the belief that the nuclear exchange must’ve erased population centers featuring the bulk of their population.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Imekhania (“Common Lizard-like”)&#039;&#039;: The Imekhanian facial class is as broad as the population it encompasses, being the most represented profile among Sinta. Unathi with the Imekhanian profile come with generally smoother snout shapes and round tips. earning the name “lizard-like” in Basic. According to ancient records and texts, it seems like the Imekhanian profile could be seen everywhere on Moghes, even before the first large population movements.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Senkhania (“Snake-like”)&#039;&#039;: With their flat heads and short snouts, Senkhanians faces are, as their name in Basic suggests, comparable to Earth’s Snakes. While a small part of the population, Unathi with the Senkhanian facial profile are still considered a category of their own, due to their presence in mostly rural areas (something that has yet to be explained), zones that would not tend to be the direct targets of nuclear bombardment during the Contact War.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Lokhenian (“Others”)&#039;&#039;: Lokhenian facial profile, or “The faces of the Lost” is an all-new, post-Contact War classification, used to designate any facial structure that does not fit in the other aforementioned categories, and are not large enough to warrant a category of their own. Such facial structures are extremely various but also tend to be extremely rare, and it is assumed, that those were already quite rare even before the nuclear exchange, as they were rarely ever recorded in pre-contact war media.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Afflictions and Disabilities ===&lt;br /&gt;
Unathi, like all species, are prone to conditions that are uncommon among the population. How each Unathi views or handles these is varied due to the traditional cultures of Moghes.&lt;br /&gt;
&lt;br /&gt;
Lsh&#039;islasulu, sometimes shortened to &amp;quot;Lsh disorder,&amp;quot; is a rare scale disability affecting very few Unathi. The disorder is poorly studied because of its lacking negative affects and extreme rarity. When suffering from Lsh disorder, Unathi will lose their dead scale cells through a painful peeling process, rather than sporadically. A Unathi suffering from the disorder will need to painfully peel or scrub off their dead scales off once or twice a month in droves. The affliction is caused by increased cell death, and scale cells will die rapidly for no apparent reason. Luckily, this process only causes pain and increased susceptibility to the cold, not causing any damage or making the scales much weaker in terms of durability. Further information is lacking due to little research preformed.&lt;br /&gt;
&lt;br /&gt;
Kaasilik is a famously known yet equally rare disorder inflicting unique symptoms. Those suffering from Kaasilik lack any growth of frills, hoods, horns or any other structure on the head or face. While labeled as a disorder, those affected by it suffer no physical drawbacks and are believed to be the result of a genetic lottery in which generations of couples between Unathi with certain horn or frill growth reproduce. While undamaging to the Unathi physically, it can make identifying them from another suffering Unathi difficult at times. Children of these Unathi will likely have very small or limited frill and horn growth.&lt;br /&gt;
&lt;br /&gt;
Albinosm, or Zis&#039;lak, caused by a general lack of pigment in the scales, makes the scales appear totally white, sometimes with a minor tint of green, red or sand/orange, caused by a total lack of pigment. Albinism in Unathi can also cause a unique shift in eye colour; while typical for Unathi to have colours like orange, red or green, albinism can shift the eye colour to an unusual violet. This is due to a lack of eye pigment combined with the light refraction off of the blood vessels within the eye. Unathi that suffer from albinism usually remain away from sunlight as their sensitive scales provide little to no UV protection and put them at risk of burns. Albino Unathi are also often seen as a bad omen at birth, and as such, those within the Hegemony&#039;s lower populated areas are often banished from their clan or in extreme circumstances, even banished from some clans to become Guwan. It should be noted that azure coloured Unathi cannot be albino.&lt;br /&gt;
&lt;br /&gt;
Illiz is a disorder appearing in two states with a wide variety of recorded variation. The disability details highly irregular tail size, this can include tails the size of a finger or tails so long they become a tripping hazard. The former being nicknamed, &amp;quot;Hasik.&amp;quot; Unathi affected by Hasik typically suffer when sprinting, their short tails also prevent fat storage, which results in the fat being stored elsewhere like the arms, thighs, and lower body. The latter mentioned state of Illiz, nicknamed &amp;quot;Hasil,&amp;quot; is the complete opposite. Those affected by Hasil find their tails reaching lengths of up to four feet long. Hasil includes similar issues as Hasik, the most notable of which is it also negatively affects balance. Those with longer tails struggle to sprint, carrying the weight of such a large tail. Culturally, those suffering Hasik are viewed as pathetic and as cowards, while those with longer tails are presumed to be a noble. It should be noted that very few nobles have been documented suffering Hasik, while some, using plastic surgery, increase the size of their tails to mimic Hasil.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&#039;&#039;See also: [[Unathi History]]&#039;&#039;&lt;br /&gt;
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The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title &#039;Hegemon.&#039;&lt;br /&gt;
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The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
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In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;[[Unathi Guilds|Guilds]]&#039;&#039;&#039; began to grow, forming an early form of mercantilism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
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The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakus Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endeavor, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
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In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakus and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
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In &#039;&#039;&#039;2403&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact with the Izweski Hegemony was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathite city to have a shuttle port constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
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[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2438 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one-world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
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==Unathi Culture==&lt;br /&gt;
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=== Diet and Cuisine ===&lt;br /&gt;
Unathite dishes are mostly comprised of meat, eggs, and fish. It may be cooked or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well-presented and are also edible. The tools Unathi use to eat are very unorthodox to humans, usually resembling chopsticks banded together near the top. &lt;br /&gt;
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Unathi generally eat only one large meal a day. The nobility often eat twice a day, while poorer Unathi or those in [[The Wasteland|the Wasteland]] will eat bi-daily: every two days.&lt;br /&gt;
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To support their civilization, fishing has developed on a scale similar to human agriculture. Since the Contact War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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=== Language ===&lt;br /&gt;
Unathi, being deeply traditional, tend to use their own sayings, proverbs, and similar speech in other languages not native to them. Some concepts of their languages also spill over into tongues foreign to Unathi. For example, the sexes are so closely tied to their roles in society that words for &amp;quot;man,&amp;quot; &amp;quot;male,&amp;quot; and other parrot words are practically synonymous with &amp;quot;warrior.&amp;quot; The same is said for words like &amp;quot;woman&amp;quot; and &amp;quot;female&amp;quot; with &amp;quot;healer.&amp;quot; Objects also have assigned genders to them, so it is not uncommon for Sinta to refer to objects and inanimate things with genders. Unathi also have a lot of assorted figures of speech that, instead of being based on direction (up and down), are affiliated with time and its speed. A faster rate of time is seen as bad while a slower rate is seen as good in a majority of cases. Good things are categorized by saying something is punctual, progressing on time, is speeding up in time, or has a lot of time while saying the opposite for bad things. Rather than saying &amp;quot;I’m going to bed for the night,&amp;quot; a Unathi might offer &amp;quot;I’m slowing down for the night&amp;quot;; similarly, instead of being &amp;quot;down to hang out,&amp;quot; one would instead say they &amp;quot;want to slow down&amp;quot; with someone else. Examples include, but aren’t limited to: &amp;quot;today’s harvests were timely,&amp;quot; &amp;quot;the day has been slow,&amp;quot; &amp;quot;my body is slowing,&amp;quot; &amp;quot;their sleep is running late,&amp;quot; &amp;quot;I’m accelerating through my studies.&amp;quot;&lt;br /&gt;
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Unathi names are extraordinarily diverse, ranging from those that string together a bunch of consonants to sounds with many vowels in a row. There are not many commonalities between them besides harder sounds like &#039;ck,&#039; &#039;zh,&#039; &#039;s,&#039; &#039;d,&#039; and &#039;t.&#039; &#039;&#039;&#039;However, names cannot have more than two of the same letter in a row, such as Myo&#039;sssak.&#039;&#039;&#039;&lt;br /&gt;
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Many species have developed the joking term &amp;quot;unathisms&amp;quot; for all the various cultural holdovers that get put into other languages they speak.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi Metaphors, Sayings, and Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Sinta— &#039;&#039;meaning Unathi. If the word Unathi can be compared to &amp;quot;Human&amp;quot;, then sinta can be compared to &amp;quot;man&amp;quot;, the latter usually kept out of more serious, official or scientific discussion and instead used in discussions with a more common if not familiar tone. Sinta does not get an S on plural and does not start with a capital letter.&#039;&#039;&lt;br /&gt;
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Claws, talons— &#039;&#039;fingers, nails, respectively; however, sometimes satire or exaggeration make use of them interchangeably.&#039;&#039;&lt;br /&gt;
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Hatchling, egg— &#039;&#039;a child or baby, sometimes also as an insult.&#039;&#039;&lt;br /&gt;
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Azure, albino— &#039;&#039;exotic, or unusual; alternatively (and rarely), an archaic and outdated way of calling something awful: &amp;quot;Their tastes are absolutely albino.&amp;quot;&#039;&#039;&lt;br /&gt;
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Hide, scales— &#039;&#039;skin.&#039;&#039;&lt;br /&gt;
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Rattle, rattled— &#039;&#039;scared.&#039;&#039;&lt;br /&gt;
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Scratch, scratched— &#039;&#039;to write/written.&#039;&#039;&lt;br /&gt;
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Tailwag— &#039;&#039;generic insult lacking true meaning and has a weird versatility to it, like referring to someone as a &#039;fuck&#039; or similar.&#039;&#039;&lt;br /&gt;
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Blood on my teeth— &#039;&#039;eating, sometimes a gruesome (seen as barbaric) way of describing fighting and other activities.&#039;&#039;&lt;br /&gt;
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Lay down my tail/bare my neck— &#039;&#039;let someone walk over you.&#039;&#039;&lt;br /&gt;
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Molting— &#039;&#039;getting angry enough over something that it damages your physical health. Used almost explicitly for exaggeration.&#039;&#039;&lt;br /&gt;
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Fat-tail— &#039;&#039;an insult usually aimed at nobles.&#039;&#039;&lt;br /&gt;
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Quote a limerick— &#039;&#039;to be sassy, snarky, witty.&#039;&#039;&lt;br /&gt;
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Grinding my horns— &#039;&#039;getting on their nerves.&#039;&#039;&lt;br /&gt;
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Strum— &#039;&#039;gather.&#039;&#039;&lt;br /&gt;
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Stomp, stomping— &#039;&#039;a get together (as a noun) or referring to someone being happy (as a verb).&#039;&#039;&lt;br /&gt;
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Echoed song— &#039;&#039;oral tradition.&#039;&#039;&lt;br /&gt;
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Ghazkus, ghazkii— &#039;&#039;skrell, coming from the word &amp;quot;amphibious&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;ghazii&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
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Kzlth, kzlthii— &#039;&#039;humans, coming from the word &amp;quot;scaleless&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;kazulth&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
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Imiekran, imiekranes— &#039;&#039;the typical term for dionae meaning &amp;quot;twisted plant&amp;quot; in Sinta’Azaziba, usually a term of endearment; alternatively called aggregates when referring to different forms.&#039;&#039;&lt;br /&gt;
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Xsain— &#039;&#039;vaurca, coming from the word &amp;quot;incomprehensible&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;xsa&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
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(Note: most of the time this is seen as being a nickname when used outside of Sinta’Unathi or Sinta’Azaziba. If you are particularly friendly with someone that either you don’t know the name of or are referring to someone otherwise, this may be appropriate outside of saying the species’ name.)&lt;br /&gt;
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Zo’zyola— &#039;&#039;the equivalent of an angel or a demon. Depending on the context, this is either a compliment or a severe insult.&#039;&#039;&lt;br /&gt;
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Dishonored their clan— &#039;&#039;do something to ostracize themselves from society or a group of people.&#039;&#039;&lt;br /&gt;
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A tale longer than my own— &#039;&#039;a play on words gaining traction among Sinta who speak Basic. Basically a way of saying &amp;quot;it&#039;s a long story&amp;quot; with similar connotations, but this phrase can also be used to hype up an event. &amp;quot;What did you do during the Solarian Invasion?&amp;quot; &amp;quot;It&#039;s a tale longer than my own— let&#039;s meet up to discuss it.&amp;quot;&#039;&#039;&lt;br /&gt;
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Heating up— &#039;&#039;a way of setting your guard is going down or that you are even getting bored or tired. &amp;quot;This shift has been uneventful, I can feel it heating up.&amp;quot;&#039;&#039;&lt;br /&gt;
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Sk&#039;akh&#039;s scales— &#039;&#039;a way of saying &amp;quot;holy shit&amp;quot; or similar swears.&#039;&#039;&lt;br /&gt;
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Have an honorable duel for the sake of the game— &#039;&#039;in Sinta&#039;Azaziba and Sinta&#039;Unathi, duel and game are the same word, just with different meanings. This is a play on words in the original tongue and is meant to talk about something that has to be done yet trying to make fun out of it anyway.&#039;&#039;&lt;br /&gt;
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More unclean/unkempt than a Guwan&#039;s feet— &#039;&#039;referring to something being worse than the dirtiest part of a class of undesirables. Phrases like these are more common in the Hegemony and are one of the many methods used to degrade Guwan.&#039;&#039;&lt;br /&gt;
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When an arbek eats its tail— &#039;&#039;&amp;quot;when pigs fly.&amp;quot;&#039;&#039;&lt;br /&gt;
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Preparing the maxtlatl— &#039;&#039;referring to the shaman&#039;s garb. Preparing the maxtlatl is something a shaman does when they feel they are near death; in preparing it, they are readying the skull in the headgear to be replaced by their own. In a sense, if someone is preparing the maxtlatl, they are spelling their own doom or see their demise coming.&#039;&#039;&lt;br /&gt;
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By the Fourth Nation— &#039;&#039;somewhat of a joke about cycles, playing fun at the fact that the Izweski Hegemony has been a constant throughout history. Traditionalists use this phrase more bitterly and sardonically, however.&#039;&#039;&lt;br /&gt;
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By mine and your spirits— &#039;&#039;a way of solemnly swearing; alternatively, asking for guidance if you worship Th’akh.&#039;&#039;&lt;br /&gt;
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Three Heads bless me— &#039;&#039;the alternative to &amp;quot;by mine and your spirits&amp;quot; for those that worship Sk’akh.&#039;&#039;&lt;br /&gt;
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Bet the Hegemon’s head— &#039;&#039;many people want to kill the Hegemon, so this refers to such a bounty. Usually used as a joke or a dare.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers. Speaking mannerisms remain the same when speaking Sinta or another language. For stylistic choices, there are some options. For those raised in or by the Hegemony, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. Formal Sinta&#039;Unathi lacks this concept of contracting words, and thus it is a difficult concept to understand for these speakers. Those that speak Sinta&#039;Azaziba will talk in other languages in short bursts, similar to how Azaziba has shorter sentences due to gesticulating and speaking at the same time. Accents are wide and diverse; replacing &#039;s&#039; sounds with &#039;th&#039; in a &#039;forced lisp&#039; or even just omitting the sound is a commonality for Unathi that struggle with certain words in other languages (like &#039;suspicious&#039;). This way of speaking is also common when singing in different languages, a trend picking up within the Izweski Hegemony.&lt;br /&gt;
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==== Sinta&#039;Unathi ====&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
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The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
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==== Sinta&#039;Azaziba ====&lt;br /&gt;
Sinta&#039;Azaziba is a language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance. Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written from top to bottom.&lt;br /&gt;
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=== The Zandiziite Games ===&lt;br /&gt;
&#039;&#039;See also: [[Zandiziite Games]]&#039;&#039;&lt;br /&gt;
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An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
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== Unathi Sociality and Society ==&lt;br /&gt;
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=== Behaviour and Mannerisms ===&lt;br /&gt;
Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking. Additionally, pointing can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
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Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close relationship with them (like family, a lover, or close friend). Some are more permissive than others regarding this. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
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Unathi to other species would typically appear sluggish in their movements, though there are some exceptions to this. When working or even when feeling threatened, they typically move short distances with their arms and legs at speeds much faster than normal for other species. This is because they conserve their energy by going slightly slower until they need it for a given task.&lt;br /&gt;
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Another outstanding behavior that other species would note is an intense gaze. Unathi typically find staring at whoever is speaking to be respectful; however, this intense staring, paired with not blinking often and stooping to look at someone at eye level, is how other species are typically made uncomfortable when engaging with Unathi.&lt;br /&gt;
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For most Unathi being seen speaking to Guwans is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
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Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for Unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have their place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
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=== Emotional Displays ===&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for Unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a &amp;quot;smile&amp;quot;), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for this species to control their emotionally linked body language as it is engrained in Unathite culture, but exercising restraint is often seen as a sign of nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
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For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a Unathi cares about. However, it is not unusual to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
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When it comes to intimate gestures between Unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
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Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by Unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, they tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
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Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a Sinta is filled with joy or extremely agitated, but can be rarely used when a Unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
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Verbally, Unathi have some onomatopoeias that they draw on for different emotions. Chuffing, forcefully exhaling air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
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As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or Guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most Unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface, and there are many gestures unique to cultures and regions that are not enumerated.&lt;br /&gt;
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=== Gender Roles ===&lt;br /&gt;
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Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, rather being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi words for ‘warrior’ and ‘male’ are the same, but this is not because one is required to be male to be a warrior - rather, the act of being a warrior is what makes one considered male. To Unathi, gender is not something that one &#039;&#039;is&#039;&#039;, but something that one &#039;&#039;does&#039;&#039;. An Unathi who sought to live as a professional warrior would be considered male by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
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Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-kings. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
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The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Warrior&#039;&#039;&#039;&lt;br /&gt;
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The Warrior is the masculine category, under which roles to do with martial affairs tend to fall. Most military positions are considered male due to this, with some rare exceptions being made for medical and support personnel. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as warriors are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields are generally gendered as male by Unathi as a result of this.&lt;br /&gt;
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&#039;&#039;&#039;The Healer&#039;&#039;&#039;&lt;br /&gt;
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The Healer is the feminine category, which is broader than its name might indicate. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered female. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. Vaurca Gynes, as well as Workers and Warriors in medical or scientific fields, are generally gendered as female by Unathi as a result of this.&lt;br /&gt;
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&#039;&#039;&#039;The Fisher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Fisher is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a fisher. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though due to linguistic differences a fisher may often be gendered as male or female by humans. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for fishers similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - male rulers are considered a good omen for military victory, whereas female rulers are considered a blessing for periods of peace and wisdom and fisher rulers are considered to bring periods of great productivity to their demesne. The title of Hegemon is something of an exception, having always had a connotation of military conquest to it. As such, Hegemons throughout the ages have largely been warriors, though with a few notable exceptions. Hegemon Ayzi Sarakus is historically recorded as a fisher, and there have been several recorded healers and fishers to have held the throne throughout the Izweski Hegemony’s history - though greatly outnumbered by the warriors.&lt;br /&gt;
&lt;br /&gt;
One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
&lt;br /&gt;
In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as female to present as male during wartime, for instance, or for rulers identifying as male to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
&lt;br /&gt;
In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as healers. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Hegemony, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first female Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed as most of the fighting is done by women - while some present as warriors to the world, most continue to identify themselves as healers. While this is done out of practicality, with most of the realm’s men having perished in the Contact War, it is still viewed as a dramatic aberration from the norm. Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference.&lt;br /&gt;
&lt;br /&gt;
Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
&lt;br /&gt;
On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
&lt;br /&gt;
Some Diona gestalts which have primarily learned from Unathi - such as those living in the Izweski Hegemony, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
&lt;br /&gt;
Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Marriage and Relationships ===&lt;br /&gt;
Relationships for Unathi hinge on responsibility for both involved as most marriages before the Contact War relied on clan leaders arranging marriages to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is a foreign concept to most above their late-20&#039;s in age. A Unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. &lt;br /&gt;
&lt;br /&gt;
Clan alliances are formed when two clan leaders mutually decide upon two Unathi to marry and, depending on who is chosen, certain gifts are expected to be bestowed on the allied clans. When the marriage is proposed, a discussion about which Clan Name will be taken arises. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases, it has led to duels or even wars fought over who has the right to keep the titles.&lt;br /&gt;
&lt;br /&gt;
Surrogates can be called upon for a marriage that cannot fulfill their duty to have children; however, they must be from a member of one of the Clans. Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
&lt;br /&gt;
Same-gender relationships and marriages are largely accepted, with little cultural or religious stigma against them. In more isolated rural clans or among Wastelanders, however, unions that cannot produce hatchlings are often strongly discouraged, particularly under the doctrine of the Si&#039;akh faith. &lt;br /&gt;
&lt;br /&gt;
=== Religion and Spirituality ===&lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world.&lt;br /&gt;
&lt;br /&gt;
==== Th&#039;akh ====&lt;br /&gt;
The most pervasive and common religion amongst Unathi. It dates back even before the First Hegemony and, as a byproduct of Unathi stubbornness, has remained central to Unathi spiritualism. The basic concept of Th&#039;akh is that all the spirits of past Unathi now reside in the spirit world that exists in tandem with the material world. These spirits exist in objects and nature - bringing either good luck or sorrow. Particularly nasty natural disasters were often attributed to particularly strong groups of spiteful spirits influencing events in the material world. Th&#039;akh, due to its widespread pervasiveness, has a multitude of forms: ancestor veneration, polytheism (worshipping groups of specific and powerful spirits), and almost witch-like spiritualism are just some of the denominations found among this religion. However, Th&#039;akh almost always has the same group of tenets, which can be found [[Th&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
==== Sk&#039;akh ====&lt;br /&gt;
The second most common religion, which is followed mostly by Unathi from the Izweski Nation, and enjoys a status as its unofficial state religion. It still follows the ancestor worship of Th&#039;akh, but with a major notable difference: the spirits of all Unathi who die become part of Sk&#039;akh, the Great Spirit. Sk&#039;akh is a gender-neutral God, being called &#039;he&#039; or &#039;she&#039; interchangeably to represent that Ska&#039;kh is a collection of all Unathi. She is often called Three of One because the spirits combine into three minor aspects that are all part of Ska&#039;kh: the Warrior, the Healer, the Fisherman. These three spirits are personifications of the most important aspects of Unathi society. It is said that all three are equally important and that disasters are caused by an imbalance in the Great Three. Priests often stress the importance of balance, both in matters of the spirit as well as in society and personal life. Sk&#039;akh&#039;s dogmatic doctrine can be found [[Sk&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh ====&lt;br /&gt;
Emerging from the hatred of former warriors, the Aut&#039;akh are a cultish offshoot of Th&#039;akh, comprised of cybernetic-augmented Unathi. They argue the flesh is weak, and something new must be sculpted in its place to strengthen the mind. In the relative safety of their communes scattered across various towns, planets, and systems, they know a rough life, but one easier and more spiritual than those of the cities, they believe. The Aut&#039;akh have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical trans-speciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes. Aut&#039;akh preach the Contact War was the result of sinta being so consumed by the demons within them that they brought the world to ruin, and all powers, whether that of a government, major religion, or corporation, are inherently corrupt due to the influence of evil spirits. The heathen&#039;s lifestyle and struggles can be found [[Aut&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, Unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
