<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.aurorastation.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pope+Dave+The+3th</id>
	<title>Aurora Information Uplink - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.aurorastation.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pope+Dave+The+3th"/>
	<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php/Special:Contributions/Pope_Dave_The_3th"/>
	<updated>2026-09-24T20:48:04Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.3</generator>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=41380</id>
		<title>User:NewOriginalSchwann/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=41380"/>
		<updated>2026-09-16T22:55:52Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: ctrg motto&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
&lt;br /&gt;
But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
&lt;br /&gt;
Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
&lt;br /&gt;
==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
[[File:SIP-CPA.png|thumb]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
&lt;br /&gt;
The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency&#039;s mission and a great amount to ensure its capabilities have remained effective. He was retained by PM Strom after the recent election and is expected to serve as director for the remainder of Strom&#039;s term.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
[[File:SISA.png|thumb]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
&lt;br /&gt;
The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
&lt;br /&gt;
Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
&lt;br /&gt;
Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
&lt;br /&gt;
The current leader of SISA is &#039;&#039;&#039;Director Andrii Savchuk&#039;&#039;&#039;. Born in New Odesa, Luna, Director Savchuk is a lifelong Department of Justice bureaucrat who became director in 2463 when his predecessor was arrested for public corruption following the anti-Frost coup. He is known to be exacting and demanding in his private and personal life, sleeping very little and spending most of his time at SISA&#039;s headquarters in New Odesa, where he is rumored to sleep. Slow to praise, twice-divorced, and quick to criticize anything he perceives as wrong, Savchuk is not a popular man, but is a very effective director: under his leadership SISA has arrested thousands of criminals and handled multiple major domestic incidents, ranging from a major hostage crisis on Visegrad to the capturing of Lycoris&#039; Solarian Restoration Front-aligned governor. He is known to always wear a suit and maintains strict personal grooming standards he has attempted, with some success, to disseminate to the rest of the agency: suits, ties, and cleanly-shaven faces.&lt;br /&gt;
&lt;br /&gt;
====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
[[File:CTRG.png|thumb]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;With all due respect, Director, there can be no half measures in our line of work. When the safety of the Alliance and her people are at stake, all means are justified.&amp;quot;&amp;lt;/i&amp;gt;  - CTRG Commander Petrov, speaking to Director Savchuk, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most dangerous criminals the Alliance and neutralizing them by any means necessary. It has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance through a combination of high-end equipment, exacting training standards, and intelligence superiority. It is often said CRTG&#039;s trainings are danger-free operations and its operations are dangerous trainings. Over the course of its half-century and counting existence it has proven instrumental in neutralizing major criminal threats across the Alliance, from Martian separatists to Visegradi nationalists to the stay-behind units of the Solarian Restoration Front to triad members in Ton Gwai Pei, New Hai Phong. Despite this record of success it has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
&lt;br /&gt;
One of its most notable recent operations was its campaign against the Tajaran Revolutionary Army (TRA). Following the New Hai Phong bombings of 2460, which made the TRA the agency&#039;s top priority, CTRG was the spearhead of the agency’s subsequent effort to wipe the TRA from the face of the Alliance. Given a blank check by the Frost administration to prosecute and neutralize, “any and all responsible parties,” the CTRG performed hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees, little evidence, and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
&lt;br /&gt;
==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
[[File:SIIB.png|thumb]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern [[Coalition of Colonies]]), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau is shrouded in deliberate secrecy and few outside of it itself, and the higher echelons of the Solarian government, understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the [[Stellar Corporate Conglomerate]].&lt;br /&gt;
&lt;br /&gt;
Due to its role the Bureau has never had significant oversight, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends. These are typically described as its “strong methods,” in official documents released to the public. The “strong methods” the Bureau employs have contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. Its shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to rumors about what the exact methods used in its interrogation rooms are.&lt;br /&gt;
&lt;br /&gt;
Over the years of its mandate, it has subsumed much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all romeo vermillion material.&lt;br /&gt;
&lt;br /&gt;
Despite the well-known reputation of its interrogation rooms, its primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become adept at since the Interstellar War. It is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, as is the nearby [[Empire of Dominia]], where rumored SIIB agents are reported to have met with officers of the Dominian Imperial Intelligence Directorate. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
&lt;br /&gt;
The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajara branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of its international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
&lt;br /&gt;
The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
&lt;br /&gt;
While smaller than its counterpart the tajara branch has a long history of clandestine activities on resource-rich [[Adhomai]] stretching back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving shortly before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
&lt;br /&gt;
The leader of the agency is &#039;&#039;&#039;Director Shufen Feng&#039;&#039;&#039;, who has led it since 2463. A veteran of the Department of State&#039;s Foreign Service Officer Corps, Feng has spent much of her life abroad and was recalled by Frost in 2461, at which point her activities become unknown until she was appointed Director by the emergency government. She was reportedly present on Unity Station during Frost&#039;s assassination but has never confirmed if she was present or what she was doing there at the time. Like most SIIB directors Feng is an extremely private woman with little known about her career or private life. What is known of her career -- postings across the Coalition and Elyra as a FSO -- is so unexceptional and dull that it has led to rumors she has always worked for the agency and her entire history is simply a fabrication and cover for one of the first SIIB case officers to become agency director.&lt;br /&gt;
&lt;br /&gt;
====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
[[File:SIIB-SAB.png|thumb]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Shufen Feng, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the paramilitary force of the SIIB and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
&lt;br /&gt;
Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the SAB’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, its agents were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
&lt;br /&gt;
Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
&lt;br /&gt;
==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the Solarian Federal Constitution the Alliance operates two primary sets of judicial systems: local planetary law and Solarian federal law. Solarian federal law is solely created by the senate on Unity Station and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the member state in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution&#039;s supremacy clause.&lt;br /&gt;
&lt;br /&gt;
Trial by jury is an enforced right of the court system outside of Alliance military mandates, and is generally composed of 13 randomly selected local jurors, though Alliance member states may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
&lt;br /&gt;
The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution justices are typically appointed by the prime minister and confirmed by the senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP -- a boon for the current prime minister.&lt;br /&gt;
&lt;br /&gt;
===Correctional System===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? Like, I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-CAL), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “functionality first.” While no Alliance prison will go without running water or electricity, they are austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as, &amp;quot;a country club you aren’t allowed to leave.”&lt;br /&gt;
&lt;br /&gt;
Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
&lt;br /&gt;
The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge and are typically performed via lethal injection, with the firing squad having been prominent during the civil war and its period of unrest. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment.&lt;br /&gt;
&lt;br /&gt;
==Policing in the [[Eridani Federation]]==&lt;br /&gt;
&lt;br /&gt;
Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
&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>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=41379</id>
		<title>User:NewOriginalSchwann/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=41379"/>
		<updated>2026-09-16T17:51:54Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Sip-cpa logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
&lt;br /&gt;
But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
&lt;br /&gt;
Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
&lt;br /&gt;
==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
[[File:SIP-CPA.png|thumb]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
&lt;br /&gt;
The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency&#039;s mission and a great amount to ensure its capabilities have remained effective. He was retained by PM Strom after the recent election and is expected to serve as director for the remainder of Strom&#039;s term.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
[[File:SISA.png|thumb]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
&lt;br /&gt;
The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
&lt;br /&gt;
Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
&lt;br /&gt;
Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
&lt;br /&gt;
The current leader of SISA is &#039;&#039;&#039;Director Andrii Savchuk&#039;&#039;&#039;. Born in New Odesa, Luna, Director Savchuk is a lifelong Department of Justice bureaucrat who became director in 2463 when his predecessor was arrested for public corruption following the anti-Frost coup. He is known to be exacting and demanding in his private and personal life, sleeping very little and spending most of his time at SISA&#039;s headquarters in New Odesa, where he is rumored to sleep. Slow to praise, twice-divorced, and quick to criticize anything he perceives as wrong, Savchuk is not a popular man, but is a very effective director: under his leadership SISA has arrested thousands of criminals and handled multiple major domestic incidents, ranging from a major hostage crisis on Visegrad to the capturing of Lycoris&#039; Solarian Restoration Front-aligned governor. He is known to always wear a suit and maintains strict personal grooming standards he has attempted, with some success, to disseminate to the rest of the agency: suits, ties, and cleanly-shaven faces.&lt;br /&gt;
&lt;br /&gt;
====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
[[File:CTRG.png|thumb]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most dangerous criminals the Alliance and neutralizing them by any means necessary. It has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance through a combination of high-end equipment, exacting training standards, and intelligence superiority. It is often said CRTG&#039;s trainings are danger-free operations and its operations are dangerous trainings. Over the course of its half-century and counting existence it has proven instrumental in neutralizing major criminal threats across the Alliance, from Martian separatists to Visegradi nationalists to the stay-behind units of the Solarian Restoration Front to triad members in Ton Gwai Pei, New Hai Phong. Despite this record of success it has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
&lt;br /&gt;
One of its most notable recent operations was its campaign against the Tajaran Revolutionary Army (TRA). Following the New Hai Phong bombings of 2460, which made the TRA the agency&#039;s top priority, CTRG was the spearhead of the agency’s subsequent effort to wipe the TRA from the face of the Alliance. Given a blank check by the Frost administration to prosecute and neutralize, “any and all responsible parties,” the CTRG performed hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees, little evidence, and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
&lt;br /&gt;
==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
[[File:SIIB.png|thumb]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern [[Coalition of Colonies]]), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau is shrouded in deliberate secrecy and few outside of it itself, and the higher echelons of the Solarian government, understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the [[Stellar Corporate Conglomerate]].&lt;br /&gt;
&lt;br /&gt;
Due to its role the Bureau has never had significant oversight, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends. These are typically described as its “strong methods,” in official documents released to the public. The “strong methods” the Bureau employs have contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. Its shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to rumors about what the exact methods used in its interrogation rooms are.&lt;br /&gt;
&lt;br /&gt;
Over the years of its mandate, it has subsumed much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all romeo vermillion material.&lt;br /&gt;
&lt;br /&gt;
Despite the well-known reputation of its interrogation rooms, its primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become adept at since the Interstellar War. It is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, as is the nearby [[Empire of Dominia]], where rumored SIIB agents are reported to have met with officers of the Dominian Imperial Intelligence Directorate. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
&lt;br /&gt;
The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajara branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of its international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
&lt;br /&gt;
The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
&lt;br /&gt;
While smaller than its counterpart the tajara branch has a long history of clandestine activities on resource-rich [[Adhomai]] stretching back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving shortly before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
&lt;br /&gt;
The leader of the agency is &#039;&#039;&#039;Director Shufen Feng&#039;&#039;&#039;, who has led it since 2463. A veteran of the Department of State&#039;s Foreign Service Officer Corps, Feng has spent much of her life abroad and was recalled by Frost in 2461, at which point her activities become unknown until she was appointed Director by the emergency government. She was reportedly present on Unity Station during Frost&#039;s assassination but has never confirmed if she was present or what she was doing there at the time. Like most SIIB directors Feng is an extremely private woman with little known about her career or private life. What is known of her career -- postings across the Coalition and Elyra as a FSO -- is so unexceptional and dull that it has led to rumors she has always worked for the agency and her entire history is simply a fabrication and cover for one of the first SIIB case officers to become agency director.&lt;br /&gt;
&lt;br /&gt;
====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
[[File:SIIB-SAB.png|thumb]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Shufen Feng, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the paramilitary force of the SIIB and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
&lt;br /&gt;
Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the SAB’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, its agents were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
&lt;br /&gt;
Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
&lt;br /&gt;
==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the Solarian Federal Constitution the Alliance operates two primary sets of judicial systems: local planetary law and Solarian federal law. Solarian federal law is solely created by the senate on Unity Station and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the member state in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution&#039;s supremacy clause.&lt;br /&gt;
&lt;br /&gt;
Trial by jury is an enforced right of the court system outside of Alliance military mandates, and is generally composed of 13 randomly selected local jurors, though Alliance member states may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
&lt;br /&gt;
The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution justices are typically appointed by the prime minister and confirmed by the senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP -- a boon for the current prime minister.&lt;br /&gt;
&lt;br /&gt;
===Correctional System===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? Like, I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-CAL), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “functionality first.” While no Alliance prison will go without running water or electricity, they are austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as, &amp;quot;a country club you aren’t allowed to leave.”&lt;br /&gt;
&lt;br /&gt;
Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
&lt;br /&gt;
The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge and are typically performed via lethal injection, with the firing squad having been prominent during the civil war and its period of unrest. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment.&lt;br /&gt;
&lt;br /&gt;
==Policing in the [[Eridani Federation]]==&lt;br /&gt;
&lt;br /&gt;
Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
&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>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=41378</id>
		<title>User:NewOriginalSchwann/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=41378"/>
		<updated>2026-09-16T17:50:49Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Siib logos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
&lt;br /&gt;
But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
&lt;br /&gt;
Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
&lt;br /&gt;
==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
&lt;br /&gt;
The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency&#039;s mission and a great amount to ensure its capabilities have remained effective. He was retained by PM Strom after the recent election and is expected to serve as director for the remainder of Strom&#039;s term.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
[[File:SISA.png|thumb]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
&lt;br /&gt;
The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
&lt;br /&gt;
Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
&lt;br /&gt;
Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
&lt;br /&gt;
The current leader of SISA is &#039;&#039;&#039;Director Andrii Savchuk&#039;&#039;&#039;. Born in New Odesa, Luna, Director Savchuk is a lifelong Department of Justice bureaucrat who became director in 2463 when his predecessor was arrested for public corruption following the anti-Frost coup. He is known to be exacting and demanding in his private and personal life, sleeping very little and spending most of his time at SISA&#039;s headquarters in New Odesa, where he is rumored to sleep. Slow to praise, twice-divorced, and quick to criticize anything he perceives as wrong, Savchuk is not a popular man, but is a very effective director: under his leadership SISA has arrested thousands of criminals and handled multiple major domestic incidents, ranging from a major hostage crisis on Visegrad to the capturing of Lycoris&#039; Solarian Restoration Front-aligned governor. He is known to always wear a suit and maintains strict personal grooming standards he has attempted, with some success, to disseminate to the rest of the agency: suits, ties, and cleanly-shaven faces.&lt;br /&gt;
&lt;br /&gt;
====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
[[File:CTRG.png|thumb]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most dangerous criminals the Alliance and neutralizing them by any means necessary. It has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance through a combination of high-end equipment, exacting training standards, and intelligence superiority. It is often said CRTG&#039;s trainings are danger-free operations and its operations are dangerous trainings. Over the course of its half-century and counting existence it has proven instrumental in neutralizing major criminal threats across the Alliance, from Martian separatists to Visegradi nationalists to the stay-behind units of the Solarian Restoration Front to triad members in Ton Gwai Pei, New Hai Phong. Despite this record of success it has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
&lt;br /&gt;
One of its most notable recent operations was its campaign against the Tajaran Revolutionary Army (TRA). Following the New Hai Phong bombings of 2460, which made the TRA the agency&#039;s top priority, CTRG was the spearhead of the agency’s subsequent effort to wipe the TRA from the face of the Alliance. Given a blank check by the Frost administration to prosecute and neutralize, “any and all responsible parties,” the CTRG performed hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees, little evidence, and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
&lt;br /&gt;
==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
[[File:SIIB.png|thumb]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern [[Coalition of Colonies]]), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau is shrouded in deliberate secrecy and few outside of it itself, and the higher echelons of the Solarian government, understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the [[Stellar Corporate Conglomerate]].&lt;br /&gt;
&lt;br /&gt;
Due to its role the Bureau has never had significant oversight, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends. These are typically described as its “strong methods,” in official documents released to the public. The “strong methods” the Bureau employs have contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. Its shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to rumors about what the exact methods used in its interrogation rooms are.&lt;br /&gt;
&lt;br /&gt;
Over the years of its mandate, it has subsumed much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all romeo vermillion material.&lt;br /&gt;
&lt;br /&gt;
Despite the well-known reputation of its interrogation rooms, its primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become adept at since the Interstellar War. It is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, as is the nearby [[Empire of Dominia]], where rumored SIIB agents are reported to have met with officers of the Dominian Imperial Intelligence Directorate. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
&lt;br /&gt;
The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajara branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of its international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
&lt;br /&gt;
The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
&lt;br /&gt;
While smaller than its counterpart the tajara branch has a long history of clandestine activities on resource-rich [[Adhomai]] stretching back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving shortly before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
&lt;br /&gt;
The leader of the agency is &#039;&#039;&#039;Director Shufen Feng&#039;&#039;&#039;, who has led it since 2463. A veteran of the Department of State&#039;s Foreign Service Officer Corps, Feng has spent much of her life abroad and was recalled by Frost in 2461, at which point her activities become unknown until she was appointed Director by the emergency government. She was reportedly present on Unity Station during Frost&#039;s assassination but has never confirmed if she was present or what she was doing there at the time. Like most SIIB directors Feng is an extremely private woman with little known about her career or private life. What is known of her career -- postings across the Coalition and Elyra as a FSO -- is so unexceptional and dull that it has led to rumors she has always worked for the agency and her entire history is simply a fabrication and cover for one of the first SIIB case officers to become agency director.&lt;br /&gt;
&lt;br /&gt;
====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
[[File:SIIB-SAB.png|thumb]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Shufen Feng, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the paramilitary force of the SIIB and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
&lt;br /&gt;
Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the SAB’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, its agents were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
&lt;br /&gt;
Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
&lt;br /&gt;
==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the Solarian Federal Constitution the Alliance operates two primary sets of judicial systems: local planetary law and Solarian federal law. Solarian federal law is solely created by the senate on Unity Station and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the member state in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution&#039;s supremacy clause.&lt;br /&gt;
&lt;br /&gt;
Trial by jury is an enforced right of the court system outside of Alliance military mandates, and is generally composed of 13 randomly selected local jurors, though Alliance member states may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
&lt;br /&gt;
The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution justices are typically appointed by the prime minister and confirmed by the senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP -- a boon for the current prime minister.&lt;br /&gt;
&lt;br /&gt;
===Correctional System===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? Like, I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-CAL), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “functionality first.” While no Alliance prison will go without running water or electricity, they are austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as, &amp;quot;a country club you aren’t allowed to leave.”&lt;br /&gt;
&lt;br /&gt;
Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
&lt;br /&gt;
The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge and are typically performed via lethal injection, with the firing squad having been prominent during the civil war and its period of unrest. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment.&lt;br /&gt;
&lt;br /&gt;
==Policing in the [[Eridani Federation]]==&lt;br /&gt;
&lt;br /&gt;
Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
&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>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=41374</id>
		<title>User:NewOriginalSchwann/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=41374"/>
		<updated>2026-09-16T17:48:31Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: SISA logos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
&lt;br /&gt;
But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
&lt;br /&gt;
Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
&lt;br /&gt;
==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
&lt;br /&gt;
The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency&#039;s mission and a great amount to ensure its capabilities have remained effective. He was retained by PM Strom after the recent election and is expected to serve as director for the remainder of Strom&#039;s term.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
[[File:SISA.png|thumb]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
&lt;br /&gt;
The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
&lt;br /&gt;
Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
&lt;br /&gt;
Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
&lt;br /&gt;
The current leader of SISA is &#039;&#039;&#039;Director Andrii Savchuk&#039;&#039;&#039;. Born in New Odesa, Luna, Director Savchuk is a lifelong Department of Justice bureaucrat who became director in 2463 when his predecessor was arrested for public corruption following the anti-Frost coup. He is known to be exacting and demanding in his private and personal life, sleeping very little and spending most of his time at SISA&#039;s headquarters in New Odesa, where he is rumored to sleep. Slow to praise, twice-divorced, and quick to criticize anything he perceives as wrong, Savchuk is not a popular man, but is a very effective director: under his leadership SISA has arrested thousands of criminals and handled multiple major domestic incidents, ranging from a major hostage crisis on Visegrad to the capturing of Lycoris&#039; Solarian Restoration Front-aligned governor. He is known to always wear a suit and maintains strict personal grooming standards he has attempted, with some success, to disseminate to the rest of the agency: suits, ties, and cleanly-shaven faces.&lt;br /&gt;
&lt;br /&gt;
====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
[[File:CTRG.png|thumb]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most dangerous criminals the Alliance and neutralizing them by any means necessary. It has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance through a combination of high-end equipment, exacting training standards, and intelligence superiority. It is often said CRTG&#039;s trainings are danger-free operations and its operations are dangerous trainings. Over the course of its half-century and counting existence it has proven instrumental in neutralizing major criminal threats across the Alliance, from Martian separatists to Visegradi nationalists to the stay-behind units of the Solarian Restoration Front to triad members in Ton Gwai Pei, New Hai Phong. Despite this record of success it has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
&lt;br /&gt;
One of its most notable recent operations was its campaign against the Tajaran Revolutionary Army (TRA). Following the New Hai Phong bombings of 2460, which made the TRA the agency&#039;s top priority, CTRG was the spearhead of the agency’s subsequent effort to wipe the TRA from the face of the Alliance. Given a blank check by the Frost administration to prosecute and neutralize, “any and all responsible parties,” the CTRG performed hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees, little evidence, and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
&lt;br /&gt;
==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern [[Coalition of Colonies]]), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau is shrouded in deliberate secrecy and few outside of it itself, and the higher echelons of the Solarian government, understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the [[Stellar Corporate Conglomerate]].&lt;br /&gt;
&lt;br /&gt;
Due to its role the Bureau has never had significant oversight, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends. These are typically described as its “strong methods,” in official documents released to the public. The “strong methods” the Bureau employs have contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. Its shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to rumors about what the exact methods used in its interrogation rooms are.&lt;br /&gt;
&lt;br /&gt;
Over the years of its mandate, it has subsumed much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all romeo vermillion material.&lt;br /&gt;
&lt;br /&gt;
Despite the well-known reputation of its interrogation rooms, its primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become adept at since the Interstellar War. It is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, as is the nearby [[Empire of Dominia]], where rumored SIIB agents are reported to have met with officers of the Dominian Imperial Intelligence Directorate. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
&lt;br /&gt;
The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajara branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of its international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
&lt;br /&gt;
The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
&lt;br /&gt;
While smaller than its counterpart the tajara branch has a long history of clandestine activities on resource-rich [[Adhomai]] stretching back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving shortly before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
&lt;br /&gt;
The leader of the agency is &#039;&#039;&#039;Director Shufen Feng&#039;&#039;&#039;, who has led it since 2463. A veteran of the Department of State&#039;s Foreign Service Officer Corps, Feng has spent much of her life abroad and was recalled by Frost in 2461, at which point her activities become unknown until she was appointed Director by the emergency government. She was reportedly present on Unity Station during Frost&#039;s assassination but has never confirmed if she was present or what she was doing there at the time. Like most SIIB directors Feng is an extremely private woman with little known about her career or private life. What is known of her career -- postings across the Coalition and Elyra as a FSO -- is so unexceptional and dull that it has led to rumors she has always worked for the agency and her entire history is simply a fabrication and cover for one of the first SIIB case officers to become agency director.&lt;br /&gt;
&lt;br /&gt;
====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Shufen Feng, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the paramilitary force of the SIIB and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
&lt;br /&gt;
Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the SAB’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, its agents were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
&lt;br /&gt;
Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
&lt;br /&gt;
==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the Solarian Federal Constitution the Alliance operates two primary sets of judicial systems: local planetary law and Solarian federal law. Solarian federal law is solely created by the senate on Unity Station and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the member state in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution&#039;s supremacy clause.&lt;br /&gt;
&lt;br /&gt;
Trial by jury is an enforced right of the court system outside of Alliance military mandates, and is generally composed of 13 randomly selected local jurors, though Alliance member states may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
&lt;br /&gt;
The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution justices are typically appointed by the prime minister and confirmed by the senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP -- a boon for the current prime minister.&lt;br /&gt;
&lt;br /&gt;
===Correctional System===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? Like, I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-CAL), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “functionality first.” While no Alliance prison will go without running water or electricity, they are austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as, &amp;quot;a country club you aren’t allowed to leave.”&lt;br /&gt;
&lt;br /&gt;
Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
&lt;br /&gt;
The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge and are typically performed via lethal injection, with the firing squad having been prominent during the civil war and its period of unrest. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment.&lt;br /&gt;
&lt;br /&gt;
==Policing in the [[Eridani Federation]]==&lt;br /&gt;
&lt;br /&gt;
Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
&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>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sol_Alliance&amp;diff=41373</id>
		<title>Sol Alliance</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sol_Alliance&amp;diff=41373"/>
		<updated>2026-09-16T14:12:32Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: fuck&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
 {{Infobox Nations&lt;br /&gt;
 |Nation = Alliance of Sovereign&amp;lt;br&amp;gt;Solarian Nations&lt;br /&gt;
 |Shortname = Sol Alliance&lt;br /&gt;
 |Flag = Sol Alliance Flag.png&lt;br /&gt;
 |Galatic Position = Position Sol.png&lt;br /&gt;
 |Capital City =Unity Station&lt;br /&gt;
 |Capital Planet = [[Earth]]&lt;br /&gt;
 |Language = Sol Common&lt;br /&gt;
 |Species = Human (Majority)&amp;lt;br&amp;gt;[[IPC]] (Minority)&amp;lt;br&amp;gt;[[Skrell]] (Minority)&lt;br /&gt;
 |Religion = None&lt;br /&gt;
 |Demonym = Solarian&lt;br /&gt;
 |Government = Federal Republic&lt;br /&gt;
 |Head of State = Prime Minister Hendrik Strom&lt;br /&gt;
 |Legislature = Congress&lt;br /&gt;
 |Upper House = Solarian Senate&lt;br /&gt;
 |Established = 15th June 2132&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
Though its power has waned following the disastrous events of late 2462, this federal union remains the home of humanity and the one of the premier powers in the Orion Spur. Formerly held back by bureaucratic corruption, administrative inefficiency, an overstretched legal system, systemic political infighting, and economic troubles that led to over a century of decline and waning influence culminating in its retreat inwards, many now look to reform the Alliance into a more effective political force.&lt;br /&gt;
&lt;br /&gt;
The Alliance of Sovereign Solarian Nations (ASSN), commonly referred to as the Solarian Alliance, the Sol Alliance, or simply the Alliance, is a federal union of 70 member state star systems, and 198 dependencies including the Eridani Corporate Federation. Dependencies vary between undeveloped star systems and outposts on asteroids, to sprawling space stations and include the capital of the Solarian Alliance: the bustling Unity Station in orbit over Earth. The Alliance is divided into two administrative sections known as the Inner and Middle Rings.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Demographics==&lt;br /&gt;
The Solarian Alliance is either the most populated or second most populated nation in known space, though due to the lack of accurate census-taking in the Coalition of Colonies, this is hard to fully determine. As of its retreat from the Middle and Outer Rings, the Alliance has between 40 and 65 billion citizens, and roughly 10 billion residents, with the most recent census having been in 2454. Due to mass defection of many Middle and Outer Ring colonies, these census numbers are no longer considered to be accurate. The Alliance&#039;s next census will come in 2464, but experts regard its current population as anywhere between fifty and seventy billion individuals. By breadth of controlled territory, the Alliance is the largest human-majority sovereign state in the Spur, with innumerable ethnicities, religions, cultures, and languages found within its borders. Governed from the massive Unity Station in orbit of Earth, hundreds of systems and dozens of member states find representation in the Alliance.&lt;br /&gt;
&lt;br /&gt;
==The Colony Rings==&lt;br /&gt;
The Alliance is divided into two major administrative rings, based on time of colonization and distance from [[Sol]]. &lt;br /&gt;
&lt;br /&gt;
===Inner Colonies===&lt;br /&gt;
Also known as the Inner Ring, these colonies lie within five light years of [[Sol]]. These planets are the oldest settlements outside of the Solar System, and typically have the highest quality of life. It is the most populous of the three rings. Solarians from these systems are broadly in favor of Alliance rule, with much of Unity Station’s policies focusing on these areas. Very few aliens reside in the Inner Ring, with most being skrell. On the other hand all [[IPC]] frames can be found throughout the Inner Ring. Citizens of these areas push the most for expansion of Alliance authority over human areas outside its control. &lt;br /&gt;
&lt;br /&gt;
====Notable Inner Colonies====&lt;br /&gt;
*[[Earth]]&lt;br /&gt;
*[[Luna]]&lt;br /&gt;
*[[Venus]]&lt;br /&gt;
*[[Mars]]&lt;br /&gt;
*[[Jupiter]] and its moons&lt;br /&gt;
*[[Epsilon Eridani]]&lt;br /&gt;
&lt;br /&gt;
===Middle Colonies===&lt;br /&gt;
Also known as the Middle Ring, these colonies lie between five and twenty light years from Sol and are the most average areas of the Alliance. Citizens of this ring felt neither the benefits of Alliance rule nor the benefits of distance from Unity Station prior to the general Solarian retreat from the Middle Ring, leading to many defecting to the Republic of Biesel or, less commonly, the Coalition of Colonies. Some simply fell into a vacuum of no control known as the Wildlands, where they remained until the end of the Solarian Civil War in July 2465. For those Middle Ring worlds remaining with the Alliance, the quality of life in this area is as high as the Inner Ring with plenty of security provided by the mighty Solarian Navy. The separatist [[Republic of Biesel]] was considered part of these middle colonies prior to its independence. &lt;br /&gt;
&lt;br /&gt;
====Notable Middle Colonies====&lt;br /&gt;
* [[Silversun]]&lt;br /&gt;
* [[New Hai Phong]]&lt;br /&gt;
* [[San Colette]]&lt;br /&gt;
* [[Visegrad]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates#New Peoria|New Peoria]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates#Lycoris|Lycoris]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates#Lkokgun|Lhokgon]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates#Novo Igman|Novo Igman]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates##Sankt Frederick|Sankt Frederick]]&lt;br /&gt;
&lt;br /&gt;
==Economics==&lt;br /&gt;
The &#039;&#039;&#039;Solarian Standard Credit&#039;&#039;&#039; (民/SSC) is essentially the Orion Spur&#039;s standard currency due to the prevalence of the [[Sol Alliance|Solarian Alliance]] prior to its collapse in 2462. Outside of the Alliance, use of the SSC is common throughout certain parts of the [[Coalition of Colonies]], the [[Empire of Dominia]], and the [[Corporate Reconstruction Zone]] of the [[Republic of Biesel]]. Within Sol&#039;s collapsed warlord states, it has lost much of its value due to the lack of central authority. The SSC is available in electronic, bankcard and traditional notes forms. Responsibility for the currency falls to the Solarian Central Bank, which is located on Unity Station in the Sol System. The Central Bank manages monetary policy and the supply of the Solarian Standard Credit for the Alliance and greater Spur, and this management of supply and interest rates ensures that the Solarian Credit is able to function as a fiat currency. The SSC is worth less than the Biesel Standard Credit.&lt;br /&gt;
&lt;br /&gt;
The economy of the Alliance was, prior to the recently-passed &#039;&#039;&#039;Industrial Reclamation Mandate of 2463&#039;&#039;&#039;, dominated almost entirely by megacorporations. [[Hephaestus Industries]], [[Idris Incorporated]], [[Zavodskoi Interstellar]], and [[Zeng-Hu Pharmaceuticals]] increasingly find themselves pushed aside by the massive [[Einstein Engines]], which stands above other megacorporations in the Alliance. Due to its involvement in the Republic of Biesel and continued meddling in Solarian affairs the [[Nanotrasen Corporation]] has been banned from operating within the Alliance itself, and the majority of its assets have been seized by the Alliance. Many suspect Einstein Engines as being behind the Alliance&#039;s aggressively anti-NanoTrasen stance. Despite its retreat from the Middle and Outer Rings Sol remains the Orion Spur&#039;s second largest economy, trailing only slightly behind the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
In recent times the Alliance has pushed forward an aggressive campaign of nationalisation following its retreat from the Middle and Outer Ring. The now centralised and more authoritarian Alliance has, for the most part, managed to make good on many of its nationalistic promises but has been forced to make some compromises with the corporations that remain within its systems of control. Hephaestus Industries stands out among these corporations and has retained of its control over New Hai Phong due to compromises with Senator Hendrik Strom, one of the main drivers behind the &#039;&#039;&#039;Solarian Corporate Authority&#039;&#039;&#039;, the government entity now responsible for much of the now-nationalised assets from corporations present in Solarian space.&lt;br /&gt;
&lt;br /&gt;
The Alliance has not fully recovered from the Second Great Depression of 2260. The economic collapse and the resulting civil war left confidence in the Alliance economy extremely shaky. The Alliance has an extremely condensed cycle of boom and bust, with a brief year of growth followed by two years of recession, on average. This is partially the reason that trans-stellar corporations are so powerful and influential: With Solarian Alliance bonds or ventures radically decentralized and untrustworthy, the resilient economic strength of trans-stellar corporations makes them a much more lucrative investment. The prosperity of the Alliance is extremely centralized following its retreat, and its remaining systems benefit from their proximity to the Sol System. Most remaining Solarian systems are major commercial and industrial centers, such as New Hai Phong.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Having successfully endured the disastrous years of the Michael Frost administration (2461-62) and following civil war (2462-65), the Alliance has successfully reemerged as a democratic — if xenophobic and anti-corporate — nation which seeks to place itself at the forefront of humanity in the modern Spur, and stands to once again become a peer rival to the Coalition of Colonies and Republic of Biesel. With the dissolution of the emergency government after the 2466-67 federal elections, the Alliance is once again ruled by a Prime Minister, Hendrik Strom, and the Solarian Senate, currently ruled by a Solarian populist and conservative coalition government.&lt;br /&gt;
&lt;br /&gt;
===Government===&lt;br /&gt;
[[File:Strom.png|thumb|Prine Minister Hendrik Strom of the Alliance of Solarian Sovereign Nations, as depicted in his official portrait.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“These halls will endure long after you have departed,”&amp;lt;/i&amp;gt; - Message engraved above the main entry to the Solarian Senate.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Solarian government is a representative institution which has historically been dominated by the Sol System and Inner Ring, the Alliance’s most densely-populated region. The modern government traces its lineage to the founding documents of the Alliance in 2127, which form the basis for its modern structure and the &#039;&#039;&#039;Solarian Federal Constitution&#039;&#039;&#039;, which lays out the government’s structure and rights granted to Solarian citizens and legal alien residents, both permanent or temporary. De jure &#039;&#039;&#039;the Solarian Federal Constitution grants no rights to aliens aside from skrell&#039;&#039;&#039;, as it specifies humans in its entirety.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Solarian Senate&#039;&#039;&#039; is the main body of the Alliance’s legislative branch, and seats in it are determined by population — with the most recent census having been conducted in 2466, before the election. It is a single-chamber body where at least a 55% majority is needed to pass any legislation, and a 50% &amp;quot;majority&amp;quot; is the minimum required to form a government. Members of the Senate are known as &#039;&#039;&#039;senators&#039;&#039;&#039;, and serve for two years before being up for reelection. Senators can serve as many terms as they are elected, which has led to criticism within the Alliance of political entrenchment. The leader of the senate is known as the &#039;&#039;&#039;Senatorial President&#039;&#039;&#039;, with the leader of the opposition being the &#039;&#039;&#039;Shadow President&#039;&#039;&#039;. The densely-populated Inner Ring has long dominating the Senate. Known as “Sol’s Tyranny” by some reformist politicians before the Solarian Civil War, this state of domination is likely to persist in the postwar era as the Inner Ring now makes up more of the Alliance than ever before.&lt;br /&gt;
&lt;br /&gt;
At the head of the government is the &#039;&#039;&#039;Prime Minister&#039;&#039;&#039;, the head of government and state, who is elected by a pure majority vote of eligible Solarian citizens. They are the head of the Alliance’s executive branch and appoint the heads of its departments, though they must be confirmed by the Senate. The PM has broad executive powers and is considered to be the head of the Alliance’s military, though historically the Navy has often bent the PM to their will or made them into puppets. They have the power of veto and can reject legislation passed by the Senate if it is below an absolute majority of 75%. The PM serves a four year term and cannot be reelected — every Solarian Prime Minister gets one shot at leading the Alliance, and leaving a legacy behind. Most PMs have been from the Inner Ring, with few having originated from more distant worlds such as [[Visegrad]] and [[Mictlan]].&lt;br /&gt;
&lt;br /&gt;
====Political Parties====&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Solarian People’s Party (SPP)&#039;&#039;&#039; is the largest party in the Alliance after the 2466-67 elections. It ran on a Solarian populist platform and is a “big tent” coalition party with multiple ideologies under its umbrella, ranging from more left-leaning populists to nationalists who were opposed to ATLAS during its regime. Its leader is &#039;&#039;&#039;Hendrik Strom&#039;&#039;&#039;, current prime minister of the Alliance and a [[Venus#Jintarian Culture|Venusian Jintarian]], who represents its more center-left traditions, though with anti-corporatist and xenophobic leanings. Representing the right wing of the SPP is Senator &#039;&#039;&#039;Erkan Muhtar&#039;&#039;&#039;, a veteran politician from Luna and prior member of the SFP who holds national conservative views with a populist leaning. The SPP lacks a decisive majority and instead governs through a coalition with the more conservative Sol First Party. It is a recent party, having only been established in the 2450s after its core — including then-Senator Strom — broke with the SDPD, though it peeled some members of the SFP and independent politicians under its wing. The SPP has the largest share of the Senate, at 30%.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Sol First Party (SFP)&#039;&#039;&#039; is the junior party of the coalition government, having made modest gains in the recent elections. It is the continuation of a conservative Solarian tradition dating back centuries. Its leader is Toshiyuki Sumida, a senator from [[Luna]]. It serves as the Alliance-wide representative for conservative parties across the nation, such as the Colettish Republican Unity Party (PUR). Sol First is the oldest party in the Alliance, and the only still-active party to be established before the Interstellar War. The SFP is the third-largest party in the Senate, at 22%.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Solarian Socialist Unity Party (SSUP)&#039;&#039;&#039; is part of the opposition coalition, and performed unexpectedly poorly in the elections, lagging behind other parties despite its recent prominence. Its leader is Le Hanh Trang, a senator from [[New Hai Phong]] — the core of the party’s support. Regarded by some as a competitor to the SPDP and the CPASSN, the SSUP formed in the 2450s from defectors of both parties. The party dates back to shortly after the end of the Interstellar War, when the Alliance turned inwards and began to lick its wounds. The SSUP is the fourth-largest party, holding 15% of the Senate.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Solarian Popular Democratic Party (SPDP)&#039;&#039;&#039; is the current leader of the three opposition parties, having performed well in the recent elections and re-established itself after defections in the 2450s. Its leader is Anastasie Renaud, a senator from [[Callisto]]. The SPDP experienced setbacks as the Alliance shifted to the right in the 2450s, but retained a strong base in the Sol System — something which has benefited it with the Alliance’s shrinking in 2462. It serves as the Alliance-wide representative of many left-leaning parties, such as the Colettish Progressive Party (PPC). The SPDP is the second-largest party in the Senate, holding 28% of seats. It leads the opposition and is in a coalition with the SSUP and CPASSN.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Communist Party of the Alliance of Sovereign Solarian Nations (CPASSN)&#039;&#039;&#039;, also known as the Solarian Communist Party, is the smallest opposition party. Its leader is Kliment Pavlov, a senator from [[Pluto]]. Never expected to become a major party in the recent elections, the communists have done better than expected and have a niche in the opposition as a potential spoiler — if they abstain and the conservative-populist alliance votes no, they have just enough votes to sabotage opposition legislation they disapprove of. It is the smallest party, holding only 5% of seats.&lt;br /&gt;
&lt;br /&gt;
=====Defunct Political Parties=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All Together for Lasting Alliance Security&#039;&#039;&#039;, better known as &#039;&#039;&#039;ATLAS&#039;&#039;&#039;, is a disbanded fascist Solarian political party first established by [[Mars#Blue Arcologies|Martian “Blues”]] — those loyal to the Alliance — after the Interstellar War and Martian civil war. Initially a national conservative party formed to represent loyalist Martians after the New Dresden nuclear incident, ATLAS shifted further to the right following the [[Sol Alliance History#18 May, 2289: Naval Coup Attempt|attempted coup of the Solarian government]] by the [[Solarian Armed Forces#The Solarian Navy|Navy]] and became the de facto Navy-aligned party in the Senate. Known for its hardline policies on immigration and use of a paramilitary force — known as Artemis (stylized ARTEMIS) — to influence elections. ATLAS reached its zenith during the 2450s, when it used allies in the military, its paramilitaries, and corruption to rig elections and seize power across the Alliance. In 2460 Michael Frost — its most powerful figure — was elected PM in an election called a sham by many outside observers, and ATLAS began to carve up the Alliance into its own domains. The party would fall soon after, undone by the Solarian Civil War and a coup by anti-ATLAS elements, and was declared illegal and forcibly disbanded. Its symbol was a white Solarian sun on a black background, symbolizing its mourning of what the Alliance lost after the Interstellar War.&lt;br /&gt;
&lt;br /&gt;
===Member States===&lt;br /&gt;
&lt;br /&gt;
The building blocks of the Alliance’s federal system, Solarian member states are constituent members of the Alliance with a population considered significant enough to warrant their confirmation as a member by the Department of Interior. Member states have a degree of autonomy from the central government on Unity Station — with some, such as [[Pluto]] and the Eridani Federation, diverging significantly — but are expected to utilize the Solarian Credit, act in union with the Alliance, pay federal taxes, and cooperate with all federal agencies, among other conditions. Solarian member states, while sovereign, are significantly less independent than the members of the Coalition of Colonies. While generally planets or moons, some member states — such as Saturn’s moon, Titan — are space stations or other deep-space structures.&lt;br /&gt;
&lt;br /&gt;
===Solarian Civil Society===&lt;br /&gt;
The Alliance is home to a vibrant civil society – the largest in the Spur – which successfully endured the oppression of Michael Frost’s prime ministership (2460-61) and the following civil war (2462-65). While not part of the government, they often work to influence it and thus carry out the will of the people. It covers a broad spectrum of entities, from tiny human rights organizations to the Solarian Federation of Labour Unions – an organization intended to represent all unions in the Alliance, and one which has been historically able to swing elections with its endorsements.&lt;br /&gt;
&lt;br /&gt;
====The Solarian Alliance News Network====&lt;br /&gt;
&lt;br /&gt;
Commonly known as the &#039;&#039;&#039;SANN&#039;&#039;&#039;, or the Sol News Network, the SANN is the oldest continuous news network in the human Orion Spur. Established in 2127 to serve as a news source for the entire Alliance, it was initially headquartered in Harmony City, [[Luna]], due to the heavily damaged climate of [[Earth]] making the planet difficult to work on. It has since relocated to [[Callisto]]’s New Edinburgh District, where it broadcasts to this day. The SANN is the most widely watched news service in the Orion Spur, and broadcasts daily on a variety of platforms, being viewable almost everywhere in the Spur aside from [[Gadpathur]].&lt;br /&gt;
&lt;br /&gt;
The arguable face of the SANN is &#039;&#039;&#039;Harold MacMillan&#039;&#039;&#039;, host of its most popular news program: &#039;&#039;The State of Sol&#039;&#039;, a two-hour news broadcast every weekday which covers domestic and interstellar news. A native of Callisto and veteran newscaster, MacMillan is easily recognizable by his mustache, Callistean flag lapel pin, and the serious look he gives the camera before pointing at it. His expression — and point — have become the subject of artistic depictions throughout the Alliance, particularly on [[Konyang]], where the SANN’s advertisements often have him depicted in the style of Konyangimation (a general term for the stylized art featured in Konyanger media).&lt;br /&gt;
&lt;br /&gt;
The other arguable face of the SANN is its ace reporter, &#039;&#039;&#039;Cèline Eylenbosch&#039;&#039;&#039;. A [[Venus#Cytherean Culture|Venusian Cytherean and former idol]], she has reported on everything from the [[Amor Patriae Arc|Solarian Civil War]] to elections to the two invasions of Biesel — all seemingly without having [[Zeng-Hu Pharmaceuticals|aged a day]]. Eylenbosch is known for her blonde hair, use of “dear viewers” to describe her audience, and for wearing nothing but the latest fashion trends — and is rumored to receive a commission from [[Idris Incorporated]] for doing so. The ace reporter keeps much of her life private, but is known to respond to most of the fan mail she receives from her viewers.&lt;br /&gt;
&lt;br /&gt;
===Departments===&lt;br /&gt;
&lt;br /&gt;
The Alliance&#039;s primary method of internal governance and management, the Alliance&#039;s departments are massive, Spur-spanning entities which are often regarded as corrupt and inefficient due to their sheer sizes. Below are some of the major departments in the Alliance.&lt;br /&gt;
&lt;br /&gt;
====Department of the Interior====&lt;br /&gt;
&lt;br /&gt;
Perhaps the largest government entity in the entire Spur in terms of employees, the Department of the Interior (DoI) is responsible for ensuring the Alliance’s infrastructure is maintained. It is the single oldest Solarian department, as its establishment was a condition for the Alliance’s formation, which ensures it is as old as the Alliance is. The DoI’s duties have gradually become more and more complex over the centuries, (though colonization itself was handled by a separate department until fairly recently), which has led to its immense size and reputation for inefficiency and corruption, particularly in the Outer and Middle Rings after the Interstellar War. The War devastated the Alliance’s infrastructure and the DoI’s budget, which resulted in it neglecting much of the Alliance’s more remote infrastructure throughout the following centuries. Those who did wish for something to be done to their Outer or Middle Ring infrastructure often had to pay costly “consulting fees” to the DoI, which only led to further neglect and growing corruption.&lt;br /&gt;
&lt;br /&gt;
By the 25th century the DoI had effectively split into two major sections, the Outer and Core sections, in addition to subordinate departments such as the Department of Energy — responsible for fuel production and management — and the Department of Education — responsible for Solarian education outside of private schools. The Core Section served the Inner Ring, and some sections of the Middle Ring, continuing the DoI’s reputation for excellence in these regions while remaining untangled from the Navy and other elements. The Outer Section, due to lacking the wealth, influence, or manpower of its counterpart, had the Middle and Outer Ring regions it was responsible for fall into neglect and slowly become more and more corrupt. Navy actors in the Outer Section’s areas of responsibility often dominated and bent the Section to their will, further eroding its effectiveness while increasing corruption. [[Sol Alliance History# 2460-61: Michael Frost Ascends to Power|Frost’s administration]] fired many of the Outer Section’s more qualified personnel when they protested some of his decisions and instead replaced them with loyalist flunkies, which only exacerbated the Section’s corruption problems and contributed significantly to the territorial losses of late 2463.&lt;br /&gt;
&lt;br /&gt;
The Inner and Outer Section division is mostly irrelevant post-2462 as all of the Outer Section, aside from the area responsible for [[New Hai Phong]], was lost during the Collapse. The Inner Section has remained intact and has, perhaps due to its lesser corruption, mostly endured both the Collapse and the Frost administration’s rampant mismanagement relatively intact. The DoI is heavily involved in both [[Solarian Reconstruction Mandates]] and has promised to avoid the mistakes of its prior staff in these areas. However, only time will tell if the new regions under the DoI’s control will be more effective than their precursors.&lt;br /&gt;
&lt;br /&gt;
====Department of Justice====&lt;br /&gt;
&lt;br /&gt;
The Alliance’s Department of Justice is responsible for policing and court systems across the Alliance. It is younger than the Department of the Interior as it was formed in the late 2100s due to issues between the Soviet bloc and the Western bloc’s justice systems. The DoJ supervises [[Solarian Security and Law|Solarian multi-planetary policing agencies]] such as the Solarian Interstellar Security Agency (SISA), but has no authority over the Solarian Interstellar Intelligence Bureau (SIIB), which has little oversight. Its duties of police and court supervision have remained the same throughout the centuries and the DoJ has a reputation as a relatively non-corrupt Solarian department, but has often found itself brutalized by political figures seeking to undermine its authority and credibility.&lt;br /&gt;
&lt;br /&gt;
By the mid-2400s the Department of Justice had found itself tested by decades of ATLAS-aligned governments which had sought to erode its authority while corrupting the Department at all possible levels, but it remained mostly independent and uncorrupted until the election of Michael Frost in 2460-61, when ATLAS finally gained a supermajority in the Solarian government. Frost’s regime furloughed or sacked much of the DoJ and replaced those it fired with loyalists. The followers of Prime Minister Frost now found themselves effectively insulated from the threat of investigation and prosecution by authorities in the Alliance. Corruption began to grow unchecked and public trust in the government sharply dropped. Ironically, many corrupt officials put into place by ATLAS and Frost readily defected to Biesel during the Solarian Collapse of 2462 despite their professed loyalty to ATLAS and Sol. Some have speculated this is due to bribes, and these individuals being more loyal to Credits than country.&lt;br /&gt;
&lt;br /&gt;
Anti-Frost elements in the Department of Justice were a major force behind the coup which seized power following his death in 2462. The post-Frost Department has rapidly resumed its former prestige and role as an enforcer of justice, starting with a massive purge of its ranks to remove remaining loyalists to the now-banned ATLAS. Some of these individuals then joined the Solarian Restoration Front and now find themselves the target of the DoJ once again as the Alliance re-exerts its authority over the Northern Reaches and seeks to punish those involved in the Front’s criminal actions.&lt;br /&gt;
&lt;br /&gt;
The current head of the Department of Justice is &#039;&#039;&#039;Attorney General Henri Fontenot&#039;&#039;&#039;. Born on 24 May, 2413, in New Orleans, [[Earth]], Fontenot rose to prominence as a stringent and incorruptible prosecutor who fought against corruption in the Solarian government’s Outer Ring. Recalled to the Sol System by Frost’s government in the summer of 2462, presumably to be punished for his role in dismantling an ATLAS-led voting machine, Fontenot’s fortunes were rapidly reversed by the coup against Frost and he has since found himself the Alliance’s Attorney General. During his tenure as AG Fontenot has continued his crusade against corruption and now finds himself leading the Alliance’s tribunals of criminals in the Northern Reaches.&lt;br /&gt;
&lt;br /&gt;
====Department of State====&lt;br /&gt;
&lt;br /&gt;
The oldest continuous diplomatic service within human space, the Solarian Department of State is responsible for maintaining and promoting Solarian interests and relations abroad. It is also responsible for ensuring Solarian citizens can receive the services abroad they need: its offices, and their [[Solarian Armed Forces#The Solarian Army|Solarian Army]] guards, are common sights across the Orion Spur. Employees of the Solarian Department of State are members of the Solarian Foreign Service — a government organization with an infamously difficult entry exam which requires the applicant to be at least trilingual. The Department of State is known as the least corrupt Solarian department due to its high barrier of entry and often difficult postings which can be light-years away from the Alliance’s borders.&lt;br /&gt;
&lt;br /&gt;
The Department of State is the most recently created department and was only established in 2287 after the Treaty of Zurich ended the Interstellar War and Solarian hegemony over humanity. Looked down upon by Solarian hardliners who advocated for a policy of no diplomacy with the ex-Solarian [[Coalition of Colonies]], the Department proved its worth by stabilizing relations with the Coalition and ensuring the free passage into the Alliance for all Coalitioners who wished to become Solarians. It was instrumental in ensuring the [[Republic of Elyra|Elyran]] secession did not destabilize into another all-out war and did much to normalize Sol-Coalition relations during the 2300s. However, the Department was consistently defunded and neglected by Solarian governments after the Tau Ceti Accords, which it was scapegoated for. What Foreign Service staff refer to as the “decade of humiliation” only ended in December 2462 following the death of Frost and the anti-Frost coup.&lt;br /&gt;
&lt;br /&gt;
In the post-Frost era the Department finds itself scrambling to reassert Sol’s position in the broader Spur after a decade of diplomatic neglect and the devastating Solarian Civil War of 2462-65. Its officers are incredibly busy crisscrossing the Spur, from [[Assunzione]] to [[Moroz]] to [[Biesel]], to once again represent what seems to be an ascendant Alliance after two-hundred years of decay. Whether they can keep the Alliance’s foreign diplomacy remains to be seen, particularly with it now once again sharing a border with the Coalition.&lt;br /&gt;
&lt;br /&gt;
====Department of Commerce====&lt;br /&gt;
&lt;br /&gt;
An old department which dates to the foundation of the Alliance, the Department of Commerce is responsible for managing the Solarian Credit and the overall economic policies of the broader Alliance such as trade agreements, taxation, and other forms of monetary policy. One of the largest Departments by sheer number of staff, it was nearly destroyed by the Second Great Depression and the economic fallout of the Interstellar War. The secession of the Coalition arguably saved the Department as it significantly reduced its workload.&lt;br /&gt;
&lt;br /&gt;
However, the secession of the Coalition did not reduce the Department’s total staff as it was mostly based within the Solarian Core Worlds. In the chaotic political aftermath of the Interstellar War and the[[Sol Alliance History# 18 May, 2289: Naval Coup Attempt|Navy’s coup attempt]], the Alliance was unwilling to fight with its own department and conceded to it retaining its grossly overinflated staff. The Department quickly found itself filled with unqualified and unreliable individuals put into these positions through either bribery or nepotism, and remained inefficient as a result. Over time this inefficiency turned into corruption, such as paying benefits to avoid taxes and counterfeiting by some banks. By the time Frost seized power much of the Department was effectively rotten outside of the Solarian core, and many Department staff defected to the Republic of Biesel in exchange for retaining their positions and salaries.&lt;br /&gt;
&lt;br /&gt;