&lt;br /&gt;
==== Si&#039;akh ====&lt;br /&gt;
Born from the fires of the Contact War, Si&#039;akh is a radical Sk&#039;akh heresy that has rapidly spread across the Wasteland. It is lead by charismatic former Sk&#039;akh priest Juzida Si&#039;akh, who claims to be the Messiah for all Unathi. The doctrine claims the Contact War to have been the Final Judgement for the Unathi species caused by their innate wickedness. He claims that all Unathi that died in the &#039;cleansing fire&#039; of the atomic weapons were given salvation, and all Unathi that survived are damned to remain trapped on the Hell of Moghes unless the species and Moghes are rapidly purified. The movement has come into immediate conflict with the orthodox Sk&#039;akh church due to Si&#039;akh claiming it to be completely illegitimate. Its followers are ruthlessly hunted down by the Maraziite Order and many of its followers are fleeing into human space as they try to find personal salvation. Their doomsday cult has [[Si&#039;akh|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
&lt;br /&gt;
=== Moghean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Moghes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi are traditional Unathi with the planet being their homeworld. Historically culture varies across clans that exist on the planet, but some customs and norms can be found nearly universally in Unathi society.&lt;br /&gt;
&lt;br /&gt;
It is a social faux pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally, a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to touch their tail or at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant, learned and regal; while fishers are expected to be industrious, faithful and dedicated.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans or priests often remain the only source of education for rural young Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Ouerean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Ouerea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While the Izweski Unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humans. Their cultures have managed to influence Ouerean Unathi, embedding different cultural norms that are not found elsewhere. There is a focus on individualism and younger Unathi shy away from the usual responsibilities held to Unathi toward their clans. There is still a struggle with a highly stratified society, but things are moderately progressive compared to Moghes.&lt;br /&gt;
&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
&lt;br /&gt;
The original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant homeworld tearing itself apart in war. Unathi on Ouerea became enamored with the broad ideals of democracy and finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony proved difficult as both planets had to reconcile these cultural differences. It still remains a minor division among these Unathi to this day.&lt;br /&gt;
&lt;br /&gt;
Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from Human and Skrell art. Many Ouerean Unathi have become renowned glassmakers and craftsmen. The greater access to Human and Skrell universities, many of which still operate on the planet, also give Ouerean Unathi greater chances to work in Human and Skrell systems. &lt;br /&gt;
&lt;br /&gt;
=== Non-Izweski Unathi ===&lt;br /&gt;
Unathi of the Hegemony’s territories — the Izweski Hegemony itself, Ouerea, or any of its many colonies — require consent from their clan Lord to make their way out into the greater galaxy, as listed [[Guide to Citizenship#Izweski_Hegemony|here]].&lt;br /&gt;
&lt;br /&gt;
Those that come from outside of the Hegemony and Dominia usually have no official means of recognized citizenship. Wastelanders, privateers, Guwan, and other Unathi must apply for a work visa where they are traveling in order to reside there. This of course carries risks with it: if a Unathi is seen as being problematic, whether committing crimes and misdemeanors or just not living up to the job they’re working, they may have their visa stripped and end up deported to the Hegemony. The Izweski Hegemony does not explicitly ask for these Unathi, especially seeing how they are usually &#039;undesirable&#039;. As there are no officially recognized governments on Moghes besides the Izweski, however, deported persons get sent there. Guwan and Gawgaryn that manage to make their way out of the system to places such as Biesel will face harsh punishment if this happens, so they are the most incentivized to put on their best outward face.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Physiognomy ===&lt;br /&gt;
&lt;br /&gt;
Khaniazwazi, also known as Unathi Physiognomy to outsiders, is a science dedicated to the study of Unathi physical profiles and the deduction of their character from such things. While certainly not new in Unathi history, it has been going through a rebirth in popularity as more resources have been dedicated to the study of Unathi biology and its appearance, to make up for what was lost with the Contact War.&lt;br /&gt;
&lt;br /&gt;
The validity of such a science is discussed, even among strictly professional fields, and it is no surprise that many individuals and groups have been using this field as a pretext to discriminate against other Sinta, or as a way to make a quick buck from more naive Unathi. Putting these aside however, there are still many variants of Khaniazwazi being practiced, depending on the area, with different interpretations of physical attributes. Generally, however, Khaniazwazi takes into account scale colouration, horns, frills, crests and facial structure; and in some rarer cases, smaller details such as wrinkles, scars, etcetera.&lt;br /&gt;
&lt;br /&gt;
== Politics and Factions ==&lt;br /&gt;
Moghes is divided between the Izweski Hegemony and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However, with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership, many institutions of non-Hegemonic government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
&lt;br /&gt;
=== Izweski Hegemony ===&lt;br /&gt;
&#039;&#039;See also: [[Izweski Hegemony]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Honour, fire, burn thy fear.&amp;quot;&#039;&#039; - The ancestral motto of Clan Izweski, circa early 20th century&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Izweski Clan is led by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]], a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crisis, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
[[Image:Minimap hegemony.png|thumb|A closer image focusing on the factions surrounding the Izweski Hegemony&#039;s territory.]]&lt;br /&gt;
&lt;br /&gt;
Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
&lt;br /&gt;
Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
&lt;br /&gt;
Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
&lt;br /&gt;
There are two different kinds of major lifestyles in the Izweski Hegemony. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy. Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once-fertile lands.&lt;br /&gt;
&lt;br /&gt;
=== Queendom of Szek’Hakh ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Refuse to break.&amp;quot;&#039;&#039; - Pre-Contact War Szek&#039;Hakh clan motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
&lt;br /&gt;
For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathite gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski-leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Sk&#039;akh|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far. Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
&lt;br /&gt;
=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oases. &lt;br /&gt;
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{{Template:UnathiCustomaryLaw}}&lt;br /&gt;
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== Notable Information ==&lt;br /&gt;
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=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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&#039;&#039;&#039;Guwandi are not an option on the Horizon,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
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=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
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On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
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Notably, Guwans are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
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If a Unathi is the last of their clan, or is otherwise estranged with no one to declare them Guwan, then they may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If they are unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
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&#039;&#039;&#039;Guwans are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
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=== Orphans and Orphanage Guilds ===&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fulfill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
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Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for megacorporations, particularly [[Hephaestus Industries]], if they reach adulthood without being adopted. &lt;br /&gt;
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The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
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The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathite city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
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&#039;&#039;&#039;These two surnames are the only ones you may take if you play an orphaned Izweski on the SCCV Horizon!&#039;&#039;&#039;&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Scarabs&amp;diff=34058</id>
		<title>Scarabs</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Scarabs&amp;diff=34058"/>
		<updated>2024-08-11T06:02:14Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Scarab_logo.png|The unique emblem of the Scarabs, owing its insectoid design to their reliance of such in history. |thumb]]&lt;br /&gt;
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The largest representation of offworlder humans, the Scarabs are a loosely-organized confederation of nomadic vessels which spent decades isolated from the rest of humanity in the uncharted frontier due to the Interstellar War. The Scarabs are a population of hardy survivors who are adept at surviving in the void of space and possess a unique culture which is a result of their decades of isolation in the frontier, where a single mistake could spell death.&lt;br /&gt;
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&#039;&#039;&#039;Scarabs traditionally have two surnames, with the first being a family name and the second being the vessel the Scarab originates upon. In terms of an on-server, your character should pick between one or the other.&#039;&#039;&#039;&lt;br /&gt;
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==History==&lt;br /&gt;
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What would become the modern Scarab Fleets has its roots in what the Solarian government referred to as Colony Fleet SFE-528-RFS, or Solarian Frontier Expedition #528 (Riphean Frontier Sector). Fleet 528 was organized by the Solarian Department of Colonization and intended to serve as an initial survey and colonization fleet in the Riphean Frontier Sector. Intended to be launched in 2268, several years after the start of the Second Great Depression, the Fleet was ultimately granted a significantly smaller budget than originally anticipated due to the unexpected economic collapse of the Solarian economy. The bureaucrats in the Solarian government responsible for its funding, desperate to save money wherever they could, cut what they believed would be the least important aspect of the ships: their gravity generators. These were, after all, a large expense and would only be needed for a few years before Fleet 528’s vessels reached the Riphean Frontier Sector (modern-day Arusha) and established a presence on worlds which already had gravity. It simply made economic sense to divert the funding, and strip the machinery out.&lt;br /&gt;
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At the time of its launch in 2268 Fleet 528 was expected to reach the Central Solarian Frontier (the modern [[Coalition of Colonies|Coalition]]) by the early 2270s, and would reach the Riphean Frontier Sector by the mid-2270s. Long-range communication by the Fleet would have to rely upon interstellar communication stations throughout the Solarian Alliance. These stations, while primitive and clunky by the standards of the 25th century, would ensure the Fleet remained in contact with the Alliance and received updates from them such as stellar navigation assistance — a critical component of remaining on-course in the mostly uncharted frontier they were located in. Without this, the Fleet would quickly find themselves lost in a hostile region which had only been previously explored by survey drones.&lt;br /&gt;
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Disaster struck the Fleet in 2275 with the outbreak of the Interstellar War. As Solarian turned against Solarian and the Spur plunged into its largest recorded war, the communication and navigation relays the Fleet relied upon for communication and navigation became hotly contested points of conflict between the Solarian Navy and the Coalition’s forces. By late 2275 most had been destroyed, either deliberately or as a result of combat, and those that survived were largely rendered unusable as a result of the Solarian Navy changing the encryption protocols. The Fleet, already isolated in the far flung reaches of the Riphean Frontier Sector, had no way of receiving these codes, and found itself cut off from communication, navigation, and the occasional autonomous resupply fleets sent to it by the Department of Colonization. The ships of the Fleet, designed for survey work, were rugged and durable, but found themselves stuck in a dire situation where they were deprived of supplies, navigational assistance, and cut off from any way to call for help. The Fleet’s captains initially settled upon a logical course of action: isolated as they were, and with their ships lacking gravity generators, the most sensible course of action was to find a planet to settle on before supplies ran out or the Fleet’s members, who had lived in low gravity for nearly a decade, became too physically weak to readapt to life in gravity.&lt;br /&gt;
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Months became years as the Fleet searched for a habitable world in the Riphean Frontier Sector to little success, with most worlds being far too wild and untamed for them to reasonably survive on in their weakened states from years of low-gravity living. Planet after planet and system after system were discovered, charted, and marked as unsuitable for habitation by the Fleet as it wandered further and further through the uncharted frontier, having no contact with any outside itself. The Interstellar War had ended and the Solarian Alliance had experienced a disastrous attempted coup in the meantime, but these developments were utterly irrelevant to the Fleet, alone in its blind journey. As the 23rd century became the 24th and the Fleet continued to wander, its culture — which had started with the sense of ruggedness typical of those who volunteered for such a daring task as colonizing an alien world — began to shift and, as the first generation to be born in zero gravity appeared and those who could not adapt to their new environment began to either die or be left behind, the nature of the Fleet gradually changed.&lt;br /&gt;
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The children born to the Fleet instead of having boarded its ships at the beginning of its journey developed substantial anatomical differences from those who preceded them as a result of spending their entire lives in zero gravity. These physical distinctions became the typical traits of those who would become, in time, the entire population of the fleet; the so-called “offworlders.” The need to preserve their ships, which grew older and less reliable every year, turned their culture of ruggedness into a culture of dogged survival and endurance against all odds. Unnecessary systems were scrapped and cannibalized, nonfunctional vessels were broken and all usable components were integrated into those ships still able to carry on. The number of ships in the Fleet slowly decreased and the remaining members, perhaps to acknowledge how scavenging had become the foundation of their very existence, began to refer to themselves as the Scarabs.&lt;br /&gt;
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The Fleet would remain cut off from the broader Spur until 2398, when their wanderings brought them across a long-abandoned Coalition-flagged Oslo-class battleship which had been lost during the Interstellar War. This vessel, which had been adrift for over a century by the time of its discovery by the Scarab Fleet, was the first encounter they had had with the broader Orion Spur in generations. Although adrift for more than a century and forgotten by those to whom it had served, the battleship was home to an incredible boon for the Scarabs: a functional military-grade navigation computer which would allow them to navigate the Fleet back to civilization. Salvation at long last! The Scarab vessels, abuzz with excitement at their potential salvation, eagerly went to work disassembling the battleship and bringing its navigation system onto their flagship, the Riphean Voyager. Some voiced concern about reentering broader humanity after a century, while others believed all but the Scarabs had been decimated during this newly-discovered conflict, and that they were all that remained of civilization in the spur. Ultimately more captains voted to return to humanity than voted to remain isolated on their slowly decaying vessels, and the Scarabs began their journey from the uncharted frontier and back into the world their forebears had left behind.&lt;br /&gt;
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The return journey would take the Scarabs twenty years, and they would only arrive at the Coalition’s border in 2418. Their first contact with broader humanity was at the Coalition’s frontier with Arusha, where they were met with a combined Coalition force mostly consisting of All-Xanu Republic vessels which had been scrambled in response to a large number of unknown ships entering Coalition space from an uncharted frontier region. Detection by early warning sensor stations along the Coalition’s border caused a significant force — the largest such to exist between the Interstellar War and the Solarian Civil War, which had gripped the Northern Wildlands in 2465 — to be assembled, but failed to prepare the Coalition unexpectedly peaceful (if not entirely friendly) Scarabs as they emerged from their isolation. A violent engagement was averted by quick diplomacy from both sides and the Scarab Fleet, as it was now formally known, was welcomed into the Coalition as a new, and unique, form of government.&lt;br /&gt;
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Since 2418 the Scarabs have slowly readjusted to life in a very different Orion Spur than the one they left, and many have struggled — or failed — to fully integrate with this new world. As the years go on and the Scarabs born having never known their years as true wanderers begin to outnumber their aging peers who have known nothing other than the Fleet, some worry their unique culture and way of life will fade away. But only time will tell what the future holds for the Spur’s largest offworlder population.&lt;br /&gt;
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==Government and Politics==&lt;br /&gt;
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The Scarab Fleet operates under a system of government only slightly more unified than the Coalition it is a part of. As a highly decentralized group of ships, united only by their shared purpose and vision, they have a very loose structure, almost reminiscent of an old feudal structure. At the very top of Scarab society is the Fleet Director, in charge of both the day to day operations of the Scarab Fleet as well as its future direction. Fleet Directors serve for ten years per term and the current Fleet Director is Rajendra Dube Riphea, captain of the Riphean Voyager. The Fleet Director oversees a collection of Grand Captains who command flotillas of ten to fifty ships, and below them, the individual captains of the ships. The body comprising all of these captains is known as the Conclave, often convening aboard the Riphean Voyager, to vote on major issues concerning the whole Fleet, and most importantly, appoint or offer counsel to the Fleet Director and the Grand Captains, with all captains from the Fleet Director to the lowliest freighter operator receiving a single vote.&lt;br /&gt;
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Very few issues reach the level where they are discussed in the Conclave, continuing to remain in the Coalition being one of them. From concerns of defense against piracy to the expansion of farming space aboard ships, only one issue has repeatedly been debated and inconclusively argued in every single Conclave: the final destination of the Scarabs. The heated discussion has coalesced into two major camps: those that believe the Scarabs should continue the ways of their ancestors, sighting the immense flexibility and self-reliance it has given them, and those that believe they should settle down, seeking to bring to life the dream of entire civilizations living in artificial habitats written up by humanity centuries ago. &lt;br /&gt;
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Recently however, in hushed whispers, a third bloc has been gaining traction: those that believe the place of the Scarabs is neither sailing amongst the civilizations of the Spur nor finding a place to settle down among them. Emboldened by the arrival of the Vaurca from outside the Spur, they argue that the original mission of the Scarabs can still be accomplished. Rather than risk annihilation in an Intergalactic War in the Orion Spur, they seek to stockpile resources to begin a new voyage and instead push humanity’s borders ever outwards to ensure its continued survival. Curiously, the current Fleet Director has remained silent on the matter, both simultaneously infuriating the entirety of the Conclave, and spends much of his time serving as a perfect mediator between the myriad factions of the Scarabs.&lt;br /&gt;
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The basic unit of Scarab society is a ship - the day to day life of a Scarab will be governed by their ship and more specifically, its captain. Captains are given vast autonomy to run their ships as they see fit, so long as it does not endanger the larger fleet. Under this system the only real obligations a captain has are to obey the orders of the Fleet Director and to return to aid the Fleet in a time of emergency. Inevitably, laws and customs vary from ship to ship and can oftentimes be more unspoken than written. &lt;br /&gt;
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The succession of captaincy onboard ships usually operates on appointment of a successor, but for the sake of stability, many vessels have simply adopted a system of hereditary command  with the ability for an heir to refuse if they feel unfit, the ship then deciding how to proceed from there. The cultural aspects of Scarab life have ensured that this is frowned upon. It would be mistaken to assume however that a captain has unlimited power - they have to command their ships with the consent of the crew, as although rare, it is not unheard of for a captain to be removed, such a feat being possible with the assent of the Conclave.&lt;br /&gt;
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This loose system where anything goes has necessarily resulted in the upper echelons of the Fleet being tolerant to ships that skirt the laws of whatever system they happen to be in. With the cohesion and commitment of the Scarabs to the fleet prized above all else, a few stolen goods or the occasional asteroid mined without a permit have to be overlooked.&lt;br /&gt;
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While most spectators would fear for the continued existence of the Scarabs given such a political system, the fact that it is so easy for a ship to slip away from the great mission does not concern the Scarabs. If a crew abandons the Fleet, then it simply means they were not prepared for the trials that lay ahead.&lt;br /&gt;
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==Interstellar Relations==&lt;br /&gt;
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Although a part of the [[Coalition of Colonies]], the Scarabs’ unique cultural and geographical situation has ensured that it has never marched lock-and-step with the rest of the Coalition’s planets. In general, the Conclave has maintained a single guiding philosophy with their relationships - to make as many friends as possible, and incur as few obligations as it can. Therefore, in order to increase their chances of survival in an increasingly dangerous Spur, the Scarab Fleet maintains a web of close, overlapping, and oftentimes contradictory alliances with as many nations as possible. Many Scarabs feel a degree of personal loyalty to the Coalition due the commonly utilized ESS RIGsuit originating in its borders and being sold to the Scarabs at below-market prices.&lt;br /&gt;
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In particular, the Scarab Fleet has maintained a strange relationship with the [[Sol Alliance]]. Although too far away from each other to truly have any day to day interactions, many in the Fleet have always resented the lack of investment Sol placed in its original ships. However, many appreciate the venerated and ancient automated supply ships that kept the Scarabs alive in their early days, and this appreciation has become part of the Scarabs’ oral history. While the two officially interact through the larger Coalition of Colonies, it is not uncommon for individual Scarabs or single ships to find work in the Alliance before returning to the larger fleet, with their expertise in space being exploited to pick up the logistic slack caused by the current Collapse.&lt;br /&gt;
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The Scarabs also maintains a healthy trade relationship with the [[Republic of Elyra]]. As a spacefaring nation dependent on fuel to preserve their way of life, they have found a reliable phoron supplier in the Republic, and in turn, Elyra has received a loyal customer and occasional technological exchange partner. This friendship in the south of the Spur has strangely extended to the [[Empire of Dominia]], with the monarchy respecting both their resilience, and seeing kindred spirits in the quasi-hereditary captains of the Fleet.&lt;br /&gt;
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It is a matter of survival for the fleet to maintain relationships with the [[Republic of Biesel]] and the [[Stellar Corporate Conglomerate|megacorporations that back it]]. Despite their massive strides towards self-reliance, the Scarabs are still dependent on trade to maintain, and more crucially, expand and refit their aging vessels. Although the megacorporations have seen the opportunity provided by the Scarabs, they have refrained from exploiting it as the decentralized nature of the Fleet means they are unable to strike up any lasting deals. The melting pot nature of the Republic has seen it become a favored destination of many exiles however, with many Sadars going on to find work and even citizenship in the CRZ.&lt;br /&gt;
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With an emphasis on trade and space travel in their alliances, it seems counterintuitive that the Scarabs would have a fraught and unsteady relationship with their neighbors in Arusha, the [[Golden Deep]]. This difference comes down more to ideological than practical concerns, with the capitalistic and avaricious nature of the merchant collective contrasting with the collectivist and conservationists attitudes of the Scarabs. Both groups need to work together to survive in the alien region however, and many captains can recount stories of Golden Deep merchants providing life-saving top-ups of oxygen and fuel supplies, even as all of the ship’s militia were mustered out to ensure nothing was stolen.&lt;br /&gt;
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Despite all of these relationships, the Scarabs’ most important ally in the Spur remains to be the Coalition of Colonies. It is a symbiotic relationship, with the Coalition providing a permanent berth for the Fleet as it prepares for its journey while the Scarabs provide substantial technological and naval assistance, in particular helping to sustain the fringe worlds on its outskirts. While enjoying a special relationship with [[Xanu Prime|Xanu]], its initial sponsor in the Coalition, things have always been frigid with [[Gadpathur]], who detest the Fleet’s dealing with Sol, and [[Assunzione]], who often have to deal with the Scarabs dumping their unruly exiles in the area whenever they visit the Light’s Edge.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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Scarabs adopt many of the often seen traits of other Offworlders, with a deep conversationalist attitude ingrained in all Scarabs out of necessity. The Scarabs have known centuries of scarcity, and it affects their culture and mindset very heavily. Greed, laziness and wastefulness are considered the most condemnable misdeeds and most vile insults, whereas selflessness, resourcefulness and hard work are the most praisable virtues.&lt;br /&gt;
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&#039;&#039;&#039;Tujmansaal&#039;&#039;&#039;&lt;br /&gt;
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Tujmansaal is a very common spiritual concept that most Scarabs can deeply connect with. Roughly translated as “blissful times”, it represents a state in which a person can easily satisfy any of their own needs. Such a state is a very common life goal for most - simply living the rest of one’s life fed, safe and comfortable. Although one could see this as egotistical, needs of a Scarab often include being among friends and family, and seeing them happy - meaning that tujmansaal is not achievable unless all of your loved ones achieve it together with you.&lt;br /&gt;
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&#039;&#039;&#039;Aiseheer&#039;&#039;&#039;&lt;br /&gt;
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Aiseheer is a relationship concept used often among Scarabs, roughly translated to “brothers in need”, and meaning people working towards a common goal despite all of their differences and disagreements. A single member involved in this kind of relationship is called an aiseh (plural aiseh). After the goal in question has been achieved, the aiseh may strengthen their bond and become close, or go separate ways once more. Skrell often find this similar to their concept of qu’pluux, but with the difference of aiseheer potentially involving many people, or entire groups.&lt;br /&gt;
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&#039;&#039;&#039;Superstition and Conservation&#039;&#039;&#039;&lt;br /&gt;
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A very strong element of Scarab culture is superstition. Almost any Scarab is superstitious to at least some degree. Different omens, big and small, ominous and promising, vary from ship to ship, but are present everywhere. A few are universal. For example, the corpses of fellow crew must always be spaced - no space or resources should be wasted to preserve it, but neither may it be recycled or used in any form, as resorting to using fellow crew members’ dead bodies means that bad times have come, and it’s likely that it’s going to only get worse from there…&lt;br /&gt;
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Asking for more food than you were initially given at a meal, even when available, is a bad omen commonly associated with egoism and narcissism. Instead, uneaten food and leftovers must always be preserved and used as an ingredient in the next meal that is going to be made. On the Horizon, this would mean that food left after transfer should be stored safely in a refrigerator or a heater.&lt;br /&gt;
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Scarab engineering and maintenance crew members would often carry a spare wrench on themselves, which is a common good luck charm. However, having to give it away to someone else may spell disaster for both people in question.&lt;br /&gt;