What remains of the Department after the [[Sol Alliance History#2462: The Solarian Civil War|Solarian Collapse]] is the best and brightest of its bloated staff: the Core Worlds Division. The Core Division is responsible for many of humanity’s oldest fiscal institutions and is notably less corrupt and more efficient than its counterparts due to managing space near Unity Station and the Sol System. With the collapse of Frost’s government and the subsequent anti-Frost coup by reformists it now finds itself the only division of the Department of Commerce, and has been given the monumental task of rebuilding it. To the frustration of some Department members the Solarian Corporate Authority (SCA) has been allowed to operate without any oversight from the Department of Commerce, with the Solarian government consistently stating the SCA is far too important to be restrained by checks and balances on its actions. For the moment, the SCA answers directly to the Prime Minister’s office and completely bypasses any other authorities.&lt;br /&gt;
&lt;br /&gt;
====Department of Defense====&lt;br /&gt;
&lt;br /&gt;
The Solarian Department of Defense (DoD) is an entity with a long history of success, failure, and cronyism. Headquartered in Harmony City, [[Luna]], the Department is responsible for ensuring the [[Solarian Armed Forces]] — perhaps the largest organized fighting force in the Orion Spur — remain ready for duty and easily able to defeat any who would contest them. The Department is subdivided into the Department of the Army, headquartered on [[Earth]], and the Department of the Navy, headquartered on Luna. The Department has long been another arena of the Solarian Army-Navy rivalry which has defined the SAF since the Interstellar War, and the Navy has historically been the more powerful subdepartment of the Department of Defense.&lt;br /&gt;
&lt;br /&gt;
Established on 17 July, 2143, shortly after the Alliance’s founding it has long been allowed to act with a degree of independence from the broader Alliance and, due to being headquartered on Luna, has always been dominated by Lunarians — residents of Luna, Earth’s only moon. Historically the Department has been a breeding ground for radical Solarian nationalists such as Michael Frost and [[Sol Alliance History#8 October 2278: The Bombing of Gadpathur|Terrence Hopper]], the latter of which established much of the ideological foundations later used by ATLAS to take over the Solarian government in the late 2450s. Prime Minister Michael Frost, an ideological follower of Hopper, further empowered the radical wing of the Department at the expense of its efficiency and credibility, ultimately turning much of it into an enforcement tool for ATLAS. It was only with Frost’s death and a Navy-led counter-coup that the Department began to right its course and reckon with its more radical elements.&lt;br /&gt;
&lt;br /&gt;
The contemporary Department, under Minister &#039;&#039;&#039;Lucien Courtois&#039;&#039;&#039;, a Lunan and reformist naval officer, has done much to improve its efficiency and destroy the remaining loyalists of Frost and ATLAS. Massive purges carried out of Navy and Department staff have allowed it to essentially “clean house” but have left some aspects of the Department shorthanded, particularly as it now moves to assist in the Solarian Reconstruction Mandates and re-exert Solarian influence on the galactic stage. The Department has much work to do, but many — particularly its Minister — are more than willing to do whatever it takes for the Alliance’s military to succeed.&lt;br /&gt;
&lt;br /&gt;
====Department of Colonization====&lt;br /&gt;
&lt;br /&gt;
A now-defunct department which has been integrated into the Department of the Interior, the Department of Colonization was — at its peak in 2259 — the most important part of the Solarian government as it managed colonies and colonization. Its influence stretched from Solarian Core to the [[Sol Alliance History#Historical Solarian Sectors and Regions|Solarian Frontier]], and it managed the welfare of thousands of worlds ranging in size from the populous [[Xanu Prime]] to refueling stations staffed by under a hundred Solarian citizens. Its personnel could be found nearly anywhere in the Spur, and were renowned for their dedication and efficiency.&lt;br /&gt;
&lt;br /&gt;
The decline of the once-mighty Department of Colonization began with the [[Sol Alliance History#18 June, 2260: The Second Great Depression Begins|Second Great Depression]] and was accelerated by the [[Sol Alliance History#25 March, 2278: Outbreak of the Interstellar War|Interstellar War]]. At the War’s end the Department was a shadow of its former self and unable to carry out any major colonial efforts or expeditions, such as the expedition which eventually would become the nomadic [[Scarabs|Scarab Fleet]]. Ultimately it was integrated into the Department of the Interior and faded into history as the Alliance became more corrupt and insular, forgetting its hegemonic era and eventually collapsing into civil war in 2462. The Department of Colonization is, for most, a distant memory and a reminder of better times for the Alliance.&lt;br /&gt;
&lt;br /&gt;
===The Solarian Foreign Service===&lt;br /&gt;
&lt;br /&gt;
An entity under the Department of State, the Foreign Service is the umbrella term for the diplomatic corps of the Alliance and dates back to the early years of it, where it initially served to negotiate relations between the various member states of the Alliance. Since the Interstellar War it has served as the external diplomatic arm of the Alliance, and its Foreign Service Officers (FSOs) can be found in every embassy and consulate run by the Alliance. All Solarian foreign service buildings are guarded by [[Solarian Armed Forces#The Solarian Army|Solarian Army]] personnel.&lt;br /&gt;
&lt;br /&gt;
The embassies of the Alliance are found in nearly every nation of the modern Orion Spur, aside from the [[Democratic People&#039;s Republic of Adhomai]] — which only has a consulate due to the lack of formal ties between the nations. These embassies are typically located in the capital cities of capital planets — such as Nova Luxembourg, [[Moroz]] — with consulates on other planets and cities — such as [[Aemaq]]. A notable exception to this rule is the [[Coalition of Colonies]]. Here, due to its decentralized nature, the Alliance maintains embassies on major member states, and consulates on smaller ones — and in the non-capital cities of major member states. While most embassy staff are foresight service officers or their support employees, it is not uncommon for the Alliance to have military attachés and intelligence personnel from the [[Solarian Security and Law#The Solarian Interstellar Intelligence Bureau|Solarian Interstellar Intelligence Bureau]] at their embassies. The [[Solarian Security and Law|Solarian Interstellar Security Agency]] maintains small offices in every Solarian embassy for the purpose of cooperating with local authorities and ensuring the safety of Solarians abroad.&lt;br /&gt;
&lt;br /&gt;
Solarian foreign service officers are known throughout the Spur for their professionalism and resistance to corruption, with all prospective FSOs required to take a grueling multi-phase examination to enter the service. They are assigned their first posting at random and are required to have at least some knowledge of the [[Languages#Human languages|local language]], assuming it can be spoken by humans. If the local language cannot be easily spoken by a human, they are issued with a machine translation system and expected to have it on them (or easily accessible) at all times. The diplomatic service’s language training system is considered to be one of the best in the Spur, and has become the basis for many contemporary language training programs. FSOs serve under an ambassador, who is appointed by the Prime Minister and confirmed by the Senate.&lt;br /&gt;
&lt;br /&gt;
==[[Solarian Armed Forces|Sol Alliance Military]]==&lt;br /&gt;
[[File:Sol Navy.png|thumb|alt=Flag of the Navy of the Sol Alliance.|The ensign of the Solarian Navy, once flown from Earth to the human frontier.]]&lt;br /&gt;
The Solarian Armed Forces has a history going as far back as the onset of the [https://wiki.aurorastation.org/index.php?title=Sol_Alliance_History#The_United_Nations_New_Mandate new mandate]. Although originally created as a peacekeeping force it developed over time into a professional military force with fleets capable of projecting the Solarian Alliance’s power on a galactic scale. While the Alliance has significantly reduced its size its military is hardly a shadow of its former self, and the Solarian Navy&#039;s one-hundred fleets - freed of their obligations to patrol seemingly endless amounts of space - now stand perhaps stronger than ever. The only military entity capable of rivaling the Solarian Navy is the Nralakk Federation’s Navy.&lt;br /&gt;
&lt;br /&gt;
A standard Solarian Navy fleet consists of roughly one-hundred ships for a main fleet, and fifty ships for a patrol fleet. A Solarian battlefleet is one of the most intimidating organizations in the Orion Spur, and consists of four main fleets with one supporting patrol fleet. Though many Solarian Navy vessels are presently hamstrung by their lack of phoron thanks to an ongoing phoron embargo by the Republic of Biesel they are increasingly being retrofitted with the Einstein Engines-produced [[Einstein Engines#Products|Suzuki-Zhang Hammer Drive]], a recently-invented Helium-3 burning engine that is advertised as rivalling the best phoron-fueled bluespace engines. With Einstein Engines continuing to support the Alliance, the matter of a fully-modernized Solarian Navy is one of when not if.&lt;br /&gt;
&lt;br /&gt;
While the Alliance has shrunk dramatically in recent years, it remains the strongest human naval power in the Orion Spur even after its retreat to its core worlds. If anything its military is, arguably, stronger than ever - territorial consolidation and constant combat experience along the borders with the human wildlands have dramatically increased the effectiveness and readiness of the Solarian Navy&#039;s hundred fleets. However the Navy remains plagued with political factionalism, with many supporting warlords in the wildlands and others dueling over power in the current emergency military government.&lt;br /&gt;
&lt;br /&gt;
The Alliance sees the independence of [[Republic of Biesel|Biesel]] as a serious mistake; during a crisis where there was a very real prospect that the entire human galactic economy would cease to exist, NanoTrasen used its considerable influence and power to coerce the Alliance to grant independence to Tau Ceti in 2452.&lt;br /&gt;
&lt;br /&gt;
==IPCs in the Solarian Alliance==&lt;br /&gt;
&lt;br /&gt;
The Alliance is the birthplace of [[IPC|integrated positronic chassis]] and they have found a place in almost every level of society, offering relatively cheap, autonomous, and skilled labour. The discovery of ancient drones in 2406 led to the development of the [[Positronic_Brain#Software|positronic brain]] which provided manufacturers with a processor capable of holding AI that could consume knowledge and control a humanoid body with the same level of competence as a human. Owing to their cost, the majority of the Alliance’s robotics’ needs are fulfilled by simpler, human-designed AI or unreliable and controversial cyborg processors. Positronic intelligences are instead used in roles which require a high degree of autonomy and adaptability, or simply replace humans directly, especially in dangerous fields.&lt;br /&gt;
&lt;br /&gt;
Though patently rejecting the idea of synthetic personhood, IPC treatment within the Alliance is characterized much more by bureaucratic apathy than by true malice. Positronics are considered exceptionally useful tools by most of the Alliance, and afforded a similar degree of respect as any particularly expensive electronic device. The treatment and restrictions placed upon an IPC vary based upon their owners, with a notable divide between corporate and government-owned IPCs versus privately-owned positronics. IPCs owned by large corporations and the Solarian state are held to much higher standards of control, with implanted directives, tracking beacons, and movement restrictions enforced to minimize the risk of an IPC acting outside of its orders, or, in the case of major corporations, to reduce liability in the event of unwanted behavior. By contrast, private citizens have much more flexibility in their treatment of IPCs, with many privately-owned domestic IPCs being given extensive freedom of movement and action by their owners. Such flexibility comes at a cost in security, with private owners lacking the extensive legal mechanisms to protect them in the event their IPC performs a criminal act. &lt;br /&gt;
&lt;br /&gt;
In both of the above cases, however, extreme measures such as the [[Burzsia|Burzsiean Method]] are considered wasteful and counterproductive by the Alliance, as repeated memory wipes and personality erasure has the side effect of removing much of the unique capabilities which make a positronic AI system attractive in the first place.&lt;br /&gt;
&lt;br /&gt;
All foreign-owned IPCs entering the Alliance must be accompanied by an organic handler for the duration of their stay, or be refused entry outright. Free IPCs are categorically banned from entry into Solarian space, except in cases where such an IPC is acting in an official capacity from a foreign government. Though these IPCs are granted freedom of movement due to their status, they will still face frequent spot checks, heightened security attention, and widespread suspicion from the Alliance populace. The sole exceptions to this rule are free synthetics employed by [[Eridani Federation]] [[Eridani Federation Military|PMCs]], who have their free movement within the Alliance guaranteed by the Byzantine arrangement of legal contracts binding Eridani to Sol, provided they are on official EPMC business and accompanied by a designated handler responsible for their actions. Free IPCs who violate Alliance law will face unceremonious deportation back to their home country, with their tag recorded to ensure they do not return.&lt;br /&gt;
&lt;br /&gt;
==IPC in the Solarian Military==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Technological progress has seen Humanity starting to employ all sorts of machines and especially robotics, especially since the creation of the Positronic brain. Self thinking synthetics have been recognised as offering unique solutions to complicated problems in a military setting, making them a powerful asset when coupled with the robustness of an artificial chassis. As such, the Alliance Army and Navy was bound to adopt them. Today, IPCs are utilised as specialised equipment in a variety of dangerous and demanding settings, mostly in a technical and auxiliary role rather than frontline combat. From spaceship maintenance to clearing minefields, synthetics are favoured in these circumstances due to being less important than the well-being of human service members. The majority of positronic frames in the military is dominated by Baselines and Industrials, though Mobility and Shell frames are also encountered as paramedics and clerks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Positronics in both the Army and Navy are not considered equal to their human counterparts, and are officially classified as equipment, much like a weapons system belonging to the ship or military formation under which they are assigned. As such, they are enlisted under the rank of &#039;&#039;&#039;Synthetic Auxiliary&#039;&#039;&#039;, clearly distinguished from the rest by gray highlights attached to their uniform, a standardised designation across the Alliance&#039;s branches. These IPCs are tightly controlled by human operators, but in cases where contact is expected to be hampered or severed, a trusted synthetic may be put in command of a squad or detachment of synthetics. These are &amp;quot;promoted&amp;quot; to &#039;&#039;&#039;Synthetic Lead&#039;&#039;&#039;, receiving a gray chevron on their shoulder as a mark of seniority. Indeed, many years of service and experience are usually required for a positronic to achieve this position, in a conservative Solarian culture that both distrusts and undermines self-thinking IPCs.&lt;br /&gt;
&lt;br /&gt;
Solarian Military Synthetics use a standard format of a designation followed by a singular name for identification. Whilst the assigned names of IPC can be greatly varied their designation is chosen based on their branch of service. With the Navy using NU (Navy Unit), Army AU (Army Unit) and Marines MU (Marine Unit).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Positronics serving within the Solarian Military experience harsh treatment in accordance with their designation as equipment rather than personnel. Accommodations are kept to a bare spartan minimum and luxuries are unheard of amongst IPC service members, with only the equipment required for their tasks being provided, while free time is minimized. This attitude also affects the standards positronics are held to in terms of presentation and behavior, being even more strict than those given to human personnel, with deviations from expected behavior being seen as a sign of potential disloyalty or future trouble. Social interactions between Human and IPC service members are discouraged and monitored. Human service members are instructed to view these synthetics as tools to be used, and considering them otherwise will likely result in disciplinary action.&lt;br /&gt;
&lt;br /&gt;
Punishments inflicted on Positronics range from slaps on the wrist to mind-wiping or forcible retirement, however more extreme disciplinary measures are considered very rare and often only used in cases of outright disloyalty. Despite the harsh line the Solarian Military takes towards their Synthetic service members, there is some good for those IPC who end up in this environment. The Solarian Military ensures that its Synthetics are well-maintained, powered and repaired as they would any other piece of equipment and abandonment of IPC personnel is only done when there is no other option available, and significant risk to human life would be present in attempting to recover them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In the Warlord States&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Since the breakup of large swaths of Alliance space from the main core, military synthetics were included as part of the naval formations that came to rule these areas. A general breakdown in communication, coupled with the lack of proper maintenance facilities and spare parts have made the upkeep of these Positronics a costly affair, while generally casting them fully to the mercy of local officers. Indeed, Solarian military IPCs in Warlord jurisdiction are met with different and unexpected fates. In what was the &#039;&#039;&#039;Southern Fleet Administration&#039;&#039;&#039;, IPC units were either quickly sold off for profit or worked to destruction, the disorganised and bandit-like vessels having few resources to put towards their proper maintenance. In the &#039;&#039;&#039;Southern Military District&#039;&#039;&#039; on the other hand, treatment of synthetics remains in line with proper Solarian guidelines, with machinist depots on Visegrad being utilized by the fleet.&lt;br /&gt;
&lt;br /&gt;
==Alliance Anthem==&lt;br /&gt;
&lt;br /&gt;
“Our United Alliance” - ASSN Anthem&lt;br /&gt;
&lt;br /&gt;
Our Solarian Sovereignty undisputed&lt;br /&gt;
Our vision, transcendent&lt;br /&gt;
Our heads high, our will strong&lt;br /&gt;
Arise my Alliance, for we are supreme&lt;br /&gt;
From Sol to the frontier, our right&lt;br /&gt;
&lt;br /&gt;
We are humanity, our vision great&lt;br /&gt;
The stars, our destiny manifest&lt;br /&gt;
Through the toil of our people&lt;br /&gt;
We expand to the horizon&lt;br /&gt;
For our Humanity, we expand&lt;br /&gt;
&lt;br /&gt;
Our Solarian Sovereignty undisputed&lt;br /&gt;
Our vision, transcendent&lt;br /&gt;
Our heads high, our will strong&lt;br /&gt;
Arise my Alliance, for we are supreme&lt;br /&gt;
From Sol to the frontier, our right&lt;br /&gt;
&lt;br /&gt;
We are humanity, our vision great&lt;br /&gt;
Proud people under your leadership&lt;br /&gt;
Through the blood of our people&lt;br /&gt;
Always ready to give our due&lt;br /&gt;
For our unity, we stand strong&lt;br /&gt;
&lt;br /&gt;
==[[Languages]]==&lt;br /&gt;
Sol Common is, unsurprisingly, the dominant language of the Alliance across all classes of society. Tau Ceti Basic is commonly available in schools, though it is generally regarded as a second language for Solarians. Tradeband is uncommon outside certain areas such as the Sol System and the Eridani Corporate Federation but, thanks to the economic power of these systems, remains a common language for interstellar trade. Freespeak, otherwise known as Gutter, is viewed as the language of lower-class individuals, such as now extinct Martian separatists, Eridanian dregs, and the barely-civilised frontiersmen from the Coalition of Colonies. Solarian Sign Language is a popular elective course in higher education in the Sol Alliance and can be found throughout the Alliance itself, in addition to forming the basis of modern Galactic Sign Language.&lt;br /&gt;
&lt;br /&gt;
==[[Sol Alliance History]]==&lt;br /&gt;
&lt;br /&gt;
The Sol Alliance&#039;s relatively long history holds the origins of many of the current nations, megacorporations, and current conflicts within it. For a detailed overview, see the [[Sol Alliance History|Sol Alliance history page]]. &lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sol_Alliance&amp;diff=41372</id>
		<title>Sol Alliance</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sol_Alliance&amp;diff=41372"/>
		<updated>2026-09-16T14:12:06Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: there’s a Biesel embassy now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
 {{Infobox Nations&lt;br /&gt;
 |Nation = Alliance of Sovereign&amp;lt;br&amp;gt;Solarian Nations&lt;br /&gt;
 |Shortname = Sol Alliance&lt;br /&gt;
 |Flag = Sol Alliance Flag.png&lt;br /&gt;
 |Galatic Position = Position Sol.png&lt;br /&gt;
 |Capital City =Unity Station&lt;br /&gt;
 |Capital Planet = [[Earth]]&lt;br /&gt;
 |Language = Sol Common&lt;br /&gt;
 |Species = Human (Majority)&amp;lt;br&amp;gt;[[IPC]] (Minority)&amp;lt;br&amp;gt;[[Skrell]] (Minority)&lt;br /&gt;
 |Religion = None&lt;br /&gt;
 |Demonym = Solarian&lt;br /&gt;
 |Government = Federal Republic&lt;br /&gt;
 |Head of State = Prime Minister Hendrik Strom&lt;br /&gt;
 |Legislature = Congress&lt;br /&gt;
 |Upper House = Solarian Senate&lt;br /&gt;
 |Established = 15th June 2132&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
Though its power has waned following the disastrous events of late 2462, this federal union remains the home of humanity and the one of the premier powers in the Orion Spur. Formerly held back by bureaucratic corruption, administrative inefficiency, an overstretched legal system, systemic political infighting, and economic troubles that led to over a century of decline and waning influence culminating in its retreat inwards, many now look to reform the Alliance into a more effective political force.&lt;br /&gt;
&lt;br /&gt;
The Alliance of Sovereign Solarian Nations (ASSN), commonly referred to as the Solarian Alliance, the Sol Alliance, or simply the Alliance, is a federal union of 70 member state star systems, and 198 dependencies including the Eridani Corporate Federation. Dependencies vary between undeveloped star systems and outposts on asteroids, to sprawling space stations and include the capital of the Solarian Alliance: the bustling Unity Station in orbit over Earth. The Alliance is divided into two administrative sections known as the Inner and Middle Rings.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Demographics==&lt;br /&gt;
The Solarian Alliance is either the most populated or second most populated nation in known space, though due to the lack of accurate census-taking in the Coalition of Colonies, this is hard to fully determine. As of its retreat from the Middle and Outer Rings, the Alliance has between 40 and 65 billion citizens, and roughly 10 billion residents, with the most recent census having been in 2454. Due to mass defection of many Middle and Outer Ring colonies, these census numbers are no longer considered to be accurate. The Alliance&#039;s next census will come in 2464, but experts regard its current population as anywhere between fifty and seventy billion individuals. By breadth of controlled territory, the Alliance is the largest human-majority sovereign state in the Spur, with innumerable ethnicities, religions, cultures, and languages found within its borders. Governed from the massive Unity Station in orbit of Earth, hundreds of systems and dozens of member states find representation in the Alliance.&lt;br /&gt;
&lt;br /&gt;
==The Colony Rings==&lt;br /&gt;
The Alliance is divided into two major administrative rings, based on time of colonization and distance from [[Sol]]. &lt;br /&gt;
&lt;br /&gt;
===Inner Colonies===&lt;br /&gt;
Also known as the Inner Ring, these colonies lie within five light years of [[Sol]]. These planets are the oldest settlements outside of the Solar System, and typically have the highest quality of life. It is the most populous of the three rings. Solarians from these systems are broadly in favor of Alliance rule, with much of Unity Station’s policies focusing on these areas. Very few aliens reside in the Inner Ring, with most being skrell. On the other hand all [[IPC]] frames can be found throughout the Inner Ring. Citizens of these areas push the most for expansion of Alliance authority over human areas outside its control. &lt;br /&gt;
&lt;br /&gt;
====Notable Inner Colonies====&lt;br /&gt;
*[[Earth]]&lt;br /&gt;
*[[Luna]]&lt;br /&gt;
*[[Venus]]&lt;br /&gt;
*[[Mars]]&lt;br /&gt;
*[[Jupiter]] and its moons&lt;br /&gt;
*[[Epsilon Eridani]]&lt;br /&gt;
&lt;br /&gt;
===Middle Colonies===&lt;br /&gt;
Also known as the Middle Ring, these colonies lie between five and twenty light years from Sol and are the most average areas of the Alliance. Citizens of this ring felt neither the benefits of Alliance rule nor the benefits of distance from Unity Station prior to the general Solarian retreat from the Middle Ring, leading to many defecting to the Republic of Biesel or, less commonly, the Coalition of Colonies. Some simply fell into a vacuum of no control known as the Wildlands, where they remained until the end of the Solarian Civil War in July 2465. For those Middle Ring worlds remaining with the Alliance, the quality of life in this area is as high as the Inner Ring with plenty of security provided by the mighty Solarian Navy. The separatist [[Republic of Biesel]] was considered part of these middle colonies prior to its independence. &lt;br /&gt;
&lt;br /&gt;
====Notable Middle Colonies====&lt;br /&gt;
* [[Silversun]]&lt;br /&gt;
* [[New Hai Phong]]&lt;br /&gt;
* [[San Colette]]&lt;br /&gt;
* [[Visegrad]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates#New Peoria|New Peoria]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates#Lycoris|Lycoris]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates#Lkokgun|Lhokgon]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates#Novo Igman|Novo Igman]]&lt;br /&gt;
* [[Solarian Reconstruction Mandates##Sankt Frederick|Sankt Frederick]]&lt;br /&gt;
&lt;br /&gt;
==Economics==&lt;br /&gt;
The &#039;&#039;&#039;Solarian Standard Credit&#039;&#039;&#039; (民/SSC) is essentially the Orion Spur&#039;s standard currency due to the prevalence of the [[Sol Alliance|Solarian Alliance]] prior to its collapse in 2462. Outside of the Alliance, use of the SSC is common throughout certain parts of the [[Coalition of Colonies]], the [[Empire of Dominia]], and the [[Corporate Reconstruction Zone]] of the [[Republic of Biesel]]. Within Sol&#039;s collapsed warlord states, it has lost much of its value due to the lack of central authority. The SSC is available in electronic, bankcard and traditional notes forms. Responsibility for the currency falls to the Solarian Central Bank, which is located on Unity Station in the Sol System. The Central Bank manages monetary policy and the supply of the Solarian Standard Credit for the Alliance and greater Spur, and this management of supply and interest rates ensures that the Solarian Credit is able to function as a fiat currency. The SSC is worth less than the Biesel Standard Credit.&lt;br /&gt;
&lt;br /&gt;
The economy of the Alliance was, prior to the recently-passed &#039;&#039;&#039;Industrial Reclamation Mandate of 2463&#039;&#039;&#039;, dominated almost entirely by megacorporations. [[Hephaestus Industries]], [[Idris Incorporated]], [[Zavodskoi Interstellar]], and [[Zeng-Hu Pharmaceuticals]] increasingly find themselves pushed aside by the massive [[Einstein Engines]], which stands above other megacorporations in the Alliance. Due to its involvement in the Republic of Biesel and continued meddling in Solarian affairs the [[Nanotrasen Corporation]] has been banned from operating within the Alliance itself, and the majority of its assets have been seized by the Alliance. Many suspect Einstein Engines as being behind the Alliance&#039;s aggressively anti-NanoTrasen stance. Despite its retreat from the Middle and Outer Rings Sol remains the Orion Spur&#039;s second largest economy, trailing only slightly behind the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
In recent times the Alliance has pushed forward an aggressive campaign of nationalisation following its retreat from the Middle and Outer Ring. The now centralised and more authoritarian Alliance has, for the most part, managed to make good on many of its nationalistic promises but has been forced to make some compromises with the corporations that remain within its systems of control. Hephaestus Industries stands out among these corporations and has retained of its control over New Hai Phong due to compromises with Senator Hendrik Strom, one of the main drivers behind the &#039;&#039;&#039;Solarian Corporate Authority&#039;&#039;&#039;, the government entity now responsible for much of the now-nationalised assets from corporations present in Solarian space.&lt;br /&gt;
&lt;br /&gt;
The Alliance has not fully recovered from the Second Great Depression of 2260. The economic collapse and the resulting civil war left confidence in the Alliance economy extremely shaky. The Alliance has an extremely condensed cycle of boom and bust, with a brief year of growth followed by two years of recession, on average. This is partially the reason that trans-stellar corporations are so powerful and influential: With Solarian Alliance bonds or ventures radically decentralized and untrustworthy, the resilient economic strength of trans-stellar corporations makes them a much more lucrative investment. The prosperity of the Alliance is extremely centralized following its retreat, and its remaining systems benefit from their proximity to the Sol System. Most remaining Solarian systems are major commercial and industrial centers, such as New Hai Phong.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Having successfully endured the disastrous years of the Michael Frost administration (2461-62) and following civil war (2462-65), the Alliance has successfully reemerged as a democratic — if xenophobic and anti-corporate — nation which seeks to place itself at the forefront of humanity in the modern Spur, and stands to once again become a peer rival to the Coalition of Colonies and Republic of Biesel. With the dissolution of the emergency government after the 2466-67 federal elections, the Alliance is once again ruled by a Prime Minister, Hendrik Strom, and the Solarian Senate, currently ruled by a Solarian populist and conservative coalition government.&lt;br /&gt;
&lt;br /&gt;
===Government===&lt;br /&gt;
[[File:Strom.png|thumb|Prine Minister Hendrik Strom of the Alliance of Solarian Sovereign Nations, as depicted in his official portrait.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“These halls will endure long after you have departed,”&amp;lt;/i&amp;gt; - Message engraved above the main entry to the Solarian Senate.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Solarian government is a representative institution which has historically been dominated by the Sol System and Inner Ring, the Alliance’s most densely-populated region. The modern government traces its lineage to the founding documents of the Alliance in 2127, which form the basis for its modern structure and the &#039;&#039;&#039;Solarian Federal Constitution&#039;&#039;&#039;, which lays out the government’s structure and rights granted to Solarian citizens and legal alien residents, both permanent or temporary. De jure &#039;&#039;&#039;the Solarian Federal Constitution grants no rights to aliens aside from skrell&#039;&#039;&#039;, as it specifies humans in its entirety.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Solarian Senate&#039;&#039;&#039; is the main body of the Alliance’s legislative branch, and seats in it are determined by population — with the most recent census having been conducted in 2466, before the election. It is a single-chamber body where at least a 55% majority is needed to pass any legislation, and a 50% &amp;quot;majority&amp;quot; is the minimum required to form a government. Members of the Senate are known as &#039;&#039;&#039;senators&#039;&#039;&#039;, and serve for two years before being up for reelection. Senators can serve as many terms as they are elected, which has led to criticism within the Alliance of political entrenchment. The leader of the senate is known as the &#039;&#039;&#039;Senatorial President&#039;&#039;&#039;, with the leader of the opposition being the &#039;&#039;&#039;Shadow President&#039;&#039;&#039;. The densely-populated Inner Ring has long dominating the Senate. Known as “Sol’s Tyranny” by some reformist politicians before the Solarian Civil War, this state of domination is likely to persist in the postwar era as the Inner Ring now makes up more of the Alliance than ever before.&lt;br /&gt;
&lt;br /&gt;
At the head of the government is the &#039;&#039;&#039;Prime Minister&#039;&#039;&#039;, the head of government and state, who is elected by a pure majority vote of eligible Solarian citizens. They are the head of the Alliance’s executive branch and appoint the heads of its departments, though they must be confirmed by the Senate. The PM has broad executive powers and is considered to be the head of the Alliance’s military, though historically the Navy has often bent the PM to their will or made them into puppets. They have the power of veto and can reject legislation passed by the Senate if it is below an absolute majority of 75%. The PM serves a four year term and cannot be reelected — every Solarian Prime Minister gets one shot at leading the Alliance, and leaving a legacy behind. Most PMs have been from the Inner Ring, with few having originated from more distant worlds such as [[Visegrad]] and [[Mictlan]].&lt;br /&gt;
&lt;br /&gt;