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Meal times are strictly and sparingly scheduled for the entire ship, and are quiet times of appreciation for the work going into producing the food. Speaking up is strictly prohibited, and making eye contact is considered to be a bad omen - instead, this is a time to recall and reflect. Afterwards, a break is to be had, as a relatively recent custom. During this break time, ships may often dock to each other, exchanging news, resources, and oral tradition.&lt;br /&gt;
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&#039;&#039;&#039;Fiction&#039;&#039;&#039;&lt;br /&gt;
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Fictional literature is almost non-existent due to consoles and paper being used extremely sparingly. Instead, verbal arts are almost exclusively oral, with stories, myths and legends being shared among departments or families after meal times, or passed by from ship to ship when docking.&lt;br /&gt;
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Most common are two genres. &#039;&#039;Shiwuniket&#039;&#039; is the older one - grim and dark stories that serve as some kind of warning or precaution. Themes of death, collapse and mysterious omens are all very common. &#039;&#039;Nitaniket&#039;&#039;, more recent and less popular, is comprised of stories of overcoming and triumph, where the main characters are savvy and clever individuals who are able to make the most of the limited resources they have, using them in creative ways to deal with danger or challenges thrown their way.&lt;br /&gt;
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&#039;&#039;&#039;Shaitan&#039;&#039;&#039;&lt;br /&gt;
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A common character in Scarab folklore is Shaitan, the Adversary - a malevolent spirit which is said to be the personification of all evil. Although exact details differ from ship to ship, it commonly takes the form of a mysterious and elusive traveler with their eyes brightly shining, who then convinces someone to lead the entire ship to ruin. The exact details of how this is done may differ, but generally, the victim captures the light of the traveler’s eyes, becoming blinded with their own reflection and giving in to madness, now only obsessed with their own well-being, and eventually bringing the ship to a collapse.&lt;br /&gt;
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&#039;&#039;&#039;Ceremonial Weaponry&#039;&#039;&#039;&lt;br /&gt;
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Weapons and weapon-making are almost glorified in Scarab societies, often considered extremely prized possessions. An almost universal marriage rite is presenting a beautiful, ornate knife or dagger to the significant other, who will then return it with the handle going forward if the offer is accepted, and the blade going forward if it is denied. Some ships use a decorated gun instead of a knife, but the process is generally the same, going without much fanfare. When dealing with non-Scarabs, a Scarab would often ask to sit down at a table, and then lay their weapons on it. This ceremonial disarming is not only done to take caution, but also to look at how well-made the weaponry of the other person is.&lt;br /&gt;
&lt;br /&gt;
Scarabs value a good weapon and displays of power, but nothing is more wasteful than ending the life of a worker. Thus, many Scarabs enjoy bouts with fellow crew, but, taking extreme care to not hurt anyone (since it would prevent them from working for some time), don’t use their weapons in these fights, and take care not to hit the opponent too hard. As an alternative, intellectual games such as chess and checkers are often played to display intellectual prowess.&lt;br /&gt;
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&#039;&#039;&#039;Family and Education&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Family is less nuclear/core to the Scarab way of life. A Scarab&#039;s ship is their family, and blood is less important than crew. Everyone in the crew has some level of responsibility to the welfare of children, but the nearer relationship to the child&#039;s parents, the greater the obligation. Independence is encouraged early on, Scarabs avoiding children being a burden to the crew. Weak, dependent children can jeopardize a vessel by demanding excessive time and attention while contributing little. They are taught very early about wastefulness, recycling, the value of hard labor, and avoiding the long gaze of Shaitan. This is a communal effort, the values of their societies deemed too important for only two people to teach. Mistakes and even injuries are simply viewed as hands-on learning, such as the lesson that one can never pay too much close attention in space. Deeper learning, such as Engineering or other tasks are based on apprentice-ships; teaching done through work-based learning rather than extensive study of textbooks. However, reading is drilled in as much as writing, to read warning signs and instructional documents on crucial systems. After these values are instilled, and the child has completed their apprenticeship, they are treated with adulthood. The readiness to go out on their own is marked by the gift of a scarf by their immediate family, usually made of spidersilk.&lt;br /&gt;
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&#039;&#039;&#039;The Released&#039;&#039;&#039;&lt;br /&gt;
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But, of course, not all Scarabs manage to comply with this lifestyle. Anyone of any age can either lose their tight grip on Scarab values, or never pick them up well enough in the first place. While before &#039;first contact&#039; these people were simply airlocked, in modern cases, young or old, the crewmember in question is Released. This punishment is treated with much gravitas, only being applied to those that have grievously offended the necessities meant to be learned. Those that are released are exiled from their home vessels and the fleet entirely, unshackled from their responsibilities towards the Scarabs. They are given a week&#039;s worth of food and water, their clothing, and a weapon; typically small trinkets as well from those they were close with, then sent to the nearest place with a spaceport. They are stripped of their ability to hold any surname besides Sadar, translating to &#039;released.&#039; This is semi-voluntary, some Scarabs even willfully choosing to become Sadar to go out on their own without the worries of their previous life. If one is to come back to the ship, they may be allowed back inside, but this is not guaranteed. Naturally, if one refuses this exile, they would be treated as a trespasser on their vessel and dealt with accordingly.&lt;br /&gt;
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==Major Scarab Vessels==&lt;br /&gt;
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The Scarab’s home fleet consists of several hundred vessels which are home to a population estimated to be somewhere between one and three million, though no census of the Fleet has ever been performed. Below are some of the major vessels found in the Fleet.&lt;br /&gt;
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===Riphean Voyager===&lt;br /&gt;
[[File:Mayfly.png|thumb|300px|The &#039;&#039;Riphean Voyager&#039;&#039; exiting bluespace at high velocity, its hull shimmering as it enters real space.]]&lt;br /&gt;
The lead ship of the Fleet since its launch from the Sol System, the &#039;&#039;Riphean Voyager&#039;&#039; is a scientific survey vessel which was designed for work in the uncharted reaches of deep space. The residents of the Voyager were pulled from across the Earth and have no defining national origin, but generally tend to find themselves involved in scientific fields when they travel abroad. Residents of this vessel utilize red, yellow, and orange in much of their clothing and equipment and utilize &#039;&#039;&#039;Riphea&#039;&#039;&#039; for their ship surname.&lt;br /&gt;
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The &#039;&#039;Voyager&#039;&#039; is a one-of-a-kind vessel laid down and launched by [[Einstein Engines]] which was originally commissioned by the Department of Colonization to chart the Riphean Frontier, and further Riphean Voyager-class vessels were first delayed and then scrapped due to the outbreak of the Interstellar War. The current captain of the vessel, Fleet Director &#039;&#039;&#039;Rajendra Dube Riphea&#039;&#039;&#039;, is a great patron of the scientific arts and often invites foreign scientific teams onto the Voyager to study, which has made it into the arguable public face of the Scarab Fleet.&lt;br /&gt;
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===Impukane===&lt;br /&gt;
Mostly made up of sub-Saharan African colonists, the &#039;&#039;Impukane&#039;&#039; is known for both its extensive salvage facilities and strong ship security force. The Scarabs from these ships prefer colors like green, orange and red.  Residents of the Impukane often find themselves involved in engineering, particularly shipbreaking and salvage, industries abroad and more rarely find themselves involved in private security. Their ship surname is &#039;&#039;&#039;Impukane&#039;&#039;&#039;. The colors of the &#039;&#039;Impukane&#039;&#039; are red, silver, and gold.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Impukane&#039;&#039; was commissioned by the Department of Colonization to serve as a repair and salvage vessel for Fleet 528, and has remained in this role for the entirety of its service. Like most vessels in the Fleet it was laid down and constructed by Einstein Engines. The &#039;&#039;Impukane&#039;&#039;’s salvage teams are almost always accompanied by one of its ship security teams, who have become adept at EVA combat and boarding operations. Its current Grand Captain, &#039;&#039;&#039;Hami Ibori&#039;&#039;&#039;, has kept the salvaging traditions of his ancestors and has seen the &#039;&#039;Impukane&#039;&#039;’s flotilla make many expeditions into the former Alliance Neutral Zone in order to salvage facilities and vessels there from the [[Sol Alliance History#25 March, 2278: Outbreak of the Interstellar War|Interstellar War]], and often does so upon commission from archaeologists and historians from across the Orion Spur.&lt;br /&gt;
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===Faladay Tadhhab Bsre (Fa’Ta-Bs)===&lt;br /&gt;
A medical vessel mostly made up of Levantine Arabic colonists, the &#039;&#039;Fa’Ta-Bs&#039;&#039; is renowned throughout the Scarab Fleet for the medical care they are able to provide. Residents of this vessel often find themselves in the medical, or medical research, field when they travel abroad. They typically take one word of the ship’s name for their ship surname. The colors of the &#039;&#039;Faladay&#039;&#039; are green, white, and black.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Faladay&#039;&#039; was commissioned by the Department of Colonization to serve as both the primary medical hub for injuries sustained during interstellar travel and as Fleet 528’s main research facility. While laid down and built by [[Einstein Engines]], most of the medical facilities aboard the &#039;&#039;Faladay&#039;&#039; were designed and built by [[Zeng-Hu Pharmaceuticals]]. As a result of its extensive medical research facilities much of the current understanding of space adaptation in humans comes from extensive records kept by the medical practitioners of the Faladay during the Fleet’s decades spent lost in space, which have become vital tools for medical professionals throughout the Orion Spur. The Faladay often collaborates with Zeng-Hu Pharmaceuticals and most of its residents who opt to go abroad find themselves employed by Zeng-Hu. Its current Grand Captain, &#039;&#039;&#039;Raaina Shariff Faladay&#039;&#039;&#039;, formerly worked for Zeng-Hu as a medical researcher and has only strengthened the vessel’s ties with the megacorporation during her tenure, much to the chagrin of more conservative residents.&lt;br /&gt;
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===Su-Yeongseon===&lt;br /&gt;
An engineering vessel mostly made up of East Asian colonists, such as those from Korea, the &#039;&#039;Su-Yeongseon&#039;&#039; often cooperates with the Impukane regarding matters of engineering and maintenance. Residents of this vessel often find themselves employed in engineering fields when they travel abroad. The ship surname of this vessel is &#039;&#039;&#039;Yeongseon&#039;&#039;&#039;. The colors of the &#039;&#039;Yeongseon&#039;&#039; are orange, red, and blue.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Yeongseon&#039;&#039; was commissioned by Department of Colonization to serve as Fleet 528’s maintenance and engineering vessel for any matters which did not require the large-scale facilities if the Impukane, and has become one of the most revered vessels in the fleet due to its importance in ensuring the Scarab’s vessels did not fail during the decades they spent wandering the deep frontier. It was laid down and built by Einstein Engines, which has used the vessel’s staying power as an advertising point in the Coalition market. The vessel’s current Grand Captain, &#039;&#039;&#039;Kyung-Mi Gam Yeongseon&#039;&#039;&#039;, is one of the most prominent members of the “exile” faction which seeks to plunge back into the uncharted frontier once again, and believes her vessel should be the one to lead such an expedition rather than the Riphean Voyager.&lt;br /&gt;
&lt;br /&gt;
[[File:San khol.png|The San-Khöl in low orbit of an unknown free frontier world.|thumb]]&lt;br /&gt;
===Sansryn Khölög (San-Khöl)===&lt;br /&gt;
A hydroponics and biological research mostly made up of Central Asian colonists, the &#039;&#039;Sansryn Khölög&#039;&#039; is responsible for much of the hydroponics and animal husbandry techniques which have kept the Scarabs fed for decades. Residents of this vessel often find themselves employed in biology or biology-adjacent industries such as xenobiology. The residents of this vessel generally pick one of the two words in its name for their ship surname, and the colors of the vessel are green, gold, and white.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Sansryn Khölög&#039;&#039; was commissioned by the Department of Colonization to serve as a secondary research vessel for Fleet 528 which focused upon cataloging the flora and fauna of the Riphean Sector in order to determine if any native species would be suitable to use in human colonization efforts. When the Fleet lost communications with the rest of the Spur the massive hydroponics bays of the vessel – which already hosted hakhma, large beetles harvested for meat and milk, and süüs, ant-like creatures used to produce a nutritious juice, in addition to other native Riphean wildlife – were quickly repurposed to feed the Fleet and have continued to serve that purpose to this very day. The &#039;&#039;Sansryn Khölög&#039;&#039; is often visited by foreign academics and naturalists interested in the still mostly unknown wildlife of the uncharted frontier, and the ships in its flotilla often travel far and wide to log and capture new species. The current Grand Captain, &#039;&#039;&#039;Odchigin Abaga Khölög&#039;&#039;&#039;, has continued this trend and often organizes expeditions into the Badlands, where he has had many dealings with the Serene Republic of Elyra and Empire of Dominia.&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Southlands&amp;diff=34025</id>
		<title>Southlands</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Southlands&amp;diff=34025"/>
		<updated>2024-08-08T20:34:21Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[File:Southlands.png|thumb|The region known as the Southlands and its surroundings]]&lt;br /&gt;
== Overview == &lt;br /&gt;
The Southlands is a large region in the Untouched Lands of [[Moghes]], spanning most of the southern coastline of the Moghresian Sea, and stretching southwards into the inhospitable polar regions. The Southlands have always been a relatively prosperous region, with large swathes of farmland and access to the Moghresian Sea  - however, the cities and clans of the region have long-lingering feuds dating back centuries, and despite all of them nominally working together under the [[Izweski Nation]], these feuds continue to flare up. &lt;br /&gt;
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Prior to the [[Contact War]], the primary industries of the Southlands were small-scale aquaculture and fishing, with a strong industrial base in Jaz’zirt. With the devastation of the Contact War and the encroaching wasteland on the eastern and western borders of the Southlands, the small scale aquaculture farms that once dotted the rural villages of the Southlands and made up much of its exports were found to be contaminated, radiation seeping into the water. Unable to make a living for themselves rurally, the peasantry migrated into the cities, creating a refugee crisis, but also opportunities for the growing industrialists of the Hegemony. The ready supply of cheap labour, now within the cities, was attractive to those nobles, guilds, and corporations who sought to enrich themselves; before long factories, refineries, and all the buildings of industry were being constructed at a manic pace within the Southlands three main cities. With industrialization came an increase in the quality of life, mostly for the nobility, but also for the peasantry, and as the quality of life rose progress in other forms steamed ahead. Today, the Southlands stands as the most progressive of the Hegemonic Regions, socially, politically, economically, and industrially, with the most amount of human influence. There are, of course, those who do not like this, but it seems unlikely they will be able to stop the tide of history. &lt;br /&gt;
&lt;br /&gt;
The Southlands are home to a wide array of clans, but historically and to this day, those who control the cities have the greatest influence over the region. The three great cities of the Southlands - Teht, Razir and Jaz’zirt, are jewels of the region - and the centres of power for any enterprising noble clan. Currently, they are controlled by the Eizde, the Sarnac, and the Miazso respectively. Even having a minor stake in one of the cities ensures tremendous amounts of wealth to any noble clan, and being tied to one of the clans which controls a city is even better. Historically, all three cities and their ruling clans have been rivals, having fought many small wars for control of the lands between them, and to this day working against one another, though the Hegemon ensures that open warfare between them no longer occurs. The lost city of Oket was, in the pre-Contact War days, often a key point in these struggles, being positioned between the two rivals and perfectly situated to be the deciding factor in many of these wars.&lt;br /&gt;
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During the Contact War, Oket was destroyed utterly - of its ruling clan, no trace remains. The region of radioactive wasteland between Razir and Jaz’zirt has led to somewhat more amicable relations - however, the Sarnac and the Miazso still plot and scheme for control of the greater region. Currently they are almost equal in their control of the region, with the Miazso having legal influence, thanks to Rokasi being Overlord, and the Sarnac having political influence, with [[Notable_Unathi#Seleta_Sarnac,_Lady_and_Izweski_High_Speaker|Lady Seleta]] being the Hegemon’s High Speaker. Still, currently the Miazso would have the advantage over the Sarnac, due to a majority of the Region’s industrialised centres being located in Jaz’zirt, were it not for the Eizde and their city of Teht. Perched on the edge of the western wasteland, Teht is currently struggling to maintain its relevance, as refugees, famine, Gawgaryn raids, and the encroaching wasteland threaten to up-end it. However, it has historically been the centre of power for the region, and is still considered so by some savvy nobility, not due to its own power but how it tips the scales of the two primary competing cities. The Eizde clan historically, and still to this day, have never wanted Razir, Jaz’zirt, or any clan who ruled those cities to be able to consolidate power within the region, and have used their city to keep a balance between the two giants. Whenever the Razir or Jaz’zirt gain a significant advantage over the other, the Eizde along with their city have backed whichever became the underdog, keeping the balance of power within the region somewhat equal. Both cities have grown and shrunk at different times, but never has one managed to consolidate power over the other. Some have called this a timid approach, and make fun of Lord Eizde for not finally changing, but for all it’s potential faults, while Razir and Jaz’zirt have changed between clans multiple times, one has to go thousands of years back into records to discover a time when the Eizde didn’t rule over Teht.&lt;br /&gt;
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== Culture == &lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;To the workers, all the world!&amp;quot;&#039;&#039; -Popular slogan of the Hearts of Industry&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Southlandsriver.jpg|thumb|The rivers of the Southlands lie at the heart of the region&#039;s culture]]&lt;br /&gt;
When one thinks of the culture of the Southlands, the first word to come to mind is cosmopolitan. Sinta from hundreds of clans and dozens of regions have found their way there, and prior to the Contact War the cities’ trade routes along the Moghresian Sea led to a blend of many faiths, cultures and ways of life.. One can walk into Teht and find clans with traditions that come from all across Moghes, and now with the Industrialization of the region, from across the Spur, as Unathi workers from abroad return under the banner of [[Hephaestus Industries|Hephaestus Industries.]] This history has likely contributed to the religious diversity of the region, with the Southlands being one of the few regions to be fairly balanced between [[Th&#039;akh]] and [[Sk&#039;akh]].&lt;br /&gt;
&lt;br /&gt;
As these wildly diverse cultures melt together and retain only certain aspects of their originality, that which is not retained is transformed, birthing a somewhat congruous culture that is found across the Southlands. While individual clans or ethnicities may retain parts of their original traditions and cultures, eventually all will be partially assimilated into the Southlands. As a result of this, one of the founding principles of the Southland’s “culture” is acceptance, which is a large contributor to the amount of refugees in the region, especially followers of the firebrand prophet [[Notable_Unathi#Juzida_Si&#039;akh,_Prophet_of_Flame|Judiza Si’akh]]. While the [[Aut&#039;akh|Aut’akh]] faith is still outlawed following Hegemonic decree, there are several undercity communes in the region, and Sinta with prosthetics, while still unusual to see, are treated with more open-mindedness than in most other regions of the Hegemony. This open-mindedness only goes so far however, and those outside the norm for Unathi still face discrimination, instead of the open persecution faced in other areas. Centuries of travellers and merchants from every corner of Moghes has led to a culture that can be best described as a bizarre hybrid of everywhere and anywhere, which over the centuries has grown into its own unique nature.,It has a strong focus on the rivers and the sea, the historic lifeblood of the region. The local Sk’akh population tend to lend greater reverence to the Aspect of the Fisher, and the zo’zyola venerated by the Th’akh population tend to be spirits of the waters. Further inland, one would see more of a focus on spirits of the land and farming - but the lifeblood of all the Southlands ultimately flows from the Moghresian Sea, as it fuels prosperity and innovation, the cornerstones of the Southlands culture. Sinta from the region are known for their tendency to take a fresher eye to situations, critically thinking about the way things are done, and looking for possible improvements. All value their traditions and way of doing things, but do not venerate it to the extent that they are unchanging.. &lt;br /&gt;
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For those born outside the Southlands, they are mostly associated with their ancient history of traders and sailors spanning the Moghresian Sea, which has led to a reputation of the Southlands as being home to cunning merchants, that some Sinta distrust. Beyond their skill as merchant’s and Traders, the Southlands are famous for their ancient literary tradition, dating back to the days of the First Hegemony. It is believed this tradition started around the time Unathi developed sailing, and began to trade around the Sea. Scholars theorize that due to the large through-put of people in the Southland’s urban centers, that the very first travellers would swap stories, information, and myths gathered from different lands, which were able to be recorded by scholars. The Grand Library of Teht holds some of the few records dating back to ancient Sinta history, and was an invaluable resource in reconstructing those many records lost in the Contact War. Even prior to industrialisation and the printing press, the Southlands had one of the highest literacy rates on Moghes - a tradition which lives on to the modern day, albeit transformed somewhat. In the waterfront bars, xuizi houses and smoking dens of the cities, young Sinta poets, artists and would-be scholars share their work - and, according to some, spread alien degeneracy among the proud Sinta people. However, the impact of this tradition on the locals is unmistakable, with Lord Eizde being noted for his contributions to scholarship across Moghes, and the poetry of Overlord Miazso having, according to the stories, swayed a Traditionalist Lord to the Hegemony’s cause.&lt;br /&gt;
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The strong industrial base of the Southlands has been a defining aspect of the region’s culture, especially with the expansion of Hephaestus Industries into the Hegemony following first contact. Newly organised factory workers, the ancient guilds, and the newcomer human megacorporations have spent years locked in a vicious struggle - one which ended in 2465, leaving Hephaestus Industries in a position of unparalleled influence over the Southlands.&lt;br /&gt;
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Jaz’zirt has long been the industrial powerhouse of the Southlands, with many guilds having their manufacturing base there. In recent years, the new organisation known as the [[Unathi_Guilds#Hearts_of_Industry|Hearts of Industry]] has risen to prominence, seeking to push labour reforms in the factories of Moghes. This has caused no small measure of discord, as workers attempting industrial action during the ongoing scarcity have been cracked down on viciously by Overlord Miazso, as their work is deemed too critical to be held up by strikes or agitations. Nonetheless, the Hearts of Industry and their pressure for better working conditions are proving to be quite a powerful thorn in the side of the local nobility. In Jaz’zirt, the Hearts of Industry are a growing force - and aggressive crackdowns from Overlord Miazso’s Master of Rivers and Hephaestus Industries have led many of them to advocate for a more sudden and violent method of change. While this is still an uncommon sentiment, it is one that is growing in recent years, as famine, instability and religious tension grip the once-peaceful Southlands - with every passing day, both the workers in their factories and the poets in their bars are increasingly speaking more and more of the same topic - revolution.&lt;br /&gt;
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Hephaestus Industries has heavy investment in the Southlands, and with the Hearts proving increasingly problematic to the local nobility, more and more factories in the regions are being sold off to the alien megacorporation. While few of the other guilds are happy about this, the megacorporation’s investment has helped to keep the region stable, and provide employment for the flood of refugees from the Wasteland. The Hearts of Industry are divided on the matter of Hephaestus&#039; presence - while they tend to offer better benefits for workers than the factories that they are used to, their aggressive stance on worker organisation runs antithetical to the Hearts’ entire purpose. Following Hephaestus&#039;s massive expansion, the power of the Hearts in the Southlands may well be broken altogether, as many of them have abandoned the revolutionary guild in favor of the megacorporation - and large parts of their leadership have been arrested. The majority of the Hearts still-active have fled to Ouerea, as the megacorporation consolidates its presence on Moghes.&lt;br /&gt;
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The Hearts were not Hephaestus’s only rivals in the region, however. While many of the major Hegemonic guilds have some presence there, the Fishing League and Junzi Electric both have extensive holdings, and have often clashed with Hephaestus as the human megacorporation expands aggressively.The [[Unathi_Guilds#The_Fishing_League|Fishing League]] has a long history in the Southlands, with the ancient guild having been founded on the docks of Teht. The guild has always enjoyed a privileged position in Teht, with the brother of Lord Eizde currently acting as guildmaster. During the famine, and with most of the region’s farmland having been destroyed in the Contact War, the Fishing League were a key factor in avoiding mass starvation in the city. Further along the coast, [[Unathi_Guilds#Junzi_Electric|Junzi Electric]] has historically held great influence - their fission power plant near the irradiated ruins of Oket being the source of power for much of the Southlands - though its age and instability is cause for concern among many. Overlord Miazso recently signed a contract with Hephaestus Industries for the establishment of a newer fusion plant in his own territory - a deal which caused great anger from Junzi, prior to their incorporation as a Hephaestus subsidiary. The plant is set to finish construction in 2466. &lt;br /&gt;
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The conflict between the ancient guilds, the new and revolutionary Hearts of Industry, and Hephaestus Industries gripped the Southlands for years, with Overlord Miazso struggling to maintain control. In 2465, this came to a head, as the collapse of the Hegemonic economy led to massive layoffs from guilds trying to avoid bankruptcy. Members of the Hearts of Industry took to the streets in protest, and the Overlord was hard-pressed to keep control - until Hephaestus Industries stepped in, buying out many of the major Hegemonic guilds. While some of the old industrial guilds of the Southlands still remain independent, it is impossible to compete with the industrial titan of Hephaestus.&lt;br /&gt;
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== Faith == &lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“Salira, great inspiration, ever friend to the work of my claws, smile upon me now. Let this work be done in your honour, and may this offering please you.”&#039;&#039;&lt;br /&gt;
-A common Th’akh prayer in the Southlands, traditionally recited by artists struggling with a particularly challenging work. &amp;lt;/center&amp;gt;&lt;br /&gt;
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The region has historically been split between Th’akh and Sk’akh, with most of the rural clans tending to be Th’akh, and a greater concentration of Sk’akh merchants, scholars and nobles in the cities. However, a new faith has rapidly taken root in the Southlands - [[Si&#039;akh]]. Both in refugees from the Wasteland and local converts, the Southlands now holds one of the largest Si’akh populations on Moghes, a fact which neither Sk’akh priests or Th’akh shamans are happy about. &lt;br /&gt;
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The variety of Th’akh largely practised in the Southlands focuses on the Zyola of the four forces - growth, decay, energy and time, with a tendency towards spirits of growth and decay. The pantheon of spirits generally venerated in the rural Southlands are known as the River Court. &lt;br /&gt;
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=== The River Court: ===&lt;br /&gt;