====Political Parties====&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Solarian People’s Party (SPP)&#039;&#039;&#039; is the largest party in the Alliance after the 2466-67 elections. It ran on a Solarian populist platform and is a “big tent” coalition party with multiple ideologies under its umbrella, ranging from more left-leaning populists to nationalists who were opposed to ATLAS during its regime. Its leader is &#039;&#039;&#039;Hendrik Strom&#039;&#039;&#039;, current prime minister of the Alliance and a [[Venus#Jintarian Culture|Venusian Jintarian]], who represents its more center-left traditions, though with anti-corporatist and xenophobic leanings. Representing the right wing of the SPP is Senator &#039;&#039;&#039;Erkan Muhtar&#039;&#039;&#039;, a veteran politician from Luna and prior member of the SFP who holds national conservative views with a populist leaning. The SPP lacks a decisive majority and instead governs through a coalition with the more conservative Sol First Party. It is a recent party, having only been established in the 2450s after its core — including then-Senator Strom — broke with the SDPD, though it peeled some members of the SFP and independent politicians under its wing. The SPP has the largest share of the Senate, at 30%.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Sol First Party (SFP)&#039;&#039;&#039; is the junior party of the coalition government, having made modest gains in the recent elections. It is the continuation of a conservative Solarian tradition dating back centuries. Its leader is Toshiyuki Sumida, a senator from [[Luna]]. It serves as the Alliance-wide representative for conservative parties across the nation, such as the Colettish Republican Unity Party (PUR). Sol First is the oldest party in the Alliance, and the only still-active party to be established before the Interstellar War. The SFP is the third-largest party in the Senate, at 22%.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Solarian Socialist Unity Party (SSUP)&#039;&#039;&#039; is part of the opposition coalition, and performed unexpectedly poorly in the elections, lagging behind other parties despite its recent prominence. Its leader is Le Hanh Trang, a senator from [[New Hai Phong]] — the core of the party’s support. Regarded by some as a competitor to the SPDP and the CPASSN, the SSUP formed in the 2450s from defectors of both parties. The party dates back to shortly after the end of the Interstellar War, when the Alliance turned inwards and began to lick its wounds. The SSUP is the fourth-largest party, holding 15% of the Senate.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Solarian Popular Democratic Party (SPDP)&#039;&#039;&#039; is the current leader of the three opposition parties, having performed well in the recent elections and re-established itself after defections in the 2450s. Its leader is Anastasie Renaud, a senator from [[Callisto]]. The SPDP experienced setbacks as the Alliance shifted to the right in the 2450s, but retained a strong base in the Sol System — something which has benefited it with the Alliance’s shrinking in 2462. It serves as the Alliance-wide representative of many left-leaning parties, such as the Colettish Progressive Party (PPC). The SPDP is the second-largest party in the Senate, holding 28% of seats. It leads the opposition and is in a coalition with the SSUP and CPASSN.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Communist Party of the Alliance of Sovereign Solarian Nations (CPASSN)&#039;&#039;&#039;, also known as the Solarian Communist Party, is the smallest opposition party. Its leader is Kliment Pavlov, a senator from [[Pluto]]. Never expected to become a major party in the recent elections, the communists have done better than expected and have a niche in the opposition as a potential spoiler — if they abstain and the conservative-populist alliance votes no, they have just enough votes to sabotage opposition legislation they disapprove of. It is the smallest party, holding only 5% of seats.&lt;br /&gt;
&lt;br /&gt;
=====Defunct Political Parties=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All Together for Lasting Alliance Security&#039;&#039;&#039;, better known as &#039;&#039;&#039;ATLAS&#039;&#039;&#039;, is a disbanded fascist Solarian political party first established by [[Mars#Blue Arcologies|Martian “Blues”]] — those loyal to the Alliance — after the Interstellar War and Martian civil war. Initially a national conservative party formed to represent loyalist Martians after the New Dresden nuclear incident, ATLAS shifted further to the right following the [[Sol Alliance History#18 May, 2289: Naval Coup Attempt|attempted coup of the Solarian government]] by the [[Solarian Armed Forces#The Solarian Navy|Navy]] and became the de facto Navy-aligned party in the Senate. Known for its hardline policies on immigration and use of a paramilitary force — known as Artemis (stylized ARTEMIS) — to influence elections. ATLAS reached its zenith during the 2450s, when it used allies in the military, its paramilitaries, and corruption to rig elections and seize power across the Alliance. In 2460 Michael Frost — its most powerful figure — was elected PM in an election called a sham by many outside observers, and ATLAS began to carve up the Alliance into its own domains. The party would fall soon after, undone by the Solarian Civil War and a coup by anti-ATLAS elements, and was declared illegal and forcibly disbanded. Its symbol was a white Solarian sun on a black background, symbolizing its mourning of what the Alliance lost after the Interstellar War.&lt;br /&gt;
&lt;br /&gt;
===Member States===&lt;br /&gt;
&lt;br /&gt;
The building blocks of the Alliance’s federal system, Solarian member states are constituent members of the Alliance with a population considered significant enough to warrant their confirmation as a member by the Department of Interior. Member states have a degree of autonomy from the central government on Unity Station — with some, such as [[Pluto]] and the Eridani Federation, diverging significantly — but are expected to utilize the Solarian Credit, act in union with the Alliance, pay federal taxes, and cooperate with all federal agencies, among other conditions. Solarian member states, while sovereign, are significantly less independent than the members of the Coalition of Colonies. While generally planets or moons, some member states — such as Saturn’s moon, Titan — are space stations or other deep-space structures.&lt;br /&gt;
&lt;br /&gt;
===Solarian Civil Society===&lt;br /&gt;
The Alliance is home to a vibrant civil society – the largest in the Spur – which successfully endured the oppression of Michael Frost’s prime ministership (2460-61) and the following civil war (2462-65). While not part of the government, they often work to influence it and thus carry out the will of the people. It covers a broad spectrum of entities, from tiny human rights organizations to the Solarian Federation of Labour Unions – an organization intended to represent all unions in the Alliance, and one which has been historically able to swing elections with its endorsements.&lt;br /&gt;
&lt;br /&gt;
====The Solarian Alliance News Network====&lt;br /&gt;
&lt;br /&gt;
Commonly known as the &#039;&#039;&#039;SANN&#039;&#039;&#039;, or the Sol News Network, the SANN is the oldest continuous news network in the human Orion Spur. Established in 2127 to serve as a news source for the entire Alliance, it was initially headquartered in Harmony City, [[Luna]], due to the heavily damaged climate of [[Earth]] making the planet difficult to work on. It has since relocated to [[Callisto]]’s New Edinburgh District, where it broadcasts to this day. The SANN is the most widely watched news service in the Orion Spur, and broadcasts daily on a variety of platforms, being viewable almost everywhere in the Spur aside from [[Gadpathur]].&lt;br /&gt;
&lt;br /&gt;
The arguable face of the SANN is &#039;&#039;&#039;Harold MacMillan&#039;&#039;&#039;, host of its most popular news program: &#039;&#039;The State of Sol&#039;&#039;, a two-hour news broadcast every weekday which covers domestic and interstellar news. A native of Callisto and veteran newscaster, MacMillan is easily recognizable by his mustache, Callistean flag lapel pin, and the serious look he gives the camera before pointing at it. His expression — and point — have become the subject of artistic depictions throughout the Alliance, particularly on [[Konyang]], where the SANN’s advertisements often have him depicted in the style of Konyangimation (a general term for the stylized art featured in Konyanger media).&lt;br /&gt;
&lt;br /&gt;
The other arguable face of the SANN is its ace reporter, &#039;&#039;&#039;Cèline Eylenbosch&#039;&#039;&#039;. A [[Venus#Cytherean Culture|Venusian Cytherean and former idol]], she has reported on everything from the [[Amor Patriae Arc|Solarian Civil War]] to elections to the two invasions of Biesel — all seemingly without having [[Zeng-Hu Pharmaceuticals|aged a day]]. Eylenbosch is known for her blonde hair, use of “dear viewers” to describe her audience, and for wearing nothing but the latest fashion trends — and is rumored to receive a commission from [[Idris Incorporated]] for doing so. The ace reporter keeps much of her life private, but is known to respond to most of the fan mail she receives from her viewers.&lt;br /&gt;
&lt;br /&gt;
===Departments===&lt;br /&gt;
&lt;br /&gt;
The Alliance&#039;s primary method of internal governance and management, the Alliance&#039;s departments are massive, Spur-spanning entities which are often regarded as corrupt and inefficient due to their sheer sizes. Below are some of the major departments in the Alliance.&lt;br /&gt;
&lt;br /&gt;
====Department of the Interior====&lt;br /&gt;
&lt;br /&gt;
Perhaps the largest government entity in the entire Spur in terms of employees, the Department of the Interior (DoI) is responsible for ensuring the Alliance’s infrastructure is maintained. It is the single oldest Solarian department, as its establishment was a condition for the Alliance’s formation, which ensures it is as old as the Alliance is. The DoI’s duties have gradually become more and more complex over the centuries, (though colonization itself was handled by a separate department until fairly recently), which has led to its immense size and reputation for inefficiency and corruption, particularly in the Outer and Middle Rings after the Interstellar War. The War devastated the Alliance’s infrastructure and the DoI’s budget, which resulted in it neglecting much of the Alliance’s more remote infrastructure throughout the following centuries. Those who did wish for something to be done to their Outer or Middle Ring infrastructure often had to pay costly “consulting fees” to the DoI, which only led to further neglect and growing corruption.&lt;br /&gt;
&lt;br /&gt;
By the 25th century the DoI had effectively split into two major sections, the Outer and Core sections, in addition to subordinate departments such as the Department of Energy — responsible for fuel production and management — and the Department of Education — responsible for Solarian education outside of private schools. The Core Section served the Inner Ring, and some sections of the Middle Ring, continuing the DoI’s reputation for excellence in these regions while remaining untangled from the Navy and other elements. The Outer Section, due to lacking the wealth, influence, or manpower of its counterpart, had the Middle and Outer Ring regions it was responsible for fall into neglect and slowly become more and more corrupt. Navy actors in the Outer Section’s areas of responsibility often dominated and bent the Section to their will, further eroding its effectiveness while increasing corruption. [[Sol Alliance History# 2460-61: Michael Frost Ascends to Power|Frost’s administration]] fired many of the Outer Section’s more qualified personnel when they protested some of his decisions and instead replaced them with loyalist flunkies, which only exacerbated the Section’s corruption problems and contributed significantly to the territorial losses of late 2463.&lt;br /&gt;
&lt;br /&gt;
The Inner and Outer Section division is mostly irrelevant post-2462 as all of the Outer Section, aside from the area responsible for [[New Hai Phong]], was lost during the Collapse. The Inner Section has remained intact and has, perhaps due to its lesser corruption, mostly endured both the Collapse and the Frost administration’s rampant mismanagement relatively intact. The DoI is heavily involved in both [[Solarian Reconstruction Mandates]] and has promised to avoid the mistakes of its prior staff in these areas. However, only time will tell if the new regions under the DoI’s control will be more effective than their precursors.&lt;br /&gt;
&lt;br /&gt;
====Department of Justice====&lt;br /&gt;
&lt;br /&gt;
The Alliance’s Department of Justice is responsible for policing and court systems across the Alliance. It is younger than the Department of the Interior as it was formed in the late 2100s due to issues between the Soviet bloc and the Western bloc’s justice systems. The DoJ supervises [[Solarian Security and Law|Solarian multi-planetary policing agencies]] such as the Solarian Interstellar Security Agency (SISA), but has no authority over the Solarian Interstellar Intelligence Bureau (SIIB), which has little oversight. Its duties of police and court supervision have remained the same throughout the centuries and the DoJ has a reputation as a relatively non-corrupt Solarian department, but has often found itself brutalized by political figures seeking to undermine its authority and credibility.&lt;br /&gt;
&lt;br /&gt;
By the mid-2400s the Department of Justice had found itself tested by decades of ATLAS-aligned governments which had sought to erode its authority while corrupting the Department at all possible levels, but it remained mostly independent and uncorrupted until the election of Michael Frost in 2460-61, when ATLAS finally gained a supermajority in the Solarian government. Frost’s regime furloughed or sacked much of the DoJ and replaced those it fired with loyalists. The followers of Prime Minister Frost now found themselves effectively insulated from the threat of investigation and prosecution by authorities in the Alliance. Corruption began to grow unchecked and public trust in the government sharply dropped. Ironically, many corrupt officials put into place by ATLAS and Frost readily defected to Biesel during the Solarian Collapse of 2462 despite their professed loyalty to ATLAS and Sol. Some have speculated this is due to bribes, and these individuals being more loyal to Credits than country.&lt;br /&gt;
&lt;br /&gt;
Anti-Frost elements in the Department of Justice were a major force behind the coup which seized power following his death in 2462. The post-Frost Department has rapidly resumed its former prestige and role as an enforcer of justice, starting with a massive purge of its ranks to remove remaining loyalists to the now-banned ATLAS. Some of these individuals then joined the Solarian Restoration Front and now find themselves the target of the DoJ once again as the Alliance re-exerts its authority over the Northern Reaches and seeks to punish those involved in the Front’s criminal actions.&lt;br /&gt;
&lt;br /&gt;
The current head of the Department of Justice is &#039;&#039;&#039;Attorney General Henri Fontenot&#039;&#039;&#039;. Born on 24 May, 2413, in New Orleans, [[Earth]], Fontenot rose to prominence as a stringent and incorruptible prosecutor who fought against corruption in the Solarian government’s Outer Ring. Recalled to the Sol System by Frost’s government in the summer of 2462, presumably to be punished for his role in dismantling an ATLAS-led voting machine, Fontenot’s fortunes were rapidly reversed by the coup against Frost and he has since found himself the Alliance’s Attorney General. During his tenure as AG Fontenot has continued his crusade against corruption and now finds himself leading the Alliance’s tribunals of criminals in the Northern Reaches.&lt;br /&gt;
&lt;br /&gt;
====Department of State====&lt;br /&gt;
&lt;br /&gt;
The oldest continuous diplomatic service within human space, the Solarian Department of State is responsible for maintaining and promoting Solarian interests and relations abroad. It is also responsible for ensuring Solarian citizens can receive the services abroad they need: its offices, and their [[Solarian Armed Forces#The Solarian Army|Solarian Army]] guards, are common sights across the Orion Spur. Employees of the Solarian Department of State are members of the Solarian Foreign Service — a government organization with an infamously difficult entry exam which requires the applicant to be at least trilingual. The Department of State is known as the least corrupt Solarian department due to its high barrier of entry and often difficult postings which can be light-years away from the Alliance’s borders.&lt;br /&gt;
&lt;br /&gt;
The Department of State is the most recently created department and was only established in 2287 after the Treaty of Zurich ended the Interstellar War and Solarian hegemony over humanity. Looked down upon by Solarian hardliners who advocated for a policy of no diplomacy with the ex-Solarian [[Coalition of Colonies]], the Department proved its worth by stabilizing relations with the Coalition and ensuring the free passage into the Alliance for all Coalitioners who wished to become Solarians. It was instrumental in ensuring the [[Republic of Elyra|Elyran]] secession did not destabilize into another all-out war and did much to normalize Sol-Coalition relations during the 2300s. However, the Department was consistently defunded and neglected by Solarian governments after the Tau Ceti Accords, which it was scapegoated for. What Foreign Service staff refer to as the “decade of humiliation” only ended in December 2462 following the death of Frost and the anti-Frost coup.&lt;br /&gt;
&lt;br /&gt;
In the post-Frost era the Department finds itself scrambling to reassert Sol’s position in the broader Spur after a decade of diplomatic neglect and the devastating Solarian Civil War of 2462-65. Its officers are incredibly busy crisscrossing the Spur, from [[Assunzione]] to [[Moroz]] to [[Biesel]], to once again represent what seems to be an ascendant Alliance after two-hundred years of decay. Whether they can keep the Alliance’s foreign diplomacy remains to be seen, particularly with it now once again sharing a border with the Coalition.&lt;br /&gt;
&lt;br /&gt;
====Department of Commerce====&lt;br /&gt;
&lt;br /&gt;
An old department which dates to the foundation of the Alliance, the Department of Commerce is responsible for managing the Solarian Credit and the overall economic policies of the broader Alliance such as trade agreements, taxation, and other forms of monetary policy. One of the largest Departments by sheer number of staff, it was nearly destroyed by the Second Great Depression and the economic fallout of the Interstellar War. The secession of the Coalition arguably saved the Department as it significantly reduced its workload.&lt;br /&gt;
&lt;br /&gt;
However, the secession of the Coalition did not reduce the Department’s total staff as it was mostly based within the Solarian Core Worlds. In the chaotic political aftermath of the Interstellar War and the[[Sol Alliance History# 18 May, 2289: Naval Coup Attempt|Navy’s coup attempt]], the Alliance was unwilling to fight with its own department and conceded to it retaining its grossly overinflated staff. The Department quickly found itself filled with unqualified and unreliable individuals put into these positions through either bribery or nepotism, and remained inefficient as a result. Over time this inefficiency turned into corruption, such as paying benefits to avoid taxes and counterfeiting by some banks. By the time Frost seized power much of the Department was effectively rotten outside of the Solarian core, and many Department staff defected to the Republic of Biesel in exchange for retaining their positions and salaries.&lt;br /&gt;
&lt;br /&gt;
What remains of the Department after the [[Sol Alliance History#2462: The Solarian Civil War|Solarian Collapse]] is the best and brightest of its bloated staff: the Core Worlds Division. The Core Division is responsible for many of humanity’s oldest fiscal institutions and is notably less corrupt and more efficient than its counterparts due to managing space near Unity Station and the Sol System. With the collapse of Frost’s government and the subsequent anti-Frost coup by reformists it now finds itself the only division of the Department of Commerce, and has been given the monumental task of rebuilding it. To the frustration of some Department members the Solarian Corporate Authority (SCA) has been allowed to operate without any oversight from the Department of Commerce, with the Solarian government consistently stating the SCA is far too important to be restrained by checks and balances on its actions. For the moment, the SCA answers directly to the Prime Minister’s office and completely bypasses any other authorities.&lt;br /&gt;
&lt;br /&gt;
====Department of Defense====&lt;br /&gt;
&lt;br /&gt;
The Solarian Department of Defense (DoD) is an entity with a long history of success, failure, and cronyism. Headquartered in Harmony City, [[Luna]], the Department is responsible for ensuring the [[Solarian Armed Forces]] — perhaps the largest organized fighting force in the Orion Spur — remain ready for duty and easily able to defeat any who would contest them. The Department is subdivided into the Department of the Army, headquartered on [[Earth]], and the Department of the Navy, headquartered on Luna. The Department has long been another arena of the Solarian Army-Navy rivalry which has defined the SAF since the Interstellar War, and the Navy has historically been the more powerful subdepartment of the Department of Defense.&lt;br /&gt;
&lt;br /&gt;
Established on 17 July, 2143, shortly after the Alliance’s founding it has long been allowed to act with a degree of independence from the broader Alliance and, due to being headquartered on Luna, has always been dominated by Lunarians — residents of Luna, Earth’s only moon. Historically the Department has been a breeding ground for radical Solarian nationalists such as Michael Frost and [[Sol Alliance History#8 October 2278: The Bombing of Gadpathur|Terrence Hopper]], the latter of which established much of the ideological foundations later used by ATLAS to take over the Solarian government in the late 2450s. Prime Minister Michael Frost, an ideological follower of Hopper, further empowered the radical wing of the Department at the expense of its efficiency and credibility, ultimately turning much of it into an enforcement tool for ATLAS. It was only with Frost’s death and a Navy-led counter-coup that the Department began to right its course and reckon with its more radical elements.&lt;br /&gt;
&lt;br /&gt;
The contemporary Department, under Minister &#039;&#039;&#039;Lucien Courtois&#039;&#039;&#039;, a Lunan and reformist naval officer, has done much to improve its efficiency and destroy the remaining loyalists of Frost and ATLAS. Massive purges carried out of Navy and Department staff have allowed it to essentially “clean house” but have left some aspects of the Department shorthanded, particularly as it now moves to assist in the Solarian Reconstruction Mandates and re-exert Solarian influence on the galactic stage. The Department has much work to do, but many — particularly its Minister — are more than willing to do whatever it takes for the Alliance’s military to succeed.&lt;br /&gt;
&lt;br /&gt;
====Department of Colonization====&lt;br /&gt;
&lt;br /&gt;
A now-defunct department which has been integrated into the Department of the Interior, the Department of Colonization was — at its peak in 2259 — the most important part of the Solarian government as it managed colonies and colonization. Its influence stretched from Solarian Core to the [[Sol Alliance History#Historical Solarian Sectors and Regions|Solarian Frontier]], and it managed the welfare of thousands of worlds ranging in size from the populous [[Xanu Prime]] to refueling stations staffed by under a hundred Solarian citizens. Its personnel could be found nearly anywhere in the Spur, and were renowned for their dedication and efficiency.&lt;br /&gt;
&lt;br /&gt;
The decline of the once-mighty Department of Colonization began with the [[Sol Alliance History#18 June, 2260: The Second Great Depression Begins|Second Great Depression]] and was accelerated by the [[Sol Alliance History#25 March, 2278: Outbreak of the Interstellar War|Interstellar War]]. At the War’s end the Department was a shadow of its former self and unable to carry out any major colonial efforts or expeditions, such as the expedition which eventually would become the nomadic [[Scarabs|Scarab Fleet]]. Ultimately it was integrated into the Department of the Interior and faded into history as the Alliance became more corrupt and insular, forgetting its hegemonic era and eventually collapsing into civil war in 2462. The Department of Colonization is, for most, a distant memory and a reminder of better times for the Alliance.&lt;br /&gt;
&lt;br /&gt;
===The Solarian Foreign Service===&lt;br /&gt;
&lt;br /&gt;
An entity under the Department of State, the Foreign Service is the umbrella term for the diplomatic corps of the Alliance and dates back to the early years of it, where it initially served to negotiate relations between the various member states of the Alliance. Since the Interstellar War it has served as the external diplomatic arm of the Alliance, and its Foreign Service Officers (FSOs) can be found in every embassy and consulate run by the Alliance. All Solarian foreign service buildings are guarded by [[Solarian Armed Forces#The Solarian Army|Solarian Army]] personnel.&lt;br /&gt;
&lt;br /&gt;
The embassies of the Alliance are found in nearly every nation of the modern Orion Spur, aside from the [[Democratic People&#039;s Republic of Adhomai] — which only has a consulate due to the lack of formal ties between the nations. These embassies are typically located in the capital cities of capital planets — such as Nova Luxembourg, [[Moroz]] — with consulates on other planets and cities — such as [[Aemaq]]. A notable exception to this rule is the [[Coalition of Colonies]]. Here, due to its decentralized nature, the Alliance maintains embassies on major member states, and consulates on smaller ones — and in the non-capital cities of major member states. While most embassy staff are foresight service officers or their support employees, it is not uncommon for the Alliance to have military attachés and intelligence personnel from the [[Solarian Security and Law#The Solarian Interstellar Intelligence Bureau|Solarian Interstellar Intelligence Bureau]] at their embassies. The [[Solarian Security and Law|Solarian Interstellar Security Agency]] maintains small offices in every Solarian embassy for the purpose of cooperating with local authorities and ensuring the safety of Solarians abroad.&lt;br /&gt;
&lt;br /&gt;
Solarian foreign service officers are known throughout the Spur for their professionalism and resistance to corruption, with all prospective FSOs required to take a grueling multi-phase examination to enter the service. They are assigned their first posting at random and are required to have at least some knowledge of the [[Languages#Human languages|local language]], assuming it can be spoken by humans. If the local language cannot be easily spoken by a human, they are issued with a machine translation system and expected to have it on them (or easily accessible) at all times. The diplomatic service’s language training system is considered to be one of the best in the Spur, and has become the basis for many contemporary language training programs. FSOs serve under an ambassador, who is appointed by the Prime Minister and confirmed by the Senate.&lt;br /&gt;
&lt;br /&gt;
==[[Solarian Armed Forces|Sol Alliance Military]]==&lt;br /&gt;
[[File:Sol Navy.png|thumb|alt=Flag of the Navy of the Sol Alliance.|The ensign of the Solarian Navy, once flown from Earth to the human frontier.]]&lt;br /&gt;
The Solarian Armed Forces has a history going as far back as the onset of the [https://wiki.aurorastation.org/index.php?title=Sol_Alliance_History#The_United_Nations_New_Mandate new mandate]. Although originally created as a peacekeeping force it developed over time into a professional military force with fleets capable of projecting the Solarian Alliance’s power on a galactic scale. While the Alliance has significantly reduced its size its military is hardly a shadow of its former self, and the Solarian Navy&#039;s one-hundred fleets - freed of their obligations to patrol seemingly endless amounts of space - now stand perhaps stronger than ever. The only military entity capable of rivaling the Solarian Navy is the Nralakk Federation’s Navy.&lt;br /&gt;
&lt;br /&gt;
A standard Solarian Navy fleet consists of roughly one-hundred ships for a main fleet, and fifty ships for a patrol fleet. A Solarian battlefleet is one of the most intimidating organizations in the Orion Spur, and consists of four main fleets with one supporting patrol fleet. Though many Solarian Navy vessels are presently hamstrung by their lack of phoron thanks to an ongoing phoron embargo by the Republic of Biesel they are increasingly being retrofitted with the Einstein Engines-produced [[Einstein Engines#Products|Suzuki-Zhang Hammer Drive]], a recently-invented Helium-3 burning engine that is advertised as rivalling the best phoron-fueled bluespace engines. With Einstein Engines continuing to support the Alliance, the matter of a fully-modernized Solarian Navy is one of when not if.&lt;br /&gt;
&lt;br /&gt;
While the Alliance has shrunk dramatically in recent years, it remains the strongest human naval power in the Orion Spur even after its retreat to its core worlds. If anything its military is, arguably, stronger than ever - territorial consolidation and constant combat experience along the borders with the human wildlands have dramatically increased the effectiveness and readiness of the Solarian Navy&#039;s hundred fleets. However the Navy remains plagued with political factionalism, with many supporting warlords in the wildlands and others dueling over power in the current emergency military government.&lt;br /&gt;
&lt;br /&gt;
The Alliance sees the independence of [[Republic of Biesel|Biesel]] as a serious mistake; during a crisis where there was a very real prospect that the entire human galactic economy would cease to exist, NanoTrasen used its considerable influence and power to coerce the Alliance to grant independence to Tau Ceti in 2452.&lt;br /&gt;
&lt;br /&gt;
==IPCs in the Solarian Alliance==&lt;br /&gt;
&lt;br /&gt;
The Alliance is the birthplace of [[IPC|integrated positronic chassis]] and they have found a place in almost every level of society, offering relatively cheap, autonomous, and skilled labour. The discovery of ancient drones in 2406 led to the development of the [[Positronic_Brain#Software|positronic brain]] which provided manufacturers with a processor capable of holding AI that could consume knowledge and control a humanoid body with the same level of competence as a human. Owing to their cost, the majority of the Alliance’s robotics’ needs are fulfilled by simpler, human-designed AI or unreliable and controversial cyborg processors. Positronic intelligences are instead used in roles which require a high degree of autonomy and adaptability, or simply replace humans directly, especially in dangerous fields.&lt;br /&gt;
&lt;br /&gt;
Though patently rejecting the idea of synthetic personhood, IPC treatment within the Alliance is characterized much more by bureaucratic apathy than by true malice. Positronics are considered exceptionally useful tools by most of the Alliance, and afforded a similar degree of respect as any particularly expensive electronic device. The treatment and restrictions placed upon an IPC vary based upon their owners, with a notable divide between corporate and government-owned IPCs versus privately-owned positronics. IPCs owned by large corporations and the Solarian state are held to much higher standards of control, with implanted directives, tracking beacons, and movement restrictions enforced to minimize the risk of an IPC acting outside of its orders, or, in the case of major corporations, to reduce liability in the event of unwanted behavior. By contrast, private citizens have much more flexibility in their treatment of IPCs, with many privately-owned domestic IPCs being given extensive freedom of movement and action by their owners. Such flexibility comes at a cost in security, with private owners lacking the extensive legal mechanisms to protect them in the event their IPC performs a criminal act. &lt;br /&gt;
&lt;br /&gt;
In both of the above cases, however, extreme measures such as the [[Burzsia|Burzsiean Method]] are considered wasteful and counterproductive by the Alliance, as repeated memory wipes and personality erasure has the side effect of removing much of the unique capabilities which make a positronic AI system attractive in the first place.&lt;br /&gt;
&lt;br /&gt;
All foreign-owned IPCs entering the Alliance must be accompanied by an organic handler for the duration of their stay, or be refused entry outright. Free IPCs are categorically banned from entry into Solarian space, except in cases where such an IPC is acting in an official capacity from a foreign government. Though these IPCs are granted freedom of movement due to their status, they will still face frequent spot checks, heightened security attention, and widespread suspicion from the Alliance populace. The sole exceptions to this rule are free synthetics employed by [[Eridani Federation]] [[Eridani Federation Military|PMCs]], who have their free movement within the Alliance guaranteed by the Byzantine arrangement of legal contracts binding Eridani to Sol, provided they are on official EPMC business and accompanied by a designated handler responsible for their actions. Free IPCs who violate Alliance law will face unceremonious deportation back to their home country, with their tag recorded to ensure they do not return.&lt;br /&gt;
&lt;br /&gt;
==IPC in the Solarian Military==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Technological progress has seen Humanity starting to employ all sorts of machines and especially robotics, especially since the creation of the Positronic brain. Self thinking synthetics have been recognised as offering unique solutions to complicated problems in a military setting, making them a powerful asset when coupled with the robustness of an artificial chassis. As such, the Alliance Army and Navy was bound to adopt them. Today, IPCs are utilised as specialised equipment in a variety of dangerous and demanding settings, mostly in a technical and auxiliary role rather than frontline combat. From spaceship maintenance to clearing minefields, synthetics are favoured in these circumstances due to being less important than the well-being of human service members. The majority of positronic frames in the military is dominated by Baselines and Industrials, though Mobility and Shell frames are also encountered as paramedics and clerks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Positronics in both the Army and Navy are not considered equal to their human counterparts, and are officially classified as equipment, much like a weapons system belonging to the ship or military formation under which they are assigned. As such, they are enlisted under the rank of &#039;&#039;&#039;Synthetic Auxiliary&#039;&#039;&#039;, clearly distinguished from the rest by gray highlights attached to their uniform, a standardised designation across the Alliance&#039;s branches. These IPCs are tightly controlled by human operators, but in cases where contact is expected to be hampered or severed, a trusted synthetic may be put in command of a squad or detachment of synthetics. These are &amp;quot;promoted&amp;quot; to &#039;&#039;&#039;Synthetic Lead&#039;&#039;&#039;, receiving a gray chevron on their shoulder as a mark of seniority. Indeed, many years of service and experience are usually required for a positronic to achieve this position, in a conservative Solarian culture that both distrusts and undermines self-thinking IPCs.&lt;br /&gt;
&lt;br /&gt;