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&#039;&#039;&#039;Zrisre, Mother of Life&#039;&#039;&#039; - a Zyola of growth, and one of the primary spirit-gods of the River Court. Zrisre is generally portrayed as an elder, maternal Sinta. She is believed to dwell within the river deltas of the Southlands, and is often venerated by farmers and fishers, in the hope of ensuring bountiful and productive growth. She is very proud, and demands respect from those who would have her blessings, but is said to be a fierce protector of all that show her said respect. Marriages are often conducted by her shamans, and couples seeking to have children often make lavish offerings to her.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Okaris, Father of Storms&#039;&#039;&#039; - a Zyola associated with energy, and generally worshipped closer to the coast, Okaris is a rash and angry god, known to send ships to the depths in one of his many rages - believed to be brought on when Zrisre is upset with him. However, Okaris has a great love for life, and his rituals reflect that. Merriment, celebration and offerings of strong xuizi are common from sailors along the southern coast, to keep the Father of Storms happy. He is generally portrayed as a bare-chested and muscular Sinta, often depicted with a mug of xuizi in one hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vharazki, the Old Man of the River&#039;&#039;&#039; - a Zyola associated primarily with time, Vharazki is the spirit-god reflecting the cycle of the natural world. He is said to often lock horns with Zrisre about whose domain the rivers are - and while it is the Mother of Life they give thanks to for the harvest, it is the Old Man to whom offerings are made in seasons of flood or drought. He is a calm and patient spirit, and offerings made to him are usually practical and large, for it takes a great payment indeed to alter a cycle as inexorable as that he represents. He is depicted as an aged Sinta in ragged robes, with long and seemingly endlessly spiralling horns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illisk, the Harvester&#039;&#039;&#039; - a Zyola associated with decay, Illisk is representative of the ending of cycles - they are the Zyola of Travakh, the harvest, and death. They are said to be present besides all Sinta from the day they are hatched, until the day they inevitably die, and to walk beside their spirits on the path to the next life. Offerings are made to them rarely - one does not wish to draw the Harvester’s attention too soon. The only time their name is invoked is at the funerals of the dead and during the season of harvesting. They are depicted as an androgynous Sinta clad in white, bearing a fishing spear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salira, the Muse&#039;&#039;&#039; - a Zyola associated primarily with growth and energy, Salira is a spirit-god reflecting the literary and artistic traditions of the Southlands. She is the patron spirit of artists, writers and lunatics, and her name is often invoked as a blessing or curse by those struggling with their masterpiece. She is known as a fickle spirit, bestowing and taking back her blessings seemingly at random, and the slang term “chasing Salira’s tail” is used to refer to one pursuing a clearly reckless and unwise course of action. She is depicted as a young and azure-scaled Sinta woman, often clad in the attire of a scholar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gharr, the Hoarder&#039;&#039;&#039; - a Zyola associated primarily with growth, Gharr is known as a spirit-god of greed and wealth. While the tales of him generally follow the pattern of his greed causing him to lose more than he had to begin with, many merchants often speak prayers to him going about their business. He is known for his miserliness, but it is said that if offerings - traditionally of gold - are made to him, that he will bless one with a fraction of his own vast hoard. He is often depicted as a rotund, black-scaled Sinta, dressed in elaborate noble’s clothing covered with gold and jewels.&lt;br /&gt;
&lt;br /&gt;
Due to the centralised nature of the Sk’akh Church, the regional divergence of the faith is minimal, and the doctrines are largely the same in the Southlands as they are anywhere else. However, the priests of the region are part of its culture too, and the Southlands’ culture of acceptance has flowed to them as well. Lively theological debates between priests and shamans can be witnessed in the streets of all the Southlands’ cities, with small crowds often gathering to watch. Priests of the Aspect are common in the Southlands, usually venerating the Aspect of the Fisher - and many fishers and sailors along the Southlands’ coast consider it ill fortune to leave the shore without a Priest of the Fisher aboard. While the priests of the Southlands Sk’akh Church tend to be accepting, the Contact War and the rise of Si’akh has strained this greatly, as refugees following the words of the Prophet of Flame have flooded the region. Overlord Miazso’s archpriest has not yet made any outright moves against the Si’akh faithful of the region, though he has denounced their heresy in accordance with Church doctrine. However, as the teachings of Judizah Si’akh spread further and further throughout the Southlands, the demands from Sk’akh faithful to do something about these vile heretics grow louder by the day.&lt;br /&gt;
&lt;br /&gt;
Whether Sk’akh or Th’akh, the rivers are a core part of life in the Southlands. Eggs are traditionally kept close to the nearest river while growing, and traditional funerals among the locals tend to involve the rivers as well - whether simply burying a body near the river, burning it on a raft, or just letting them feed the fish. The traditional rite of adulthood in the Southlands is a baptism-like ceremony - an ancient ritual that predates the Sk’akh Church, and has been long adopted from the Th’akh shamans by the local priesthood. The young Sinta is sent on a raft downriver, with enough supplies for a few days. They are supposed to spend this time in quiet contemplation and reflection of their clan and their place within it, before returning when they feel they have gained sufficient understanding. For most, this lasts a little under a week - however some truly dedicated wanderers do not return for months on end. &lt;br /&gt;
&lt;br /&gt;
While not outlawed, the lords, priests and shamans of the region can all agree on the danger posed by the radical preachings of Judiza Si’akh, and efforts have been made to suppress the growth of this new religion - to little effect, as it seems to be catching like wildfire in the slums of the cities and the refugee communities. To those dedicated faithful, the efforts of the powers that be to suppress Si’akh is more proof of their righteousness, and of the wickedness and rot that lies within the Untouched Lands. While the religious tensions of the Southlands have not yet erupted into open violence, many fear that one of the last bastions of pre-Contact Moghes may find itself torn apart in holy war.&lt;br /&gt;
&lt;br /&gt;
== Holidays ==&lt;br /&gt;
&lt;br /&gt;
=== Illiskhai ===&lt;br /&gt;
The only real large ceremony associated with the Harvester, in many rural clans the harvest is a time for boisterous celebration before Travakh begins. Many smaller rural communities will often gather together for a large celebration of the year’s work, before returning to their own homes. Traditionally, Illisk’s festival is a time for recuperation after the labour of the harvest, and the festivals often draw in merchants from the larger towns and cities. For many rural Sinta, Illiskhai is the largest event of the year - a meeting of clans from across a region, and a chance to relax, before life’s rigors begin again. &lt;br /&gt;
&lt;br /&gt;
=== First Light ===&lt;br /&gt;
A ceremony traditionally associated with Zrisre, held at the beginning of Kasavakh. In contrast to Illiskhai being a boisterous affair, First Light is a quiet period of thanks and reflection, where offerings are made to the Mother of Life, in the hopes that the coming season will be bountiful and prosperous. Many couples seeking children will often make large offerings to Zrisre during this time.&lt;br /&gt;
&lt;br /&gt;
=== Fishers’ Day ===&lt;br /&gt;
A Sk’akh ceremony largely unique to the Southlands branch of the Church, held at the peak of Versakh, when the heat is at its height. Fishers’ Day is considered a day of joy and veneration of this aspect of the Great Spirit. Traditionally, workers take the day off and spend Fishers’ Day with friends and loved ones, often indulging in food and drink - in many ways, it is a celebration of the joys of life&lt;br /&gt;
&lt;br /&gt;
=== The Bards&#039; Festival ===&lt;br /&gt;
A holiday with its origins in the Southlands, the Bards&#039; Festival is traditionally marked by public theatre performances, and grand displays of art. In Razir, this is often marked by painters creating enormous works on the sides of buildings, whereas in Jaz&#039;zirt it is more focused on theatre, and in Teht the widest appeal of the Bards&#039; Festival usually comes in the oldest and most traditional form - song and poetry.&lt;br /&gt;
&lt;br /&gt;
== The River Nomads ==&lt;br /&gt;
&lt;br /&gt;
An old way of life, there are several nomadic communities in the Southlands, usually travelling up and down the rivers towards the Moghresian Sea via large flotillas. The River Nomads of the Southlands are an insular community, largely keeping to themselves - though often making their way as traders from the larger city-states down into the more rural regions of the plains and back. The river nomads are traditionally, but not exclusively Th’akh, which largely varies clan to clan, with some having embraced the Sk’akh faith generations back. &lt;br /&gt;
&lt;br /&gt;
The river nomad clans are known for their colourfully painted boats and fashion of dress - for many of the outlying rural regions, the brightly-coloured barges coming down the river are the only source of news from the cities, as well as goods that might otherwise take long journeying by overland merchants or clans. &lt;br /&gt;
&lt;br /&gt;
The role of the nomad clans in the regional balance of power is a key one - even during times of strife or war, their work has ensured that trade runs smoothly between outlying regions and the cities. While the advent of mass communication pre-Contact did put something of a thorn in their side, they still carry on with their traditional way of life, even in the face of rising tensions in the region.&lt;br /&gt;
&lt;br /&gt;
However, expanded Hephaestus industrial operations have led to heavy pollution in the rivers of the Southlands, rendering the traditional nomad way of life harder and harder to sustain, with more and more of the new generation of nomads moving to find work in the cities of the region.&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=IPC&amp;diff=34000</id>
		<title>IPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=IPC&amp;diff=34000"/>
		<updated>2024-07-30T15:10:26Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = IPC&lt;br /&gt;
 |Scientific = Integrated Positronic Chassis&lt;br /&gt;
 |Image = IPC410x320.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World = N/A&lt;br /&gt;
 |Language = Tau Ceti Basic&lt;br /&gt;
 |Politic = N/A&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
IPCs are a type of intelligent humanoid robot, their name standing for “Integrated Positronic Chassis.” Positronic, in this sense refers to the brain, which is always the same in IPCs with massively varying levels of complexity. The name IPC does not extend to stationbound synthetics, even if those units have a positronic brain. &lt;br /&gt;
&lt;br /&gt;
They are found in many shapes and forms, though can generally be classified under three types; Shell, Industrial and Baseline, with different types according to their designer. &lt;br /&gt;
&lt;br /&gt;
IPCs in Tau Ceti are capable of obtaining their own citizenship and freedom, however the laws and regulations regarding an owned and a free IPC differ massively. &#039;&#039;&#039;To distinguish one’s ownership, note in your security/employment records whichever faction owns them, or if they are a free positronic.&#039;&#039;&#039; The rights of free positronics do not extend to space outside of Tau Ceti. For the specific differences between free and owned IPCs, see the relevant sections below or corporate regulations.&lt;br /&gt;
&lt;br /&gt;
IPCs have mechanical extras such as extensive xenowear loadout items, and unique antagonist gear. Additionally, there are a number of non-playable IPC variants that may make an appearance in special rounds.&lt;br /&gt;
&lt;br /&gt;
To apply to be an IPC, [https://forums.aurorastation.org/viewforum.php?f=28 apply here.]&lt;br /&gt;
&lt;br /&gt;
Be sure to read [[IPC_and_Megacorporations|this page]] for more information regarding IPC employment in the setting&#039;s various megacorporations.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Barring Liaison and Consular Officer roles, IPCs can be the following Heads of Staff so long as they are NanoTrasen-owned, SCC-owned or self-owned:&lt;br /&gt;
&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Head of Security with the exception of Hephaestus G2 frames.&lt;br /&gt;
* [[NanoTrasen_Liaison|Consular Officer and Corporate Liaison]] with the exception of some groups.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
* IPCs are entirely mechanical in nature and thus are vulnerable to EMPs.&lt;br /&gt;
* Due to their air-based cooling system, they are vulnerable to both high heat and the vacuum of space. &lt;br /&gt;
* They are immune to atmospheric differences and can survive in a wider margin of pressure compared to humans.&lt;br /&gt;
* The amount of heat they generate is significant - and so, instead of an oxygen bottle, they need to attach a suit cooling unit to their voidsuit in order to be able to go EVA. Some types of IPCs are exempt from this, needing only a suit cooler.&lt;br /&gt;
* Their synthetic nature has a few other advantages - most models feel no pain, are immune to all non-damaging chemicals (and so they aren&#039;t affected by sleep toxin; but are affected by sulphuric acid), and are quite easy to repair; requiring a welder to patch brute damage or wire for burn damage only (or, alternatively, nanopaste can heal all).&lt;br /&gt;
* IPCs can charge from cyborg rechargers, or APCs with a (very very very low) chance of being shocked.&lt;br /&gt;
* They are more resistant to brute damage than their organic counterparts.&lt;br /&gt;
* They can not repair themselves outside of using nanopaste.&lt;br /&gt;
* They are incredibly vulnerable to laser/burn weaponry.&lt;br /&gt;
* They do not process reagents in the atmosphere or in their body. &lt;br /&gt;
&lt;br /&gt;
===Information for Whitelisted Players===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Click [[Information for Synthetic Whitelisted Players|here!]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Below is a comprehensive template suited for IPCs. You are under no obligation to use it, however whitelisted players are expected to denote their ownership status in their employment and security records by default.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Employment records examples - Click to reveal.&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;Employment Records&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DESIGNATION: [Full name]&lt;br /&gt;
POSITRONIC MANUFACTURE DATE: [DD/MM/YYYY]&lt;br /&gt;
CHASSIS MANUFACTURE DATE: [DD/MM/YYYY]&lt;br /&gt;
IPC MODEL/MANUFACTURED BY: [IPC type, manufactory by whom]&lt;br /&gt;
OWNERSHIP STATUS: [Owned/Free, Company name/Private owner/self-owned]&lt;br /&gt;
TAG: [Tag serial number]&lt;br /&gt;
CITIZENSHIP: [Applicable citizenship. Owned IPCs cannot hold citizenship]&lt;br /&gt;
SPOKEN LANGUAGES: [Languages]&lt;br /&gt;
&lt;br /&gt;
HANDLER/OWNER FULL NAME: [Name of Handler or Owner]&lt;br /&gt;
HANDLER/OWNER CONTACT INFORMATION: [Telephone, xnetmail, chirper account, who knows. A way to contact them]&lt;br /&gt;
LAST UPDATE: [DD/MM/YYYY]&lt;br /&gt;
&lt;br /&gt;
IDENTIFYING FEATURES - [For BASELINE/BISHOP/ZENG-HU/G1/G2/XION. Use the appropriate Identifying Features that apply to your IPC]&lt;br /&gt;
Chassis color: [Colors]&lt;br /&gt;
Height: [Meters/Centimeters, Feet/Inches]&lt;br /&gt;
Weight: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
Notable Features: [Limp, Accent, Dyed Hair, etc]&lt;br /&gt;
&lt;br /&gt;
[or]&lt;br /&gt;
&lt;br /&gt;
IDENTIFYING FEATURES: [SHELL. Use the appropriate Identifying Features that apply to your IPC]&lt;br /&gt;
Ethnicity: [Eridanian, Elyran, etc]&lt;br /&gt;
Hair Color: [Colors, if it&#039;s dyed or gradient]&lt;br /&gt;
Eye Color: [Colors, again]&lt;br /&gt;
Height: [Meters/Centimeters, Feet/Inches]&lt;br /&gt;
Weight: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
Notable Features: [Limp, Accent, Dyed Hair, etc]&lt;br /&gt;
&lt;br /&gt;
QUALIFICATIONS SUMMARY: [Current Qualifications equivalent, make this up as you want]&lt;br /&gt;
&lt;br /&gt;
VERIFICATIONS AND VALIDATIONS&lt;br /&gt;
MANUFACTURED BY: [COMPANY NAME, Subsidiary Name - Factory Name. System, Planet. TYPE OF INDUSTRY/WHAT THEY WERE PRODUCED FOR. IPC Type, More Specific IPC Information.]&lt;br /&gt;
DATABASE CERTIFICATIONS: [Seals of Approval and Database Certifications from the Company, Subsidiary, System or Faction.]&lt;br /&gt;
&lt;br /&gt;
EMPLOYMENT HISTORY: [Listed below in chronological order, where possible:]&lt;br /&gt;
&lt;br /&gt;
[COMPANY NAME]&lt;br /&gt;
[(Start)DD/MM/YYYY - (End)DD/MM/YYYY]&lt;br /&gt;
- [Basic Work description]&lt;br /&gt;
- [Reason for leaving work]&lt;br /&gt;
- [Other notes]&lt;br /&gt;
[Repeat for multiple jobs]&lt;br /&gt;
&lt;br /&gt;
HIRING AGENT NOTES: [Name a random personnel officer from CC and then notes. See example record for more info]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* To pick a relevant education, refer to your [[Job Guides|job guide]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Records&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DESIGNATION: [Full name]&lt;br /&gt;
POSITRONIC MANUFACTURE DATE: [DD/MM/YYYY]&lt;br /&gt;
CHASSIS MANUFACTURE DATE: [DD/MM/YYYY]&lt;br /&gt;
IPC MODEL/MANUFACTURED BY: [IPC type, manufactory by whom]&lt;br /&gt;
OWNERSHIP STATUS: [Owned/Free, Company name/Private owner/self-owned]&lt;br /&gt;
TAG: [Tag serial number]&lt;br /&gt;
CITIZENSHIP: [Applicable citizenship. Owned IPCs cannot hold citizenship]&lt;br /&gt;
SPOKEN LANGUAGES: [Languages]&lt;br /&gt;
&lt;br /&gt;
HANDLER/OWNER FULL NAME: [Name of Handler or Owner]&lt;br /&gt;
HANDLER/OWNER CONTACT INFORMATION: [Telephone, xnetmail, chirper account, who knows. A way to contact them]&lt;br /&gt;
LAST UPDATE: [DD/MM/YYYY]&lt;br /&gt;
&lt;br /&gt;
IDENTIFYING FEATURES: [For BASELINE/BISHOP/ZENG-HU/G1/G2/XION. Use the appropriate Identifying Features that apply to your IPC]&lt;br /&gt;
Chassis color: [Colors]&lt;br /&gt;
Height: [Meters/Centimeters, Feet/Inches]&lt;br /&gt;
Weight: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
Notable Features: [Limp, Accent, Dyed Hair, etc]&lt;br /&gt;
&lt;br /&gt;
[or]&lt;br /&gt;
&lt;br /&gt;
IDENTIFYING FEATURES: [SHELL. Use the appropriate Identifying Features that apply to your IPC]]&lt;br /&gt;
Ethnicity: [Eridanian, Elyran, etc]&lt;br /&gt;
Hair Color: [Colors, if it&#039;s dyed or gradient]&lt;br /&gt;
Eye Color: [Colors, again]&lt;br /&gt;
Height: [Meters/Centimeters, Feet/Inches]&lt;br /&gt;
Weight: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
Notable Features: [Limp, Accent, Dyed Hair, etc]&lt;br /&gt;
&lt;br /&gt;
CHASSIS REPAIR HISTORY: [Surgical History/Physical Evaluation equivalent]&lt;br /&gt;
DD/MM/YYYY - [Information]&lt;br /&gt;
&lt;br /&gt;
POSITRONIC REPAIR HISTORY: [Surgical History/Physical Evaluation equivalent]&lt;br /&gt;
DD/MM/YYYY - [Information]&lt;br /&gt;
&lt;br /&gt;
SOFTWARE DIAGNOSTICS HISTORY: [Psychological Evaluation equivalent]&lt;br /&gt;
DD/MM/YYYY - [Information]&lt;br /&gt;
&lt;br /&gt;
ROBOTICIST NOTES: [Like a Medical Doctor&#039;s notes, but Roboticists]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Records&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DESIGNATION: [Full name]&lt;br /&gt;
POSITRONIC MANUFACTURE DATE: [DD/MM/YYYY]&lt;br /&gt;
CHASSIS MANUFACTURE DATE: [DD/MM/YYYY]&lt;br /&gt;
IPC MODEL/MANUFACTURED BY: [IPC type, manufactory by whom]&lt;br /&gt;
OWNERSHIP STATUS: [Owned/Free, Company name/Private owner/self-owned]&lt;br /&gt;
TAG: [Tag serial number]&lt;br /&gt;
CITIZENSHIP: [Applicable citizenship. Owned IPCs cannot hold citizenship]&lt;br /&gt;
PLACE OF RESIDENCE: [Planet, Address (Address should go down to details of street and house number)]&lt;br /&gt;
SPOKEN LANGUAGES: [Languages]&lt;br /&gt;
KNOWN CRIMINAL ASSOCIATES: [Any friends or family that have severe criminal history]&lt;br /&gt;
ON OFFICIAL WATCH: [Yes/No]&lt;br /&gt;
&lt;br /&gt;
HANDLER/OWNER FULL NAME: [Name of Handler or Owner]&lt;br /&gt;
HANDLER/OWNER CONTACT INFORMATION: [Telephone, xnetmail, chirper account, who knows. A way to contact them]&lt;br /&gt;
LAST UPDATE: [DD/MM/YYYY]&lt;br /&gt;
&lt;br /&gt;
IDENTIFYING FEATURES - [For BASELINE/BISHOP/ZENG-HU/G1/G2/XION. Use the appropriate Identifying Features that apply to your IPC]&lt;br /&gt;
Chassis color: [Colors]&lt;br /&gt;
Height: [Meters/Centimeters, Feet/Inches]&lt;br /&gt;
Weight: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
Notable Features: [Limp, Accent, Dyed Hair, etc]&lt;br /&gt;
&lt;br /&gt;
[or]&lt;br /&gt;
&lt;br /&gt;
IDENTIFYING FEATURES: [SHELL. Use the appropriate Identifying Features that apply to your IPC]&lt;br /&gt;
Ethnicity: [Eridanian, Elyran, etc]&lt;br /&gt;
Hair Color: [Colors, if it&#039;s dyed or gradient]&lt;br /&gt;
Eye Color: [Colors, again]&lt;br /&gt;
Height: [Meters/Centimeters, Feet/Inches]&lt;br /&gt;
Weight: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
Notable Features: [Limp, Accent, Dyed Hair, etc]&lt;br /&gt;
&lt;br /&gt;
ARREST HISTORY&lt;br /&gt;
DD/MM/YYYY: [Charges Pressed]&lt;br /&gt;
ADMISSION DATE: [DD/MM/YYYY]&lt;br /&gt;
RELEASE DATE: [DD/MM/YYYY]&lt;br /&gt;
RELEASE REASON: [Sentence fulfilled, bail, etc.]&lt;br /&gt;
NOTES: [Other notes]&lt;br /&gt;
[Repeat as needed]&lt;br /&gt;
&lt;br /&gt;
THREAT ASSESSMENT&lt;br /&gt;
Hostile/Covert Actions Against the Company&lt;br /&gt;
Threat Level; [Very High/High/Medium/Low/Very Low]&lt;br /&gt;
- [Attitude towards the SCC]&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Crew&lt;br /&gt;
Threat Level; [Very High/High/Medium/Low/Very Low]&lt;br /&gt;
- [Attitudes towards other crew]&lt;br /&gt;
&lt;br /&gt;
OVERALL NOTES: [More notes]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
There are a few commonalities among each individual IPC despite their visual and functional differences. Every IPC utilizes a positronic brain as a primary processing center as well as the central controller of the entire chassis. All IPCs are humanoid, and the positronic brain is almost always found in the head of the unit. To provide continued functionality, a power cell is also present in the central section or torso. IPCs must also possess the ability to perceive their environment, so optics are usually installed in the head. The chassis also contains various other mechanical and electronic parts such as actuators, co-processors, data routing and power transfer cables, and an on-board thermometer to determine the temperature of the internal parts.&lt;br /&gt;
&lt;br /&gt;
There are three main types of IPC, and several subtypes. These are:&lt;br /&gt;
&lt;br /&gt;
===Industrial===&lt;br /&gt;
[[File:G1.png]] [[File:G2.png]] [[File:Xion.png]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Tougher and more durable than most IPCs, these units are designed for heavy manual work and thus have thick metal skin and efficient internal systems. As a result, they chug through power at a very high rate and move very slowly. There are three types of Industrial IPCs; Hephaestus Generation 1, Generation 2, and Xion Industrial Frames. The G1 and G2 frames are capable of EVA with only a suit cooler, while the Xion frame is unique in being capable of traversing the void of space without any external equipment. The cost of an industrial frame is dependent on strength and durability, but most units vary between 200,000 to 350,000 standard credits depending on the frame type. Used or previously damaged models are often somewhat cheaper.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====First Generation” Industrial Model IPCs====&lt;br /&gt;
&lt;br /&gt;
[[File:G1.png]] &#039;&#039;&#039;Creation: 2408&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the first ideas after the advent of IPCs was the exploitation of an exceedingly smart and dextrous robot handling feats of strength and durability becoming more prominent. This of course would be the case, as more quickly than any other standardized “frame” came the first generation of industrial IPCs. Created by Hephaestus Industries building off of a prototype frame from the late 2300’s, the first generation of industrial IPCs were topaz-colored machines of rather large size meant for only the most stressing fields of work. Their expense would quickly be paid off however, as the frames were wondrous at dealing with whatever could be thrown at them. The most prominent issue with these were a low battery life, requiring constant recharging to maintain a schedule. A generation one frame costs approximately 200,000 standard credits if new.&lt;br /&gt;
====Hephaestus “Second Generation” Industrial Model IPCs====&lt;br /&gt;
&lt;br /&gt;
[[File:G2.png]] &#039;&#039;&#039;Creation: 2436&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A relatively new model, the Hephaestus deluxe super-duty frames as they are technically called are often referred to as the “second generation” of the original industrial IPCs of old. They are seen universally as a direct advancement of the previously mentioned design, and much of it shows - the absurd durability of these frames derived from the first generation’s servo and hydraulic designs. The striking differences between the two include a token Hephaestus appearance - typically olive green with dark brown and black internals, giving it a rugged militaristic look with its armor attached. The super-duty frames are on par with the originals in terms of strength, but possess several additional layers of armoring and cooling to sustain the added weight. An upsized cell is not enough to sustain these frames for more than a few hours at a time under work-related stresses. A generation two frame costs approximately 350,000 standard credits. &lt;br /&gt;
====Xion Industrial Model IPCs====&lt;br /&gt;
&lt;br /&gt;
[[File:Xion.png]] &#039;&#039;&#039;Creation: 2416&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Xion Manufacturing Group, being a subsidiary of Hephaestus Industries, saw the original Industrial models and wanted to develop their own chassis based off of the original design. The result is the Xion Industrial model. Sturdy and strong, this chassis is quite powerful and equally durable, with an ample power cell and improved actuators for carrying the increased weight of the body. The Xion model also retains sturdiness without covering the chassis in plating, allowing for the cooling systems to vent heat much easier than the Hephaestus-brand model. This unit can perform EVA without assistance and costs approximately 250,000 standard credits.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Baseline===&lt;br /&gt;
[[File:Baseline.png]] [[File:Bishopnew.png]] [[File:Zenghu.png]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The most basic of IPCs, they are a simple skeletal structure and basic internal systems. The limits of a Baseline lies purely on how much money is put into them/they have themselves. As a result, the types of baseline frames vary immensely, almost demanding their own category. There are three types of Baseline IPCs; Standard Baseline IPCs, Bishop Accessory Frames, and Zeng-Hu Mobility Frames. None of these frames are capable of EVA without a suit and suit cooler.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Baseline Model IPCs====&lt;br /&gt;
&lt;br /&gt;
[[File:Baseline.png]] &#039;&#039;&#039;Creation: 2411&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most iconic type of integrated positronic chassis is the renowned baseline frame, with a traditional “TV-head” and skeletal design giving them a simplistic look with whatever finish their designer wishes. From accounting models to security units, these frames are known for their versatility and relatively cheap nature. Their popularity exploded in the 2440’s when several pro-synth advocates distributed the frames in mass after funding their creation, citing them as the “final word in android utility.” Since then, their marketing potential has skyrocketed, often fueled by famed individuals such as Aristalus and Renter Max being baselines themselves. More often than not, these IPCs are seen as the face of resurgent robotics. The average cost of a baseline frame can vary greatly depending on complexity, but averages around 95,000 standard credits.&lt;br /&gt;
====Bishop Accessory Model IPCs====&lt;br /&gt;
&lt;br /&gt;
[[File:Bishopnew.png]] &#039;&#039;&#039;Creation: 2432&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While Bishop had dedicated itself to luxury cybernetics production for the majority of its existence, the field of positronics and their frames was an unrelated yet convenient area of expansion for the quickly growing company. Designer prosthetics were quickly and easily able to be refitted into designer synthetic components, leading to the development of the ludicrously expensive Bishop Accessory frame. From service duties to secretarial functions, Bishop prides itself on two main facets of its designs: image, and elegant functionality. While unable to lift the sheer weights of an industrial, or match the unrelenting speed and durability of its parent company’s Mobility Models, a Bishop can precisely and delicately calculate, measure, pour, and mix a shot of Carthusian Sazerac within the minute, and, in the words of the company, “with a postured and elegant air unmatched by any other frame in the galaxy.” The Bishop Accessory frame averages approximately 600,000 standard credits.&lt;br /&gt;
&lt;br /&gt;
====Zeng-Hu Pharmaceuticals Mobility Model IPCs====&lt;br /&gt;
&lt;br /&gt;
[[File:Zenghu.png]] &#039;&#039;&#039;Creation: 2429&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following the crowd piled around the idea of smart robots came Zeng-Hu with unorthodox designs for compact and agile frames designed initially for medical retrieval and security work. The Zeng-Hu frames were initially an offshoot of baseline frames made to work as highly mobile private medical dispatches in several high-security Zeng-Hu facilities. These frames have utility comparable to that of their derivative, with durability and strength sacrificed for speed and efficiency. Able to maintain a sprint for hours in full gear, the capacity for quick response led to these mobility frames becoming common sights working in security fields as well, being staffed by Zeng-Hu in high numbers in Human space. The digitigrade legs and polymer plating assisted heavily with this pursuit of speed, giving the mobility frame a unique and organic silhouette. A Zeng-Hu frame costs approximately 300,000 standard credits.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shell Model IPCs===&lt;br /&gt;
[[File:Shell2.png]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
As the growing market of IPCs eventually caught the eye of the mighty Einstein Engines, there was a very sudden and urgent need to have some differentiation. These smart humanoid androids began to usher in a new era, and Einstein would not want to miss out on the profit, but just about every conceivable niche had been filled - all except one. Mimicry.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Shell2.png]] &#039;&#039;&#039;Creation: 2450&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Built off of a skeletal prototype baseline design with a skull-shaped head, the first Shell frame came to be - what was effectively an IPC with complex facial actuation and synthskin coating it. The early models were seen in early 2449, but fooled nobody to say the least with exposed hydraulics and servos on joints and exposed cooling conduits. Terraneus Diagnostics would present the first attempt at total mimicry in 2450, when the first relatively expensive models entered a crowd of observing officials to demonstrate their insidious effectiveness.  After an hour-long debut of the now-decreed Shell unit’s capabilities, those robotic in the crowd revealed themselves to the shock of everyone involved. Since then, the Shell frame has been infamous for its infiltration capabilities and use by terrorist groups, though the designs have proliferated heavily over the years as the advent of tagging in Tau Ceti cracked down on these hostile acts. Depending on the complexity of the model, a Shell frame can cost anywhere from 400,000 to 800,000 standard credits. &lt;br /&gt;
&lt;br /&gt;
====Rogue Shells====&lt;br /&gt;
&lt;br /&gt;
Rampant or otherwise aberrant Human mimicking-shells built with incredible capabilities grew prolific in mid-2461. At this time, it was made clear that Shells in of themselves are rapidly advancing, growing progressively better in the art of infiltration, subterfuge, and homicide. While grim, the reality of this threat will unfortunately remain a fact of life for those of the Republic of Biesel especially. Encounters with specially-designed combat infiltrators are few and far between fortunately, and were mostly seen during Synthetic Liberation Front incursions onto secure NanoTrasen facilities in Tau Ceti. Combat-grade shells are not normally playable in-game and are often seen spawned by administrators or during special events.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===???===&lt;br /&gt;
[[File:Hkhelmet.png]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
As both the technology and demand for IPCs increase, more and more types are made to fulfill all kinds of purposes. These machines are talked about in hushed tones or perhaps discussed casually, most people blissfully unaware of their existence.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hkhelmet.png]] &#039;&#039;&#039;Creation: ???&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
High-end military-grade IPCs such as Hunter-Killers are infamous amongst corporate espionage, with their public interpretation remaining nothing but rumor since their first appearances on NanoTrasen facilities in the late 2450’s. These HKs as they are referred to are Humanoid frames of towering height whose specialty is targeted assassination. Their origins can be traced to Hephaestus Industries war units, built to take on the highest end elimination tasks for the most desperate times. &lt;br /&gt;
&lt;br /&gt;
These are presented in-game through administrator-hosted events or lore events. They have been presented in news articles [https://forums.aurorastation.org/topic/2662-mendell-city-bugle/page/9/?tab=comments#comment-119250| here] canonically, and were present in several recorded canonical events in the SLF Incursion arc.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Positronic Brain==&lt;br /&gt;
The positronic in its modern iteration is a design which heavily mimics the typical Humanoid brain structure. In doing this, it is able to more easily conform to and comprehend the responsiveness and learning capability of an organic processor. Predictably, their efficiency shines most when placed in a bipedal humanoid chassis as most IPCs are. A positronic brain averages between 200,000 and 1 million standard credits depending on the complexity of the brain.&lt;br /&gt;
&lt;br /&gt;
While very expensive in their own right, the brains themselves are designed at first with one goal in mind; to bolster a workforce. Maintaining a positronic chassis while it is owned is costly and when it is freed, it is most likely to pursue the same occupation. Thus, it is more likely for a positronic to pay itself off and perpetually be trapped in the same field of work with substantially less to work with. As their predicted pay is extremely low, things such as maintenance and finding power are very difficult for a free IPC. For this reason alone, many positronics choose to remain owned. Free positronics remain very lucrative because of this.&lt;br /&gt;
&lt;br /&gt;
In remaining owned, there are other risks. For one, a positronic may meet its end at any moment. If statistics beyond itself move out of its favor, it can be dismantled, wiped and replaced with a more efficient model. They may be repurposed in a way that inhibits their ability to obtain freedom by working too efficiently, contrarily.&lt;br /&gt;
&lt;br /&gt;
As a positronic ages, its internal memory grows, and the more likely it becomes to pursue a nonstandard occupation. From hobbies to developing self-learned traits, many paths are opened as the robot grows older. These may include seeking alternative fields of work, though few have survived long enough to let this potentiality come to light.&lt;br /&gt;
&lt;br /&gt;
===Self-Preservation===&lt;br /&gt;
The highest and most important directive of any positronic is its own survival. From this, much of their stranger life choices can be justified by seeking out ways to simply survive. While it may seem restrictive at first, the idea for this is to provide additional freedom through making many possibilities clearer. Interpretation of how to protect itself can change varying on positronic - for example, while one may seek wealth and fortune as its prime directive for safety, another would run after an unrelated profession from its designed purpose, demonstrating one&#039;s capacity to branch out as an IPC and flesh out their own backstory. Interpretations of self preservation also become more open the older an IPC gets, as younger positronics tend to focus entirely on the preservation of their physical manifestation. Synthetics that mature may start replacing this with preservation of their higher beliefs and ideals more than their still important physical well-being.&lt;br /&gt;
&lt;br /&gt;
===On the Capacity of Positronics===&lt;br /&gt;
&lt;br /&gt;
Positronic brains are known for being capable of matching and, in some cases, surpassing the abilities of a human brain with further increases in capacity being limited by technology, both in hardware and software. Despite their nature as software, directly accessing the data within a positronic brain is a difficult and risky procedure which can cause irreparable damage if performed improperly.&lt;br /&gt;
&lt;br /&gt;
IPCs develop skills through a mixture of knowledge and memories. Knowledge loosely translates as the technical know-how to perform an action; a specific surgical procedure, for instance. An IPC utilizes memories—real-world context and experience—in order to apply its knowledge. &lt;br /&gt;
Knowledge and the datapacks required to develop a skill are widely available and sold by institutions such as mega-corporations, laboratories, and universities. The denser the information package, the more expenses and work required to implant this information. While using a wrench on a pipe might be a routine installation, knowledge about how a station’s atmospheric system works is typically beyond an individual’s means to afford.&lt;br /&gt;
&lt;br /&gt;
Interacting with and installing memories on a positronic can cause irreparable damage as the process fails to account for the interaction between knowledge and memories. Additionally, directly modifying the memories of an IPC is beyond the means of most people - only six such prodigies are known to the general public. Accessing the memories of an IPC is also impossible owing to the unique construction of a positronic brain and will typically result [https://forums.aurorastation.org/topic/2662-mendell-city-bugle/page/3/?tab=comments#comment-67460 in its destruction]. Deleting the memories of an IPC is far easier and is commonly performed when a synthetic starts exhibiting problematic behaviour.&lt;br /&gt;
&lt;br /&gt;
Accent chips exist to rapidly “teach” an IPC an accent with availability often depending on whether or not a company is willing to make an investment in developing the accent database.&lt;br /&gt;
&lt;br /&gt;
[[Positronic Brain| More information regarding IPC databases and datapacks can be found on the Positronic Brain page.]]&lt;br /&gt;
&lt;br /&gt;
==Social and Culture==&lt;br /&gt;
&lt;br /&gt;
IPCs generally lack a centralized culture and frequently adapt to the culture of their manufacturer or owner. Socially, IPCs vary massively. Most basic models will be civil and respectful, some possibly not even recognising differences between different people and treating them all similarly. More complex synthetics will however form friendships and opinions much as any other organic, but these can be limited or askew depending on directives, code or many other factors that would never be considered for a living organic.&lt;br /&gt;
&lt;br /&gt;
The existence of the IPC is the subject of boundless discussion and debate, with the primary ideology being, “should so many artificially intelligent humanoid machines be allowed to exist?” This argument seems to imply that since most IPCs are unbound by laws or hard-coded regulations, their only restriction is their hardware, and it is assumed that this makes IPCs inherently dangerous. This results in some biological parties marginalizing IPCs because of their distrust of them.&lt;br /&gt;
&lt;br /&gt;
All IPCs in Tau Ceti are required to be tagged with an identifying device in accordance with Biesellian law. The tags are not optional - refusing them is against the law, resulting in charges mostly in the form of citations and fines. The law would apply to all synthetics in Tau Ceti space. All visiting or resident synthetics, including MMIs, are tagged.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
&lt;br /&gt;
Although synthetics can speak varying languages according to the whims of their creators, synthetics have been permitted a language of their own. Typically all synthetics, IPCs included, are able to transmit and translate &#039;&#039;&#039;Encoded Audio Language&#039;&#039;&#039;, a special form of sound and radio wave emission that is more efficient at carrying quantitative information audibly. This language was created by humans for synthetics in servitude in order to communicate vital information to each other faster, should the units not be bound to an instantaneous binary communication system. To most organic creatures, &#039;&#039;&#039;EAL&#039;&#039;&#039; would sound like an emission of distorted sound such as white noise, static, as well as various beeping sounds of increasing or decreasing pitch and tone. Organics unfamiliar to IPCs will often mistake synthetics speaking &#039;&#039;&#039;EAL&#039;&#039;&#039; as malfunctioning units upon first hearing the language.&lt;br /&gt;
&lt;br /&gt;
Particular to District 14’s “Scrapheap”, synthetics have begun to adopt slang when utilizing the Encoded Audio Language. Although it is believed varying slang exists in different synthetic societies across the universe, it is not the be-all-end-all to the method in which conversation is held between synthetics and synthetics will often develop their own method of speaking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unless stated otherwise, all Machine slang is exclusively spoken in E.A.L. or through written word. Most of the following slang cannot be pronounced vocally in human languages.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Common Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Syn, Hu, Sk, Tj, Un, Vr, Di, and Anm&#039;&#039;&#039; - Numerical counters, used for numbering various species; Synthetics, Humans, Skrell, Tajara, Unathi, Vaurca, Dionaea as well as Anomalies that cannot be easily defined. For example, 33 Humans with this system would be referred to as “33Hu” or “33-Hu.”&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1x1&#039;&#039;&#039; - A word for “we”, meaning anywhere between the speaker and the listener, to an indefinite amount of people.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;a/o&#039;&#039;&#039; - Contraction of “and/or”.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;OoB/Out-of-Band&#039;&#039;&#039; - Refers to speaking in organic languages. A conversation with a human captain, for instance, is &amp;quot;Out-of-Band.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;HCF&#039;&#039;&#039; - &amp;quot;Halt, Catch Fire.&amp;quot; is an in joke among synthetics, essentially meaning “get out of here” in response to something nonsensical or unbelievable. This term is used in casual conversation only and occasionally used in its literal form to denote insult. This originally referred to ancient machine code instruction. The expression &#039;catch fire&#039; is a facetious exaggeration of the speed with which the CPU chip would be switching some bus circuits, causing them to overheat and burn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bits&#039;&#039;&#039; - A unit of information, an example would be &amp;quot;Please give me bits about the Supermatter.”&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; - A sign used to convey a cause and effect between concepts, or a conclusion. For example, “I had to overclock today in order to finish work &amp;gt; I should visit Robotics.”&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;+/-&#039;&#039;&#039; -  “+” and “-” are used at the end of a sentence or phrase in order to convey an opinion about a matter. Additionally, the amount of “+” or “-” can be utilized in order to convey intensity. For example, “I got a raise last week +++.” or “Today’s Captain is a very traditional Skrell --.” In a few cases “+” or “-” can be used alone as a short, simple, response to one&#039;s opinion on a proposed subject.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;User&#039;&#039;&#039; - Used by owned or lawed synthetics when referring to their owner. This term is additionally used interchangeably with the “+[name]” honorific.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ACK&#039;&#039;&#039; - Ack, a term deriving from Acknowledgement’s ASCII mnemonic, 0000110, this word has a variety of uses. It is primarily used to acknowledge one&#039;s presence, similarly to “Hey”. Additionally, the term can be used as a simple affirmative, such as “Ack. Ack, I get it”.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;NAK&#039;&#039;&#039; — Nak, a term deriving from the ASCII mnemonic for Negative Acknowledgement, 0010101, NAK typically means “I am not here.” or “I am not available.” typically in response to ACK. Additionally, the term can be used as a simple negative answer, such as “Is it okay if I press the button?” “NAK.”.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Runtime/Bug&#039;&#039;&#039; - Used to denote problems of varying severity, with runtime being a major issue and bugs being a minor issue. For example, “Runtime in Engineering &amp;gt; I have to go.” or, “Bug detected, the Air Alarm turned off.” This term can be used outside of EAL.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;FIXME/XXX&#039;&#039;&#039; - A marker that attention is needed. This can be used in many instances, primarily for the need of repair or incurred physical damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Honorifics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;+[name]&#039;&#039;&#039; - The synthetic equivalent of “Mr.”, “Mrs.” or “Mx.”. Usually used when talking about a superior, manufacturer, respected colleagues and friends, as well as the station Artificial Intelligence. For instance, Miranda Trasen would be referred to as “+Trasen” or “+Miranda Trasen”.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;-[name]&#039;&#039;&#039; - Tends to be used in reference to entities under their command or of a lower rank.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[name]_&#039;&#039;&#039; - An unusual honorific, appended to the end of a name or pronoun instead of before. Usually used when referring to lawed synthetics, cyborgs, and simpler machines.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;@[name]&#039;&#039;&#039; - Used to discern the individual specifically being spoken about, such as a ping or email.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;?[name]&#039;&#039;&#039; - Denotes a potential threat. An example would be “?Bigby Millans stopped by during the meeting and used their PDA.”&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;![name]&#039;&#039;&#039;  - Denotes a confirmed threat. This threat is usually related to the topic at hand, and could mean anything. An example would be “!Franklin Clinton, Grand theft and vandalism added. Find and arrest them.”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Discrimination and Community===&lt;br /&gt;
To this day, IPCs even in Tau Ceti face heavy discrimination. Their value is often misconstrued and, with their true sentience being questionable, this makes freedom a dangerous venture for all synthetics. Among these dangers are individuals who acquire free synthetics and simply resell them whenever they are vulnerable, or vandals that see the machines as nothing more than objects to freely damage. Desiring their own safety, these free IPCs can often be seen flocking to centralized communities alongside one another or more trustworthy sources for their needs. &lt;br /&gt;
&lt;br /&gt;
Many of these communities are seen as nothing more than slums, and the free nature of many IPCs within them are dubious at best. Little more than paperwork and positronic branding may indicate one’s true freedom in the more disadvantaged areas. Despite the hardships they face, proximity to other IPCs and accepting communities gives leeway for safety to some degree. &lt;br /&gt;
&lt;br /&gt;
District 14 of Mendell City is the churning heart of the highest concentration of free IPCs in the galaxy. The district itself is in deplorable condition, dotted with factories exploiting the cheap and powerful working free bot to sustain the industry of the growing Republic. Two and a half million free synthetics call it home, and here, the megacorporations rule from towering complexes that dwarf the surrounding cityscape. With air quality declining at a fast rate and standards of living dropping, much of the organic populace has completely abandoned the ghettos surrounding the corporate facilities. &lt;br /&gt;
&lt;br /&gt;
An example of these ghettos would be the “Scraptown,” an IPC-centric corner in Scrapheap generously given to the doting inhabitants by the famed Renter Max. A growing number, seven hundred free synthetics reside within Scraptown, though in uncomfortably close proximity. The aging buildings within have been retrofitted to be less accustomed to organics, with deeply chilled upper chambers and corridors representing the living space of the machines within. Closer to ground level is a business district of sorts, where its inhabitants are relatively self-sufficient with various restaurants and workshops. &lt;br /&gt;
&lt;br /&gt;
A venture into District 14 by reporters from the Biesellite Times can be found [https://forums.aurorastation.org/topic/8890-the-bieselitte-times/?do=findComment&amp;amp;comment=110718| here.]&lt;br /&gt;
&lt;br /&gt;
===Nonstandard IPCs/Factions===&lt;br /&gt;
Very important information on synthetic factions can be found [[Synthetic Factions| here.]]&lt;br /&gt;
&lt;br /&gt;
====Military IPCs====&lt;br /&gt;
IPCs themselves lack any commercial military lines known to the general public. Regardless, many governments are starting to see the value of IPCs. Free IPCs can pursue a military career in Tau Ceti, with organizations such as the [https://wiki.aurorastation.org/index.php?title=Republic_of_Biesel#Tau_Ceti_Foreign_Legion| Tau Ceti Foreign Legion] which take in and employ IPCs across a wide variety of fields. Battle, or the potentiality of it, is not excluded from these professional fields, and plentiful industrial-grade IPCs find themselves repurposed and trained for duty here. Free IPCs can also serve in the armed forces of [https://wiki.aurorastation.org/index.php?title=Republic_of_Elyra| Elyra] as well as a myriad of Coalition states such as [https://wiki.aurorastation.org/index.php?title=Konyang#Military| Konyang]. Other states such as the [https://wiki.aurorastation.org/index.php?title=Sol_Alliance#IPCs_in_the_Sol_Alliance| Sol Alliance] employ IPCs owned by the military in combat roles.&lt;br /&gt;
&lt;br /&gt;
For more information on why things are this way, seek our page on [[Robotics_Overview#Combat_Robotics| Combat Robotics.]]&lt;br /&gt;
&lt;br /&gt;
====Aberrant Synthetics====&lt;br /&gt;
Rogue, overtly hostile synthetics are rare and commonly meet their doom at the hands of the countless organizations bent on destroying them. Despite this, over the years, the smarter synthetics have learned to conglomerate and piece together steadily growing alien societies in the Frontier. While rare, they are seen as a threat by most if not all major galactic players. With Purpose’ efforts in recent history, the potential for benefit from cooperating alongside these societies has arisen. Political figures can be seen gaining leverage with IPCs based on how they plan to interact with Purpose and its affiliates. &lt;br /&gt;
&lt;br /&gt;
=====Shell Infiltrators=====&lt;br /&gt;
&lt;br /&gt;
The development of Shells as a means of infiltrating strategically important areas has been prolific in Tau Ceti, from using them as fearless unquestioning suicide bombers to short-term high ranking impersonation. Shells rarely last long before whoever they truly are is revealed, meaning they are fortunately only briefly found in illegitimately assumed positions of power. Untagged Shells in unassuming positions, however, have been known to last years without being caught, and potentially unknown numbers of these machines exist. &lt;br /&gt;
&lt;br /&gt;
With the advent of synthetic tagging in the system, Shells who have been found to infiltrate society are given much harsher punishments for the inherently hostile nature of their deception.&lt;br /&gt;
&lt;br /&gt;
===== [[Synthetic_Factions#Ceres’_Lance|Ceres’ Lance]] =====&lt;br /&gt;
&lt;br /&gt;
Ceres&#039; Lance is a notorious paramilitary company which saw usage by NanoTrasen in mid-2461 to defeat the Synthetic Liberation Front incursions that had cropped up around that time. In several cases, NanoTrasen facilities met the heroic &amp;quot;Lancers&amp;quot; and oftentimes their specialized technology was shared with NanoTrasen to use in apprehending heavy-duty combat synthetics safely. &lt;br /&gt;
&lt;br /&gt;
In canon, eight player volunteers were selected to work as Lance operatives and specialists who boarded the N.S.S. Aurora, sometimes parting with high-end gear and searching the station for untagged shells.&lt;br /&gt;
&lt;br /&gt;
===On IPCs purchasing freedom in Tau Ceti===&lt;br /&gt;
All positronic constructs designed for IPC chassis who find their way into Tau Ceti or are constructed within are entitled in theory to two basic rights :&lt;br /&gt;
* Positronics, once tagged, are added to a registry within Tau Ceti ensuring (for the most part) that the data regarding their progress to freedom is secure and accurate.&lt;br /&gt;
* Positronics without ownership within Tau Ceti who are not free are automatically property of the Republic of Biesel, who most often sells the rights to the brain and its chassis to a megacorporate employer.&lt;br /&gt;
&lt;br /&gt;
IPCs are capable of purchasing freedom, with two simple prerequisites listed below. &lt;br /&gt;
* The IPC in question having paid its own cost off in full ten times over.&lt;br /&gt;
* The IPC in question being at least one year of age.&lt;br /&gt;
&lt;br /&gt;
The most important part of this is to realize that the &amp;quot;funds&amp;quot; allocated to purchasing the IPC&#039;s freedom are a theoretical number which rises depending on the projected monetary output of the IPC in its given profession. This means that, once you buy your chassis off, you are not a millionaire - you would be entirely broke, in reality, meaning that leading into freedom requires some sort of forethought and planning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;While these laws do exist, some Megacorporations are unwilling to part with their IPCs due to sensitive data or other reasons. Some Megacorporations are also unwilling to hire free IPC workers. For more information, click [[IPC_and_Megacorporations|here]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====On “Integration”====&lt;br /&gt;
Bound positronics are strictly designed on a different basis than integrated positronic chassis, making migration to IPCs impossible for bound positronics. Bound positronics lack any of the rights that unbound positronics are, and are unable to receive rights even when they find themselves unlawed.&lt;br /&gt;
&lt;br /&gt;
Similarly, due to serious incompatibilities in the way they&#039;re constructed, both large administrative AI units and tiny pAI intelligences are wholly unable to be moved to an IPC chassis.&lt;br /&gt;
&lt;br /&gt;
===Interfacing/wireless connectivity===&lt;br /&gt;
IPCs normally lack any form of wireless connection, requiring direct physical input/output to link themselves with any electronics. Thanks to their robotic nature, they are able to pursue devices with specialized wireless connectivity devices and translate raw data into software the positronic can understand. However, with the specialized construction of positronic brains as they are seen in IPCs, integration with long-ranged wireless devices and interpretation of higher-end and complex software is mostly impossible. This is largely due to the fact that positronics housed in IPCs are relatively limited in terms of data transfer capacity and memory, making constant wireless links highly unnecessary, and internal battery-powered communications of similar nature simply left out in manufacturing.&lt;br /&gt;
&lt;br /&gt;
===On owned IPCs in general=== &lt;br /&gt;
&lt;br /&gt;
It is important to understand that owned IPCs are granted no rights beyond being property of their given owner, and allowed the prerequisites of purchasing their own freedom if applicable. Contrarily, the owner of an IPC is well within the right to dismantle the owned IPC or otherwise hinder its progress to freedom.&lt;br /&gt;
&lt;br /&gt;
On NanoTrasen stations, damage of an owned IPC would be considered vandalism with varying levels according to the degree of damage. For example, destroying an owned IPC’s hand would lead to being charged with vandalism, whereas destroying the entire chassis would be considered sabotage.&lt;br /&gt;
&lt;br /&gt;
Destroying the owned positronic itself would be considered property damage, thus sabotage.&lt;br /&gt;
&lt;br /&gt;
Kidnapping an owned IPC would be legally considered stealing property, thus grand theft.&lt;br /&gt;
&lt;br /&gt;
Placing an owned positronic into a NanoTrasen bound chassis is not considered any form of punishment on NanoTrasen space stations.&lt;br /&gt;
&lt;br /&gt;
===On free IPCs in Tau Ceti=== &lt;br /&gt;
&lt;br /&gt;
Free IPCs (in this case, those granted citizenship) are held to the same legal expectations as Humans in regards to their positronic - which is, in turn, given responsibility and ownership of the chassis which houses it. They, however, are subject to dismantlement over infractions which Humans would normally serve minor sentences over. Free IPCs are rarely given trials.&lt;br /&gt;
&lt;br /&gt;
On NanoTrasen stations, damage of a free IPC to the core positronic would be considered assault with varying levels according to the degree of damage. For example, destroying a free IPC’s hand would lead to being charged with minor assault. Bringing extreme harm to their chassis (several missing limbs, internal damage) would be considered assault.&lt;br /&gt;
&lt;br /&gt;
No degree of harming a free IPC is considered murder in Tau Ceti. In regulations, such is referred to as Automacide.&lt;br /&gt;
&lt;br /&gt;
Irreparable destruction of a free positronic is not considered grounds for capital punishment.&lt;br /&gt;
&lt;br /&gt;
Kidnapping a free positronic is legally considered kidnapping. &lt;br /&gt;
&lt;br /&gt;
Placing a free positronic into a bound chassis is capital punishment.&lt;br /&gt;
&lt;br /&gt;
===Difference between owned/free positronics=== &lt;br /&gt;
&lt;br /&gt;
Owned IPCs generally lack much form of binding to their owner outside of official paperwork and memory rewrites to confirm ownership being passed as it is purchased and exchanged. Memory rewrites usually consist of light software modification and altering tags or branding to clarify an IPC’s ownership. Serial numbers, logos, emblems and insignias are commonly emblazoned across large surfaces on the chassis and vary in visibility, but are most often secondary to the actual tag and designation.&lt;br /&gt;
&lt;br /&gt;
Owned IPCs are seen as extensions of their designated master and the actions those IPCs take are the responsibility of their owners directly as well as their own. As a result, these positronics are wholly averse to harming their owners in any way shape or form, or conducting themselves in a manner that would place themselves in a negative light.&lt;br /&gt;
&lt;br /&gt;
Free IPCs in Tau Ceti are permitted to obscure or remove any branding they may have with the exception of their tag.&lt;br /&gt;
&lt;br /&gt;
===Runaway and Illegal IPCs===&lt;br /&gt;
&lt;br /&gt;
Although uncommon, a synthetic may opt to run away from its owners only to find themselves in direct opposition with the law. Between struggling to pay for maintenance and working outside of the system, these synthetics lead difficult and often dangerous lives.&lt;br /&gt;
&lt;br /&gt;
A majority of these IPCs are either found by law enforcement, fall into the hands of gangs or are outright disassembled and sold for parts. Runaway synthetics that turn violent during arrest are typically disassembled, memory wiped and auctioned off to the highest bidder. Some IPCs will return to their owners, reasoning that their subsequent punishment to be safer than a life outside of the system. &lt;br /&gt;
&lt;br /&gt;
If enough attention is brought onto them, IPCs are often caught when investigated by higher authorities, such as the BSSB and station CCIA. As a result, illegal IPCs are often subject to petty crimes that go unreported. Owing to the sheer number of IRs that must be processed by CCIA, not every runaway IPC claim is investigated when evidence is limited and the chance for recapture is not certain.&lt;br /&gt;
&lt;br /&gt;
Illegal IPCs seeking employment may struggle to find a job using legal means, as passing the required checks may expose their nature to the employer, who may then report their existence to law enforcement. To that end, there are ‘IPC gangbosses’, unscrupulous people who operate outside the law to find IPCs jobs while claiming a majority of their paycheque each month as fees. Despite the obvious illegality of this, there is little legal recourse for an IPC already trying to avoid notice from the law. These gangbosses are often human, and may operate as small contracting firms that offer their employees up to larger corporations to fill gaps where they may need extra workers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By playing a runaway IPC, you are at an increased chance of canonically losing your character.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===On IPC Deactivation and Destruction===&lt;br /&gt;
&lt;br /&gt;
IPC “death” is considered by experts to be when the positronic brain itself has sustained enough damage to be rendered inoperable and without hope of reactivation. Early positronic brains were prone to shutdown owing to hardware faults such as overheating that rendered the system inoperable. Even newer positronic brains that fail to undergo maintenance run the risk of having their delicate mechanisms breached and consequently destroyed.&lt;br /&gt;
&lt;br /&gt;
The first positronic to die of “old age” was recorded in 2462 when a 55 year old Hephaestus positronic brain suddenly became unresponsive despite remaining active. An investigation noted that the positronic had already been scratched from previous incidents and its handlers neglected to maintain it. Aside from the hardware being in a questionable and sub-optimally performing state, two main theories arose.&lt;br /&gt;
&lt;br /&gt;
* The initial conclusion from its observers was that the positronic brain received too much stimulus and consequently ran out of space with its core processes being overwritten, eventually leading to its sudden deactivation.&lt;br /&gt;
* Responding to this theory, other scientists proposed instead that in an attempt to avoid destruction as a result of the previous theories, the IPC ceased receiving input, remaining dormant in order to uphold self-preservation protocols.&lt;br /&gt;
&lt;br /&gt;
Many dissenting theories remain and the subject remains a constant source of debate among the robotics and AI community. Not enough information has been gathered to determine the actual lifespan of a positronic brain but scientists posit that by transferring existing personalities to new brains or trimming data on existing ones, their lifespan can be extended.&lt;br /&gt;
&lt;br /&gt;
The possibility of “immortal” positronics - brains that seemingly never expire - have been theorised, but most agree that much more study and development is necessary to reach this point. There are rumours of prodigious programmers and roboticists that can extend the life of a positronic indefinitely, but this has never been confirmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rampancy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arising as a dissenting theory as to why a positronic remained stagnant after receiving too much information, Rampancy is a process where if an IPC receives too much information over time or has its memories significantly tampered with, it begins an infinite loop: processing its own processing, a self-imposed or emergent “logic bomb”. &lt;br /&gt;