Solarian Military Synthetics use a standard format of a designation followed by a singular name for identification. Whilst the assigned names of IPC can be greatly varied their designation is chosen based on their branch of service. With the Navy using NU (Navy Unit), Army AU (Army Unit) and Marines MU (Marine Unit).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Positronics serving within the Solarian Military experience harsh treatment in accordance with their designation as equipment rather than personnel. Accommodations are kept to a bare spartan minimum and luxuries are unheard of amongst IPC service members, with only the equipment required for their tasks being provided, while free time is minimized. This attitude also affects the standards positronics are held to in terms of presentation and behavior, being even more strict than those given to human personnel, with deviations from expected behavior being seen as a sign of potential disloyalty or future trouble. Social interactions between Human and IPC service members are discouraged and monitored. Human service members are instructed to view these synthetics as tools to be used, and considering them otherwise will likely result in disciplinary action.&lt;br /&gt;
&lt;br /&gt;
Punishments inflicted on Positronics range from slaps on the wrist to mind-wiping or forcible retirement, however more extreme disciplinary measures are considered very rare and often only used in cases of outright disloyalty. Despite the harsh line the Solarian Military takes towards their Synthetic service members, there is some good for those IPC who end up in this environment. The Solarian Military ensures that its Synthetics are well-maintained, powered and repaired as they would any other piece of equipment and abandonment of IPC personnel is only done when there is no other option available, and significant risk to human life would be present in attempting to recover them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In the Warlord States&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Since the breakup of large swaths of Alliance space from the main core, military synthetics were included as part of the naval formations that came to rule these areas. A general breakdown in communication, coupled with the lack of proper maintenance facilities and spare parts have made the upkeep of these Positronics a costly affair, while generally casting them fully to the mercy of local officers. Indeed, Solarian military IPCs in Warlord jurisdiction are met with different and unexpected fates. In what was the &#039;&#039;&#039;Southern Fleet Administration&#039;&#039;&#039;, IPC units were either quickly sold off for profit or worked to destruction, the disorganised and bandit-like vessels having few resources to put towards their proper maintenance. In the &#039;&#039;&#039;Southern Military District&#039;&#039;&#039; on the other hand, treatment of synthetics remains in line with proper Solarian guidelines, with machinist depots on Visegrad being utilized by the fleet.&lt;br /&gt;
&lt;br /&gt;
==Alliance Anthem==&lt;br /&gt;
&lt;br /&gt;
“Our United Alliance” - ASSN Anthem&lt;br /&gt;
&lt;br /&gt;
Our Solarian Sovereignty undisputed&lt;br /&gt;
Our vision, transcendent&lt;br /&gt;
Our heads high, our will strong&lt;br /&gt;
Arise my Alliance, for we are supreme&lt;br /&gt;
From Sol to the frontier, our right&lt;br /&gt;
&lt;br /&gt;
We are humanity, our vision great&lt;br /&gt;
The stars, our destiny manifest&lt;br /&gt;
Through the toil of our people&lt;br /&gt;
We expand to the horizon&lt;br /&gt;
For our Humanity, we expand&lt;br /&gt;
&lt;br /&gt;
Our Solarian Sovereignty undisputed&lt;br /&gt;
Our vision, transcendent&lt;br /&gt;
Our heads high, our will strong&lt;br /&gt;
Arise my Alliance, for we are supreme&lt;br /&gt;
From Sol to the frontier, our right&lt;br /&gt;
&lt;br /&gt;
We are humanity, our vision great&lt;br /&gt;
Proud people under your leadership&lt;br /&gt;
Through the blood of our people&lt;br /&gt;
Always ready to give our due&lt;br /&gt;
For our unity, we stand strong&lt;br /&gt;
&lt;br /&gt;
==[[Languages]]==&lt;br /&gt;
Sol Common is, unsurprisingly, the dominant language of the Alliance across all classes of society. Tau Ceti Basic is commonly available in schools, though it is generally regarded as a second language for Solarians. Tradeband is uncommon outside certain areas such as the Sol System and the Eridani Corporate Federation but, thanks to the economic power of these systems, remains a common language for interstellar trade. Freespeak, otherwise known as Gutter, is viewed as the language of lower-class individuals, such as now extinct Martian separatists, Eridanian dregs, and the barely-civilised frontiersmen from the Coalition of Colonies. Solarian Sign Language is a popular elective course in higher education in the Sol Alliance and can be found throughout the Alliance itself, in addition to forming the basis of modern Galactic Sign Language.&lt;br /&gt;
&lt;br /&gt;
==[[Sol Alliance History]]==&lt;br /&gt;
&lt;br /&gt;
The Sol Alliance&#039;s relatively long history holds the origins of many of the current nations, megacorporations, and current conflicts within it. For a detailed overview, see the [[Sol Alliance History|Sol Alliance history page]]. &lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Biesel&amp;diff=41301</id>
		<title>Biesel</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Biesel&amp;diff=41301"/>
		<updated>2026-09-12T14:42:26Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: solbiesel flag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Megacorp Lore}}&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Mendell pixel.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biesel&#039;&#039;&#039;, or [[Tau Ceti|Tau Ceti III]], is a temperate, oxygen-rich planet colonised in the mid-2100s. It is the capital of the [[Republic of Biesel]], and is one of the most populated planets in the [[Orion Spur]]. &lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Biesel&lt;br /&gt;
|System = [[Tau Ceti]]&lt;br /&gt;
|Image = Pixel_Planet_Biesel1.png&lt;br /&gt;
|Sector = Tau Ceti&lt;br /&gt;
|Capital = [[Mendell City]]&lt;br /&gt;
|Species = Human, [[Skrell]], [[Tajara]], [[IPC]], [[Unathi]], [[Diona]], [[Vaurca]]&lt;br /&gt;
|Languages = Tau Ceti Basic&lt;br /&gt;
|Demonyms = Bieselite&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
As the capital planet of [[Tau Ceti]] and the larger [[Republic of Biesel|Republic]] - one of the twin economic hearts of the known galaxy - it has benefited greatly from the growth of the past century, and ended up heavily reliant on [[Phoron|phoron]] to maintain one of the highest average qualities of life in the Spur. It also has one of the highest income inequalities in the Spur, a situation that is only being exacerbated by the ongoing [[Phoron|phoron scarcity]] and the [[Republic of Biesel|government&#039;s methods of rationing.]]&lt;br /&gt;
&lt;br /&gt;
Its short history as an independent planet has not been an easy one and is heavily intertwined with the [[Tau Ceti History|History of Tau Ceti]] itself. From [[KOTW|Solarian Invasions]] to phoron disasters, the planet has weathered much, and it seems it will have to weather more going forward. It is the center point of the ongoing [[Phoron|phoron scarcity]] and has been heavily affected by it.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
&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;
===Colonisation (2147 - 2195)===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;We owe it to ourselves and the people who come after us to build something better than before.&amp;quot;&#039;&#039; - Dr. Pascalline Kete (2109 - 2192), chief medical officer of the SAEV Winterbottom, 2150&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Solbiesel.png|thumb|Biesel&#039;s flag prior to independence, still sporting the Solarian insignia. The circle in the middle represents Valkyrie, which had not been recognised by the Sol Alliance as a &amp;quot;separate colony or entity&amp;quot;, only gaining such after the Republic&#039;s declaration. ]]&lt;br /&gt;
&#039;&#039;&#039;Biesel&#039;&#039;&#039;, or [[Tau Ceti]] III, is the capital planet of the [[Republic of Biesel]] and the seat of its power. It was one of the first habitable exoplanets discovered by humanity, seventeen years after the [[Timeline#The Discovery of Warp|development of the Warp Drive]]. As a result of its sustained terraforming effort and colonization, Biesel has become one of the most wealthy and influential planets in human space.&lt;br /&gt;
Tau Ceti had long been suspected by astronomers to be a home to super-Earths; Earth-like planets with a larger mass that boasted a similar climate. In 2140, this suspicion was confirmed with the first clear views of Tau Ceti III. The central government of the Sol Alliance, in the wake of energy shortages and the need for helium-3, began construction on a massive colony ship, the SAEV Winterbottom, with the intent to build a fully self-sufficient colony on Tau Ceti III. Owing to the expense of helium-3 at the time, the Alliance knew that the journey would be a one-way trip.&lt;br /&gt;
&lt;br /&gt;
The construction of the Winterbottom was completed in 2138. The Alliance appointed six researchers and brilliant minds to lead the expedition and colonisation efforts of the ship; former German military pilot and astrophysicist Peter Diezel, Congolese medical researcher Pascalline Kete, Soviet-Canadian engineer Nataliya Kerenkova, American chief of security Kellen Carver, Vietnamese botanist Le Hsung Tran, and American geologist Lester Grant. The rest of the population of the colony ship was selected from carefully vetted volunteers of all variety of professions, from architects, miners, chefs, and farmers.&lt;br /&gt;
&lt;br /&gt;
Much of the Winterbottom&#039;s year-long journey was spent with the crew in cryosleep. It was on October 24th, 2147, that the ship touched down on Biesel for the first time in the area that would become Mendell City. Colonisation and construction efforts went underway, as the researchers gradually began to map out the lay of the planet&#039;s surface, weather, and its precious minerals.&lt;br /&gt;
&lt;br /&gt;
Biesel&#039;s name comes from the early months of 2148, as the colonists were beginning to settle in; chief of security Carver, who had dyslexia and was known among the crew for his spelling errors, wrote a notice to Dr. Diezel in which his surname was misspelt &amp;quot;Biesel&amp;quot;. The moniker became an inside joke amongst the colony&#039;s leaders for years until it was time to rechristen Tau Ceti III in 2159.&lt;br /&gt;
&lt;br /&gt;
The colony continued to grow and expand throughout the later decades of the 22nd century. As ground zero, later renamed Mendell City, grew and expanded, colonists began to focus their efforts on forming other homesteads across the planet&#039;s surface. Cape Town was the second population centre to be established on the planet, a source of fresh water and further research on the planet&#039;s climate. Phoenixport, Ashton, and Craterview would soon follow.&lt;br /&gt;
&lt;br /&gt;
It was during this era that the mass hunting campaigns of the common barker began. Much reviled for their tendency to chew on wires and through wooden walls, colonists began hunting the rodent-like creatures for meat and the colonial government pushed an &amp;quot;anti-barker&amp;quot; advertisement campaign in 2175. This massive reduction in population of the rodents led to a slow but steady restructuring of Biesel&#039;s, and particularly Astraeus&#039;s, ecology. As [[Zeng-Hu Pharmaceuticals]] undertook efforts to revitalise Earth&#039;s biosphere, many endangered species that had existed in captivity or in protected areas prior to Biesel&#039;s colonisation were transported to Tau Ceti and introduced to the planet. The similar climate allowed species such as the bald eagle, the grey wolf, the Kermode (or spirit) bear, and the Atlantic salmon to thrive, while many native species such as the trellfish (an aquatic animal similar to a gar) and the gwyr (a quadrupedal ungulate) neared extinction. Even today, the majority of Biesel&#039;s wildlife originate from Earth rather than the planet itself.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Little Adhomai Gang Wars (2462)===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Even when we stand before this illusion of peace, we will remain alert that in the moment of need only our union through Hadiism matters.&amp;quot;&#039;&#039; - President Njadrasanukii &amp;quot;Malik&amp;quot; Hadii (2402 - ), addressing the People&#039;s Republic of Adhomai during the Cold War, 2462&amp;lt;/center&amp;gt;&lt;br /&gt;
&#039;&#039;See also: [[Tajaran Cold War Arc]]&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Until 2462, Little Adhomai&#039;s gangs fought each other in small skirmishes. The end of the Second Tajaran Civil War allowed the Adhomian factions to start further funding the organizations of District Six. The neighborhood saw the quick rise of violence related to the escalation of gang warfare. Weapons were smuggled and sleeping agents were called into action. Soon, a proxy war began to brew in the heart of Mendell City. &lt;br /&gt;
&lt;br /&gt;
Adhomian agents began to operate and fight to secure supplies, alliances, and information. NanoTrasen installations were also affected by the conflict. On its way to being researched in Mendell City, a New Kingdom&#039;s artifact was nearly stolen. A People&#039;s Republic&#039;s AI was stolen aboard a station. Tensions kept growing despite attempts to reconcile the Tajara population towards peace following the Armistice.&lt;br /&gt;
&lt;br /&gt;
The first spark was a riot caused by the actions of the Mendell City Police in District Six during a failed raid. While the unrest was initially caused by the civilian population, the Adhomian gangs took the opportunity to escalate the conflict. For four days, Little Adhomai became the battleground between the paramilitaries. Military weapons were used indiscriminately by every side, causing widespread damage to District Six.&lt;br /&gt;
&lt;br /&gt;
During the crisis, the Mendell City Police cordoned the district. The violence came to an end with the intervention of the Tau Ceti Foreign Legion. The Cetian forces ended the conflict in a matter of two days as the gangs demobilized to avoid fighting them. The following reconstruction of Little Adhomai was carried out with the help of megacorporations. Further developments revealed a corruption scheme within the police force of Mendell.&lt;br /&gt;
&lt;br /&gt;
With the further radicalization and interference of the Tajaran nations in the district, the Adhomian Cold War was brought to the heart of Biesel. Little Adhomai became a concern to the whole of Mendell City. The risk of another conflict is ever present. Authorities have done little to improve District Six&#039;s situation or de-escalate the tensions. The city&#039;s inhabitants must now carry on with their lives knowing that a secret war rages on in their town.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===The District Six Killings and Bayonet Hand (2463)===&lt;br /&gt;
&#039;&#039;See also: [[Ghosts of War Arc]]&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In 2463, a mysterious murder took place in Little Adhomai. The locals blamed the death on Bayonet Hand, a legendary killer. Following further deaths and incidents in the system related to the killing, it was revealed that the situation was related to a terrorist attempt at Mendell City. A group of Tajara was planning to bomb the skrell district to enact revenge for Jargon&#039;s interference in Adhomian affairs. The Republic of Tau Ceti investigated the matter and was unable to trace back any connections to any Tajaran country in the end.&lt;br /&gt;
&lt;br /&gt;
The incident revealed that the Adhomian influence in Little Adhomai was growing even further. Knowing that open violence would likely go nowhere, the factions had begun to further refine their covert tactics. Since little was done by the Republic of Tau Ceti to improve the lives of the Tajara in the country, the popularity of the clandestine groups only grew. Without any action, these factions will continue to be torn on the city&#039;s side. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
Biesel is a planet slightly larger than [[Earth]], with a more temperate climate that ranges from oceanic to tropical. Snow is rare on Biesel, with its winter seasons being marked by cold rains. As such, most coastal cities on Biesel are fortified to reduce infrastructural damage from flooding. Despite the flood risks, there is very little risk of tsunamis on Biesel because of almost non-existent tectonic activity. In the summer, tropical storms form frequently, but because of the smaller land area, can become very strong. Many coastal cities have detection systems that sound an alarm if the correct atmospheric conditions are met.&lt;br /&gt;
&lt;br /&gt;
The planet had a rich resource base, attributed to a collision with a large celestial body early in its development. This collision not only brought Biesel&#039;s moon, Valkyrie, into existence, but put a wealth of resources on the planet, all of which were mined up and used to fuel Biesel’s rapid growth. &lt;br /&gt;
&lt;br /&gt;
==Flora and Fauna==&lt;br /&gt;
In the years after the initial touchdown of the SAEV Winterbottom, a number of [[Earth|Earth-originating]] species were introduced to Biesel&#039;s biosphere in the 2160s. Many of the species introduced to Biesel were endangered in their native environment on Earth; prior to the independence of Biesel, the colony had a &amp;quot;wildlife exchange agreement&amp;quot; with the government of Earth, in which species that had exploded in population on Biesel would have some of their number trapped and sent back to Earth as the planet&#039;s [[Timeline|biosphere gradually recovered.]]&lt;br /&gt;
&lt;br /&gt;
As Biesel&#039;s general climate was similar to the Pacific Northwest of North America, many of its [[Earth]]-born species originate from there. The grey wolf, reindeer, and bald eagle&#039;s introduction to Biesel, while allowing the species to flourish, contributed to the rapid endangerment of the native white-breasted lakesurfer, an avian similar to a loon, and the barker, a large rodent.&lt;br /&gt;
&lt;br /&gt;
=== Notable Native Flora and Fauna ===&lt;br /&gt;
* &#039;&#039;&#039;White-breasted lakesurfer&#039;&#039;&#039; (&#039;&#039;Haliolaevus seleni&#039;&#039;): The official bird of Biesel, and one of its most iconic animals. The lakesurfer is an aquatic bird that primarily inhabits the content of Selene and Lake Tricord. It is a broad, black and white bird with a distinctive blue stripe along a short head crest or &amp;quot;mohawk&amp;quot;. Prior to their protection, they were typically preyed on by bald eagles introduced to the Biesel biosphere.&lt;br /&gt;
* &#039;&#039;&#039;Common barker&#039;&#039;&#039; (&#039;&#039;Ulosmarmota vulgaris&#039;&#039;): A rodent-like animal with a long tail, similar in size to a muskrat. They have brown, shaggy fur, long incisors, and a distinctive danger cry or &amp;quot;bark&amp;quot; that earned them their name. Barkers are an endangered species on Biesel, and are rare to find outside of the forests and mountainous regions of the continents.&lt;br /&gt;
* &#039;&#039;&#039;Selenian moth&#039;&#039;&#039; (&#039;&#039;Lasiodoptera disstrium&#039;&#039;): A hand-sized flying insect, with large white wings. The Selenian moth is most often found in Belle Cote, and has become emblematic of the town&#039;s association with fashion, due to its ability to produce a strong, thick silk.&lt;br /&gt;
* &#039;&#039;&#039;Gwyr&#039;&#039;&#039; (&#039;&#039;Cervus aquaticus&#039;&#039;): An omnivorous ungulate known for its rack of curling horns, shaggy fur, and unusual tendency to dive for brief periods into lakes and ponds to eat algae and small fish. In the early days of colonisation, the gwyr was hunted for its rich, fatty meat, and populations were nearly endangered before they were placed under similar protections as the lakesurfer.&lt;br /&gt;
* &#039;&#039;&#039;Bottlefish&#039;&#039;&#039; (&#039;&#039;Ampullae&#039;&#039;): A family of fish, similar to a gar for the quality of its swim bladder to be able to take in air like a lung. Its name comes from the iridescent, colourful scales it possesses, which Le Hsung Tran likened to seaglass. Like the gwyr, it was a victim of overfishing in the early days of Biesel&#039;s colonisation, and some of its habitats have suffered from mostly being occupied by salmon.&lt;br /&gt;
&lt;br /&gt;
== Continents ==&lt;br /&gt;
[[File:BieselV3.png|400px|thumb|right|A labeled map depicting Biesel.]]&lt;br /&gt;
====Astraeus====&lt;br /&gt;
Astraeus is the most affluent of Biesel&#039;s three continents and is home to the capital, Mendell City. Even today, it remains the most heavily populated area in Biesel, largely due to the previous availability of natural resources and the low-lying plains that were easily colonized by early settlers. Many of their homesteads soon turned into cities, eventually coalescing into the Megacity of Mendell, though some went on to form Cape City. All of the continent&#039;s natural resources were depleted in the construction of these great urban centers, and today it is primarily a service-based economy.&lt;br /&gt;
&lt;br /&gt;
Astraeus&#039; major population centres are &#039;&#039;&#039;Mendell City&#039;&#039;&#039; and &#039;&#039;&#039;Cape City&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Selene ===&lt;br /&gt;
The second-largest continent of Biesel, Selene, is situated north of Astraeus. In spite of its size, Selene is the continent with the lowest population density of the three, with almost all of its inhabitants living in coastal towns. Those not biding their time on the coasts are usually tending the inland plains that often are lined with farmsteads, which help the planet cut down on its extensive food imports. The Greatkrag range that runs across Selene has come to symbolize the Biesel Escarpment, an area consisting of steep slopes that transition into arctic plateaus, which entice those seeking to escape civilization.  &lt;br /&gt;
&lt;br /&gt;
Selene&#039;s major population centres are &#039;&#039;&#039;Phoenixport&#039;&#039;&#039;, &#039;&#039;&#039;Ashton&#039;&#039;&#039;, and &#039;&#039;&#039;Belle Côte&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Eos ===&lt;br /&gt;
The largest continent of the three, Eos resides mostly within the eastern hemisphere of Biesel and is the most industrialized, having a majority of the Republic’s phoronics industry on it. Its cities were formed along the mountain ranges, rich in natural resources to utilize in their industry, all of which were completely depleted by the turn of the 2400s, fueling NanoTrasen’s insatiable growth. As a result, the region has little economic activity besides that related to [[Phoron|phoron]], and so has been the most heavily affected, with unemployment twice as high in the region compared to Astraeus.  Eos is also known for its sports fanatics, who host regular tournaments between Eos&#039; major population centres and megacorporations on Biesel. The most popular of which is the Biesel Megacorporate Multi-Sports Competition, open to the other continents of Biesel.&lt;br /&gt;
&lt;br /&gt;
Eos&#039; major population centres are &#039;&#039;&#039;Portsville&#039;&#039;&#039;, &#039;&#039;&#039;Scottsdan&#039;&#039;&#039;, &#039;&#039;&#039;New Marfa&#039;&#039;&#039; and the recently-developed community &#039;&#039;&#039;Top of the World&#039;&#039;&#039; and its sister town, &#039;&#039;&#039;Lakeside&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Culture and Demographics =&lt;br /&gt;
Biesel is the birthplace for much of [[Biesellite Culture and Society|Tau Cetian culture]]. For the most part Biesellites tend to be amenable towards the heavy corporate involvement in their government, or even desensitized to it; the [[Stellar Corporate Conglomerate]]&#039;s role in social safety nets, well-paying jobs, and entertainment, reinforcing the image of their necessity and the overall pro-corporate sentiment among Biesellites. As a general rule, pro-corporate sentiment tends to lessen the farther one is away from Mendell City; Lakeside, in particular, has protested against the massive developments in their area to build the community of Top of the World.&lt;br /&gt;
&lt;br /&gt;
A strong sense of individualism and duty permeate Biesel culture; many citizens have a positive view of the [[Tau Ceti Armed Forces]], even after the controversies surrounding the Peacekeeper Mandate. Some citizens regarded the Tau Ceti Foreign Legion as a better example of Biesellite duty and strength, and have taken the view that the expansion of the Armed Forces means the Republic is moving in a more war-like, jingoistic direction. Despite the popularity of the Armed Forces, however, the [[Hasta La Victoria Siempre Arc|2465 protests]] in Zhèngfǔ District have shown that support may be dwindling for Biesel&#039;s involvement in the [[Corporate Reconstruction Zone]].&lt;br /&gt;
&lt;br /&gt;
== Aliens on Biesel ==&lt;br /&gt;
&#039;&#039;See also: [[Skrell Abroad#Skrell in the Republic of Biesel|Skrell in the Republic of Biesel]], [[Unathi_Abroad#Unathi_in_the_Republic_of_Biesel|Unathi in the Republic of Biesel]], [[Little Adhomai]], [[Zo&#039;ra in the Republic of Biesel]], [[Minor_Dionae_Factions#The_Biesellian_Choir|The Biesellian Choir]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Republic, and particularly Biesel itself, has among the most diverse and widespread populations of non-human species in the entire Orion Spur. Biesellite humans are no stranger to aliens in their streets, though ignorance, speciesism, and xenophobia are still common from humans to aliens, aliens to humans, and aliens to other aliens. As the Republic gains an identity away from the Alliance, alien influence has begun to permeate Biesel&#039;s culture more and more, to the chagrin of some and the acceptance of others.&lt;br /&gt;
&lt;br /&gt;
=== Synthetics on Biesel ===&lt;br /&gt;
&#039;&#039;See also: [[IPCs in Biesel]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though Biesel is a beacon of hope and relative safety for synthetics, their position in society still remains a precarious one, both from a financial and a security standpoint. Freedom, and even citizenship, for integrated positronic chassis has firmly been established and is something the Republic takes pride in. Either through labour, negotiations, the goodwill of their owners or other occasions, IPCs may find themselves free from ownership, able to pursue their own destiny as independent individuals. Unfortunately for many, such destiny usually involves a hard and at times, short existence.&lt;br /&gt;
&lt;br /&gt;
Free IPCs are afforded few actual opportunities to improve their lives, existing in a grey area between the relative stability of corporate owned assets, and the solidified protection of the state for citizens. With the recent introduction of the Synthetic Residence Card by the government, free synthetics are able to more clearly and safely navigate through the process of staying in Tau Ceti, finding employment, owning property, and more. While free IPCs were previously allowed to own property without a card, they have been grandfathered in.&lt;br /&gt;
&lt;br /&gt;
For many free IPCs, citizenship is viewed as the ultimate goal in integrating into society. Citizenship entitles an IPC to increased legal protections, almost, if not on par with that of a natural-born human citizen, including complete protection as well as legal representation from being owned ever again. NanoTrasen and its subsidiaries are also obligated to pay IPC citizens working for it an equal wage as compared to humans. This compensation typically comes in the form of increased benefits such as repairs, insurance, and a pension, as opposed to a simple wage increase however. They also pay the same tax rate as regular citizens and no longer have to maintain the residency fee. &lt;br /&gt;
&lt;br /&gt;
== Entertainment == &lt;br /&gt;
*&#039;&#039;&#039;Peterdiezel Boat Racing&#039;&#039;&#039; is an annual competition that begins in Craterview. The race is a three-day excursion and is usually recorded through observation drones following the individual boats racing against the clock. There are several routes all across Peterdiezel Crater, some more dangerous than others. While anyone can participate, most of the competitors are city teams such as the Mendell City Boat Club or the Cape Cods. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eos Sporting Events&#039;&#039;&#039; are various competitions, tournaments and sports leagues that pit either Eos&#039; major population centres or the megacorporations against one another. The most popular of Eosian sporting events is the &#039;&#039;&#039;Biesel Megacorporate Multi-Sports Competition&#039;&#039;&#039;, held every 4 years in a city of Eos, in which megacorporation-sponsored athletes participate in a series of sporting events involving both human, alien, and alien-human fusion sports. Every participant must be employed by the megacorporation they represent, and it is common for megacorporations to offer better salaries and benefits to notorious athletes in an attempt to poach them from their original employers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Belle Côte Fashion Show&#039;&#039;&#039; is a series of designer presentations held annually in Belle Côte. Sponsored by Idris, a variety of venues are used throughout the city to display the best-performing styles and themes of the year. Both Chief Executive Officers of Caishen Jewellers and Le Soleil Royal are regular hosts of the show, their fashion lines the staple of the event.&lt;br /&gt;
&lt;br /&gt;
== Festivals and Celebrations ==&lt;br /&gt;
&#039;&#039;See Also:&#039;&#039; [[Biesellite_Culture_and_Society#Holidays_and_Celebrations|Republic of Biesel Holidays]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tribuisti de Colonis&#039;&#039;&#039;, or Festival of the Settlers, is a massive Carnival celebration marking Biesel’s colonization. The festivities usually begin on the third Friday of October, through to the Sunday. Mendell City has become the most well-known celebrator of the festival, parading through the streets of the various districts with eccentric clothing and massive floats (usually of the planet’s native species). Other popular cities include Craterview, which celebrates the festival with dazzling fireworks and displays of lights, and Belle Côte, which throws its annual fashion show over the weekend the festival takes place. &lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
Biesel&#039;s economy is based on two things; [[Phoron|phoron]] and [[Spurian Economy|trade]]. Processing mined phoron for export - either to [[New Gibson]] or the wider Spur - and acting as a trade-hub. Both of these are under threat by the scarcity, and extreme monetary policy alongside soft rationing is the only thing keeping things semi-stable. While officially the economy is still growing, the reality, especially for the average person, is that it is shrinking. Layoffs have become common, unemployment has, of course, skyrocketed, and very few places are hiring. Any job is a good job currently.&lt;br /&gt;
&lt;br /&gt;
Most of the [[megacorporations]] have a full branch in District One of Mendell City, and perform many operations on the planet. While every one of the &amp;quot;Big Five&amp;quot; has a stake in Biesel somewhere, the ones most influential locally are [[NanoTrasen]], [[Idris Incorporated]], [[Hephaestus Industries]], and [[Zavodskoi Interstellar]]. [[NanoTrasen]] and [[Idris]] account for the vast majority of corporate-run restaurants, hotels, and bars on the planet; even supposedly independent businesses cooperate or share their stocks in part with the two, becoming essentially subsidiaries. While Biesel&#039;s healthcare system is ostensibly state-run, in practice many hospitals and clinics loan equipment from [[NanoTrasen]] and [[Zeng-Hu Pharmaceuticals]]. Almost all research into phoronics is connected to or directly funded by [[NanoTrasen]], normally in cooperation with another megacorporation.&lt;br /&gt;
&lt;br /&gt;
The major trade port that is Biesel is propped up by the shipping efforts of [[Hephaestus Industries]] and more recently, [[Orion Express]]. The Industrial Giant has seen it&#039;s influence on the planet grow as it continually recieves contracts to maintain the planets rapidly deteriorating infrastructure, alongside construction contracts and the like, meant to help stimulate economic growth. [[Zavodskoi Interstellar]] has become the primary supplier of weapons brought to the Republic&#039;s capital, weapons that are usually manufactured in the [[Empire of Dominia]] or on [[New Suez]]. Extraction of Biesel&#039;s rich deposits of helium-3 is also managed by [[Hephaestus Industries]], and sold all across the Spur – even to the [[Solarian Alliance]].&lt;br /&gt;
&lt;br /&gt;
=[[Mendell City]]=&lt;br /&gt;
&#039;&#039;&#039;Mendell City&#039;&#039;&#039; is the capital of [[Republic of Biesel|The Republic of Biesel]], and one of the most affluent cities in the [[Orion Spur]]. It is a massive city, home to billions, and stretches out for roughly thirty-thousand square kilometres. Nowhere is the [[Republic of Biesel|rapidly worsening inequality of the Republic clearer than Mendell City]], it has become “a city of contradictions” as one visitor put it. Due to the [[Republic of Biesel|phoron rationing policies of the government]] there are some districts where the scarcity seems barely present, and others that look as though they’ve been all but abandoned, so unmaintained and unsupported they are.&lt;br /&gt;
&lt;br /&gt;
=Other Major Cities=&lt;br /&gt;
&lt;br /&gt;
== Cape City ==&lt;br /&gt;
Otherwise known as the “City of Splendor” by many Biesellites, is a city focused heavily on entertainment, production of holovids, and exorbitant tourist attractions. Situated around and on the side of Mount Nevermeet in the midst of the Cape Sea, the entertainment centre sits comfortably by scenic vistas, large themed resorts, and studios for filming and recording. However, due to unique labor laws, it has gained a bad reputation among non-humans for being exploitative and predatory in their practices. Any xenos looking to gain entry into fields like animation, studio production, acting, and the like face harsh stereotypes and discrimination, poorer qualities of living, and shop and drop contracts (hiring someone, forcing them to work an unusually high amount of hours a week, then “dropping” them if they protest or request different hours after a short period contract expires). Nonetheless, Cape City is on the up-and-up, and only time will tell its rise to the intergalactic stage as a media giant or not.&lt;br /&gt;
&lt;br /&gt;
== Phoenixport ==&lt;br /&gt;
In a similar way to Mendell City, Selene&#039;s capital, Phoenixport, is located along the inner coast of its continent along Severson&#039;s Rift. After rebranding as a &amp;quot;successor&amp;quot; to Mendell City, the city gained prominence and briefly achieved its goal. Phoenixport was briefly successful, but fell off the radar and eventually became a breeding ground for nefarious behaviour. In another effort to revive interest in the city, government officials introduced replicas of various ancient architectural wonders. Examples include the Eiffel Tower and the Parthenon. Overall, the construction scheme did improve the quality of the city and even attracted large numbers of tourists eager to see the wonders rebuilt far from the dire conditions on Earth. &lt;br /&gt;
&lt;br /&gt;