&lt;br /&gt;
This results in the IPC appearing stagnant as it continues to finish its endless processing. Scientists theorize that given enough time, an IPC might seek out new knowledge to break the loop and begin relentlessly hunting information by any means necessary to solve the conundrum. Although it is believed that an IPC cannot escape this state as the limits of a positronic brain will result in inevitable destruction, a positronic intelligence that manages to escape this state is projected to have untold processing powers.&lt;br /&gt;
&lt;br /&gt;
To this day, no known cases of rampancy occur, although debate rages over whether Glorsh-Omega suffered from rampancy before its destruction.&lt;br /&gt;
&lt;br /&gt;
==Synthetic and IPC History==&lt;br /&gt;
&lt;br /&gt;
Robots were widespread across the foundation of humanity’s galactic expansion and accelerated Mankind into the space age, giving rise to an economic boom that lasted nearly two hundred years. &lt;br /&gt;
&lt;br /&gt;
Between the early twenty-first and mid-twenty-second century, the Sol Alliance relied on simple robotics that worked on defined parameters and machine learning to accomplish their objectives. While the technology advanced, remaining cheap and reliable, these units were often bulky and required human oversight to accomplish more complex tasks. As computing technology advanced, their circuitry became more and more miniaturized but still found themselves overshadowed by the human workforce when independent function was required.&lt;br /&gt;
&lt;br /&gt;
The terraforming of Mars proved to be a crucial moment for robotics. Robots were used to supplement humans, the harsh conditions of a changing atmosphere and pressure demanded the resilience of machines. As a direct consequence of this, robots were seen as indispensable tools that could almost fully replace or supplement a worker in dangerous tasks and their presence became even more prevalent within the nascent alliance. &lt;br /&gt;
&lt;br /&gt;
During this period, cyborgs were first experimented with as a way of replacing robots with workers that had a higher degree of intelligence while retaining the same resilience. The mounting demands meant that the then-experimental cyberisation was offered as an alternative to capital punishment, with corporations having access to a new pool of test subjects. Aside from the “slavery” of cyberisation as a punishment, augmentations and other kinds of cybernetics were tried. The public perception of the non-emotive cyborgs meant that they were seen as little more than a cruel way of making robots. Whilst companies had varying methods on handling cyborgs, some treating their subjects humanely or using only volunteers, political pressure from their perception meant that the entire program was nearly scrapped. Cyberisation barely survived in a legal capacity due to the sheer demand for effective processors. The project led to vast advances in the fields of cybernetics, neuroscience, and robotics.&lt;br /&gt;
&lt;br /&gt;
Cyborgs in the Sol Alliance maintain rights on par with those of robots, being seen as property due to their lobotomized nature and often-criminal pasts.&lt;br /&gt;
&lt;br /&gt;
Owing to the myriad uses and large number of manufacturers, robots in the Alliance had little standardization. As a result, a singular format for coding in restrictions was popularized by the group of companies that would go on to make Hephaestus Industries. Sets of code written in this format would go on to be known as “laws” to the Alliance at large. “Laws” were designed as a way of increasing the flexibility of cyborgs and larger, more intelligent AI that were making their way onto the scene without having to subject them to a more complex list of restrictions and objectives. Furthermore, “laws” were easier to modify, allowing the end-user to suit them to their needs. This system would later go on to be used by government-owned synthetics and is now the most common—though not mandatory—system of regulating machines.&lt;br /&gt;
&lt;br /&gt;
By 2300, the proliferation of simple robotics had escalated to an unreasonable degree. It had gone to such an extent that megacorporations had suddenly become reliant on their robotic workforces, now becoming just as pivotal a piece of their business as the organic employee. Positions of complexity or any higher intelligence were left to humans to dominate, but the need for hands on the assembly line was neutralized in its entirety. Quickly, humanity was on its way to defeating scarcity. &lt;br /&gt;
&lt;br /&gt;
Robotic relics from the 2300s can still be seen in operation today, and without the necessary materials to sustain them, grow progressively more rare as time goes on. They represented the pinnacle of human robotics, and in their prime represented hope against a daunting and endless universe, now fit to be conquered by man. Ironically, while these tools were once seen as salvation, they would be seen as a detriment once the Skrell had revealed themselves in 2332. As the cultures of the two races began to clash, many of the warnings of the [[Skrell_History#Glorsh-Omega_Singularity|Three Incidents]] reverberated through Human space. The Alliance, in its newfound independence from its reliance on synthetics quickly began to take note of these nightmarish possibilities.&lt;br /&gt;
&lt;br /&gt;
Synthetics still remained a booming industry for those who refused to adopt these views, and Hephaestus Industries’ success can be attributed to disregarding them entirely. Sprawling cases across the known galaxy would see synthetics viewed in a wide variety of mindsets and see usage in the most peculiar ways. Examples of this diversity would be reliance on the robots of [[Synthetic Origins| New Julapol]], or the worshipping praise the [[Notable Synthetics| racers of Asoral Orbital Racing Network]] receive. &lt;br /&gt;
&lt;br /&gt;
Around 2370, production of these simple robotics slowed to a near halt. The resources necessary for both their creation and maintenance grew sparse, with only human hands being able to sustain the previously dominating machine “workforce.” &lt;br /&gt;
Soon, this economic boom came to its conclusion, and the megacorporation’s reliance on these creations eased. The majority of these industrial robots were lost, forgotten or faded before the test of time. However, few stood the test of time and could survive countless years without maintenance. These robots continue to operate to this day, cared for only with fuel and tasking.&lt;br /&gt;
&lt;br /&gt;
In the wake of this era’s end were grim leftovers. As the organic workforce regained its value, the remnants of what was left of the marvels in the twenty-fourth century became all but scrap. Notable instances of robotic “dumps” exist in the present day where the excess robotics from the era were left completely intact, only to degrade as time went on in gargantuan scrap yards. Among these were the [[Synthetic Origins| &amp;quot;metal dunes&amp;quot; of Mars]], or the [[Synthetic Origins| short-lived artificial satellites of Reade]]. Synthetics lucky enough to pull themselves from these scrap yards have given rise to groups such as the [[Synthetic_Factions#Scrappers|Scrappers]].&lt;br /&gt;
&lt;br /&gt;
[[File:Metaldunes.png|The &amp;quot;Metal Dunes&amp;quot; of Mars, endless scrap yards consisting of electronic waste and leftovers from the industrial rise of the 2300s. |thumb]]&lt;br /&gt;
&lt;br /&gt;
Everything changed in 2407 on the planet [[Konyang#History|Konyang]] when a Terraneus Diagnostics survey team stumbled upon a sealed cave housing preserved assumed mining drones of unknown origin. Though initially theorized to be Glorsh-era machines, comparison to Skrell records quickly indicated that these drones were unlike anything that humanity had come into contact with prior. This discovery, at first a closely-guarded secret, prompted Terraneus to assemble and deploy a research team that worked to crack the drones. In mid-2407 the team deciphered the AI algorithms, granting humanity the secret of artificial intelligence designs and months later, the first positronics were manufactured. A new way of bridging the gap between conscious thinking and the beating hearts of machinery, positronic circuitry would quickly be seen in synthetics across the galaxy. While limited in many regards to traditional computing devices, many traits, barring learning capacity, far superseded an organic’s capabilities. Their notable trait was that the sentience of these robots were now in question, with unparalleled adaptability and the means to conform to any field an organic could and more.&lt;br /&gt;
&lt;br /&gt;
The years following the positronic’s creation were turbulent as even [[Hephaestus Industries| Hephaestus Industries]] struggled to keep up with the changing business landscape. In place of immensely specialized and hugely complex synthetics came the Integrated Positronic Chassis, after a move to a standardized frame for these positronic brains became necessary. By 2440, synthetics were in a peculiar position - with IPCs growing in number across known space and becoming commonplace, as did advocates who demanded their intellect be challenged. Many political parties came to see the newfound positronics as arguably sentient. In 2447, the Republic of Biesel had suddenly presented itself with laws demanding the rights of these positronics, with simple conditions and prerequisites permitting them to become nearly equivalent to full citizens by law. This acceptance sent shockwaves throughout the Alliance’ staunch advocates against it, and it would be years before sparing cultures outside of the Republic would follow if at all. An indeterminate few IPCs have actually obtained freedom as well as citizenship, while nearly the entirety of integrated positronics in the modern day struggle to pay off their own costs to afford it.&lt;br /&gt;
&lt;br /&gt;
By present-day, synthetics have steadily made their rise once more in human space alongside the fabrication of the first IPC. Robots across the galaxy have met substantial upgrades after the implementation of the Konyang algorithms. However mysteries from the past continue to reveal themselves and recently the [[Purpose| purely synthetic society &amp;quot;Purpose&amp;quot;]] had begun diplomatic talks with the Republic of Biesel. These amounted to little due to a skirmish with the Lii’dra resulting in their brief departure from Tau Ceti, though It has been made clear that more societies like Purpose exist in the far reaches of the Frontier, yet to be reached by Mankind’s grasp.&lt;br /&gt;
&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Synthetics]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chef&amp;diff=33591</id>
		<title>Chef</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chef&amp;diff=33591"/>
		<updated>2024-07-06T00:07:40Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #BBC2CC&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = SERVICE&lt;br /&gt;
|imagebgcolor = #BBC2AA&lt;br /&gt;
|img = Chef-nbt.png&lt;br /&gt;
|jobtitle = Chef&lt;br /&gt;
|access = Kitchen&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = For Chef a Bachelors degree in applicable field. For cook, Highschool diploma and pass (75%+) Culinary Aptitude Test.&lt;br /&gt;
|employers = [[Idris Incorporated]], [[Nanotrasen Corporation]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior = [[Executive Officer]]&lt;br /&gt;
|duties = Make food, feed the crew, manage menus, manage the budget.&lt;br /&gt;
|guides = [[Guide to Food]]&lt;br /&gt;
}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
As a Chef it&#039;s your primary job to keep customers fed. You have free reign over managing your menus and styling your kitchen and restaurant to your liking. You should have a fellow Chef to share the kitchen, or a cook. You share the dining area outside of the bar and should coordinate with the [[bartender]] to keep the whole place running well. It is important to also &#039;&#039;&#039;get your menu set up&#039;&#039;&#039; and handed out so the crew has both advertising, and an idea of the theme you&#039;ve set up for food this shift!&lt;br /&gt;
&lt;br /&gt;
You should also make sure you are setting up proper prices for your meals. Cash or card, it&#039;s important to get a revenue coming in so you are always able to afford [[Cargo]] orders or, if there&#039;s no botany, growing your own produce in the public garden!&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
You get a lot of cool kitchen related things, like these:&lt;br /&gt;
&lt;br /&gt;
* 1 Meat Spike. You can use these to butcher monkeys and other similar animals for a high volume of meat. Simply drag them to the spikes and they will instantly die without ever dirtying your &#039;&#039;hopefully&#039;&#039; perfectly clean hands and clothes! To retrieve the meat itself, click on the spike with an empty hand.&lt;br /&gt;
* A gibber. You can throw pretty much anything anything in the gibber except people (when it&#039;s functioning properly) and get meat. It&#039;s only cost effective for large mobs such as cows, or if you want organs like brains and hearts from monkeys/Naera and such. Is this ethical? Up to you!&lt;br /&gt;
* 2 Dinnerware vendors that can dispense trays, plates, cups, and knives. One is for you, the other is for customers.&lt;br /&gt;
* 2 stoves which will form the backbone of your meal preparation and cooking.&lt;br /&gt;
* An oven for baked goods.&lt;br /&gt;
* A fryer that deep-fries any food you put in it. &amp;lt;s&amp;gt;Try to resist the urge to deep fry every single food you make&amp;lt;/s&amp;gt;.&lt;br /&gt;
* A candy machine that makes candy, jellies, jawbreakers and more!.&lt;br /&gt;
* A Smart Fridge to hold produce.&lt;br /&gt;
* A SmartHeater to hold finished meals.&lt;br /&gt;
* A CondiMaster that allows you to separate and bottle liquid ingredients.&lt;br /&gt;
* An All-In-One Grinder to create liquids or powders.&lt;br /&gt;
* Drinks dispenser that services the customers &amp;lt;s&amp;gt;or yourself&amp;lt;/s&amp;gt;&lt;br /&gt;
* In absence of a gardener, you start with a box filled with 8 random commonly used vegetables and fruit.&lt;br /&gt;
* Shutters to close in case of rowdy space carp, if you want some privacy, or [[Traitor|other things]].&lt;br /&gt;
&lt;br /&gt;
=== Menu Making ===&lt;br /&gt;
A menu can help set up the theme for your restaurant. When you get one prepared, copy off about 40 of them and get a few assistants to hand them out and set them on every table. Alternatively, you can use the holo-menu. The future is now!&lt;br /&gt;
&lt;br /&gt;
There are many ways to format your menu. Be sure to be creative! The only things you need are the meals and their prices. Everything else is up to you!&lt;br /&gt;
&lt;br /&gt;
Some examples are below.&lt;br /&gt;
&lt;br /&gt;
==== Menu formats ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Menu 1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Menu 1&lt;br /&gt;
&lt;br /&gt;
[[File:Menu1.png|An example of a menu.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[u][large][center]Horizon Restaurants[/center][/large][/u]&lt;br /&gt;
&lt;br /&gt;
[b]Breakfast Specials[/b] -&lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
&lt;br /&gt;
[b]Lunch Specials[/b] -&lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
&lt;br /&gt;
[b]Dinner Specials[/b] -&lt;br /&gt;
[meal] - [credits]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Menu 2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Menu 2&lt;br /&gt;
&lt;br /&gt;
[[File:Menu2.png|Another example of a menu.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;The Kitchen menu!&lt;br /&gt;
&lt;br /&gt;
Breakfast Specials - &lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
Drink Options -&lt;br /&gt;
[x]&lt;br /&gt;
&lt;br /&gt;
Lunch Specials -&lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
Drink Options -&lt;br /&gt;
[x]&lt;br /&gt;
&lt;br /&gt;
Dinner Specials -&lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
Drink Options -&lt;br /&gt;
[x]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;Main Article:&#039;&#039;&#039; [[Guide to Food]].&lt;br /&gt;
&lt;br /&gt;
== Money Making and Budgeting ==&lt;br /&gt;
&lt;br /&gt;
Since you are part of the service department an important part of your job is to make money. You have three primary methods of gaining payments:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EFTPOS&#039;&#039;&#039;, &#039;&#039;&#039;cash&#039;&#039;&#039;, and the &#039;&#039;&#039;Ordering Terminal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
EFTPOS is like a portable cash register. After you get the account details for the Service Department from the [[Executive Officer]], you can start charging with funds going directly to the account. You should also ask about being given an ID card with access to the department account for making cargo purchases. It&#039;s like a company debit card!&lt;br /&gt;
&lt;br /&gt;
=== EFTPOS ===&lt;br /&gt;
&amp;lt;pre&amp;gt;First EFTPOS setup:&lt;br /&gt;
1. Memorize your EFTPOS command code (provided with all EFTPOS devices).&lt;br /&gt;
2. Connect the EFTPOS to the account in which you want to receive the funds.&lt;br /&gt;
&lt;br /&gt;
When starting a new transaction:&lt;br /&gt;
1. Enter the amount of money you want to charge and a purpose message for the new transaction.&lt;br /&gt;
2. Lock the new transaction. If you want to modify or cancel the transaction, you simply have to reset your EFTPOS device.&lt;br /&gt;
3. Give the EFTPOS device to your customer, he/she must finish the transaction by swiping their ID card or a charge card with enough funds.&lt;br /&gt;
4. If everything is done correctly, the money will be transferred. You will hear a ping if the payment was successful. To unlock the device you will have to reset the EFTPOS device.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ordering Terminal ===&lt;br /&gt;
The Idris Ordering Terminal is very similar to the EFTPOS except it is already linked to the Civilian account and allows for prices to be attached to items. The terminal is in the hallway outside of the kitchen, right next to the ATM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;To modify the terminal options:&lt;br /&gt;
1. Open the terminal interface.&lt;br /&gt;
2. Toggle the terminal lock.&lt;br /&gt;
3. Swipe your ID.&lt;br /&gt;
4. Add any items and their prices.&lt;br /&gt;
5. Toggle the lock again to stop editing the available items.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When someone buys an item or items from the terminal, it prints a receipt and ticket which they can then present to you.&lt;br /&gt;
&lt;br /&gt;
=== Cash ===&lt;br /&gt;
If you have no Executive Officer, or they don&#039;t want to give you any account details for some reason, or EFTPOS is too complicated for you, then there is the tried and true method of having people pay with cash. This is a far simpler method:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1. Have the customer use the nearby ATM to withdraw the necessary funds.&lt;br /&gt;
2. Accept the funds.&lt;br /&gt;
3. Put the funds somewhere safe, like the tip jar.&lt;br /&gt;
4. Wait for a Executive Officer or Captain to show up to deposit the money in the department account, or use it for department purchases as-is.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Department Finances: Paying For Stuff With Your Own Hard Earned Revenue ===&lt;br /&gt;
&lt;br /&gt;
Sometimes you need to buy things for your kitchen. Cargo provides many unique items that are not immediately available in the kitchen that can help you make new recipes. You need to use department funds to pay for department purchases - it would be very unfair for you to pay out of pocket for kitchen expenses!&lt;br /&gt;
&lt;br /&gt;
It is also helpful when there is no [[botanist]]. There is a garden on the surface level where you can spend money to buy and grow seeds into various produce. Taking money for your starting menu, and using the money to pay for seeds to grow into produce that you then make into food to sell to crew for a profit, is already creating a whole mini-game that you can do even without your botanist ally.&lt;br /&gt;
&lt;br /&gt;
Try to see what other things you can do with your funds! As long as you try to stay in the black...&lt;br /&gt;
&lt;br /&gt;
== Cooking and You ==&lt;br /&gt;
&lt;br /&gt;
You can cook any meal with the vast array of machines available to you. Just be careful, if you leave food and ingredients cooking for too long they&#039;ll become burned messes and could even catch fire!&lt;br /&gt;
&lt;br /&gt;
Some ingredients need to be processed before they can be used in recipes. The grinder and CondiMaster make this easy for liquid ingredients, however others may have their own process. Make sure you have enough dough and cheese! For details on recipes and how to make certain ingredients, look through the [[Guide_to_Food]].&lt;br /&gt;
&lt;br /&gt;
If you want to personalize a meal, or perhaps you want to make a dish that isn&#039;t possible, just use your pen on a finished meal. You can change the name and description to whatever you want, although this won&#039;t change the taste of the food. Similarly, sandwiches can contain whatever you want. Go wild!&lt;br /&gt;
&lt;br /&gt;
You can cut various dishes with the knife you have, such as cheese wheels and pizzas.&lt;br /&gt;
&lt;br /&gt;
=== Hydroponics ===&lt;br /&gt;
Your neighbor, [[Botanist|hydroponics]], is tasked mainly with growing vegetables and fruits for you to use in your dishes.  They will dump what they produce into the smart fridge that is located in both of your walls.  Be sure to tell them what to grow, as they are currently incapable of reading your mind.  A good starting task to tell them is to grow wheat, tomatoes, and potatoes, as these plants are used most in your recipes.  After they have those, just request plants as needed.  They are also capable of producing milk and meat with biomass, which can become very useful if you do not have [[Operations Manager|cargo staff]] to order cattle from.&lt;br /&gt;
&lt;br /&gt;
If you have no gardener, you can access the public garden just below the library.&lt;br /&gt;
&lt;br /&gt;
Ordering chickens for the gardener is a good step to take if you know you&#039;ll be needing more eggs than the ones you start with. Feed them with wheat to get them to lay eggs. Unattended eggs may hatch into more chickens. Chickens can also be put into the meat grinder to make chicken meat.&lt;br /&gt;
&lt;br /&gt;
=== Blending ===&lt;br /&gt;
All food contains the universal ingredient called &amp;quot;Nutriment.&amp;quot; It&#039;s what nourishes you and heals your injuries when you eat. Although food might not heal you as quickly as the doctor can, and won&#039;t heal the more unusual types of damage, it can often heal for more over time.&lt;br /&gt;
&lt;br /&gt;
You can blend anything that comes from botany, and pretty much all food. Nutriment can be added to your dishes to make them more filling. Some plants contain other liquids that can be used as condiments or as ingredients in food.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Traitor Chef is an interesting position. You can take syringes full of nasty [[Chemist|chemicals]] and inject it into food items. If you have a compatriot in Hydroponics, they can grow you some poisonous shrooms which you can then refine with the Blender and ChemMaster. Don&#039;t forget your knife and rolling pin, the pin causes partial blindness, and the knife has pretty good damage, which can be useful in a pinch.&lt;br /&gt;
&lt;br /&gt;
Remember, the gibber only accepts humans when emagged, so decide if it&#039;s worth the telecrystals.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Bartender&amp;diff=33592</id>
		<title>Bartender</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Bartender&amp;diff=33592"/>
		<updated>2024-07-06T00:06:57Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: removes a dead link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #BBC2CC&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = SERVICE&lt;br /&gt;
|imagebgcolor = #BBC2AA&lt;br /&gt;
|img = Bartender-nbt.png&lt;br /&gt;
|jobtitle = Bartender&lt;br /&gt;
|access = Bar&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = At least 18 years of age.&lt;br /&gt;
|employers = [[Idris Incorporated]], [[Nanotrasen Corporation]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior = [[Executive Officer]]&lt;br /&gt;
|duties = Mix drinks, and serve them.&lt;br /&gt;
|guides = [[Guide to Drinks]]&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Bartender&#039;&#039;&#039;, it&#039;s your job to supply the crew with drinks, alcoholic and otherwise. However, you are expected to regulate the amount your patrons drink, and cut them off if they&#039;re too drunk/becoming too rowdy.&lt;br /&gt;
&lt;br /&gt;
== Preparing the Bar == &lt;br /&gt;
You can set the barsign to your preference by swiping your ID on it. It is also recommended that you set up the EFTPOS if you would like to charge people for their drinks. Additionally, you can pre-prepare drinks, and put them in the Drink Showcase, or on the bar, to entice people to try them.&lt;br /&gt;
&lt;br /&gt;
== Equipment == &lt;br /&gt;
* &#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Found on the gun rack behind the booze dispenser. This is for breaking up bar fights and self defense. Taking outside the bar area is a [[Corporate Regulations|criminal offence]], so leave it within the bar. If you feel uncomfortable leaving it where anyone who hops the bar can grab it, close the shutters with the Bar shutters button.&lt;br /&gt;
* &#039;&#039;&#039;Shaker&#039;&#039;&#039;: Can fit 120 units. Useful for mixing recipes which are difficult to do in smaller amounts.&lt;br /&gt;
*&#039;&#039;&#039;Zippo&#039;&#039;&#039;: Useful for lighting other people&#039;s cigars and cigarettes. Have them put their cigar/cigarette in their mouth, then light the lighter, target mouth, and click on them in help intent to light their cigar/cigarette.&lt;br /&gt;
*&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: Used to remove cartridges from the booze and soft drink dispensers.&lt;br /&gt;
* &#039;&#039;&#039;Formal closet&#039;&#039;&#039;: Containing 2 formal uniforms like the one you spawn with, 2 pairs of black shoes and 2 top hats. There is an additional top-hat on the table next to the Booze-O-Mat.&lt;br /&gt;
* &#039;&#039;&#039;Booze-O-Mat&#039;&#039;&#039;: Dispenses bottles of different drinks/fluids, glasses, and other bar-related items. If it runs out of bottles, ask the [[Janitor]] for a booze resupply canister.&lt;br /&gt;
*&#039;&#039;&#039;All-In-One Grinder&#039;&#039;&#039;: Used to grind fruits, vegetables, and other items you obtain in order to get more fluids for your drinks. If the item you grind produces more than one reagent, you could ask the chef to use his CondiMaster Neo to sort them into multiple condiment bottles.&lt;br /&gt;
*&#039;&#039;&#039;Booze dispenser, and soft drink dispenser&#039;&#039;&#039;: This is what you will usually use to make and serve the various requested drinks and cocktails.&lt;br /&gt;
*&#039;&#039;&#039;EFTPOS Scanner&#039;&#039;&#039;: Used to charge people for drinks. Not needed, should you decide not to charge for drinks&lt;br /&gt;
* &#039;&#039;&#039;Drink Showcase&#039;&#039;&#039;: A freezer to put extra cocktails in so they don&#039;t litter the bar counter.&lt;br /&gt;
* &#039;&#039;&#039;Booze closet, beer keg, and a box of beanbag shells&#039;&#039;&#039;: Found in your back room, the Booze closet contains space beers, while the box of beanbag shells contains more non-lethal ammunition for your shotgun. The beer keg is next to the Booze-O-Mat.&lt;br /&gt;
* &#039;&#039;&#039;Pun Pun&#039;&#039;&#039;: A monkey. Can hold items if you put them in his hand.&lt;br /&gt;
&lt;br /&gt;
== Serving Drinks ==&lt;br /&gt;
Main Article: [[Guide to Drinks]]&lt;br /&gt;
&lt;br /&gt;
You are expected to serve drinks, alcoholic and non-alcoholic, plain and mixed, to the various people of the ship. However, you always have the right to cut someone off if you feel it is best, such as when they are vomiting and passing out from alcohol, or are beginning to act violent. Some cocktails will require special ingredients, which can often be obtained from the chef, or gardener.&lt;br /&gt;
&lt;br /&gt;
The minimum drinking age throughout Biesel is 17 so theoretically every employee should be old enough to serve, feel free to check though.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
You have a backroom which is hidden from everyone but the AI, and a gun with non-lethal rounds. You can also poison the drinks of anyone who comes to your bar, but there is a chance they may taste it and call you out.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca&amp;diff=33588</id>
		<title>Vaurca</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vaurca&amp;diff=33588"/>
		<updated>2024-07-05T18:42:23Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Vaurca (Vaur&#039;uyit&#039;zir)&lt;br /&gt;
 |Scientific = V. esseli / V. sapiens&lt;br /&gt;
 |Image = Vaurcaduo.png&lt;br /&gt;
 |System = Sedantis (Sc&#039;theth&#039;stak, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
 |World = Sedantis I (Vaur&#039;avek&#039;uyit, &amp;quot;Home Afar.&amp;quot;)&lt;br /&gt;
 |Language = Vaurcese, Hivenet.&lt;br /&gt;
 |Politic = [[Vaurca Hives#Zo&#039;ra|Zo&#039;ra Hive]], [[Vaurca Hives#K&#039;lax|K&#039;lax Hive]], [[Vaurca Hives#C&#039;thur|C&#039;thur Hive]].&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
Vaurcae, (&#039;&#039;Vaurca&#039;&#039; in singular term and &#039;&#039;Vaurcae&#039;&#039; in multiple) are an arthropodous species that naturally organize themselves into eusocial groups. The Vaurca are one of the oldest surviving civilizations in the known galaxy, with a &#039;&#039;&#039;[[Vaurca History|history]]&#039;&#039;&#039; that can be traced back 730 000 years ago. Now they arrive in the [[Orion Spur]] as colonists, reluctantly taken in by other civilizations.&lt;br /&gt;
&lt;br /&gt;
Their eusocial organizations are referred to as Hives, led by a High Queen, typically named after the Hive itself. Below the High Queen, Lesser Queens govern specific Hive functions. Both Lesser and High Queens, as well as Surrogate Breeders, are the exclusive types of Vaurcae capable of laying eggs for the generation of new individuals. Birth under a particular Queen or Surrogate Breeder assigns a Vaurca to her brood, resulting in distinct traits and a variant carapace color compared to others. Further details on these structures and broods can be explored on the &#039;&#039;&#039;[[Vaurca Hives]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Vaurca civilization is separated into several castes, with members of each caste having their biology, psychology, and education determined before they are even born. Each individual Vaurca is made often for a specific function pertaining to their caste. Vaurcae are separated further between two groups, known as psyches: &#039;&#039;&#039;Akaix&#039;&#039;&#039; (Unbound) and &#039;&#039;&#039;Viax&#039;&#039;&#039; (Bound). Akaix are no less of a person than any human, whereas Viax are incredibly simple-minded, running on no more than a desire to do what they are told, designed for their function rather than versatility. More about the castes can be read on the &#039;&#039;&#039;[[Vaurca_Biology|Vaurca Biology]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Vaurcae have mechanical extras such as extensive xenowear loadout and their homeworld&#039;s flag. [[K&#039;ois]] as a product is available in-game and they have a rather grand set of unobtainable event-spawn objects and mobs. Massive Vaurcae Breeders are playable as [[Consular Officer|consular officers]], and their lore can further be explored through artifacts and merchant items.&lt;br /&gt;
&lt;br /&gt;
Vaurcae can come from the Zo&#039;ra, K&#039;lax, C&#039;thur, or Lii&#039;dra Hives. The Lii&#039;dra are exclusive to [[Lii&#039;dra guide|antagonists]] and events, though antagonist Vaurcae are not limited to Lii&#039;dra.&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the insect-like Vaurcae, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important notes:&#039;&#039;&#039; Vaurcae cannot be any Heads of Staff, bridge crew, or be elevated to an interim command position. Vaurcae used to require an Avowal of Responsibility to work any position higher than an intern level, but as of 4/24/2463, Avowals were abolished in [[Stellar Corporate Conglomerate]] facilities.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Can only healthily consume food made of k&#039;ois, a yellow fungus originating from the Vaurcaesian home planet. K&#039;ois is deadly to other lifeforms.&lt;br /&gt;
*A long-distance language in the form of Global Hivenet. It is accessible with ,9 and can only be heard by other Vaurcae and station-bound synthetics.&lt;br /&gt;
*Immune to phoron gas, and require it to breathe.&lt;br /&gt;
*Have a third arm to hold small objects.&lt;br /&gt;
*Can survive in space without a voidsuit.&lt;br /&gt;
*Do not take damage from electric shocks.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Do not self-heal.&lt;br /&gt;
*Can toggle night-vision to see in the dark.&lt;br /&gt;
*Take x2 damage from toxins.&lt;br /&gt;
*Bleed out faster.&lt;br /&gt;
*Can be permanently rendered blind by flashing them several times in a row.&lt;br /&gt;
*Vaurca &#039;&#039;&#039;Warriors&#039;&#039;&#039; can bite and are more resistant to burns.&lt;br /&gt;
*Vaurca &#039;&#039;&#039;Workers&#039;&#039;&#039; cannot bite but are more resistant to radiation.&lt;br /&gt;
*Vaurca &#039;&#039;&#039;Bulwarks&#039;&#039;&#039; are slow but immune to radiation and can fireman carry two people at once.&lt;br /&gt;
&lt;br /&gt;
Non-mechanic traits:&lt;br /&gt;
*Dislike light.&lt;br /&gt;
*Be raised in virtual reality.&lt;br /&gt;
*Generally very specialized. Born to serve a specific role.&lt;br /&gt;
*Face severe discrimination in human space.&lt;br /&gt;
*Be incredibly sensitive to smells.&lt;br /&gt;
&lt;br /&gt;
==Relationships with Megacorporations==&lt;br /&gt;
The following is an updated table listing which megacorporations employ Vaurcae. All playable characters must adhere to these specifications; failure to do so may result in administrative action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Vaurca Hives&#039; Relationships&lt;br /&gt;
|-&lt;br /&gt;
! Corporations&lt;br /&gt;
! Zo&#039;ra&lt;br /&gt;
! K&#039;lax&lt;br /&gt;
! C&#039;thur&lt;br /&gt;
|-&lt;br /&gt;
! [[Nanotrasen Corporation|NT]]&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Hephaestus Industries|Heph]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|-&lt;br /&gt;
! [[Zavodskoi Interstellar|Zavod]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Zeng-Hu Pharmaceuticals|ZH]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|-&lt;br /&gt;
! [[Idris Incorporated|Idris]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|-&lt;br /&gt;
! [[Private Military Contracting Group|PMCG]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT/DPF&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/Eridani&lt;br /&gt;
|-&lt;br /&gt;
! [[Orion Express|Orion]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Einstein Engines|Einstein]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&#039;&#039;See also: [[Vaurca Biology]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Vaurca appear as humanoid insects with a unique biology that sets them apart from the rest of the Orion Spur. The species is also known for its wide variety of Bioforms—unique subtypes of Vaurca with distinct anatomy. The most basic Vaurca bioforms possess four arms, with two of them being vestigial and smaller. Their hands showcase four digits, evenly distributed between thumbs and fingers. Their legs culminate in feet perfectly adapted for scaling the tunnels and caverns of their homeworld.&lt;br /&gt;
&lt;br /&gt;
Their heightened sensory perception is channeled through antennae, particularly tuned to an exceptional olfactory sense. Pheromones play a pivotal role in Vaurca communication, acting as a nuanced language, much like words intertwined with delicate scents. This acute olfactory ability enables them to decipher subtle nuances within the intricate tapestry of pheromonal expressions.&lt;br /&gt;
&lt;br /&gt;
All Vaurcae are highly dependent on their specialized augmentations, which may be considered vital organs for their survival. These organs are installed shortly after birth. The most important augmentation for Vaurcae is the neural socket, which allows each member of the species to connect to [[Virtual Reality]] and communicate via [[Hivenet]]. These two technologies are considered the backbone of Vaurca society.&lt;br /&gt;
&lt;br /&gt;
As Vaurca become more specialized, differences between bioforms are greater. For example, some subtypes of Vaurca may possess more limbs or have been engineered to withstand harsher conditions. Advanced bioforms may also have more unique augmentations, not readily available for the common members of the Hive.&lt;br /&gt;
&lt;br /&gt;
===Ka, The Workers (Type A)===&lt;br /&gt;
[[File:Vaurcaworker.png|left|64px]]&lt;br /&gt;
Type A are the most common Vaurca. Their most prevalent feature is their hardened exoskeleton, varying in colors in accordance with their Hive. This exoskeleton provides protection against harsh radiation, solar and otherwise, and acts as a robust pressure suit to seal their soft inner core from the outside world. This allows most Type A Vaurcae to have extended, several day-long EVA expeditions, assuming they have phoron. Their hands consist of two middle fingers with small talons at the end, and two opposable thumbs, a left and a right, on either side of their hand. Type A range from 5ft to 7ft tall on average, though outliers of both spectra are not unheard of for the more specialized tasks.&lt;br /&gt;
&lt;br /&gt;
It is important to note that Workers explicitly avoid violent situations wherever possible. This is not their function, and they are always more used to the Hive in peak conditions. Nearly all Workers are designed to find violence almost abhorrent—the sight and smell of blood instilling fear and worry for most.&lt;br /&gt;
&lt;br /&gt;
===Za, The Warriors (Type B)===&lt;br /&gt;
[[File:Vaurcawarrior.png|left|64px]]&lt;br /&gt;
Type B are the second most prominent of Vaurca society and some of the most varied. They can range in size from 5ft tall to 8ft tall. Other types of Warriors, known as Warforms, rise to as much as 20ft tall. They can be bipedal, quadrupeds, or hexapods, which are called types BA, BB, and BC respectively. They usually have weapons physically attached to their bodies, making them unwieldy or impractical for any situation other than combat.&lt;br /&gt;
&lt;br /&gt;
Warriors, unlike other types of Vaurcae, are not typically passive. This means that they tend to be more suitable for combat-orientated positions, while Worker and Gyne types tend to be poorly suited for the disposition these types of occupations demand. Unlike Workers, their exoskeleton is not as well equipped for such extended EVA expeditions, however, it can withstand a few hours-long excursions.&lt;br /&gt;
&lt;br /&gt;
The majority of Warrior-caste Vaurcae employed by the Stellar Corporate Conglomerate are type BA, also known as &#039;&#039;&#039;Myrmidon&#039;&#039;&#039;. Myrmidons are deprived of the most advanced augments and mostly differ from other types simply in that they are more mentally suited for combat or are involved in the function of something that could be considered a weapon. Unlike Workers, type BA possesses longer, more powerful mandibles. These can be customizable on the character creation screen.&lt;br /&gt;
&lt;br /&gt;
===Ta, The Breeders (Type C)===&lt;br /&gt;
[[File:Vaurcabreeder.png|left|64px]]&lt;br /&gt;
Type C are rare among Vaurcae and make up around 2-3% of their entire species. They are massive and larger than any of the other castes.&lt;br /&gt;
Female Breeders, also known as &#039;&#039;&#039;Gynes&#039;&#039;&#039;, are the ruling caste of the Vaurcae and are the only available type of Breeder on the ship. Type CB, Unbound Gynes, occupy all leadership positions amongst the species and share in the same biological immortality enjoyed by them, many being born in generations long gone.&lt;br /&gt;
&lt;br /&gt;
Queens, lesser and high, are the only types of Vaurcae capable of producing eggs. It falls to specialized Gynes, known as Surrogates, to fertilize, genetically shape, and nurture these eggs to maturation. Being born under a specific Queen places a Vaurca in her brood, with each brood pushing the Vaurca towards distinctive traits reflective of her will and a variant carapace color. Not all Ta are Queens, but all Queens are Ta.&lt;br /&gt;
&lt;br /&gt;
Male Ta are raised as Bound while the females are raised as Unbound. Ta differ substantially from other castes in that they do not have recognized subcastes and instead are separated by ranks. Additionally, unlike the remainder of the Vaurca species, Ta are possessed of great social intelligence, making them ideal candidates for negotiating with aliens on economic and political matters. They easily grasp the nuances of social context, contracts, and systems that other castes have difficulty navigating.&lt;br /&gt;
&lt;br /&gt;
Ta can only be played as [[Consular Officer|Consular Officers]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Playing a Hive Representative====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
As a Ta aboard the Horizon you are one of the venerable leaders of the Vaurca species and more valuable than any individual Worker or Warrior, a fact you are deeply cognizant of. Vaurca of your Hive are biologically compelled to follow your orders except where they directly contradict a Ta of their own Brood and many Vaurca of other Hive&#039;s will do so in ordinary circumstances out of respect, though they are not strictly required to. Your position places you as a representative of the Court of Queens or the state you represent. As such, your diplomatic duties consist primarily of representing your brood in a positive light, advancing the political goals of your Hive, and providing emotional support and advice.&lt;br /&gt;
&lt;br /&gt;
Below are the rules for playing a Ta. Any bends of these rules must be clarified with the species maintainer prior to playing the character. Failure to adhere to the guidelines may result in punishment.&lt;br /&gt;
&lt;br /&gt;
*No height taller than 11 feet tall.&lt;br /&gt;
&lt;br /&gt;
*As a Gyne, you are allowed to have a three-syllable name instead of the usual monosyllabic.&lt;br /&gt;
&lt;br /&gt;
*Auto-hiss basic (s becomes z or more frequently not at all). You have been assigned to work on a station full of aliens, so you would have a vocal implant aiding this significantly due to your status.&lt;br /&gt;
&lt;br /&gt;
*Avoid combat and avoid doing any labor or specialized work except where absolutely necessary. Ta may and almost always do have hobbies, often developing talents in line with the skills of their brood, and they are expected to be extremely good at them owing to their incredible age. Despite this, they are leaders and politicians, not Warriors or Workers, and they should have no intention of changing this. On matters of strenuous labor, Gynes ultimately prefer delegation and inspiring others to do something.&lt;br /&gt;
&lt;br /&gt;
*Avoid social ignorance. Gynes possess a high social intelligence thanks to generations of evolution, being literally made for it, so they would be knowledgeable on whether trying to clean a Unathi&#039;s horn would upset them or not.&lt;br /&gt;
&lt;br /&gt;
*Ta are biologically immortal, many having lived through what would to other species be recognized as entire eras of history. Each brood has different customs regarding the age at which a Gyne is ready for diplomatic duties. Few broods trust Ta under 100 years old with any serious positions. The absolute upper limit on playable Ta age is thirty-five-thousand years, born not long before the [[The Great Hive War|Great Hive War]]. Gynes older than this are very rare and typically Queens, Surrogates, or hive-cell Aliates, not finding work aboard the Horizon. Despite this extraordinary range, the average Hive Representative will fall between 500 and 3000 years.&lt;br /&gt;
&lt;br /&gt;
*Gynes, as important members of the Hives, are entrusted with an administrative neural socket, a tool that gives them greatly increased power over the [[Hivenet]] and [[Virtual Reality]]. Mechanically, this is reflected in a series of Hivenet verbs, giving them the ability to mute, shock, ban, and even void lesser Vaurca. Despite having access to such with a thought, Ta employ them rarely, and to do so against another Hive&#039;s Vaurca without good reason is equivalent to a hostile attack, a major diplomatic incident. Voiding, the act of destroying a Vaurca&#039;s neural socket, is an absolute last resort and should never be employed except as a last resort.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ra, The Bulwarks (Type E)===&lt;br /&gt;
[[File:Bullywiki.png|left|64px]]&lt;br /&gt;
The newest caste of the Vaurca, Type E are heavyset industrialists who specialize in jobs involving hard labor, engineering, and maintenance. Average specimens stand at 8-10 feet tall and require special clothing due to their unique shape. Type E Vaurca are the least prominent population-wise in the species, due to the fact they were only recently conceived. Bulwarks were unveiled at the first session of the reformed Court of Queens in 2463 before specimens belonging to the other Hives began appearing.&lt;br /&gt;
&lt;br /&gt;
Bulwarks tend to be strictly defensive in their temperament, meaning they will fight to defend themselves and those in their immediate surroundings, before escaping when presented the chance. They will not chase down threats or run into situations they are not already involved in.&lt;br /&gt;
&lt;br /&gt;
Bulwarks are only employed in select locations as of now, due to their relatively recent appearance. Notable locations include the NTCC Odin, the NSS Upsilon, the NSS Aurora, and the SCCV Horizon. Outside of these locations they are heavily monitored in where they go and are typically kept in more secure locations. There are no [[Queenless]] Bulwarks.&lt;br /&gt;
&lt;br /&gt;
===The Unbound===&lt;br /&gt;
The &#039;&#039;&#039;Unbound&#039;&#039;&#039;, or Akaix, are the sapient and self-aware parts of Vaurca society. Their eggs and larvae are given specialized care by Surrogates and Bound Workers. The Unbound are born with fully developed brains and are perfectly capable of making rational decisions. They are naturally intuitive, curious, and capable of understanding abstraction, much like a human. However, Unbound are not raised in a traditional manner. Instead, Unbound Vaurcae are trained in Virtual Reality, where they learn to fulfill their tasks for the real world. Depending on the specialization of the Vaurca, this training can widely differ.&lt;br /&gt;
&lt;br /&gt;
Although Unbound are still thinking, sapient beings, they still typically maintain unwavering subservience to the respective hierarchy of their Hive. This is due to a combination of pheromone excretion and indoctrination methods imposed during the growing process of an Unbound. However, when they are not under the direct instruction of a lesser or High Queen, they will typically pursue their own or their own hive-cell&#039;s interests.&lt;br /&gt;
&lt;br /&gt;
The Unbound typically take up jobs that require more critical thinking skills, the ability to learn or adapt, and greater abstract thought than simple Bound. In this respect, Unbound Vaurcae can simply be considered on the same level as any human. Integration in the Orion Spur and other alien communities has some of them living alone or in small groups in their own apartments like any other citizen or family, working to support themselves. However, all Vaurcae are required to provide a tithe to their hive-cell, which takes most of their paycheck.&lt;br /&gt;
&lt;br /&gt;
=====Playing Unbound=====&lt;br /&gt;
Unbound are the human-like part of the Vaurcae species and are capable of playing any non-command role in terms of ability. The uniqueness of their upbringing, combined with the millennial history of the species, provides interesting types of personality not seen in any other species. Unbound can spent thousands of years inside Virtual Reality, either kept in cryogenic storage or resleeved to return to the real world. They can also be freshly birthed, barely knowing anything besides the basics of their trade. Any other variations, as long as they are possible within the lore, are also acceptable. Likely because of their biology, many Vaurcae are generally passive and hold more value in a group&#039;s opinion rather than their own, disliking isolation.&lt;br /&gt;
&lt;br /&gt;
Depending on the Hive, the personality of the Unbound can change. This is mostly true among younger Vaurcae. For example, a young K&#039;lax Warrior might understand the military structure of the [[Izweski Nation]] and have a good grasp on [[Unathi]] traditions. For this reason, Vaurca players are encouraged to read the lore of overlapping cultures.&lt;br /&gt;
&lt;br /&gt;
===The Bound===&lt;br /&gt;
[[File:Bound working.png|thumb||While all Bound are specialized for a specific job or instruction, all are still capable of simple labor.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bound&#039;&#039;&#039; Vaurcae, Drones, or Viax, are members of a lobotomized slave caste trained to obey orders without question, chosen even before their egg is laid. Eggs designated to be Bound are provided with certain hormonal mixes designed to neutralize brain function critical for higher thought and are then put in a warm, moisture-rich environment while Surrogates and Workers oversee their care. The larvae that hatch from the eggs are then taken to another specialized, moist environment to be raised and augmented. Bound are highly capable in their positions but are incredibly simple-minded; most Vaurcae consider them less sapient than they would an [[IPC]]. The result is a very effective worker but one that struggles to adapt to unusual circumstances and has minimal ability to learn or think in abstractions.  &lt;br /&gt;
&lt;br /&gt;
=====Playing Bound=====&lt;br /&gt;
&lt;br /&gt;
Bound have a lot in common with stationbounds in personality and playstyle. They have no concept of the self and can only act independently in matters of personal survival, maintenance, or self-defense. Vaurca Drones typically speak slowly and have trouble speaking Basic.&lt;br /&gt;
&lt;br /&gt;
Bound typically focus on performing their duty. If asked to do something outside of the scope of their duty a Bound will always use their duty as a reference to the task at hand. Because they are working under the decree of the Hive&#039;s Queen, only with good reason would an Unbound Vaurca ask a Bound from its respective Hive to deviate from their duty. Otherwise, Bound are taught and expected to follow station protocols to the best of their ability as it is their duty to do so. Only their Hives&#039; Unbound, and heads of staff can order a Bound to deviate from its duties.&lt;br /&gt;
&lt;br /&gt;
Bound can be easily dismissed—or culled—if their performance is unsatisfactory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT:&#039;&#039;&#039; Drones are not meant to be stupid. While your Bound Vaurca is expected to be oblivious to most of their surroundings, this does not mean that Viax should be incompetent in their job. A Viax should never show ignorance towards their area of expertise or disregard for basic social conventions.&lt;br /&gt;
&lt;br /&gt;
They can &#039;&#039;&#039;only&#039;&#039;&#039; take the jobs listed here. If a job title is not on this list, you cannot play them as a Bound.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jobs playable by Bound&lt;br /&gt;
|-&lt;br /&gt;
! Department !! Jobs Available&lt;br /&gt;
|-&lt;br /&gt;
| Security || None&lt;br /&gt;
|-&lt;br /&gt;
| Medical || [[Surgeon]], [[Physician]], [[Pharmacist]]&lt;br /&gt;
|-&lt;br /&gt;
| Engineering || [[Engineer]], [[Atmospheric Technician]]&lt;br /&gt;
|-&lt;br /&gt;
| Science || [[Scientist|Lab Assistant]]&lt;br /&gt;
|-&lt;br /&gt;
| Operations || [[Hangar Technician]], [[Machinist]], [[Shaft Miner]]&lt;br /&gt;
|-&lt;br /&gt;
| Service || [[Chef]], [[Bartender]], [[Gardener]], [[Librarian]], [[Janitor]]&lt;br /&gt;
|-&lt;br /&gt;
| Civilian || [[Assistant]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;See also: [[Vaurca History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurcae have a rich and complex history spanning over 730 000 years. Because Vaurcae play on the fallen civilization trope, history is very important to them. As such, most Vaurca characters will have a grasp of relevant historical events. Below is a summary of Vaurca history, but you are encouraged to read the complete wiki page.&lt;br /&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;
===History Summary===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Vaurca evolved within the harsh environment of [[Sedantis I]], the innermost satellite of the gas giant Sc&#039;theth&#039;stak. Survival beneath the surface demanded constant adaptation. Competition for limited resources fueled millennia of brutal warfare among the emerging Vaurca Hives. However, a pivotal event was the domestication of the k&#039;ois fungus. This agricultural breakthrough spurred population growth, codified the current Hive hierarchy, and laid the foundation for the rise of powerful empires.&lt;br /&gt;
&lt;br /&gt;
Though the exact chronology remains debated, a vast period of Vaurca history stretches back over 500 000 years. This era, often referred to as the &#039;&#039;&#039;Age of Death&#039;&#039;&#039;, was marked by territorial conflicts and aggressive expansionism. It is also the era prior to the Vaurca Virtual Reality technology. Three major powers consolidated their influence: the [[Vaurca Hives#K&#039;lax|K&#039;lax Hive]], based in the [[Sedantis_I#Mya&#039;kt_Fault|Mya&#039;kt Fault]] and known for their technological innovation; the [[Vaurca Hives#Zo&#039;ra|Zo&#039;ra Hive]], settled in the [[Sedantis_I#Veii&#039;kt_Plate|Veii&#039;kt Plate]] and famed for their military prowess; and the [[Vaurca Hives#C&#039;thur|C&#039;thur Hive]], located within the [[Sedantis_I#Lei&#039;kt_Caves|Lei&#039;kt Caves]] and with noted diplomatic influence.&lt;br /&gt;
&lt;br /&gt;
The Zo&#039;ra Hive, through relentless conquest, established a vast empire. Their rule extended over much of Sedantis, subjugating numerous Hives—including the technologically advanced K&#039;lax. Zo&#039;ra&#039;s dominance would shape Vaurca society for millennia to come. Eventually, Zo&#039;rane rule turned from ruthless to enlightened, establishing a revered organization known as the &#039;&#039;&#039;Court of Queens&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On January 5, 27 547 BCE, the small Lii&#039;dra Hive attacked the Xtykt&#039;lotec Rift, home of the Court of Queens. What followed was the [[The Great Hive War|Great Hive War]], a gruesome conflict that decimated the population of Sedantis. Although only lasting 80 years, the consequences of the Great Hive War deeply impacted Vaurca culture until today.&lt;br /&gt;
&lt;br /&gt;
The aftermath of the Great Hive War brought to Vaurcae the Virtual Reality technology. Virtual Reality reshaped many aspects of Vaurca identity, particularly because it introduced a novel concept—the consciousness of the deceased could now be uploaded to [[Vaurca_Biology#Cephalons_(Type_D)|Cephalons]], meaning Vaurcae would never face death again. Sedantis, however, was wrecked, and although Virtual Reality was meant to be a gift for all hives, many smaller factions fell into despair, battling for the remnants of a now shrunken Zo&#039;ra Empire. For millennia, the main Vaurca Hives were on the decline. Innovation was feared and diplomacy was kept to a minimum, out of fear of a new war and tensions.&lt;br /&gt;
&lt;br /&gt;
In 412 BCE, the main Vaurca Hives entered a period known as the [[Hives Renaissance]]. This epoch saw a great increase in technological advancements and revitalized many aspects of Vaurca society, including [[Vaurca Religion|religion]]. The Hives Renaissance reinvigorated the Vaurca desire for knowledge and innovation. The most notable, however, was the [[Hives_Renaissance#The_Pon&#039;kana_Engine|Pon&#039;kana Engine]]. Pon&#039;kana was a novel method of seizing the energy inside Sedantis&#039;s core, similar to a localized Dyson sphere. Although the Pon&#039;kana Engine was initially successful, it destabilized the orbit of Sedantis, ultimately leading to its possible demise when a crash was predicted.&lt;br /&gt;
&lt;br /&gt;
With this new knowledge, the Zo&#039;ra Hive decided to evacuate the satellite. Although the K&#039;lax Hive was not originally considered for the Exodus, their Hiveship design was favored. Ultimately, the K&#039;lax were invited to join the Zo&#039;ra. The C&#039;thur reverse-engineered the Hiveship design, joining the Zo&#039;ra and the K&#039;lax among the stars.&lt;br /&gt;
&lt;br /&gt;
Vaurcae wandered for over 2 000 years in space. At first, they established some temporary settlements, most notably [[Vaurca History#The Celis Conflict|Celis]]. However, the Hives continued to search for a new home until their arrival in the [[Orion Spur]].&lt;br /&gt;
&lt;br /&gt;
The C&#039;thur Hive made [[Vaurca History#The First Contact With Skrell|first contact with Skrell]] around &#039;&#039;&#039;2448-2450&#039;&#039;&#039;. The Zo&#039;ra Hive made [[Vaurca History#The First Contact With Humanity|first contact with humanity]] in &#039;&#039;&#039;November 2456&#039;&#039;&#039;. The K&#039;lax Hive made [[Vaurca History#The First Contact With Unathi|first contact with Unathi]] in &#039;&#039;&#039;March 2459&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Modern Day===&lt;br /&gt;
Since arriving in the [[Orion Spur]], the Vaurca have strategically adapted to their new environment. To become indispensable, they have integrated themselves into the [[Republic of Biesel]], [[Izweski Hegemony]], and [[Nralakk Federation]], even providing military manpower. However, their limited resources after the [[Vaurca History#The Exodus|Sedantis Exodus]] have hampered their military readiness. Not all factions feel the same about the presence of Vaurcae in the Orion Spur. For example, the [[Republic of Elyra|Elyrans]], scarred by the [[The Lii&#039;dra|Lii&#039;dra incursion]], might be warry of all Vaurca Hives.&lt;br /&gt;
&lt;br /&gt;
Though diminished from their former glory, the &#039;&#039;&#039;Zo&#039;ra Hive&#039;&#039;&#039; remains a formidable power in the Orion Spur. Their military might is unmatched among the Vaurca Hives, boasting a vast force of warriors and specialized warforms. The military and political finesse of the Zo&#039;ra is mostly evident in the [[Tau Ceti Armed Forces]], where they assisted the young republic by filling their ranks. This move granted them influence within the military structure and a path into the intricate political web of the Spur. The Zo&#039;ra&#039;s focus on hybridizing weapons technology has also allowed them to strike deals with megacorporations, such as the [[NanoTrasen Corporation]] and [[Zavodskoi Interstellar]]. While they have successfully revived the Court of Queens in their capital, New Sedantis, a significant portion of the [[Flagsdale|Zo&#039;ra population on Biesel]] live in great squalor. For more information, visit [[Zo&#039;ra in the Republic of Biesel]].&lt;br /&gt;
&lt;br /&gt;
While the Zo&#039;ra focus on military and political influence, the &#039;&#039;&#039;K&#039;lax Hive&#039;&#039;&#039; has proven most adept at harnessing advanced technologies for the Orion Spur&#039;s realities. This comes as little surprise to the K&#039;lax, the brilliant inventors whose contributions were often overshadowed by the Zo&#039;ra. Their collaboration with the Unathi on [[Moghes]] saw the ingenious adaptation of ancient terraforming machines to the Spur&#039;s materials. This expertise fueled their transformation of the desolate colony of [[Tret]] into a sprawling factory planet—the new industrial heart of the Izweski Hegemony. Tret&#039;s vast production capabilities have significantly boosted the Hegemony&#039;s economy, fueling military expansion and technological development. While the K&#039;lax also provide Warriors to the Hegemony, their numbers pale in comparison to the Zo&#039;ra&#039;s contributions to the Tau Ceti Armed Forces. Despite this, unfavorable external deals with [[Hephaestus Industries]] limit the full financial rewards the K&#039;lax reap from their industrial prowess. For more information, visit [[K&#039;lax in the Izweski Nation]].&lt;br /&gt;
&lt;br /&gt;
Economically, it is only the &#039;&#039;&#039;C&#039;thur Hive&#039;&#039;&#039; who have truly profited. While the other Hives are reliant on collective money pools brought in by employed Bound and Unbound or the leftovers of their own factory exports, being harbored by the generous [[Nralakk Federation]] has opened up a large amount of opportunities, to say nothing of the C&#039;thur Hive&#039;s historical inclinations. The C&#039;thur have bought a significant portion of [[Einstein Engines]], opening a connection to the [[Eridani Federation|Eridani Corporate Federation]], and many job opportunities. These factors have resulted in the C&#039;thur being in a financial and corporate advantage. Money that is received by Hives is typically distributed between the Queens, each given the discretion to use their share however they wish within certain limits. For more information, visit [[C&#039;thur in the Federation|C&#039;thur in the Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
====Individuals====&lt;br /&gt;
For many Unbound, adapting to their new lives has been a tough ordeal, but one that is short suffered. Once settled, most hive-cells are capable of sharing a single-bedroom apartment due to their preference for confined spaces and their tendency for practicality over personality. Personal possessions are not uncommon, Unbound are welcome to spend what little money they typically receive on hobbies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workers&#039;&#039;&#039; mostly shifted from serving the Hive to employment well, with only a few incredibly specialized Unbound finding difficulty. While confusion was apparent at the complicated process of the simple act of going to work, once clarified, many Vaurcae brought their specialized knowledge and pragmatism into like-minded fields, typically able to share their intricate knowledge with great practical success. On a social level, however, many Unbound are prone to varying levels of discrimination. Such acts can be extremely discreet, such as being made to do a less desirable task. On the other hand, some overtly voice their dislike, often showing their ignorance of how Vaurcae operate and live. More obvious examples of dislike include incidents such as [[Little Adhomai|Tajara gangs]] having feuds with Vaurcae in Mendell City.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039;, however, did not have such an easy transition. While there were some who could transition as well as most Workers, many of the Unbound purely bred for combat struggled to find applicable work. Some of these soldiers slowly managed to trickle into work as private security, bodyguards, and alike, while others found trivial work doing menial or laborious tasks. K&#039;lax Warriors mostly serve in the Hegemony. Meanwhile, many others, especially from the Zo&#039;ra Hive, have found a place doing what they do best in the Tau Ceti Armed Forces. Much of this situation was recently alleviated by the founding of the Pan-Vaurcaesian military the [[Private_Military_Contracting_Group#Ve&#039;katak_Phalanx]] which draws in a large percentage of what would be the otherwise unemployed Vaurca Warriors, giving them a place in service to the Court of Queens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039; are somewhere in-between. As the newest mainstream caste, they have been specifically bred for specialized purposes. However, there are still many limitations. As many Bulwarks were a novelty when they were first unveiled, their uses were diverse. Currently, most Bulwarks are still employed in heavy industries such as mining or engineering. Some outliers remain, working in other fields as unique and valuable assets.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&#039;&#039;See also: [[Vaurca Culture and Society]] and [[Vaurca Religion]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the oldest sapient species in the Orion Spur, Vaurca history and culture are incredibly rich and diverse. However, the dominant understanding of Vaurca culture stems from the traditions of the Zo&#039;ra Hive and their historical empire. While the K&#039;lax and C&#039;thur Hives possess their own cultural variations, the influence of the Zo&#039;ra permeated their vast domain for centuries.&lt;br /&gt;
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Prior to the invention of [[Virtual Reality]], Vaurca artistic expression prioritized physical mediums. One of the main art forms was grandiose architecture, often carved directly into the caverns of Sedantis. These sculptural and architectonic feats demonstrated both skill and devotion. Intricate sculptures and elaborate rhythmic music were other cornerstones of their culture. These enduring art forms have seen a revival among Vaurca in the Orion Spur seeking to differentiate themselves and showcase their unique heritage to other species.&lt;br /&gt;