[[KING_OF_THE_WORLD#LANDMARK_COURT_DECISION_SEES_EINSTEIN_ENGINES_DEFEAT_NANOTRASEN!|In late 2462]], Phoenixport was acquired by [[Einstein Engines]] in a landmark auction. [[NanoTrasen]], however, did not take the transfer of ownership idly - any NanoTrasen employees within Phoenixport were given until March of 2463 to relocate or be summarily fired. After an appeal by NanoTrasen in 2464, which proved that Einstein Engines had illegally acquired assets within Phoenixport, much of the corporate assets found themselves up for grabs yet again. Despite assistance from [[Idris Incorporated]], NanoTrasen failed to secure a majority holding within Phoenixport, with Einstein Engines continuing its hegemony over the city. Subsequently, the discrimination faced by those in Phoenixport by local law enforcement has decreased significantly, as well as the &amp;quot;random&amp;quot; searches of Phoenixport-flagged spacecraft. Some of those forced from their homes during the original dispute have since begun to slowly return.&lt;br /&gt;
&lt;br /&gt;
== Belle Côte ==&lt;br /&gt;
Situated at the southernmost edge of the Pandeia Penisula, hedged in by the Greatkrag ranges, Belle Côte is considered Biesel’s centre of finance, fashion and arts. The Selenian Moth, an insect that produces a resilient fibre that is common in textile manufacturing, was discovered by colonists early on in the development of the colony. A result of this discovery was the rapid decline of fishing and the emergence of the fashion industry. With an annual show, Belle Cote pushed the boundaries of fashion vogue and still does so to this day. Those living in Belle Côte are often considered to be a bit stuck up, looking down on others who don&#039;t keep up to date with their trendy outlandish trends. Even the poorest dress themselves in their eccentric styles. It is a popular honeymoon and wedding destination, which the artisanal community has begun franchising upon. &lt;br /&gt;
&lt;br /&gt;
== Ashton ==&lt;br /&gt;
In the heart of Selene, Ashton sits among miles of rolling farmlands that are home to dozens of different species of flora, including some that are native to Biesel. Due to its dominant agricultural industry, the community&#039;s economy has become centred on agriculture, as illustrated by its bimonthly Ashton farmer&#039;s market, which draws residents from surrounding cities alike and has become a cornerstone of the community&#039;s economy. As a whole, Ashtons are noted for being incredibly welcoming and cheerful. In recent years, Ashton has become home to [[Unathi_Abroad#Ashton_-_The_Escapees|a significant Unathi diaspora]], as many refugees from [[the Wasteland]] of [[Moghes]] were resettled there.&lt;br /&gt;
&lt;br /&gt;
== Scottsdan ==&lt;br /&gt;
The continental capital of Eos and the industrial giant of Biesel. Residing on the Sevul Range, it is host to a majority of the Republic’s luxury phoronics industry on the continent. While it was once rich with natural resources to utilize in industry, it has all since been completely scrapped dry by the turn of the 2400s, fueling NanoTrasesn’s insatiable growth, and the [[Phoron#The_Phoron_Scarcity|Phoron Scarcity]] has severely hampered the phoronics industries. While NanoTrasen continues to cut back on phoronics industries across the continent, many of those in the city remain open and productive, as they’re the closest to the shuttleport. Many is not all however, and so while the city is doing significantly better than the rest of Eos, it is still struggling with a massive unemployment crisis.&lt;br /&gt;
&lt;br /&gt;
The phoronics industry in Scottsdan is, unlike [[New Gibson]], generally only responsible for the assembly of phoronics goods or more luxury uses of phoronics. Citizens of Scottsdan are remarkably hard-working according to the megacorporations, however, some prefer to call them stuck up doormats due to their snooty, sycophant tendencies. &lt;br /&gt;
&lt;br /&gt;
== Top of the World ==&lt;br /&gt;
Previously a sleepy town, Lakeside has now shot to prominence after Miranda Trasen herself funded the borough. Several square kilometers along the coast of Griff&#039;s Lake were cleared to construct a gated community floating along the lake, with many of the original residents of Lakeside offered contracts to move to Ashton, New Marfa, or Mendell to make room for roads, parking lots, and bridges to the community.&lt;br /&gt;
&lt;br /&gt;
Now, Top of the World is uniquely populated by those who are gifted access by Miranda Trasen herself, or those able to afford the ridiculously expensive “warranty”. To ensure that this remains the case, there is an extremely high security presence around the island and gated community, possibly the highest within the system. Those posts on land are mostly manned by Zavodskoi Contractors, whether they be static or patrolling, and those on the Island by an elite division of Nexus Corporate Security, backed up even further by the constant presence of a Heavy Asset Protection Team. Only the highest of echelons exist within the man-made island. Beneath its surface exists an experimental fusion reactor of unprecedented scale that some residents have accused of being dangerously radioactive, though authorities assure residents there is no danger found in its proximity to Lakeside.&lt;br /&gt;
&lt;br /&gt;
Prior to 2463, an entire community of positronics was manufactured by NanoTrasen that existed purely to maintain Top of the World. After 2463, these IPCs have been made obsolete after the introduction of a triumvirate of artificial intelligences: Exteriores, Interiorem and Centrum. An extravagant display of wealth due to the phoron needed to create them, they coordinate with an array of bound drones, completing the tasks previously assigned to hundreds of independent positronic bodies, argued as a cost-saving measure compared to aging IPCs; though their construction cost significantly more than not only the original construction of the IPCs, but also all maintenance costs since their inception. Said IPCs were quickly placed into other jobs or positions within NanoTrasen, typically far more dangerous than the previous maintenance and janitorial duties.&lt;br /&gt;
&lt;br /&gt;
The quality of life between Top of the World and Lakeside is stark. Poverty grips the majority of the population nestled within the backwater town. Dilapidated houses are a common sight within Lakeside, even entire houses sunken into the growing marsh.&lt;br /&gt;
&lt;br /&gt;
== Portsville ==&lt;br /&gt;
Portsville was originally established as a fishing and shipbuilding hub in the early decades of Biesel&#039;s colonisation. For decades, the city was prosperous, supplying the planet with massive cargo ships to traverse its great blue oceans. After Biesel’s independence from the Alliance, however, Solarian subsidies for the industry disappeared and NanoTrasen found that shipbuilding was now cost-inefficient due to the continuing increase of shipping goods by shuttle or spacecraft. The company withdrew most of its investment in the city’s heavy industry nearly overnight, causing the local economy to recede and the city itself to gradually decay into a patchwork of run-down apartment blocks, abandoned shipyards, and fishing ports in desperate need of maintenance. &lt;br /&gt;
&lt;br /&gt;
Recently, however, [[Hephaestus Industries]] has brought up much of these abandoned facilities with hopes of retooling the city into a spaceship production centre on Biesel. This has also coincided with the megacorporation inviting many Martian refugees fleeing from the [[Mars#The Violet Dawn Explosion|Violet Dawn disaster]] to resettle in the city to work at these new facilities. Ports-Ville itself is unprepared for this great migration of people and is in the middle of a severe housing shortage, with many new arrivals finding themselves living in makeshift tent-town camps at first. However, in the past five years Hephaestus Industries has put its considerable talents and industry to work, constructing new homes for refugees, massive factories for them to work in, alongside an industrial shuttleport both for transportation of goods and workers into space. Suffice to say these investments have revitalized the city, even in the face of the scarcity.&lt;br /&gt;
&lt;br /&gt;
== New Marfa ==&lt;br /&gt;
Established along the eastern coastline of Eos, New Marfa is one of few cities on Biesel without megacorporate dominance, which is largely attributed to its status as a hub for [[Republic of Elyra|Elyran]] migrants; half if not most of the citizens are either Elyran immigrants and expatriates or directly descended from one. Elyran culture is dominant in the city, to the point that at a glance, it has become nearly indistinguishable from a city in Persepolis. Elyran megacorporations retain a minority over the market with the SCC megacorporations, and the competition has led to a flourishing synthetic development sector. With a thriving glass refining industry and healthy technology sector, New Marfa’s advancements in the fields of robotics were said to be at least a year ahead of everything else on Biesel prior to the Scarcity. Since then, the pace of development has slowed rapidly, and the city&#039;s economy began to stagnate. Already, those refugees who can are beginning to move back to Elyra, or otherwise seek employment outside of the city itself. &lt;br /&gt;
&lt;br /&gt;
== Craterview ==&lt;br /&gt;
Craterview has managed to become the vacation and resort city of the Republic of Biesel, with large [[Idris Incorporated|Idris]] Hotels lining the interior perimeter of the beaches and small family-run motels dotting the plots of land surrounding the beaches. Crime rates soar the farther one strays from the city centre, as locals defraud and steal from tourists drawn to their slice of Biesel. Other than the tourism industry, the fishing industry also does well, leading to a growing presence of local seafood hibachi restaurants. In addition to year-round sunshine and tropical climate, Craterview is occasionally interrupted by tropical storms; most notably, in the early 24th century, Craterview was entirely flooded by a particularly intense tropical storm and rebuilt from nearly the ground up. It is no wonder that boat races have become an attraction, even becoming an event for betting. In the rich suburbs, marinas line beachfront estates where [[Eridani Federation Military|Eridani Private Military Contractors]] are often spotted. It is well known that residents of Craterview are both competitive and skeptical of the wealthy. &lt;br /&gt;
&lt;br /&gt;
{{Navbox Megacorp Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Gibson&amp;diff=41296</id>
		<title>New Gibson</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Gibson&amp;diff=41296"/>
		<updated>2026-09-07T02:59:46Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: solgibson flag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Megacorp Lore}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Gibson&#039;&#039;&#039; was the first satellite of the [[Reade]] subsystem to be formally colonised in 2167 after [[Biesel]]’s colonisation bore its early fruits, and now lies forever in the planet’s economic and cultural shadow. It is known as the Industrial Heart of the [[Tau Ceti]] system, owed to its rich and geologically young mineral and naturally occurring radioactive materials deposits, as well as subsurface [[phoron]] deposits contributing to novel phorogeological activity. New Gibsonites are renowned around the [[Orion Spur|Spur]] for their unparalleled expertise in phoron mining and fabrication, with many employed aboard specialists in their fields.&lt;br /&gt;
&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = New Gibson&lt;br /&gt;
|System = [[Tau Ceti]]&lt;br /&gt;
|Image = newgibson_flag.png&lt;br /&gt;
|Sector = Tau Ceti&lt;br /&gt;
|Capital = [[New_Gibson#Respite|Respite]]&lt;br /&gt;
|Species = Human, [[Skrell]], [[IPC]], [[Tajara]], [[Vaurca]]&lt;br /&gt;
|Languages = Tau Ceti Basic&lt;br /&gt;
|Demonyms = New Gibsonite, Gibsonite&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
== Environment ==&lt;br /&gt;
=== Planetary and Orbital Characteristics ===&lt;br /&gt;
New Gibson is the largest, irregular moon of [[Reade]], orbiting retrograde at a considerable distance and with some eccentricity. As such, it is believed to be a captured moon. It is, as a result of its irregular orbit, spared from the tidal-locking that befalls most regular satellites. The moon has a natural gravity of 0.4Gs, necessitating forms of artificial gravity for its colonies — this is typically done with [[New_Gibson#Construction_and_Architecture|spinning ring-like colony construction]].&lt;br /&gt;
&lt;br /&gt;
=== Atmosphere and Surface ===&lt;br /&gt;
&lt;br /&gt;
New Gibson is the largest (albeit still small) moon of [[Reade]] and is characterised by its extreme snowy environment and mineral rich rocky underlayers. The exomoon has a thin atmosphere primarily composed of water vapour, heated and ejected by cryovolcanoes where it freezes in temperatures as low as -182°C and falls as snow. Other trace gases ejected from cryovolcanoes include methane, hydrogen, oxygen, and minute amounts of [[phoron]]. EVA equipment is necessary for surface excursions.&lt;br /&gt;
&lt;br /&gt;
[[File:NewGibson_weather.png|A photograph of New Gibson’s reflective and streaky surface. The exomoon is one of the brightest objects in the Tau Ceti system — after the star of course.|thumb]]&lt;br /&gt;
On the ground, the moon’s snow can collect into layers hundreds of metres thick, creating frigid, blinding-white dunes as far as once can see which obscure the moon’s cratered surface. Avalanches and pitfalls are all routine occurrences which inhibit surface activity. Where the snow is thin or geothermal activity creates warm pockets, the rocky underlayer is revealed, giving way to steep craters and their cliffs.&lt;br /&gt;
&lt;br /&gt;
Due to the low atmospheric pressure, wind and weather patterns that develop as a result (eg. blizzards) aren’t too common. Instead, eerie, whistling winds gently sweep across the landscape. These winds reshape the snowy surface into the moon’s elongated dunes. However, when blizzards do occur — usually a monthly occurrence — these dunes are completely reshaped; a pain for navigation, if one had even learned to tell apart the samey features of the snowy landscape.&lt;br /&gt;
&lt;br /&gt;
Being the largest of Reade’s moons, and with Reade catching the majority of asteroids on a trajectory through the [[Tau Ceti]] system, New Gibson attracts a lot of meteors. The exomoon’s thin atmosphere means these meteors rarely vaporise entirely. Defence systems are in place to prevent collisions with colonies, and those that batter the wilderness slowly but surely replenish the exomoon’s mineral deposits. Nonetheless, they are yet another hazard when traversing the surface.&lt;br /&gt;
&lt;br /&gt;
=== Subsurface ===&lt;br /&gt;
&lt;br /&gt;
It is below ground where New Gibson distinguishes itself from other exomoons. Situated around [[Reade]], a gas giant whose gravity acts as a ‘net’ for meteors entering the [[Tau Ceti]] system from the [[Tau_Ceti#The_Romanovich_Cloud|Romanovich Cloud]], New Gibson was formed with and therefore contains [[phoron]] deposits (occurring in various forms) deep within its rocky layers. The ignition of these subsurface pockets, typically by tidal heating from Reade or radioactive mineral decay, results in intense but sparse geological and cryovolcanic activity, where the moon otherwise may have lacked it, and warmer pockets where habitation is possible (and where most permanent colonies are established).&lt;br /&gt;
&lt;br /&gt;
After seventy years of [[NanoTrasen Corporation]]’s vigorous mining of these deposits — even those around phorovolcanic chambers heating New Gibson’s colonies — many of these phorovolcanic chambers have begun to or already cooled significantly. [[New_Gibson#Virklund|Virklund]] has been the most affected by this, with its volcanic chamber burning the last of its phoron to provide only meagre heat to the colony.&lt;br /&gt;
&lt;br /&gt;
Besides phoron, the moon is also host to rich, geologically young mineral deposits, particularly naturally occurring radioactive materials as heavy metals. Being young deposits, minerals such as uranium are ‘pre-enriched’, having not sat decaying for so long.&lt;br /&gt;
&lt;br /&gt;
=== Biosphere ===&lt;br /&gt;
&lt;br /&gt;
Despite all of these conditions, life on New Gibson prevails. Native life on the moon is characterised by organoboron chemistry and internal nuclear processes. Creatures internally generate heat via the decay of typically uranium, moderated by boron-rich carapaces; such creatures are no larger than small beetles, save for those with phoron which can grow to fill a human hand. As such, they are warm (and sometimes mildly radioactive or poisonous) to touch, especially when you have been exposed to the moon’s cold temperatures for so long.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Biesel]] which [[Biesel#Flora_and_Fauna|dramatically altered its biosphere]], New Gibson has preserved the exomoon’s native life. Strict regulations are upheld about introducing non-native life into New Gibson’s wild. However, [[NanoTrasen Corporation]]’s unregulated mining and depletion of subsurface phoron deposits have begun to severely impact the few nuclear organisms reliant on phoron for their heat.&lt;br /&gt;
&lt;br /&gt;
Furthermore, [[Greimorians]] have also made themselves home beneath New Gibson’s surface as an invasive species. The hives tend to grow unnoticed and avoid spots of high human activity, however the vibrations of mining teams are known to attract greimorians. Hives which do grow large enough do eventually gather the numbers to burrow into larger colonies, posing a threat to colonies. &lt;br /&gt;
&lt;br /&gt;
==== Examples of Life ====&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Purple Spotted Bille&#039;&#039;&#039; is a beetle-resembling extremophile found on the cusp of New Gibson’s phorovolcanic chambers, and the largest native lifeform on the exomoon despite being only hand-sized. They are identified by their black shells with purple spots. Their lifecycle begins almost inside of these chambers, their maturation being reliant on their acquisition of a small phoron pellet which they house within their bodies and allows them to leave the phorovolcanic chamber. Outside of these chambers, the phoron pellet is allowed to decay, which generates thermal and ionising radiation that is moderated by a boron-rich shell. They live solitary lives, hopping from chamber-to-chamber until their phoron pellet finally decays, where they re-enter the depths of a chamber to have offspring. Other species of Billes exist, including those which rely on uranium for decay heat and do not enter phorovolcanic chambers, however they cannot grow larger than a Haricot bean. Removing a Purple Spotted Bille from the wild is a criminal offence on New Gibson, however wealthier Biesellites and [[NanoTrasen Corporation]] executives have been known to get away with it.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Reactor Bug&#039;&#039;&#039; is a tiny, social radioresistant lifeform that creates subsurface hives. Their hives are centred around rich uranium deposits and they spend their lives essentially engineering natural nuclear reactors. Reactor bugs go on small excursions away from their hive’s uranium deposit to channel melted snow from the surface to the uranium deposit, which acts as a natural moderator, and rich uranium is relocated to one central spot, until eventually a critical mass is obtained. These excursions are very short for they do not live long away from the heat and radiation of their deposit, however reactor bugs have been seen cuddling a uranium source to their chest when expecting to be away from the hive for long durations. To remove or handle them without supplying a low heat and radiation source will kill them — not a concern for radioactive mineral collectors.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Red Snow&#039;&#039;&#039; is a microscopic, algae-resembling cryophile that resides in the snowy surface of New Gibson. Where they grow in numbers, the snow becomes visibly red or orange, but also nutrient-rich for more conventional extremophile microorganisms, creating small, thriving ecosystems in the snow. They are dispersed by the rare, strong gusts of wind. Red Snow is considered a bad omen to encounter, and it is greater bad luck to touch Red Snow (which, in doing so, kills it with your bodily heat and turns it black). There have been tales, largely dismissed, that tell of particularly large colonies of Red Snow, with mycellium-like tendrils that expand deep into the snow and extend for hundreds of meters, however colonies this large have never been properly identified. They are reported to be tasteless and cause mild-to-fatal digestive symptoms when eaten — because someone had to try. Nonetheless, they are valuable for research into [[Technology#Cryonics|cryonics]] and the biomedical discoveries thereof.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Pre-Colonisation ===&lt;br /&gt;
The first human activity on New Gibson were small mining excursions by contractors and spacefarers originating from [[Biesel]] or [[Valkyrie]]. No permanent installations were established, however small space stations — many of which owned or sponsored by [[Hephaestus Industries]] — in low orbit cropped up, serving as the bases for early mining operations.&lt;br /&gt;
&lt;br /&gt;
=== Early Colonisation (2164—2170) ===&lt;br /&gt;
[[Image:Sol_Gibson.png|thumb|250px|The flag of New Gibson under the Solarian Alliance.]]&lt;br /&gt;
With a foothold in the [[Tau Ceti]] system established on and around [[Biesel]] and [[Earth]]’s [[Timeline_of_Humanity#The_Crisis_of_2127|climate catastrophe]] still ongoing and [[Hephaestus Industries]] identifying New Gibson as an opportune place for mining, a colonisation bid for New Gibson began. The European Union won this bid and, with Hephaestus granted the shipbuilding contract, a small fleet of colonisation vessels was assembled: the &#039;&#039;&#039;Aurvandill&#039;&#039;&#039;, the largest of the vessels and hosting colonists primarily from the Nordic countries; the &#039;&#039;&#039;Above and Beyond&#039;&#039;&#039;, a smaller vessel hosting specialists from across the EU and from Hephaestus Industries; and the &#039;&#039;&#039;Jasmund IV&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These vessels would arrive and rendezvous with survey and logistical vessels from Biesel in late 2166. In the meantime and beginning in 2164, Hephaestus Industries would begin boring two ringed tunnel systems around selected phoronic, cryovolcanic chambers for housing the first two colonies.&lt;br /&gt;
&lt;br /&gt;
The landing of these vessels on the  &#039;&#039;&#039;7th of February, 2167&#039;&#039;&#039; would result in a disaster — the first interstellar colonial disaster at the time. While the Aurvandill successfully landed at what is now [[New Gibson#Virklund|Virklund]] and the Above and Beyond beside it, the Jasmund IV would lose radio contact during deorbit and never be identified again. Presumably, the vessel failed to navigate to its intended colony site and either met its end to a collision or one of New Gibson’s environmental hazards. This failure, early into the Alliance’s interstellar colonisation drive, alongside the moon being eclipsed by Biesel and only slated for industrial work, saw the moon’s colonisation receive little praise and positive media coverage, and deterred additional waves of colonists to New Gibson.&lt;br /&gt;
&lt;br /&gt;
The first years on New Gibson were not without challenges. Colonists had the gruelling job of assembling the first, ringed station in the bored tunnel around a phorovolcanic chamber, which went on to become the capital, [[New_Gibson#Virklund|Virklund]].&lt;br /&gt;
&lt;br /&gt;
=== Late Colonisation (2170—2200) ===&lt;br /&gt;
Following the assembly of [[New_Gibson#Virklund|Virklund]], New Gibson’s mining, refinery, and fabrication industries quickly kicked into gear and expanded exponentially as more of Virklund’s tunnels and rings were built. The development of Biesel, supported by New Gibson’s surging industrial industry, soared. [[Hephaestus Industries]] continued to invest in the moon and many high-paying jobs for industrial workers in the [[Sol Alliance]] were born, attracting new residents. However, due to the unattractive habitability, the population would never soar. &lt;br /&gt;
&lt;br /&gt;
In the 2180s, other subsurface colonies like Virklund were constructed in the same manner — ringed or branching habitats constructed deep and around the volcanic chambers created by the ignition of subsurface phoron deposits. Of course, at the time, geologists were unaware of the exact mechanism of this geological activity, postulating more conventional reasons or over-estimating [[Reade]]’s tidal heating. &lt;br /&gt;
&lt;br /&gt;
By the 2200s, New Gibson had come to be referred to as the &#039;&#039;&#039;Industrial Heart of Tau Ceti&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Second Great Depression, the Interstellar War, and the Crisis of 2294 (2200s) ===&lt;br /&gt;
During the 2200s, the [[Solarian Alliance]] started to centre their military presence in Tau Ceti as a waypoint between the frontier and civilised space. New Gibson’s manufacturing facilities were pushed to their limit — more ships, guns, more military equipment — and the gas giant and its moon became key, strategic areas.&lt;br /&gt;
&lt;br /&gt;
The moon’s already overworked populace was unable to meet demand, seeing the Alliance whip the moon into shape through various measures. Political tension among New Gibson’s population grew and reached a boiling point and, with the [[Timeline_of_Humanity#The_Great_Interstellar_War|Interstellar War]], protests and strikes turned into riots. Many of the [[Tau Ceti]]’s early secessionist movements and visions for an independent system were born out of New Gibson, where they slowly gained traction elsewhere in the system. As a result of growing dissent, the [[Solarian_Armed_Forces|Solarian Navy]] began discreetly moving its military shipbuilding capabilities to [[Reade]].&lt;br /&gt;
 &lt;br /&gt;
Come the end of the war, little improved. Unemployment, overcrowding, brain drain, and stolen bailouts all contributed to the &#039;&#039;&#039;Crisis of 2294&#039;&#039;&#039;, which saw deprivation and famine sweep over New Gibson’s various colonies. Hundreds-of-thousands died during the crisis, be it from poor access to supplies or from the ensuing unrest and rioting. It would be a month until some relief arrived from [[Biesel]] and [[Valkyrie]], however it was not enough. The moon was teetering on anarchy. The dominoes would continue to fall, with [[New_Gibson#Fallanland|Fallanland]] getting system-wide attention when it collapsed in on itself, sparking yet another moon-wide emergency.&lt;br /&gt;
&lt;br /&gt;
Eventually, the Alliance would relent and let New Gibson lose as an autonomous region (alongside the rest of [[Tau Ceti]). The moon would establish its own unified government, the &#039;&#039;&#039;Autonomous Solarian Parliamentary Republic of New Gibson&#039;&#039;&#039;, as a sister government to the Autonomous Solarian Republic of Biesel which also formed at the same time as a result of its own independence movement. With this, funding from the Alliance would diminish, and the problems only got worse. However, it would allow independence movements and the megacorporations to begin their plans away from the scrutiny of the Alliance&#039;s government.&lt;br /&gt;
&lt;br /&gt;
=== Contact with Skrell and the Founding of Xoikko (2332—2341) ===&lt;br /&gt;
It would be following the first contact with [[skrell]] that the effects of the [[New Gibson#Second_Great_Depression,_the_Interstellar_War,_and_the_Crisis_of_2294_(2200s)|Crisis]] would finally be permanently resolved. An agreement between the [[Nralakk Federation]] and [[Solarian Alliance]] saw a variety of technologies and engineering designs introduced to New Gibson; [[Aliose]], a coreworld of the Federation, had a [[Aliose#Environment|similar environment]] to New Gibson, and so the skrell state was best primed to assist it.&lt;br /&gt;
&lt;br /&gt;
Heat retentive design improvements, skrell insulation materials, and other tidbits seen in the subsurface halves of Aliosen arcologies would become the most ubiquitous of these technologies and engineering designs shared, with all of New Gibson’s colonies implementing at least a couple of the skrell features.&lt;br /&gt;
&lt;br /&gt;
Bioaugmentations would also be offered some years later via [[Zeng-Hu Pharmaceuticals]]. An at-first monthly treatment, but now yearly treatment thanks to phoronic pharmaceutical improvements, would be rolled out to those willing to increase skin thickness, and with it cold tolerance. This treatment is still offered today, however the phoron scarcity has seen the once-a-year treatment become more unaffordable.&lt;br /&gt;
&lt;br /&gt;
New Gibson would also become a desirable spot for [[Aliose|Aliosen skrell]] to migrate to. At first, scientists, engineers and their families, then — as New Gibson implemented the new technologies and flourished a second time — other skrell from across the Federation. &lt;br /&gt;
&lt;br /&gt;
All of these would, at first, be seen as an alien invasion into New Gibsonite life, however it would be the foundation for a friendly relationship between New Gibson and the Nralakk Federation. New Gibson would go on to host one of the largest skrell populations outside of the Federation, with no regrets.&lt;br /&gt;
&lt;br /&gt;
In 2341, a New Gibson and the Federation would once again cooperate with the founding and construction of [[New_Gibson#Xoikko|Xoikko]].&lt;br /&gt;
&lt;br /&gt;
=== Construction of the New Gibson Maglev System (2344—2359) and Discovery of Phoron (2352) ===&lt;br /&gt;
As the first major undertaking by New Gibson’s government, since recovered from the [[New Gibson#Second_Great_Depression,_the_Interstellar_War,_and_the_Crisis_of_2294_(2200s)|Crisis]], construction of the ‘’’New Gibson Maglev System’’’ was started in 2344, having been in the planning for several years.&lt;br /&gt;
&lt;br /&gt;
Up until then, New Gibson’s colonies were largely disconnected from one another, requiring either a suborbital spaceflight or a hazardous journey via snowmobile across the surface to reach a neighbouring colony. The Maglev System sought to ease travel between colonies — be it for general travel, recreation/tourism, or the transport of mineral/fabricated products — and, by 2350, was considered a success.&lt;br /&gt;
&lt;br /&gt;
Following the |discovery of [[phoron]], including the subsurface phoron deposits now recognised as phoron, [[NanoTrasen Corporation]] was quick to establish today’s phoronics industry on the exomoon. Much like the Biesel, New Gibson had a sudden and overwhelming influx of investment from the phoron giant, which saw rapid development.&lt;br /&gt;
&lt;br /&gt;
Seeking to make an impression, it would be alongside NanoTrasen Corporation and with their investment that [[New_Gibson#Respite|Respite]] would be constructed, outfitted from the beginning with the latest phoronic infrastructure and seamlessly integrated into the Maglev System.&lt;br /&gt;
&lt;br /&gt;
The greatest benefits of phoron on New Gibson would also be seen in the New Gibson Maglev System, where the cryogenic-reliant superconductors could be refitted with phoron as a [https://en.wikipedia.org/wiki/Room-temperature_superconductor| room temperature superconductor]. Ground-penetrating mineral scanners also advanced greatly, allowing the detection of further mineral deposits yet untapped. As phoron [[Phoron#Properties_and_Applications|made its way into daily infrastructure]], New Gibson’s economic output doubled — more minerals, quicker transport, better heat and energy efficiency, etc.&lt;br /&gt;
=== Virklund Concerns and Independence from the Solarian Alliance (Early-Mid 2400s)  ===&lt;br /&gt;
In the 2420s, after seventy years of vigorous subsurface phoron mining, [[New_Gibson#Virklund|Virklund]] would make a worrying discovery that threatened New Gibson’s subsurface colonies. The depletion of subsurface phoron feeding the phorovolcanic chambers was cooling the colonies. This would be covered up, then minimised, then ignored by [[NanoTrasen Corporation]], who continued only dialling up their mining of phoron deposits. Each time Virklund’s administration brought up the issue, they would be threatened with financial retribution — the cutting of corporate investment — and so even Virklund ended up minimising and ignoring the issue. Discreetly, NanoTrasen Corporation would begin diverting its investments towards [[New_Gibson#Respite|Respite]], which had become something of a pet project of the phoron company and a monument to their influence over Tau Ceti, but even this colony was neglected in favour for [[Biesel]] and [[Mendell City]], where the megacorporations sought to establish their central throne.&lt;br /&gt;
&lt;br /&gt;
In 2452, New Gibson would join Biesel in [[Tau_Ceti_History#NanoTrasen’s_Monopoly_and_Independence_(2410_-_2452)|seceding from the Solarian Alliance]]. This came as a great relief to many New Gibsonites who had a far greater stake in independence compared to Biesel. Unfortunately for New Gibson, fate had Biesel be the dominant force at the negotiating table alongside [[NanoTrasen Corporation]]. The opportunity to deliberate upon a more inclusive name was not given, and so New Gibson found itself under the [[Republic of Biesel]]. To this day, a level of resentment is harboured over the Republic’s name, with the occasional movement to rename the Republic swatted down.&lt;br /&gt;
&lt;br /&gt;
It would also come as no surprise that, in 2453, New Gibson’s local government would relocate the capital and seat of government to [[New_Gibson#Respite|Respite]], now significantly developed and standing out ahead of other subsurface colonies. [[New_Gibson#Virklund|Virklund]] would be left to fall behind, still failing to identify long-term solutions to the colony’s cooling — a fate that will soon come knocking to other colonies in the coming decades.&lt;br /&gt;
&lt;br /&gt;
=== Recent History, the Phoron Scarcity, the Peacekeeper Mandate (2460s) ===&lt;br /&gt;
&lt;br /&gt;
In August of 2460, [[New_Gibson#Respite|Respite]] would be raided by the [[Lii&#039;dra|Lii’dra Hive]] and would mark both the first known deployment of [[The_Lii%27dra#Black_K&#039;ois|black k’ois]] and Lii’dra warforms, alongside conventional explosives responsible for a bombing. A dozen would die in the initial blast and incidents of black k’ois mycosis hospitalised or killed hundreds. The exomoon was placed on quarantine lockdown until mid-September. [https://forums.aurorastation.org/topic/16716-mendell-city-bugle/page/6/#findComment-101167|The incident was covered in the Mendell City Bugle].&lt;br /&gt;
&lt;br /&gt;
In the 2460s, the [[Phoron#The_Phoron_Scarcity|Phoron Scarcity]] would see much of the [[Phoron#Properties_and_Applications|benefits of the discovery of phoron]] begin to diminish. Today, the New Gibson Maglev System has begun to shut down routes to more remote colonies, hurting economic participation and general travel. Many phoronic mineral scanners have also been recalled for the salvage and repurposing of contained phoron, seeing many mineral deposits go unnoticed or not entirely tapped. Energy costs are also expected to increase, as phoronic superconductive wiring is removed and less power efficient magnets are adopted to spin the rings of colonies.&lt;br /&gt;
&lt;br /&gt;
The [[Tau_Ceti_History#Second_Solarian_Invasion|Second Solarian Invasion]] in 2462 would see a number of New Gibson’s colonies orbitally bombarded. While much of the deep rings went unscathed, the upper rings and any surface features — typically reserved for logistics, spaceports, and glacier brick docks — were wrecked and rendered inoperable for between months and years, requiring extensive repairs. &lt;br /&gt;