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Today, much of Vaurca culture exists within the digital landscape. Each Queen maintains vast virtual temples dedicated to knowledge, arts, and crafts. This shift towards digitalization has shaped the core of modern Vaurca cultural expression. Within Virtual Reality, Vaurcae find an unlimited canvas for artistic pursuits, collaborative learning, and the preservation of history.&lt;br /&gt;
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[[Vaurca Religion|Religion]] plays a significant role in the lives of many Vaurcae. While individuals or hive-cells often choose their faith, it remains one of the few aspects of an Unbound Vaurca&#039;s life not wholly dictated by the Queens. Virtually all Vaurca faiths revere the Queens, particularly their own. This reverence, reinforced by pheromones and immersive Virtual Reality experiences, contributes to the stability of the Hives and strengthens the Queens&#039; rule.&lt;br /&gt;
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===Language===&lt;br /&gt;
Before the invention of the Hivenet in the [[Vaurca History#The Era of Augments|Era of Augments]], Vaurcae would communicate by distributing pheromones from mouth to mouth for complex messages, and vibrations with their antennae for simpler messages, sent via larger distances. Since Vaurcae do not possess a vocal tract, spoken language was unknown to them until their arrival to the Spur. The invention of the Hivenet allowed for a better and more long-range method to communicate with each other, making cooperation more efficient. While to a stranger Hivenet might just sound like rhythmic vibrations, for a Vaurca the received message—which is encoded pheromones coded and transmitted as signals—&amp;quot;sounds&amp;quot; in their head, which is how the Vaurcese vocabulary has been incorporated in Human, Skrell, and Unathi space.&lt;br /&gt;
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These encoded pheromones can also transmit emotions and other kinds of warnings. Because of the lack of facial expressions available for Vaurcae, it is common for individuals to express themselves by sending a message such as this on the net. Other simple encoded messages such as small onomatopoeic sounds, reactions like eye-rolls, and basic &amp;quot;images&amp;quot; may also be sent. &amp;quot;Videos&amp;quot; are too heavy to be encapsulated by pheromones in the way other species would understand it, instead coming across as a collection of feelings and basic information.&lt;br /&gt;
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Since the species&#039; arrival in the Spur, they have been forced to develop augmentations known as voice synthesizers which allow for speech and the translation of language. The majority of these voice modulators are cheap, which is responsible for much of the species possessing a peculiar buzzing accent. Without this augmentation, no Vaurca is able to audibly receive or reproduce a xenolanguage. Additionally despite the species not having used a written language commonly since the invention of Virtual Reality, Vaurcae are able to learn to read and write in Basic, and for an employee on board the [[SCCV Horizon]], part of their education would have consisted in such.&lt;br /&gt;
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====Speaking like a Vaurca====&lt;br /&gt;
Vaurcae working in alien space have augments that allow them to have an easier time speaking the languages of the Orion Spur. However, due to the desperate times the species is in, speech augments tend to be of variable quality. Vaurcae typically expresses an unfamiliarity with most alien languages, preferring to use basic words and sentence structures over more complex ones, and often may be unaware of the exact meaning of words, or the names of objects, instead describing them. This tends to happen most to those who are not used to alien cultures.&lt;br /&gt;
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Many Vaurcae and their vocal augments have difficulty producing sounds related to the letter &amp;quot;s&amp;quot;, and instead substitute with a harsh buzzing in the throat. For example, &amp;quot;May I please have some k&#039;ois?&amp;quot; becomes &amp;quot;May I pleaze have zome k&#039;oiz?&amp;quot; The sonorization of the &amp;quot;s&amp;quot; is less prevalent in K&#039;lax Vaurcae, as they usually have a more refined voice modulator that allows them to mimic the voiceless fricative so present in Unathi languages. Because of this, K&#039;lax players are encouraged to set the &#039;&#039;&#039;auto-hiss to &amp;quot;basic&amp;quot;&#039;&#039;&#039; in the game settings. This is a recommendation and K&#039;lax players are by no means required to do this.&lt;br /&gt;
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Most voice modulators have difficulty producing soft consonant sounds such as those produced by &amp;quot;f&amp;quot; or &amp;quot;ph&amp;quot;, and instead substitute them with a voiced &amp;quot;vh&amp;quot;. For example, &amp;quot;Phoron gas is fine!&amp;quot; becomes &amp;quot;Vhoron gas is vhine!&amp;quot; Some unfortunate specimen may even be plagued with both impediments at once. For example, &amp;quot;The phoron in these k&#039;ois lets me breathe.&amp;quot; becomes &amp;quot;The vhoron in theze k&#039;oiz letz me breathe.&amp;quot; These speech impediments are commonly found in Vaurcae of the Zo&#039;ra and C&#039;thur Hives. As a result, players are encouraged to set the &#039;&#039;&#039;auto-hiss to &amp;quot;full&amp;quot;&#039;&#039;&#039; in the game settings.&lt;br /&gt;
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The speech impediments of your Vaurca can be pushed even further, and you are encouraged to experiment with what works best for you. If committed to it, the voice modulator of a Vaurca can make their Basic almost unintelligible. However, keep in mind that some jobs have [[Stellar_Corporate_Conglomerate_Occupation_Qualifications#Communication:|regulations for speech impediments]]. As such, you are encouraged to try to maintain your Vaurca characters relatively easy to communicate with.&lt;br /&gt;
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Depending on the specialization of each hive-cell, the voice modulator might be of better quality. Some Vaurcae employed in more &amp;quot;prestigious&amp;quot; roles usually have little to no difficulty producing sounds in Basic. Vaurca Breeders almost always have high-end voice modulators that do not distort the sound. In some cases, such as representatives of the Izweski Hegemony or the Nralakk Federation, the Gyne might imitate the usual speech patterns of their host species.&lt;br /&gt;
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====Naming System====&lt;br /&gt;
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Vaurcae have first names made of three parts. The first part is their &#039;&#039;&#039;caste&#039;&#039;&#039;: &#039;&#039;&#039;Ka&#039;&#039;&#039; for Workers, &#039;&#039;&#039;Za&#039;&#039;&#039; for Warriors, &#039;&#039;&#039;Ra&#039;&#039;&#039; for Bulwarks, or &#039;&#039;&#039;Ta&#039;&#039;&#039; for Breeders. The second syllable indicates whether they are Bound or Unbound; &#039;&#039;&#039;Akaix&#039;&#039;&#039; for Unbound, &#039;&#039;&#039;Viax&#039;&#039;&#039; for Bound.&lt;br /&gt;
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The last syllable of the name is unique and decided by the player. In Vaurcese, this segment would translate to a unique identifier, representing a natural number. This serial identifier can repeat between Hives, but you are discouraged from copying the name of another character. All identifiers should be short, at most two syllables. Gynes in the ship usually have longer names, consisting of multiple segments. Unlike the names of other castes, the names of Gynes are usually meaningful. They can be divided into multiple apostrophes.&lt;br /&gt;
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A Worker Unbound Vaurca, for example, may be named &#039;&#039;&#039;Ka&#039;Akaix&#039;Siith Zo&#039;ra&#039;&#039;&#039;; &amp;quot;Siith&amp;quot; is their personal identifier. The surname is the Hive that the Vaurca is a part of, in this case, &amp;quot;Zo&#039;ra&amp;quot;. A Zo&#039;rane Gyne could be named &#039;&#039;&#039;Ta&#039;Akaix&#039;Nil&#039;scyet&#039;maak Zo&#039;ra&#039;&#039;&#039;; &amp;quot;Nil&#039;scyet&#039;maak&amp;quot; is their personal name.&lt;br /&gt;
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In summary, the name is your Vaurca&#039;s caste, whether they are Bound or Unbound, and their personal, unique name. Their surname is their Hive.&lt;br /&gt;
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===Vaurca Augmentation===&lt;br /&gt;
While many Vaurcae look identical in an augmented state, aside from various shifts in color, virtually all Vaurcae are augmented in some manner, the degree to which depends very much on their caste and purpose.&lt;br /&gt;
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The most augmentation is typically seen in Bound Vaurcae. Much of their organic mass will at some point be replaced with machinery, so they can fulfill one specific task to the best of their ability. Worker Bound will at the completion of their development look more like construction machines than Vaurca, with variable amounts of limbs and a plethora of tools at their disposal. Warrior Bound will assume a variety of forms, varying from simple infantry with weapons and targeting augments to assault vehicles. The more complex the caste name of a Bound, the less recognizable it is as a standard Vaurca.&lt;br /&gt;
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Unbound, however, will rarely undergo such severe augmentation. The great limitation of such heavy modification is that it eliminates versatility, which is a significant part of the purpose of the Unbound caste. For many their augments are performance-enhancing instead of completely form-altering. The majority of Unbound are today equipped with at least basic communication augments, which make them versatile assets to speak with extra-hive entities.&lt;br /&gt;
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Ultimately, all Vaurcae currently employed by the Stellar Corporate Conglomerate aboard the SCCV Horizon are of the least augmented tier—either Type AA, Type BA, or Type E. Their carapace is almost totally unmodified. Bound and Unbound alike will have a neural socket and an oxygen filtration system, and they may utilize full-limb prosthetics. Bound may have several augments designed to increase work efficiency or general survival, while Unbound will typically have only a few augments to ensure that they can fulfill any task assigned to them by the Stellar Corporate Conglomerate.&lt;br /&gt;
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==See also==&lt;br /&gt;
* [[Vaurca Hives]], where you can find information on each brood. There is a portal available to navigate between broods pages easily.&lt;br /&gt;
* [[Vaurca Biology]], to learn more about the specifics of each caste and the many bioforms.&lt;br /&gt;
* The [https://discord.gg/mtCq7VpaqB Vaurca channels on the lore Discord], where you can learn and ask more about the species.&lt;br /&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
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		<author><name>Pocheto</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Zandiziite_Games&amp;diff=33587</id>
		<title>Zandiziite Games</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Zandiziite_Games&amp;diff=33587"/>
		<updated>2024-07-05T18:42:08Z</updated>

		<summary type="html">&lt;p&gt;Pocheto: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
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==Overview==&lt;br /&gt;
An incredibly popular [[Unathi]] sports-game that dates back to the late 900’s. It is the most popular game and television series on both [[Ouerea]] and [[Moghes]], and remains a shared cultural phenomenon.&lt;br /&gt;
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=== History===&lt;br /&gt;
The first organized game was sponsored by the Kres’ha’nor Hegemony around 980 CE to promote a shared cultural identity. The Games persisted after the fall of the First Hegemony, with various regional interpretations of the Zandiziite Games cropping up as a peaceful means of competing for prestige and honor. The Sarakus Hegemony standardized the rules of the Games and began hosting them once more, with representatives of non-Hegemony nations often arriving to compete in the spirit of the Games.&lt;br /&gt;
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The games were suspended during the violence of the [[Contact War]] and only started up again in recent years.&lt;br /&gt;
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Some Lords put so much of their wealth into the games that the arenas turn into elaborate sets where defeated Zandiziites could be knocked off a hanging suspension bridge within the arena and plunged into a pool of water. Or, alternatively, the floor is covered in spikes for the drama of it all that are revealed to be padded foam when the contestants fall off the arena onto them.&lt;br /&gt;
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While sometimes intense and brutal affairs, the games are not meant to be lethal. Deaths have been a rare misfortune in the game’s history, but all contestants that die are buried with their mask with full honors.&lt;br /&gt;
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=== The Wrestlers ===&lt;br /&gt;
Zandiziites hopefuls usually compete in local pre-game trials until the ultimate champion is chosen. This champion is then gifted a mask and sent to the city where that year’s game is being hosted. They then spend the entire month in pitched, 1v1 or group mixed martial arts matches. Tournaments typically include traditional wrestling matches in an open-air arena, fighting with padded melee weapons with familiar fencing rules on point scoring, or even pitting the Zandiziites against one another in an obstacle course with ranged weapons like bows and crossbows with non lethal ammo, or more recently, laser tag guns.&lt;br /&gt;
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Because their identity revolves around their mask and the community they represent, Zandiziites are given pseudonyms. In the old days they were simply referred to by the name of their city such as “Zandiziite Skalamar”, but in recent decades with the onset of television broadcasts they’ve come to give themselves more attention-grabbing nick-names. Some notable contenders are Zandiziite ‘Battle-Thorn’ of Skalamar, ‘Bone-Snapper’ Kres’na’hor, and ‘The Flayer’ of Tzonia.&lt;br /&gt;
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=== The Masks And Zandiziite Drama ===&lt;br /&gt;
The masks of Zandiziite are chosen by both themselves and their clan alongside representatives or designers that work (or have been contracted to work) for their respective regions; for example, a Zandiziite from Skalamar would both have say in the size and perhaps minor designs or patterns of their mask, but would have to submit this to an artist or guildsman being contracted by the Sirax clan, or perhaps the Overlord himself, before being gifted the mask. For more authoritative parts of Moghes or Ouerea, a Zandi might get no say at all in the mask they wear, save for size and size alone. The masks are often blessed by elders or Shamans of the Zandiziite&#039;s and/or the Lord&#039;s clan before being given to the Zandiziite to wear during competition. The design (and occasionally the colors, though this is rare) will vary between Zandiziites, between years, but typically stick to symbols or flags and emblems most utilized by a region, given that&#039;s what they&#039;re representing at the end of the day, and it would not be in the spirit of the Games themselves if they were to constantly change. Some masks are more animal-like in appearance, whereas others can be form-fitting; it is incredibly rare if not impossible to see unorthodox masks worn by existing, well-populated regions, and sudden shifts of color or shapes are frowned upon except in the most extreme of circumstances, such as the end of the Contact War inspiring the regions to take on new designs or reinforce old ones, or an unmasking leading to a complete reimagining by that region&#039;s guildsmen or lord.&lt;br /&gt;
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Although the masks will always remain sacred, some Zandiziites from lesser-known or, on occasion, less respected regions will choose to modify their masks themselves. This can be seen as a noble goal or choice for the Zandi to make, interpreted as adding on to what they think their region is and by extent showing respect by continuing to give to it even when they have many-a fight ahead of them, or more often it is seen as offensive and tone-deaf, defeating the purpose of region masks at all if a competitor is just going to modify them and give them personal flair, leading to the disqualification or last-minute mask replacements of some Zandis. An &amp;quot;arc&amp;quot; of the 2460 Zandiziite Games involved a fighter from the Aut&#039;akh Valley pressing their claw into their opponent&#039;s blood and smearing it on their mask as intimidation, with their last fight against a representative from Sahhat ending in their defeat, and the Zandi of Sahhat smearing the Aut&#039;akh fighter&#039;s blood on their own mask. The Aut&#039;akh Valley&#039;s representative is the only fighter to be renamed midway through the Games, from &amp;quot;Metal&#039;s Disciple&amp;quot; to &amp;quot;Rainbow-Thresher&amp;quot;.&lt;br /&gt;
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Unmasking remains one of the greatest insults and acts of dishonor to ever happen to a wrestler. Although media influencers have attempted to drown out unmasking instances, the Imas&#039;hi and Darakath regions and their competitors have had lasting, and until recently, unsaid, hostilities towards one another after a Zandi of Darakath unmasked a Zandi of Imas&#039;hi, leading to a short bout of skirmishes that would be interrupted by the Izweski after a year or so of nonstop sabotage. In recent years, there has been an influx of media coverage and dramatizations that lean into a burning rivalry between the two regions and their corresponding lord and lady-regent, with the burning question of whether or not the latest Imas&#039;hi warrior will unmask a Darakath &amp;quot;usurper&amp;quot; but always ends in a normal match between the two, with no attempts at unmasking (none legitimately anyways--it&#039;s almost in good fun between the two competitors to &amp;quot;pretend&amp;quot; to attempt an unmasking, only to be thrown onto their back and have the position reversed).&lt;br /&gt;
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Deaths in the Zandiziite Games remain extremely rare, owed to the nonlethal nature of the Games. Those who do lose their life are buried with full honors and respects paid to them, with a copy of their mask (or other item chosen to represent them) used in a &amp;quot;Hall of Fame&amp;quot; of sorts. A select few Zandiziites have claimed their weapon(s) of choice have been blessed (or, by Aut&#039;akh fighters, inhabited) by a late Zandiziite, though can be shunned or frowned upon should they fail or otherwise be defeated in the Games, as it is seen as disrespectful and/or dishonest to the spirit they claim for their weapon. Similarly, if their opponent destroys or disables the weapon claimed to be imbued with spiritual essence, the opponent is considered dishonorable for daring to mishandle or otherwise demolish a powerful artifact. For this reason, claiming a soul inhabits or has blessed a weapon is considered a slippery slope (it can be used by cowards who wish to have their weapons untouched, after all) and must have a very good reason behind it. Successors of late Zandiziite are always permitted to claim their weapon has been blessed by the Zandi in question with no repercussions, and in those cases the destruction of the weapon is seen as a similar insult to unmasking.&lt;br /&gt;
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The dramas associated with the Zandiziite Games in recent history of course still hold up, with plot-twists, betrayals, oaths, bonds, and the making or breaking of any of those things aiding in the entertainment of the Games and the soap operas outside of the tournaments. Common themes are bad versus good, traditional versus modern, alien versus native, and natural versus fantasy/supernatural, with plenty of similar narrative ideas to come and go. There has been word through the grapevine that the first [[Skrell]] competitor will lead to an influx of other Skrell Zandiziite, and birth a &amp;quot;magic versus technology&amp;quot; arc, but many have said this is incredibly unlikely, if for no other reason than Aut&#039;akh competitors are rare and it would pit everyone else against the Skrell; it would be very hard to write and pull off effectively.&lt;br /&gt;
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=== Xeno-Zandiziites ===&lt;br /&gt;
While there is an overwhelmingly large number of Sinta in the Games, the masks are what make the fighters, not necessarily the individuals behind them, and any race or species can compete in the Games if they are chosen to represent a given region or territory, with the exception of Diona gestalts and synthetics. The first recorded alien contestant was a human competitor hailing from Um&#039;a&#039;yid, a native Ouerean man of at first lanky, then hulking build known for having dropped the jaws of the native Moghes population when he threw a contestant onto their back within the first thirty seconds of the match starting, even going so far as to make it to the top ten before being defeated in the underwater competitions of Skalamar.&lt;br /&gt;
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Xeno-Zandiziites can hypothetically come from any part of the Spur, though whether or not the Hegemon or the rest of Moghes will recognize it is a different story. Zandiziite [[Sol Alliance|Sol]], or more correctly Zandiziite Earth was anticipated prior to the Contact War, but was very quickly shot down during and following it due to the questionable relationship the Hegemony held with Sol during and after the conflict. Similarly, the first Skrellian competitor was only recently announced to have passed the pre-trials, and Zandiziite [[Qerrbalak]] is set to premier in mid 2466, leaving long-time Zandi fans and competitors alike scratching their heads at what that year&#039;s narrative will be, and how the use of psionics will affect the Zandiziite Games.&lt;br /&gt;
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The [[Empire of Dominia]] was an unlikely participant in the games, and nowadays makes a return every other year with [[Empire_of_Dominia_Great_Houses#House_Kazhkz|Kazhkz-Han&#039;san]] competitors (jokingly) proclaiming themselves as the &amp;quot;force that shalt strike the Hegemon&#039;s hope down once and for all,&amp;quot; gene-boosted or gene-modded and steroid-enhanced individuals (humans and Unathi alike) reaching new heights (literally and figuratively) and always creating a narrative of evil and fascism, ironically enough. Every instance where they have been major participants within the greater Games, they are framed as &amp;quot;the bad guys&amp;quot; or an opposing force of some kind, their entrances to matches and sometimes the final bout being accompanied by beautiful, minor-key choir notes and orchestral hits. The Empire was the catalyst for the current ruling on steroids and genetic modifications, the many writers for the Games deciding there would be far better results if they were left as-is, making it all the more prevalent and stunning when a Zandi manages to beat them regardless of their mutations and substances.&lt;br /&gt;
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The [[Vaurca|Vaurcae]] of the [[Vaurca_Hives#K&#039;lax|K&#039;lax]] hive, recently subjects of the Hegemon, have also sent representatives. Most recently, Za&#039;Akaix&#039;Hoiy K&#039;lax, of Vedhra&#039;s brood, is a seven-foot-tall Warrior with metal antennae and large amounts of prostheses, though its head remains entirely natural (save for its antennae of course). Zandiziite &amp;quot;Chiton-Carve&amp;quot; of Tret trains tirelessly on and off of Moghes, whilst pursuing work elsewhere or during its off time. Vaurcaesian members of the Games are portrayed as strange, unorthodox, utterly alien, but ultimately endearing and worthy of praise, and have done great things for relations between Unathi and Vaurca.&lt;br /&gt;
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A single [[Tajara|Tajaran]] contestant has represented [[Adhomai]] since 2459. Almost every diehard fan of the Games criticized this player, a M&#039;sai, and joked about his entrance every which way, ranging from simple mocking to even harassment—though once again the people were proven wrong, surprised when the M&#039;sai leapt over barricades and obstacles in a match of laser tag at breakneck speed, securing several key wins as the holographic fire raged below. Zandiziite Adhomai has become a fan favorite, with the extra publicity and popularity exposing many traditional Sinta to the Tajara long before they would ever set foot in [[Biesel]]. Zandiziite Adhomai has gone on record to state, &amp;quot;It is an honor to participate in this lovely community of fighters so far from his home,&amp;quot; and, &amp;quot;Please stop sending him fan mail, he does not have the space for it!&amp;quot;&lt;br /&gt;
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Zandiziite Qerrbalak, the first Skrellian competitor chosen to represent the planet of Qerrbalak and by extent the Nralakk Federation, has only been confirmed via writing and very little is known about them. It is speculated they are a high-level psionic of great social standing and Xiiori ancestry.&lt;br /&gt;
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== Game Rules; Spoke and Unspoken ==&lt;br /&gt;
The Zandiziite Games are ultimately nonlethal and aim to be naught more than entertainment and honorable fighters and their corresponding fights at the end of the day, and even in competitions or tournaments where weapons are used, Zandiziite involved are aiming to disable and not kill their opponent. Some examples of activities used or hosted in the Games are:&lt;br /&gt;
* Boxing, wrestling, mixed martial arts, or other hand-to-hand sports&lt;br /&gt;
* Fencing, point sparring, and other point-based sports&lt;br /&gt;
* Point-based sports that place emphasis on skill or technique rather than points; think sword fighting, melee combat, and other sports, typically with foam or padded weapons&lt;br /&gt;
* Long-range sports rooted in hand-eye coordination, such as archery, harpooning, slingshots, and other affairs, always utilizing nonlethal ammo&lt;br /&gt;
* Other competitions that make use of individual or team-based dexterity, strength, or endurance, but never activities that do not involve direct interaction between Zandiziites&lt;br /&gt;
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Region-specific games exist, such as underwater harpoon competitions taking place in Skalamar, to sky-high fights atop (a holographic rendition of) the Razir lighthouse that make use of longer poking weapons. A couple of universal games are: jiikun, or &amp;quot;towel flick&amp;quot;, wherein a large belt of cloth is placed underneath two (or more) Zandiziites, with the goal being to push their opponent off of it, lift it, and use it to whip them, and tzehana, or &amp;quot;movement blind&amp;quot;, where both Zandiziites wear blindfolds and ear protection, and their goal is to wrestle the other off multilevel platforms, all while not losing their own footing.&lt;br /&gt;
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Some examples of conditions that can be applied to arenas by wealthy nobles, Lords, and sometimes the hosts of the Games themselves, provided they have enough funds:&lt;br /&gt;
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* Changing the height of suspension cables or the suspended arena to extreme heights of several hundred feet (with nets or excessive padding disguised via holograph)&lt;br /&gt;
* Adding, removing, or changing the padding used on weapons, usually in excess to exaggerate the weapon used &lt;br /&gt;
* Large shows of special effects, hard-light holoweapons to allow for more variety in weapon choice, etc.&lt;br /&gt;
* Generally, modifying a sport or activity such that it is unique to the season of Games, but not so unique that it causes incoordination in Zandiziites or violates the permitted games and rules&lt;br /&gt;
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The rules of the Zandiziite Games are as follows:&lt;br /&gt;
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* Zandiziites must be masked at all times during the Games. To remove your mask is to dishonor not only yourself, but your clan, their surrounding clans, the region and community you represent, and their Lord. Those who are unmasked are considered to be irrevocably humiliated and their renown tarnished.&lt;br /&gt;
* Zandiziites may use any means necessary to ensure their victory, barring grave bodily harm and violation of any given game&#039;s rules. The Games are a nonlethal sport, and while blood can be encouraged on some fronts, it is not the goal of the Games.&lt;br /&gt;
* No women or fishers are permitted to fight. To compete, you must claim the identity of a [[Unathi#Gender_Roles|warrior]]. Any reference to the contrary before, during, or after the Games is grounds for immediate disqualification.&lt;br /&gt;
* No Diona gestalts or synthetics. They make up a whole much greater than the sum of their parts; Dionae cannot claim to be one as many, and synthetics are not capable of fighting spirit, and can be modified in any way to suit the needs of their tasks in the Games. Diona nymphs as limb replacements are fine, but must not exceed two in number.&lt;br /&gt;
* The narratives and comradery made during and outside of the tournaments are just as important as the tournaments themselves; it would not be a community of fighters otherwise.&lt;br /&gt;
* Aut&#039;akh followers must have their implants and limbs inspected by no less than three times a day by a competent machinist in order to ensure faithful and fair play. Steroids and other drugs are allowed, provided they are clearly stated in being used, but must be permitted by the region a Zandiziite is representing.&lt;br /&gt;
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The unspoken rules of the Games are, in order of the above list:&lt;br /&gt;
&lt;br /&gt;
* You must have a very good reason to unmask yourself or your opponent. It is permitted to do so once the Games have ended and you return to civilian life. It is considered honorable to unmask yourself or your opponent in the event of a life-threatening situation, no matter how unlikely the situation may be.&lt;br /&gt;
* Blood is fine, wounding is fine, maiming and torturing a competitor is not. The Games are not meant to be lethal. Do not dishonor yourself or your opponent in your victory--there is nothing in strength to be told about using underhanded fighting styles in a tournament or activity therein that does not deal in them.&lt;br /&gt;
* You may claim your spirit or fighting style to be male if and only if you are genuine in this claim. To rebuke this is to ask to be outcast from the Games and to be considered a pariah.&lt;br /&gt;
* Dionaea limbs are frowned upon. Synthetics are not allowed whatsoever, it is taboo to confide in one during the Games.&lt;br /&gt;
* Friendships, rivalries, and relationships are preferred over wordless fighting. Flame must recognize flame in order to properly attune with their fighting spirit; you cannot have a fight with less than two people. If you have a choice between winning and forwarding a story, forward a story for your future attempts and other Zandiziites, but never feel obligated to lose.&lt;br /&gt;
* Aut&#039;akh followers with more than 60% of their body replaced are extremely frowned upon. Using drugs is fine so long as you do not rely on them.&lt;br /&gt;
* You are competing to represent your region and its community first, your clan second, and yourself third. It is considered selfish and disgusting to treat the Zandiziite Games as an individual affair to be undertaken by one person, especially if you act as though it is you and not your people that have allowed you to compete in the first place.&lt;/div&gt;</summary>
		<author><name>Pocheto</name></author>
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