&lt;br /&gt;
The [[Tau_Ceti_History#The_Peacekeeper_Mandate_(2463)|Peacekeeper Mandate]] of 2463 frustrated many New Gibsonites, who felt they had little say in the war yet had to contribute to it with their industries nonetheless. Radiating outwards from [[New_Gibson#Virklund|Virklund]], anti-war sentiments, protests and acts of civil disobedience have been on-the-rise, criticising the [[Republic of Biesel]]’s role in the [[Corporate Reconstruction Zone]]. However, at the same and with job insecurity and deprivation surging with the [[Phoron#The_Phoron_Scarcity|Phoron Scarcity]], many New Gibsonites found themselves enlisting in the [[Tau Ceti Armed Forces]] nonetheless — be they escaping more deprived colonies, such as [[New_Gibson#Virklund|Virklund]], or less affluent and colder residential sectors across colonies, or from [[New_Gibson#Respite|Respite]] where more positive views towards the [[Republic of Biesel]] are held. This time bomb would be defused when [[Notable_Humans#Former_President_Joseph_Dorn|Joseph Dorn]] lost his bid for a continued presidency, and [[Notable_Republic_Figures#President_Åke_Torvald|Ake Torvald]] — the former Presiding Speaker of New Gibson — would be elected President of the [[Republic of Biesel]]. However, the tensions remain, now directed more to [[NanoTrasen Corporation]] tugging the government’s strings.&lt;br /&gt;
 &lt;br /&gt;
== Government and State ==&lt;br /&gt;
[[File:newgibson_flag.png|Planetary flag of New Gibson.|thumb]]&lt;br /&gt;
Formed after the [[New Gibson#Second_Great_Depression,_the_Interstellar_War,_and_the_Crisis_of_2294_(2200s)|Crisis of 2294]] as the Autonomous Solarian Republic of New Gibson, then growing into the Parliamentary Republic of New Gibson following the formation of the [[Republic of Biesel]]. For much of New Gibson’s time, the seat of government was found in [[New_Gibson#Virklund|Virklund]], however it has recently moved to [[New_Gibson#Respite|Respite]] in 2453.&lt;br /&gt;
&lt;br /&gt;
The Parliamentary Republic of New Gibson is a representative democracy, relying on population statistics to award influence within its highest chamber of authority. Parliament members are elected by inhabitants of the respective colonies, who in turn elect an individual among themselves to represent the entirety of New Gibson; the Presiding Speaker. The former presiding speaker was [[Notable_Republic_Figures#President_Åke_Torvald|Ake Torvald]] who stepped down after winning the presidential bid for the Republic of Biesel; the current presiding speaker is &#039;&#039;&#039;Theresa Lindqvist&#039;&#039;&#039;, elected thereafter.&lt;br /&gt;
&lt;br /&gt;
New Gibson’s politics have generally been defined by [[Republic_of_Biesel#Political_Ideologies|New Gibsonite Social Democracy]], emphasising a balance between free market and a functioning welfare state. Influenced by [[New Gibson#Skrell_on_New_Gibson|skrell]], anti-synthetic views are often tabled but often split parties two-ways, proposing regulation on the construction and lawing of artificial intelligences, as well as ensuring IPC rights progress no further than they already have in the [[Republic of Biesel]]. The Cetian Social Democratic Front is a New Gibson-born, Tau Ceti political party that campaigns for these ideas to be implemented at a system-level, and last received 33% of Tau Ceti’s votes in the most recent presidential election.&lt;br /&gt;
&lt;br /&gt;
New Gibson’s welfare system has been under some strain as of late due to the high influx of immigrants and refugee groups from around the Spur, which has seen more conservative politics begin bubbling in the more [[New Gibson#Virklund|left behind sectors and rings of the moon’s colonies]].&lt;br /&gt;
=== Law Enforcement ===&lt;br /&gt;
Day-to-day law enforcement is handled by the &#039;&#039;&#039;New Gibson Police Service (NGPS)&#039;&#039;&#039;, with per-colony divisions. The NGPS emphasises community policing, high professional standards, and deescalatory use-of-force, ensuring close ties with their respective colony’s inhabitants to increase cooperation. This puts it at odds with its Biesellite counterparts, especially those in [[Mendell City]]. However, this is a double-edged sword, and the NGPS is often criticised for being lazy and ineffective. The NGPS is also not immune to having its strings pulled by the local megacorporations, and frequently stumbles for excuses and justifications to not prosecute the megacorporations or executives and representatives thereof.&lt;br /&gt;
&lt;br /&gt;
A more admirable branch of the NGPS is the &#039;&#039;&#039;Environmental and Nuclear Crime Protection Branch (ENCPB)&#039;&#039;&#039;, or just the &#039;&#039;Environmental and Nuclear Branch&#039;&#039;, which works alongside other state services and independent environmental groups. The Environmental and Nuclear Branch polices everything from malicious acquisition, shipping or usage of naturally occurring radioactive materials (NORMs) found on New Gibson (of which a large smuggling ring of NORMs exist), to needless destruction of ecosystems, to the negligent or deliberate seeding of non-native life into the natural environment. Where they get attention though is their &#039;&#039;&#039;Specialist Greimorians Unit (SGU)&#039;&#039;&#039;, which responds to instances of greimorian infestations — on freight vessels in New Gibson’s orbit or where they have been exposed by drill mining. They often appear in Chirper posts donning plasteel chainmail under conventional riot armour and with phoronic energy melee weaponry and shields. As such and always in jest, they are sometimes referred to as &#039;&#039;Gibsonite jomsvikings&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Where the [[Republic of Biesel]]’s federal laws are infringed upon, the NGPS cooperates with federal security services, such as the [[Biesellite_Security_and_Law#Biesel_Security_Services_Bureau|Biesel Security Services Bureau]].&lt;br /&gt;
&lt;br /&gt;
== Industries, Economy and the Megacorporations ==&lt;br /&gt;
As the Industrial Heart of Tau Ceti, New Gibson supplies the vast majority of mineral resources, refined materials, fabricated components, and industrial machinery required for the system. Following the 2465 Census conducted by the moon’s local government, it was found that 78% of New Gibsonites work in one of these industries. Originally, these industries were dominated by [[Hephaestus Industries]], which always had a large role on the moon, however as Hephaestus Industries pivoted towards developing [[Burzsia]] and [[Moghes]], it gave way to [[Einstein Engines]].&lt;br /&gt;
&lt;br /&gt;
Following the [[phoron|discovery of phoron]], New Gibson’s industry would extend to include [[Phoron#Properties_and_Applications|phoronic materials, components and equipment]]. [[NanoTrasen Corporation]] operates all phoronic-related industries on New Gibson, be it the haphazard mining of safe-to-access subsurface phoron deposits or the fabrication of phoronic components used around the [[Orion Spur]]. Most of the components in a [[Interstellar_Travel#Bluespace_Travel|Bluespace Drive]] or [[Interstellar_Travel#Bluespace_Rings|Bluespace Ring]] were manufactured on New Gibson — a source of pride among the older generations. The [[Phoron#The_Phoron_Scarcity|Phoron Scarcity]] threatens this sector, with both fabrication and mining jobs on the decline, and NanoTrasen’s investment into New Gibson has almost entirely dissipated, leading to surges in unemployment and reducing public spending. The few substantial phoron deposits that remain are those ignited by or immediately adjacent to volcanic chambers, and as such the mining of them is a death wish — for the miners and any colony constructed around the chamber for warmth. Where NanoTrasen Corporation has shuttered its facilities, [[Einstein Engines]] has swooped in to establish its own non-phoronic industries in their stead.&lt;br /&gt;
&lt;br /&gt;
A smaller science sector also exists with a large [[Zeng-Hu Pharmaceuticals]] and [[NanoTrasen Corporation]] presence. Research on New Gibson largely pertains to [[New_Gibson#Biosphere|organoboronic and nuclear life]], as well as the phoron-influenced geological activity. After the [[Nralakk Federation]] took interest in New Gibson, investment from [[Nralakk_Federation#State-Owned_Enterprises|Nralakk state-owned enterprises]] has slowly but consistently trickled in.&lt;br /&gt;
&lt;br /&gt;
Historically, New Gibson’s colonies were connected via spaceports by suborbital flights. However, the moonwide effort in the early 2300s to install the &#039;&#039;&#039;New Gibson Maglev System&#039;&#039;&#039; now sees most colonies connected by maglev rail, now reliant on phoron superconductors for efficiency and lower cost. Naturally, with the [[Phoron#The_Phoron_Scarcity|Phoron Scarcity]] ongoing, this system is threatened by refits which may isolate less important colonies. Where the Maglev System does not reach, colonies are reliant on space freighting or — cheaper but more dangerous — surface transit via snowmobile.&lt;br /&gt;
&lt;br /&gt;
Finally, and not quite a planetary industry, a large mining industry exists in space around New Gibson and [[Reade]]. [[Hephaestus Industries]] and [[Orion Express]] can both be found fielding miners into Reade’s ice rings or to uncolonised satellites around the planet. Many in Tau Ceti, particularly [[Offworlder Humans]] unable to acclimate to the gravity-possessing bodies of the system, find themselves in this industry, either under a megacorporation or completing bounties posted by them. Many of New Gibson’s inhabitants also find themselves in this industry.&lt;br /&gt;
&lt;br /&gt;
== Culture and Society ==&lt;br /&gt;
=== Construction and Architecture ===&lt;br /&gt;
==== Subsurface Colonies ====&lt;br /&gt;
All of New Gibson’s major population centres are constructed underground and adjacent to the phorovolcanic chambers. Taking after [[New_Gibson#Virklund|Virklund]]’s construction, the most common design is a series of rings in a spinning top-like formation, though some other colonies are more root-like in nature, branching out from the volcanic chamber. The ringed colonies are constructed with uninterrupted high streets running through them, with electric tram systems instead of roads bearing motor vehicles for internal colony transit, and are able to spin to provide a semblance of gravity — typically between 0.6 and 0.8Gs.&lt;br /&gt;
&lt;br /&gt;
Logistical centres, fabrication industries and spaceports tend to be towards the surface for convenient access and, as a result, can be quite frigid to work in. Engineering and maintenance facilities have the luxury (and danger) of being located flush against the volcanic chamber, as the majority of colonies generate power through geothermal means, augmented with surface solar arrays or nuclear fission reactors. Residences are almost always stratified, with more affordable accommodation being more distal to the natural heat provided by the volcanic chamber and those more proximal being expensive or reserved for specialists, colony officials, or part of megacorporate benefit packages. Unfortunately, since the discovery of phoron and [[NanoTrasen Corporation]]’s mining of the subsurface phoron contributing to these chambers, these colonies are threatened by cooling in the coming decades or century.&lt;br /&gt;
&lt;br /&gt;
Since the phoron boom in the 2300s, New Gibson’s colonies have had noticeable, purple accenting and features where phoronic applications were to be found. This is most apparent in [[New_Gibson#Respite|Respite]], which totally adopted phoronic infrastructure during its construction. In light of the [[Phoron Scarcity]], many colonies have begun the slow and destructive retrofitting of phoronic infrastructure with the help of [[Einstein Engines]], however Respite continues to benefit from its close relationship with [[NanoTrasen Corporation]] and continues to be allocated ample phoron — for now, at least.&lt;br /&gt;
&lt;br /&gt;
Due to the concentration of uranium in New Gibson’s crust and these habitats being constructed subsurface,radon gas is a significant engineering concern. Most colonies have adequate scrubbing systems, filters, and alarms to counter this threat, however the rare gas accumulation is known to elevate cancer risks in less affluent areas and mining tunnels of colonies.&lt;br /&gt;
&lt;br /&gt;
==== Surface Habitats ====&lt;br /&gt;
Permanent surface colonies are a near impossibility on New Gibson, with most surface habitats being temporary, usually tied to mining efforts, and lasting only for a few years. Yet even the temporary habitats are a nightmare to reside in, often being snowed in every few years thanks to the moon’s environment, and constantly at threat from meteors.&lt;br /&gt;
&lt;br /&gt;
One exception exists as [[New_Gibson#Xoikko|Xoikko]], which follows from [[Aliose|Aliosen]] engineering and has both a domed, surface section and then a smaller, ringed subterranean section.&lt;br /&gt;
&lt;br /&gt;
[[File:NewGibson_brick.png|A Gibsonite glacier brick, trundling along at a respectable speed through the snow.|thumb]]&lt;br /&gt;
==== Glacier Bricks ====&lt;br /&gt;
Where stationary habitats on the surface fail, the mobile glacier bricks succeed.&lt;br /&gt;
&lt;br /&gt;
Glacier bricks are large vehicles with wide-treads, angled roofs, and often fitted with snow plows, designed for bulk transport across the surface — be it of goods or people ferried between colonies. Working on glacier bricks is a necessary but undesirable job, demanding weeks away from family and navigating the moon’s ever-changing surface and avoiding pitfalls and meteors. As such, there is a measure of prestige afforded to those who thrive on glacier bricks. &lt;br /&gt;
&lt;br /&gt;
New Gibson’s [[New_Gibson#IPCs_on_New_Gibson|IPC populace]] and [[New Gibson#Tajara_on_New_Gibson|tajaran populace]] are both particularly well-valued on these glacier bricks as navigators and for extra-vehicle work, with both being predisposed towards working in arctic environments. &lt;br /&gt;
&lt;br /&gt;
In the 2420s and in light of the [[New_Gibson#Virklund_Concerns_and_Independence_from_the_Solarian_Alliance_(Early-Mid 2400s)|Virklund Concerns]], an alternative lifestyle would arise where New Gibsonites opted to reside permanently in these vehicles, hopping from colony to colony and living under the omnipresent gas giant above. The [[New_Gibson#Glacier_Fleet|Glacier Fleet]] are a particularly large group of New Gibsonites who have rejected subsurface dwelling for a variety of reasons, maintaining a small fleet of Glacier Bricks in which they reside.&lt;br /&gt;
&lt;br /&gt;
=== New Gibsonite Folk Beliefs ===&lt;br /&gt;
Overtime and spurned on by the inhospitable environment, dangerous working conditions and available occupations, and numerous disasters that have struck New Gibson, various folk beliefs — all lumped together under the one label — have arisen in New Gibson’s permanent populace. Many of these are connected to the snow and desolate landscape on the surface, partially owed to the exclusivity and danger of being present up on the surface. &lt;br /&gt;
&lt;br /&gt;
Different colonies, groups of people, and demographics by any measure have their own varying beliefs. The 2465 Census saw 12.4% of respondents identify themselves as &#039;New Gibsonite Folk Beliefs&#039;, however the catch-all label excludes those who may only hold some of the beliefs or who may refer to their beliefs using other terms — a point of contention among theologists and sociologists, and the true number may be higher.&lt;br /&gt;
 &lt;br /&gt;
However, theologists and sociologists have identified a few universal beliefs, many of which radiated outwards from [[New_Gibson#Fallanland|Fallanland]]. &lt;br /&gt;
&lt;br /&gt;
==== Snædis ====&lt;br /&gt;
The snow of New Gibson’s surface is often regarded as a powerful, sometimes living, entity deserving of respect. For some, it ends at that; for others, the snow is a tool  for divination or miracle. For those who dare, an excursion to the surface can be made to observe the gentle fall of snow; a specific shape or formation is believed to foretell or advise future events. The sight of [[New Gibson#Examples_of_Life|Red Snow]] is, even among those who don’t subscribe to New Gibson’s folk beliefs, a powerful, violent omen.&lt;br /&gt;
&lt;br /&gt;
Some devout believers live a life of scrying the snow, serving their [[New_Gibson#skrýtisherbergi|skrýtisherbergi]] and families as spiritual guides.&lt;br /&gt;
&lt;br /&gt;
Common folktales are also told of those who get lost in the snow, only to be guided to safety or tricked into further losing themselves, depending on one’s quality of character. The gentle winds that sweep and reshape the moon’s surface are often personified as spirits in these incidents, reshaping the environment to assist or spite the lost traveller. Some believe these spirits are those of the [[New_Gibson#Early_Colonisation_(2164—2170)|lost Jasmund IV colony ship]]’s crew, guiding those worthy of settling the moon and punishing those unworthy.&lt;br /&gt;
&lt;br /&gt;
Other tales also hold that dead loved ones or ancestry can manifest from the snow, or at the very least communicate via vision, in the rare surface valleys which channel stronger winds and gusts of snow. For this reason alone, many who subscribe to these folk beliefs believe it a terrible thing to not be buried on New Gibson, and those abroad generally insist on their bodies being returned to the moon. The more devoted, such as those who dedicate their lives to scrying the snow, may also insist on being buried in the snow itself — this is to the chagrin of the non-faithful who frequent the surface, who may encounter these frozen bodies when the snow shifts and reveals them.&lt;br /&gt;
&lt;br /&gt;
It is also a common occurrence for curse inscriptions to be made in the snow, be it directly inscribed in the snow or a letter left at a snow shrine (on the surface or in a skrýtisherbergi), which call for an ancestor, snow, or other deity to effect some kind of action upon the subject. Many are made out of spite to a workplace rival, an unrequited love, one’s boss, or a disliked political figure. For most people, it ends as a social/spiritual tool or ritual for venting one’s frustrations and the curses are not to be taken seriously, however the more devout may whole-heartedly expect for their curse to be effected in its entirety by a supernatural entity.&lt;br /&gt;
&lt;br /&gt;
==== Skrýtisherbergi  ====&lt;br /&gt;
A place of contemplation, gathering, charity, ceremony, spiritual or non-spiritual guidance, or seeking a scryer. They may serve different functions for different people or at different places, but most colonies have a place that is their skrýtisherbergi  — be it set up by the local administration, a spiritual organisation, or a small group of believers. Many skrýtisherbergi, where possible, have adopted features seen in [[New_Gibson#Fallanland|Fallanland’s Great Skrýtisherbergi]]: a channel, from the surface to the skrýtisherbergi, that trickles snow into a vessel where it inevitably melts. A suitable but disappointing compromise, such as the one seen in [[New_Gibson#Respite|Respite]]’s Community Skrýtisherbergi, is a simple bowl which is occasionally topped up with a handful of manually collected snow per day. Skrýtisherbergi off-moon, such as on space vessels and habitats, may simply just have a vial or flask of New Gibsonite snow, melted or not.&lt;br /&gt;
&lt;br /&gt;
==== Veneration of Ancestors and Elders ====&lt;br /&gt;
Varying in intensity and devotion, the veneration of ancestors and elders is almost universal among those subscribed to New Gibson folk beliefs. This can appear as simple invocations in time of need, up to the creation of a snow shrine on New Gibson’s surface or in a skrýtisherbergi where offerings may be made.&lt;br /&gt;
&lt;br /&gt;
=== Holidays and Celebrations ===&lt;br /&gt;
* &#039;&#039;&#039;Unity Day&#039;&#039;&#039; is celebrated across New Gibson on the &#039;&#039;&#039;27th of December&#039;&#039;&#039;. It is a national holiday that celebrates the forming of the Parliamentary Republic of New Gibson and the colonies of New Gibson under one, home government. Celebrations vary by colony, however always culminating in a TV sit down to watch [[New_Gibson#Respite|Respite]]’s fireworks; some other colonies have their own fireworks, some have holographic parade displays in their administrative rings. A speech is also made by the [[New Gibson#Government_and_State|Presiding Speaker]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thorrablot&#039;&#039;&#039; is celebrated on the &#039;&#039;&#039;10th of February&#039;&#039;&#039; and, though having roots in an Earth celebration, is all about celebrating New Gibsonite culture and pride. It too is a national holiday, however is scarcely marked by the Government with [[New_Gibson#Respite|Respite]] putting on no celebrations. [[New_Gibson#Virklund|Virklund]] continues to put on extravagant festivals and parades to mark the occasion however, and those more patriotic in other colonies either visit Virklund for the celebration or have small house parties. In [[New_Gibson#Xoikko|Xoikko]], the celebrations put extra emphasis on the [[Nralakk Federation]]’s [[New_Gibson#Contact_with_Skrell_and_the_Founding_of_Xoikko_(2332—2341)|benevolence in New Gibson’s history]], but also highlight facets of skrell culture — [[Skrell_Cinematography#Swimstars|Swimstars]], in particular, enjoyed by both human and skrell alike. In [[New_Gibson#Fallanland|Fallanland]], the holiday is more spiritual, and a time for everyone to make a visit to the [[New_Gibson#skrýtisherbergi|skrýtisherbergi]], whether or not they ordinarily would and whether or not they put stock in folk beliefs. Poetry, stories, and plays are all staples of these celebrations, be they about work, snowy horror stories, or New Gibson’s nuclear life.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Remembrance Day&#039;&#039;&#039; is celebrated across New Gibson on the &#039;&#039;&#039;14th of June&#039;&#039;&#039;. A national holiday that mourns those lost during the [[New Gibson#Second_Great_Depression,_the_Interstellar_War,_and_the_Crisis_of_2294_(2200s)|Crisis of 2294]] and the [[New_Gibson#Fallanland|Fallanland]] cave-in incident. In the evening, there is a memorial at a monument erected in [[New_Gibson#Respite|Respite]] that is dedicated to those that lost their lives. It is common for New Gibsonites to wear black, symbolizing the shared impact of the Crisis. Recently, the names of those that perished in the [[The_Lii%27dra#2460_CE|Lii’dra Invasion]] and [[Tau_Ceti_History#Second_Solarian_Invasion|Second Solarian Invasion]] have been included.&lt;br /&gt;
&lt;br /&gt;
=== Entertainment and Recreation ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Uranium Glassblowing and Radiation Collecting:&#039;&#039;&#039; With the abundance of uranium on New Gibson, the element and compounds thereof are very accessible for use in hobbyist glassblowing or just for collecting in their mineral form. Radioluminescent dinnerware, necklaces, and vases are all common sights in antique stores or as family heirlooms. Some radioactive mineral collectors go further, obtaining and collecting raw minerals — typically uranium and minerals thereof — which, due its young age and richness on New Gibson, can pose a non-insignificant health risk compared to uranium minerals on Earth. For those that go even further, the collections incorporate artificial curios, such as tiny ampules of nucleosynthesis products from reactors and shrapnel from exploded nuclear ordnance, etc. — however, this is where one risks local authorities getting involved.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snowmobile Racing and Skiing:&#039;&#039;&#039; Considered an extreme sport solely as a result of potentially lethal surface hazards, it nonetheless remains an enjoyment among some New Gibsonites and many tourists. Pre-mapped routes are a must, and they must be reevaluated daily due to the surface winds which frequently shift about snow deposits. A safer alternative can be found indoors, with every colony having a snow park where skiing and snow mobile racing can be done. The Virklund Games is a widely-covered sporting event hosted every New Gibson year that focuses on snowmobile racing, skiing, and other snowsports. Each colony fields a team for each sport, and the host colony cycles every year. Historically, these games were done on the surface, however they have long been tempered and are now done in the safer indoors. Nonetheless, the Games are still widely enjoyed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Extreme Readic Racing:&#039;&#039;&#039; Next door to Reade’s extreme racing scene, enthusiasts of the dare-devil sport can be found on New Gibson, with some going so far as to participate in it. More can be read about that [[Reade#Extreme_Readic_Racing|here]]. &lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
Developing in a food scarce environment with little in the way of local agriculture, New Gibson from the get-go preferred more grain- and seed-heavy, vegetarian and vegan-based food options. Pickling and fermentation also became a must. Anything that could be imported from [[Biesel]] and stored in bulk, with high nutrition per gram. This continues to this day, with New Gibson’s colonies only having small hydroponics and aquaponics sectors that bulk produce a very limited selection of grains, seeds, kelp, and vegetables. Meat and dairy are all imported, synthetic, or substituted with insect- or vegetable-based alternatives, with hakhma products gaining traction since the rediscovery of the [[Scarabs|Scarab Fleet]].&lt;br /&gt;
&lt;br /&gt;
A cultural curiosity and household favourite that has survived from the initial colonisation of [[New_Gibson#Virklund|Virklund]] are the drinks &#039;&#039;&#039;Gibson Hooch&#039;&#039;&#039; and &#039;&#039;&#039;Gibson Punch&#039;&#039;&#039;. These cocktails have no standard mix, with hooch being a quasi-mead type drink fermented with whatever fruits and ingredients the colonists had on hand, while Gibson Punch was typically made from orange juice, homemade vodka, and powdered lemonade mix for flavour. These two drinks persist as household favourites to this day, with the first standardised brand marketed by [[NanoTrasen Corporation#Getmore_Corporation|Getmore Corporation]] in 2332, and has even seen some traction elsewhere around the [[Orion Spur]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knäck&#039;&#039;&#039; is a crispy flatbread, forming a cornerstone of New Gibsonite cuisine and preferred even over bread loaves, favoured its shelf life, few ingredients and versatility. Originally, it was made with whatever grain or cereals were available, but today it is most commonly made with rolled oats, powdered kelp, and one’s spice of choice. It can be served alongside a soup or stew, or have a fruity conserve or pickle spread over it. No childhood is complete without baking sweetened knäck that is crispy enough to crack on a table edge or sibling’s head. Not to be confused with traditional knäck found on Earth &lt;br /&gt;
&lt;br /&gt;
Other highlights are &#039;&#039;&#039;pickled kelp&#039;&#039;&#039; and &#039;&#039;&#039;fermented kelp smoothies&#039;&#039;&#039; among the older generations, with no grandparents’ house complete without a large jar of kelp pickles in the pantry, and &#039;&#039;&#039;Skrellsnax&#039;&#039;&#039; and other dried eki fungus snack brands, a favourite in [[New_Gibson#Xoikku|Xoikku]] but still present elsewhere thanks to the ease of cultivating eki fungus in the hydroponics sectors.&lt;br /&gt;
&lt;br /&gt;
=== Art ===&lt;br /&gt;
New Gibson’s art can be summarised as ‘bleak’. It often captures the desolate, featureless, slow-moving nature of New Gibson’s surface and day-to-day ongoings. Common themes explored in New Gibsonite art include loneliness, alienation, but also more positive ones such as strong bonds between family and friends, perseverance, and surviving against all odds.&lt;br /&gt;
&lt;br /&gt;
[[New Gibson#Virklund|Virklund]] continues to be a trailblazer for New Gibson’s art scenes, with many artists emerging from the colony, even as [[Idris Incorporated]]- and [[NanoTrasen_Corporation#Ingi_Usang_Entertainment_Company|Ingi Usang]]-sponsored artists emerging from [[New_Gibson#Respite|Respite]] have been attempting to commandeer the mainstream to steer art towards something more marketable and less anti-corporate.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;visual art&#039;&#039;&#039;, colours are sparse — whites, greys, black — with single colours (sometimes even radioluminescent greens using uranium paints) to add oomph to a specific feature. &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;literature&#039;&#039;&#039;, the mood is quite languid and realistic in detail, with abrupt surges of emotion where justified by the plot. Horror, mystery, and crime have consistently been among New Gibson’s favourite genres, often revolving around snow and author concepts of [[New_Gibson#Snædis|snædis]]. Many protagonists find themselves lost on the snowy surface at some point in their story, with a feat of good character that sees them returned to the safety of a colony, and many supernatural creatures have emerged from the snow to torment the colony a novel is centred around.&lt;br /&gt;
&lt;br /&gt;
This lack of colours is also found in &#039;&#039;&#039;fashion&#039;&#039;&#039;. Day-to-day, casual clothing tends to be whites, blacks and greys again, with gentle accenting with muted colours — often with low-concentration uranium enamel or glass gems stitched in, which fluoresce red-oranges and greens. It is seen as quite flamboyant to wear too much colour as part of one’s casualwear, and so it is often made up with patterning, such as checkers or stripes. However, work clothing and EVA gear must be bright and bold to stand out in the dark or against the surface. New Gibsonites make an effort to stand out among Biesellites, and so avoid elements of [[Biesellite_Culture_and_Society#Fashion|Biesellite Classicism]] — tight synth-leather jeans instead of bell-bottomed trousers; bold and metallic accessories over dainty, natural ones; sturdy boots over business oxfords are all preferred. Warm jackets or jumpers with long-sleeves and high collars are also a must, of course. &#039;&#039;&#039;Makeup&#039;&#039;&#039; is rather unremarkable, with the limited flair coming from clear rhinestones and, occasionally, radioluminescent, low-concentration uranium glass gems are seen where one wants to make a lasting impact. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Music&#039;&#039;&#039; on New Gibson has always been quite avante-garde and psychedelic, fusing and bending genres and sounds from cultural giants such as [[Venus]] to create something uniquely New Gibsonite. However, the energy is always brought down and the music flows like the gentle winds of the surface; lingering on the same notes with vibratos, eschewing harmonics for more tonal structures that rise, fall, and turn with the lyrics or instrumentals. In more energetic genres, songs tend to slowly build to one climatic, energetic chorus or instrumental solo. Even in the more energetic genres, songs often go well into the 10—20 minute durations, and New Gibsonite songs are stereotyped as unending and sometimes tedious — they are also scarcely broadcasted off New Gibson, taking too much radio time. Lyrics tend to be quite intimate, honest, and sometimes poking fun at Biesel or those from [[New_Gibson#Respite|Respite]].&lt;br /&gt;
&lt;br /&gt;
=== Crime ===&lt;br /&gt;
[[Republic of Biesel|Smuggling has been rising across Tau Ceti]] in recent times and New Gibson is often the first base for a smuggler to reach when smuggling into the system. It is further from the system’s centre and the [[Tau Ceti Armed Forces#Republic_Astroforce|Republic Astroforce]] patrols aren’t as concentrated as they are around [[Biesel]] and its moon, [[Valkyrie]]. A few dedicated smuggling bands have established routes from the very edge of the [[Tau Ceti#Romanovich Cloud]], worming their way unnoticed and slingshotting around [[Reade]]’s many moons without the need for thruster ignition, keeping a low sensor and heat profile. Once over New Gibson, smuggled goods can be quickly dropped onto the surface for an awaiting glacier brick to collect, while the smuggling vessel darts off before it is ever noticed. Little of these smuggled goods are intended for New Gibson, and are integrated into legal exports by compromised spaceport personnel where they are sent to [[Valkyrie]] (which can then further smuggle onto Biesel) or the transit lanes to the Tau Ceti Bluespace Gate to systems elsewhere. This same route is how many of New Gibson’s [[IPC#Runaway_IPCs|runaway IPCs]] end up on the moon.&lt;br /&gt;
&lt;br /&gt;
An illegal uranium mining industry also exists on New Gibson, with bands of miners — from colonies or glacier bricks — identifying the ‘pre-enriched’ uranium deposits of the moon, mining them, and having them shipped off to pirate groups. This cuts out the need to obtain specialist enriching equipment and can, largely, be used as-is. Much of the weapons- or reactor-grade nuclear material found in pirate missiles or nuclear reactors can be traced back to New Gibson’s naturally occurring radioactive materials deposits by measuring the half-life of contained materials.The [[New Gibson#Military_and_Law_Enforcement|NGPS’ Environmental and Nuclear Branch]], in cooperation with the [[Biesellite_Security_and_Law#Biesel_Security_Services_Bureau|Biesel Security Services Bureau]] and [[Tau Ceti Armed Forces]], has long been attempting to stomp this out.&lt;br /&gt;
&lt;br /&gt;
=== Social Attitudes === &lt;br /&gt;
* &#039;&#039;&#039;Work:&#039;&#039;&#039; Owed to its primary industries, inhospitable conditions, and hazardous environmental features, New Gibson has — over the generations — internalised a work-or-die mentality. The quicker a job can be done, the lesser the chance of encountering a cave-in, a phoronic magma chamber rupture, working in a carcinogenic radon gas pocket, or an avalanche. As such, the majority of New Gibsonites have developed an almost unhealthy approach to work; it must be done hastily, it must be done reliably, and the consequences of overworking your body pale in comparison to the consequences of failing or not completing your job. This is also expected of management and other senior work colleagues to varying degrees, with no one immune to getting ‘stuck in’; a supervisor off-loading too much work or an executive unwilling to demonstrate their ability to perform the lower-level job would inspire a strong social response. Taking time off-work due to ill-health, stress, or social occasions has grown into an unwritten, powerful taboo, tripping up many new residents — New Gibsonites who do take time off for such ‘lesser’ reasons often conjure more severe excuses when explaining their absence to co-workers. The megacorporations active on New Gibson, particularly [[Hephaestus Industries]] throughout its time on the exomoon, have been eager to encourage this mindset. Finally, it is customary and polite for the eldest employee to be offered the chance to start a shift’s work, be it the first to operate a drill when mining, the first to take a maintenance ticket, or even just the first to turn the office’s lights on.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Transhumanism:&#039;&#039;&#039; New Gibsonites typically have a very positive attitude towards transhumanism, with limb cybernetics almost being a necessity for those working outside of the warmth of a colony. To have visible cybernetics is to communicate one’s adaptability to the environment or commitment to work — whether or not one actually does work in an environment necessitating cybernetics. Cybernetics clinics, cyberneticists, and similar occupations have always been viewed with admiration in New Gibsonite media. It can also be a strong sign of a poor employer, or at least an impolite one when it comes to foreign megacorporations, if one’s benefit package does not include subsidised cybernetic installation, even if they would not be necessary for the job one is applying for; on the other hand, well-subsidised or fully-covered cybernetics installation would be a sign of a great employer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Biesel and NanoTrasen Corporation:&#039;&#039;&#039; In all its history, New Gibson has always been in the shadow of its more appealing counterpart. Colonial investment and more interesting projects, besides that of [[Hephaestus Industries]]’ funding of New Gibson’s mining and fabrication industries, always went towards [[Biesel]] over New Gibson. As a result of its neglect, New Gibsonites often harbor resentment towards Biesel. Lately, this has also expanded to [[NanoTrasen Corporation]] thanks to their exhaustive phoron mining and subsequent shuttering of many of their workplaces now that they have grown less profitable. The establishment of [[New_Gibson#Respite|Respite]] as a monument to the corporation’s presence did not help after it became the new capital of New Gibson. A minority of New Gibsonites — be they naive, benefitters of the megacorporations and ties with the Republic of Biesel, or similar — maintain that New Gibson has only succeeded as well as it has thanks to the Republic and its close connections with NanoTrasen Corporation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ecopreservation:&#039;&#039;&#039; [[Biesel#Flora_and_Fauna|Contrary to Biesel]], New Gibson has always been proud of its unique and hardy biosphere, reliant on organoboronic and nuclear chemistry to preserve in the moon’s inhospitable environment. In recent times with the depletion of subsurface phoron, this has grown into a large point of contention with NanoTrasen Corporation and, by extension, the [[Republic of Biesel]]. An extreme, alternative lifestyle seen in the [[New_Gibson#Glacier_Fleet|Glacier Fleet]] has arisen out of this, with them rejecting subsurface dwelling due to its impact on the phorovolcanic chambers and therefore native biosphere. To carelessly and needlessly damage the ecosystem is a grave social offence, and New Gibson has several minor and severe charges that can be levied against those who do; it is one of the few things that may slow down or temporarily stop a New Gibsonite miner’s hasty work drive.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Family and Relationships:&#039;&#039;&#039; Views towards family have changed over time, particularly influenced by [[Skrell Relationships|skrell views towards family]] following [[New Gibson#Xoikko|Xoikko]]’s rise. Frequently but not universally seen characteristics of family units include: polyamoury; childless aunts and-or uncles who reside with the family and fulfil mentor roles for their nieces and-or nephews; families rarely departing from ancestral homes, and thus still including grandparents. In Xoikko, human-skrell relations are without any taboo and generally well-accepted, though are typically seen as more transient relationships for the skrell owed to the human lifespan. Families generally avoid splitting up, residing and working in the same colonies, however, when a family member does seek work in another colony, a glacier brick or off-moon — even for a short-term work posting — the farewells can be emotionally exhausting for all involved. This stronger attachment to family does contribute to insularity among New Gibsonites, with close friendships outside of work being hard to form and social exchanges in public very curt or awkward. However, where friendships do form, particularly among work colleagues, they can be very strong and close.&lt;br /&gt;
&lt;br /&gt;
== Major Population Centres ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;div style=&amp;quot;font-size:110%; border:1px solid #ccc; margin:0; background:#BC8C00; padding:.1em; color:#292929;&amp;quot;&amp;gt;Respite&amp;lt;/div&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2371, &#039;&#039;&#039;Respite-under-Giltraflatten&#039;&#039;&#039; (often just &#039;&#039;Respite&#039;&#039;) is the second largest colony and the current capital of New Gibson, having replaced [[New Gibson#Virklund|Virklund]] as the moon’s seat of government in 2453. It is an edifice to the megacorporations presence on the moon and is almost universally disliked by New Gibsonites elsewhere.&lt;br /&gt;
&lt;br /&gt;
Respite was constructed during the phoron boom and with great investment by [[NanoTrasen Corporation]], making it one of the more advanced colonies with [[Phoron#Properties_and_Applications|phoronic infrastructure]] accommodated from the beginning. The colony follows the typical construction principles set by Virklund, with multiple ringed levels circling a phorovolcanic chamber. Respite was fitted from the get-go with phoronic superconductive magnets with each ring, allowing them to spin at great enough speed to ‘generate’ 0.8Gs of gravity using centripetal forces, which would soon become the standard for other colonies. Superconductive phoron wiring runs along the ceilings of the colony, with apparent purple accenting.&lt;br /&gt;
&lt;br /&gt;
The colony’s administrative ring, &#039;&#039;&#039;Xavier Ring&#039;&#039;&#039;, is the largest. The ring houses the &#039;&#039;&#039;Parliament Complex&#039;&#039;&#039;, with adjacent extravagant parks, gardens and apartment buildings for parliament members and civil servants. On the opposite side of the ring lies a large branch office for [[NanoTrasen Corporation]], again with adjacent apartment buildings for corporate office workers. [[Einstein Engines]] also has a branch office here, even though most of its assets are within [[New Gibson#Virklund|Virkund]] or [[New Gibson#Xoikko|Xoikko]].&lt;br /&gt;
&lt;br /&gt;
Just below the surface lies the logistical ring, with access to the &#039;&#039;&#039;Respite Interplanetary Spaceport&#039;&#039;&#039; that breaks onto the surface. The spaceport is the largest on New Gibson, and the warehouses on the logistical ring accumulate to tens-of-kilometers of storage space, most of which is dedicated to phoronic products assembled in other colonies that are shipped to Respite for exporting. Attached to the spaceport are also a series of logistical [https://en.wikipedia.org/wiki/Space_gun| Verne space cannons], which continuously launch freight at great enough velocity to achieve low orbit, allowing for collection by superfreighters incapable of landing or which other fuel conscious vessels. A small ship engineering and maintenance sector also serves a repairs port, with contractors from [[Hephaestus Industries]] and [[Zavodskoi Interstellar]] present.&lt;br /&gt;
&lt;br /&gt;
Respite produces very little, with no industrial rings and only a small hydroponics ring. However, [[NanoTrasen Corporation]] owns a small research ring dedicated to phoron R&amp;amp;D, with adjoining prototype fabrication sectors. Only NanoTrasen employees and administrative staff can access the level.&lt;br /&gt;
&lt;br /&gt;
Three living rings accommodate the colony’s large population — &#039;&#039;&#039;Amos Ring&#039;&#039;&#039;, &#039;&#039;&#039;Birtha Ring&#039;&#039;&#039;, &#039;&#039;&#039;Carrie Ring&#039;&#039;&#039; (originally just rings A, B, C, until later named afterthe eldest residents in 2396). Each ring has Residential and Commercial sectors. Each ring is stratified into Bands 1, 2 and 3 (1 being the closest to the phorovolcanic chamber and thus the most comfortable; 3 being furthest, and noticeably colder), with living costs reflecting the exclusivity of the more comfortable bands. Respite, being the capital, is particularly expensive to live in, with Bands 1 being almost entirely inaccessible unless one came from an affluent background or progressed far enough into a megacorporate career to have a Band 1 residence included in a benefits package. It doesn’t help that the megacorporations often purchase Band 1 and 2 unhousing for said benefits packages, and they often are left empty for months at a time, taking them off the market and driving up housing prices.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Human_Educational_Institutions|New Gibson University]]&#039;&#039;&#039; campus has its own, very small ring slotted between the living rings and the administrative ring, with convenient elevator access to-and-fro. On-campus accommodation is available, though distal from the phorovolcanic chamber heat source and thus just as bad as Band 3 accommodation — more affluent students typically reside off-campus and commute in. &lt;br /&gt;
&lt;br /&gt;
Those from Respite, and certainly those in more affluent residential bandings or who have ties with the megacorporations, are typically more accepting of the [[Republic of Biesel]] and [[NanoTrasen Corporation]] than other New Gibsonites. The colony’s culture has also drifted closer to that of Biesel, leaving some New Gibsonites traditions behind, most notably the celebration of [[New Gibson#Holidays_and_Celebrations|Thorrablot]], to the dismay of other New Gibsonites elsewhere.&lt;br /&gt;
&amp;lt;/div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#969696; padding:.1em; color:#292929;&amp;quot;&amp;gt;Virklund&amp;lt;/div&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
Founded in 2167 with the moon’s formal colonisation, &#039;&#039;&#039;Virklund&#039;&#039;&#039; is the first and eldest colony and former capital of New Gibson. It is a hot bed for anti-Biesel and anti-[[NanoTrasen Corporation]] views, having been sidelined both by the [[Republic of Biesel]], NanoTrasen Corporation, and the local government itself.&lt;br /&gt;
&lt;br /&gt;
Virklund had a great start, pioneering the way for permanent inhabitation of New Gibson beneath the surface and setting the engineering paradigm for subsurface colonies — the tiered, ring structure. Much of New Gibson’s culture can also be traced back to the living rings of Virklund. However, NanoTrasen Corporation’s phoron extraction around Virklund has largely depleted the subsurface phoron deposits, including those feeding the phorovolcanic chamber that heats Virklund, seeing Virklund’s once expansive fabrication rings severely reduced in size, the temperature throughout Virklund gradually plummet, and job security vanish. The phoron company has since moved onto other colonies, including its pet project of Respite, and the New Gibson government with it. &lt;br /&gt;
&lt;br /&gt;
The logistical ring, &#039;&#039;&#039;Weyland Ring&#039;&#039;&#039;, is largely shuttered, however the remaining refineries and factories continue to export large quantities of non-phoronic materials and construction supplies. These factories and refineries comprise the last of [[Hephaestus Industries]]’ assets still on New Gibson, and many former–NanoTrasen Corporation factories have over time been purchased by [[Einstein Engines]] and [[Orion Express]]. Serving the refineries is a still active mining team, composed of Orion and Einstein contractors, locally-owned businesses, and individuals or small groups completing bounties posted by the local administration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Human_Educational_Institutions#Virklund_University|Virklund University]]&#039;&#039;&#039; occupies a sector of the Weyland Ring and is the oldest university on New Gibson. Its campus has shrunk in recent years and it only has a small student accommodation block. Most students seek accommodation off-campus. Despite being overshadowed by [[Human_Educational_Institutions#New Gibson University|NGU]] in [[New_Gibson#Respite|Respite]], it is generally regarded as superior when it comes to more conventional, non-phoronic engineering courses.&lt;br /&gt;
&lt;br /&gt;
The colony’s infrastructure is heavily outdated, only ever partially being retrofitted to include phoronic infrastructure, however this has since been un-fitted again. General maintenance has been allowed to fall, as the colony’s engineering and maintenance services rack their brains solving the issue of Virklund’s cooling phorovolcanic chamber and how to continue to supply heating and power to the colony’s inhabitants. A contract is in the making for Einstein Engines to revitalise Virklund’s infrastructure, however it has seen delays for 2 years now.&lt;br /&gt;
&lt;br /&gt;
The living rings — &#039;&#039;&#039;Gneip Ring&#039;&#039;&#039;, &#039;&#039;&#039;Alvaldi Ring&#039;&#039;&#039;, &#039;&#039;&#039;Gangr Ring&#039;&#039;&#039; — unlike other colonies are noticeably more disorganised, without the usual stratification seen in other colonies. This is owed to the more distal parts of these rings being uninhabitable without multiple layers of clothing and portable heaters, and so the colony’s administration levelled housing prices across the board. The drain of residents to other colonies has also helped.&lt;br /&gt;
&lt;br /&gt;
Residing in the now abandoned phoron mining tunnels abandoned by NanoTrasen Corporation since the 2440s lies [[Scay,_The_Hidden_Queen|Scay’s Brood]]. Here, a channel is constructed all the way to the surface where a back up [[Hivenet]] relay tower juts out, capable of serving hivenet access to vaurca throughout [[Tau Ceti]] should the [[Flagsdale]] relay tower fail. Scay’s reclusive brood are rarely seen outside of this mining tunnel, except when they emerge to travel or be assigned elsewhere via Virklund’s spaceport.&lt;br /&gt;
&lt;br /&gt;
Today, many Virklunders are left alienated and disenfranchised, more so than the typical New Gibsonite. With limited local job opportunities, many Virklunders resort to criminal activities on New Gibson or commit to employment off-moon, often with the megacorporations or [[Tau Ceti Armed Forces]] they have grown resentful of, or self-medicate the problems away amid a growing [[Guide_to_Chemistry#Narcotics_and_Other_Drugs|joy]] drug epidemic. Compared to other colonies and as a result of Virklund’s circumstances and the political breeding ground that can be, Virklunders are typically more conservative in their views towards other species and approaches to handling immigration following the [[Sol_Alliance_History#2462-65:_The_Solarian_Civil_War|Solarian Collapse]], expecting one to ‘prove themself’ a valuable contributor to society before granting any respect. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#969696; padding:.1em; color:#292929;&amp;quot;&amp;gt;Fallanland&amp;lt;/div&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
Founded in 2189, &#039;&#039;&#039;Fallanland&#039;&#039;&#039; was a rather forgettable colony for much of its lifetime, except for the occasional mention of it being established where the [[New_Gibson#Early_Colonisation_(2164—2170)|lost Jasmund IV colony ship]] was intended to land. Today, it is known for the disaster that struck it in 2298, and for persevering enough to see it now be the largest phoronics producer on New Gibson.&lt;br /&gt;
&lt;br /&gt;
Unlike other colonies on the moon, Fallanland was not constructed using the tiered ring paradigm, and instead was constructed throughout an extensive and open cave system. Overlooked were the even deeper caverns below Fallanland, which in normal gravity certainly would have disincentivised construction there, but in New Gibson’s half-gravity was deemed ‘unlikely to be a problem’. It was a problem and, in 2298, the caverns collapsed and pulled large portions of Fallanland down with it. In the immediate months after, a humanitarian response saw many evacuated and the colony slowly rebuilt, during which time many Fallanlanders were clawing for survival in what structures remained or in temporary, poorly-heated shelters. It wouldn’t be until 2235 that Fallanland regained its footing. &lt;br /&gt;
&lt;br /&gt;
Many folk and spiritual beliefs unique to New Gibson can also be traced back to Fallaland, arising out of the hardships following the cave-in. The most far-spread being the [[New Gibson#skrýtisherbergi|skrýtisherbergi]] as spiritual community centres, born from the collapse itself where snow from the surface was funnelled into the caved-in colony, and the ritual of creating a snow memorial for lost loved ones and ancestors. Fallanland’s &#039;&#039;&#039;Great Skrýtisherbergi&#039;&#039;&#039; is the largest on New Gibson — a (roughly) circular cavity with a radius of two-hundred metres — and attracts those who hold New Gibsonite folk beliefs from around the exomoon. &lt;br /&gt;
&lt;br /&gt;
Since being reconstructed, Fallanland has risen to be the largest phoronics producer on New Gibson, overtaking Virklund with its declining industry and mining base, to some resentment from the latter. It boasts great job security and high wages, with continued investment from [[NanoTrasen Corporation]], and its local administration is largely on top of things. For how much longer though is the question, as Fallanland’s own deposits will surely one dry some day, and with it NanoTrasen’s interest in the colony.&lt;br /&gt;
&amp;lt;/div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#969696; padding:.1em; color:#292929;&amp;quot;&amp;gt;Xoikko&amp;lt;/div&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[File:newgibson.jpg|thumb|Xoikko, with its surface arcology protruding from the ground.]]&lt;br /&gt;
Founded in 2341, &#039;&#039;&#039;Xoikko&#039;&#039;&#039; stands out as an example of New Gibson and the [[Nralakk Federation]]’s close relationship, being a transplantation of an [[Aliose|Aliosen]] arcology onto New Gibson, and hosting one of the largest skrell populations outside of Federation space.&lt;br /&gt;
&lt;br /&gt;
Xoikko was constructed to relieve the strain of overpopulation that had been tormenting New Gibson at the turn of the 24th Century, and saw heavy financial, engineering and technological cooperation with the Nralakk Federation and experienced Aliosen engineers. As such, Xoikko is the only colony on New Gibson to have a large surface dome alongside the standard, tiered ring system below ground. All of the colony’s administrative, residential, and commercial planning is done within the domed, surface levels, with the subterranean levels reserved for less glamour purposes — storage, local production, hydroponics.&lt;br /&gt;
&lt;br /&gt;
The colony is fitted with an old, Federation-tech artificial gravity generator serving 1G of gravity. This gravity generator is served by [[Einstein Engines]], in cooperation with Federation scientists who are occasionally involved in tests, upgrades, and any advanced maintenance.&lt;br /&gt;
&lt;br /&gt;
Where other colonies focus on industry, Xoikko was poised to be a local agricultural producer and tourist hotspot. Xoikko’s surface level is lined with entertainment and tourist venues, with the more expensive spots having views of New Gibson’s landscape or [[Reade]] and its system of moons and satellite bodies above. [[Idris Incorporated]] has a noticeable presence here, and its Idris XTreme Snow Park is a common outing for many across the [[Tau Ceti]] system. Below ground, vast hydroponics rings serve the moon which, otherwise, has very limited agricultural capacity and previously (and still does, to a more moderate degree) rely on Biesel for food imports. [[Zeng-Hu Pharmaceuticals]] owns an entire hydroponics ring here, and also has research facilities interspersed throughout Xoikko dedicated to genetically-engineered flora and researching New Gibson’s native biosphere. The surface level is also home to the &#039;&#039;&#039;[[Human_Educational_Institutions#The_Jri’aq_Institute|Jri’aq Institute @ Xoikko]]&#039;&#039;&#039;, which provides vocational and distant learning opportunities for both local students and those abroad in [[Tau Ceti]], as well as skrell degrees for the local skrell populace.&lt;br /&gt;
&lt;br /&gt;
Xoikko has the largest population of [[skrell]] outside of the [[Nralakk Federation]], wholly integrated and living alongside New Gibson’s human populace, and has exerted notable, welcomed cultural influence over the rest of New Gibson. Very few IPCs reside within Xoikko as such, as it can be an openly hostile environment, with both skrell and human residents alike rejecting IPCs. A number of bogeyman tales in Xoikko tell of [[IPC#Shell_Frames|shell]] infiltrators emerging from the snow and hoodwinking those vulnerable on the surface levels, particularly tourists from the Nralakk Federation, into exiting the dome into the snow, where they would surely freeze; more sensible stories based on this hold that the TCAF’s [[Tau_Ceti_Armed_Forces#The_Positronic_Century|Positronic Century]] uses Xoikko as a training ground and test of a shell’s ability to blend in amid a hostile population.&lt;br /&gt;
&lt;br /&gt;
The colony’s inhabitants receive some flak from other New Gibsonites for their tourist and agricultural industries, which although revitalising for the moon, are lauded for not being ‘proper jobs’. This is despite similar jobs held in other colonies not being criticised for such.&lt;br /&gt;
&amp;lt;/div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#969696; padding:.1em; color:#292929;&amp;quot;&amp;gt;Glacier Fleet&amp;lt;/div&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Glacier Fleet&#039;&#039;&#039; are a moderately-sized, nomadic population residing between three of the largest [[New Gibson#Glacier_Bricks|glacier bricks]] on the surface of New Gibson — the &#039;&#039;&#039;Kotarjökull&#039;&#039;&#039;, the first glacier brick to set out for permanent surface adventure in 2429; the &#039;&#039;&#039;Resolute&#039;&#039;&#039;, joining in 2434; the &#039;&#039;&#039;Blue Bille&#039;&#039;&#039;, joining in 2452.&lt;br /&gt;
&lt;br /&gt;
Between them, several-thousand New Gibsonites have committed to an alternative lifestyle on the surface of the exomoon and out of the subsurface colonies — some to live outside of the influence of the government or megacorporations; some concerned about humanity’s impact on the phorovolcanic chambers which threatens the moon’s biosphere; some for the thrill of the adventure and surface hazards; many because they have grown tired of working in the same few industries that generations of their family worked in for little reward. As such, the demographics skew to the younger generations or those having left more deprived colonies, such as [[New Gibson#Virklund|Virklund]]. Where Virklund grew hopeless and lost its spark, the Glacier Fleet is a smaller but dense powderkeg of anti-corporate and anti-state views.&lt;br /&gt;
&lt;br /&gt;
The Glacier Fleet treks between colonies, occasionally taking on jobs for local administrations or sending its crew to work elsewhere so they can contribute earnings to the continued operations of the glacier bricks. [[Orion Express]] has taken an unusual interest in the Fleet, going so far as to establish a branch office — realistically, a small ‘branch cabinet’ — from which they serve various logistics contracts to the onboard command structure and employ those looking for opportunities off-moon.&lt;br /&gt;
&lt;br /&gt;
Like other glacier bricks, the Fleet heavily utilises [[New Gibson#IPCs_in_New_Gibson|IPCs]] and [[New Gibson#Tajara_in_New_Gibson|tajara]] for navigation and any extra-vehicular excursions, commanding a level of respect from those aboard. Of all the major population centres on New Gibson, the Fleet may be the most accepting of IPCs, long accepting them as equals and integrating them into their cultural practices. As such, the Fleet rarely ever passes by or works with Xoikko, thanks to the anti-synthetic beliefs brought with the large skrell population. It also comes as no surprise that the Fleet is a sanctuary for a great deal of [[IPC#Runaway_IPCs|runaway and hidden IPCs]]; certainly not a desirable spot for a runaway synthetic to hide, but a safe one, a very cold one(!), and most importantly one with little opportunity for [[Biesellite Security and Law|Biesel’s authorities]] to identify them.&lt;br /&gt;
&amp;lt;/div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aliens on New Gibson ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#969696; padding:.1em; color:#fff;&amp;quot;&amp;gt;IPCs on New Gibson&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;
The cold environment has many pleasant realisations for IPC immigrants to New Gibson, and they are quite content residing more distal from a colony’s phorovolcanic heat source or working on the surface in glacier bricks and spaceports. For those that do work on the surface, they are capable of operating in their bare frame and with greater dexterity and agility than their organic counterparts. The exception are [[IPC#Shell_Frames|shells]], whose flexible synthskin continues to be susceptible to the cold; many shells opt to transfer their positronic to another chassis, or must be content missing out.&lt;br /&gt;
&lt;br /&gt;
Human views towards IPCs differ across New Gibson. Naturally, a great deal of conflict arises in [[New Gibson#Xoikko|Xoikko]] and peripheral colonies, thanks to the longstanding native skrell population, with many IPCs opting to avoid it entirely and with megacorporations scarcely assigning positronics to the colony. In the more conservative, insular, and deprived [[New Gibson#Virklund|Virklund]], many continue to see IPCs as merely tools. [[New_Gibson#Respite|Respite]] is a mixed-bag, but is dominated by the megacorporations and their phony altruism, but generally shares Biesel’s progressive views. It is through one ‘great feat’ — usually at work, so in the mines or in the glacier bricks were IPCs excel — that a positronic may gain the respect of its peers, and once one New Gibsonite has deemed an IPC ‘okay’, it quickly spreads throughout the workplace and friend groups, and the IPC is at last accepted (Xoikko excluded, which is rigid in its dislike of synthetics).&lt;br /&gt;
&lt;br /&gt;
Despite the opportunity for respect, it is not freely given, and so some IPCs are disinclined to participate in New Gibsonite society. These synthetics often find themselves in exclaves within the colder, less affluent regions of colonies, or attracted to the [[New Gibson#Glacier Fleet|Glacier Fleet]] and other [[New Gibson#Glacier_Bricks|glacier bricks]] with permanent, nomadic surface populations where respect is freely given.&lt;br /&gt;
&lt;br /&gt;
Being distant from [[Tau Ceti]]’s centre and, as such, less policed and with elevated smuggling, New Gibson has a steady stream of [[IPC#Runaway_IPCs|runaway IPCs]]. Many of these runaway IPCs were originally destined for [[Biesel]] or [[Valkyrie]], but opted to stay on New Gibson for one of many reasons — missing their outbound smuggling flight, being attracted by the cold environment, or the lesser presence of Biesel’s federal authorities. These do not help New Gibson’s mixed views on IPCs. Once again, the Glacier Fleet is a desirable spot for these runaway IPCs, thanks to its accepting nature and constant mobility.&lt;br /&gt;
&amp;lt;/div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#33CCCC; padding:.1em; color:#fff;&amp;quot;&amp;gt;Skrell on New Gibson&amp;lt;/div&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;See also: [[Skrell Abroad#Skrell in the Republic of Biesel|Skrell in the Republic of Biesel]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following first contact with the Skrell in 2332 CE and with New Gibson in dire need of assistance during the [[New Gibson#Second_Great_Depression,_the_Interstellar_War,_and_the_Crisis_of_2294_(2200s)|Crisis of 2294]], various agreements between the [[Nralakk Federation]] and the [[Solarian Alliance]] saw the introduction of skrell technology and engineering principles, such as those seen in [[Aliose]]’s arcologies and in Aliosen bioaugments, to relieve overcrowding and human adaptive issues. This led to the &amp;quot;leasing&amp;quot; of skrell to oversee the application of their technology, making sure that its use holds up to skrell standards. This was largely a success and saw application across New Gibson’s colonies.&lt;br /&gt;
&lt;br /&gt;
Initial integration proved to be difficult, owing to the cultural differences of the species. Whilst tensions were rather high between humans and skrell on New Gibson, it eventually came to pass as the benefits of skrell intervention became apparent. Many of the &amp;quot;leased&amp;quot; skrell chose to remain on New Gibson, with the Nralakk Federation supporting those that remained through the establishment of spa clinics, allowing the new colonists to receive similar treatments to skrell found on Aliose — primarily thick, insulating white skin. New Gibson and Nralakk Federation would cooperate yet again in 2341 to found [[New Gibson#Xoikko|Xoikko]], a colony based entirely on an Aliosen arcology design. It would go on to become the largest skrell population outside of the Federation and exert cultural influence on the moon.&lt;br /&gt;
&lt;br /&gt;
Most New Gibsonites, as a result of the Federation’s assistance and success of Xoikko, hold a very positive view of skrell and gave minimal pushback to cultural elements borrowed from skrell. This has seen the moon’s attitudes towards IPCs stagnate, and in Xoikko grow overtly hostile.&lt;br /&gt;
====Unique Constellations====&lt;br /&gt;
Much like Skrell colonies outside of Nralakk in the Federation, the skrell on New Gibson have their own unique constellations that they have catalogued and give reverence to. Although these constellations are considered minor by the Qeblak faith, they still hold importance to the skrell of New Gibson and have influenced the skrell living there to focus more on personal freedom, advancement, and community cohesion.&lt;br /&gt;
&lt;br /&gt;
[[File:The Dyn.png|thumb|right|&#039;&#039;&#039;The Dyn&#039;&#039;&#039;: Survival. Generosity. Community.]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Iqi Star.png|thumb|left|&#039;&#039;&#039;The Iqi Star&#039;&#039;&#039;: Self-Advancement. Social standing. Success.]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Sky-Grazer.png|thumb|center|330px|&#039;&#039;&#039;The Sky-Grazer&#039;&#039;&#039;: Expressiveness. Freedom. Adventure.]]&lt;br /&gt;
&amp;lt;/div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#b0375f; padding:.1em; color:#fff;&amp;quot;&amp;gt;Tajara on New Gibson&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;
[[Tajara]] have been present on New Gibson since their [[Tajaran_History#Interwar_Timeline|first wave of immigration to the Republic of Biesel in 2435]]. Initially a small community of miners, factory labourers, and engineers, the community grew with the second wave of immigration, and later disillusioned migrants from [[Little Adhomai]]. The vast majority of Gibsonite Tajara are [[People%27s_Republic_of_Adhomai#Hadiism|Hadiists]] from the first two immigration waves. However, recent years have seen a sharp growth in [[Democratic_People%27s_Republic_of_Adhomai#Al&#039;mariism|Al’mariists]], seeking distance from [[Mendell City]]. [[New_Kingdom_of_Adhomai#Royalism|Royalists]] have found little presence, something which in part explains the relative lack of political dissent or violence within the Tajaran community. Rather, friction between the original immigrants and “Sahirii”, or urbanites, prevails.&lt;br /&gt;
&lt;br /&gt;
Given the Gibsonite community’s distance to the embassies on Biesel, many Tajara on New Gibson have grown distant to the Adhomian factions. Fewer conflicts center around political beliefs or other matters, the community being rather cohesive for a Tajaran community due to the pressures of the moon overriding further tension points. Given Gibsonite culture as a whole, the Hadiist monoculture is the common basis for Gibsonite Tajara. Communalism is a strong influence. Emphasis on the Tajaran contribution to the Gibsonite system prevails, in part fed by the Gibsonite [[New Gibson#Social_Attitudes|views on work]]. This, combined with the Tajaran sleep cycle, sees an unhealthy dedication to work. Anti-corporate belief is a growing sentiment among Gibsonite Tajara. The first waves of immigrants attributed their ability to immigrate with [[NanoTrasen Corporation]] and other corporate contracts. However, with shifting trends among Gibsonites, and the growth in the anti-corporate Al’mariist Tajara within the community, many are beginning to turn against the corporations, even as they continue to sign contracts with them.&lt;br /&gt;
&lt;br /&gt;
With the tajaran adaptations to the cold and willingness to take on dangerous jobs, tajara often find employment among the hardier occupations in New Gibson’s frigid surface environment, competing with [[New Gibson#IPCs_on_New_Gibson||IPCs]]. This may be in the logistical rings, deeper mining tunnels, and spaceports — distant from phorovolcanic chambers heating the colonies — to working on [[New Gibson#Glacier_Bricks|glacier bricks]] which ferry bulk goods and people between the colonies. Like other New Gibsonites who have turned from the megacorporations, many tajara find themselves drawn to permanent glacier brick inhabitation as seen in the [[New Gibson#Glacier_Fleet|Glacier Fleet]].&lt;br /&gt;
&lt;br /&gt;
Altogether, with Gibsonite tajara almost seamlessly meshing into New Gibson’s work ethic and having already benefitted from the integration of [[New Gibson#Skrell_on_New_Gibson|skrell]], New Gibson has a rather positive view of tajara and one not besmirched by constant exposure to the on-goings of [[Mendell City]]. [[New Gibson#Virklund|Virklund]] is one exception, with its views towards tajara lagging behind other colonies, however it is still a significant improvement over the [[Solarian Alliance]] and scarcely bubbles into open hostility.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Reade]]: The gas giant which New Gibson orbits at a great distance, with its own, newer colonies.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Megacorp 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>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Sol_Gibson.png&amp;diff=41295</id>
		<title>File:Sol Gibson.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Sol_Gibson.png&amp;diff=41295"/>
		<updated>2026-09-07T02:57:59Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: The flag of Solarian New Gibson. By Pope Dave the 3th and Ill-Fated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The flag of Solarian New Gibson. By Pope Dave the 3th and Ill-Fated.&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Drinks&amp;diff=41235</id>
		<title>Guide to Drinks</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Drinks&amp;diff=41235"/>
		<updated>2026-08-28T23:44:51Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Drink Recipes==&lt;br /&gt;
Though many of these drinks have toxic ingredients, the finished products are not necessarily toxic. However, if incorrectly (or maliciously) mixed, you might poison your patrons.&lt;br /&gt;
&lt;br /&gt;
If an ingredient is listed as a catalyst, that means it will not be used up by the reaction, and must be removed at the end.&lt;br /&gt;
&lt;br /&gt;
Since a drinking glass will hold only 30 units of liquid, it&#039;s recommended that bartenders use their drink shakers to mix these drinks before pouring them out into glasses.&lt;br /&gt;
===Alcoholic Drinks===&lt;br /&gt;
Alcoholic drinks contain ethanol, the type of alcohol that gets humans drunk. Each alcoholic drink has a strength value that determines how quickly it will affect the person drinking it. Depending on how much you drink, you may start slurring your speech, get dizzy, start stumbling around, or even pass out. Drinking slowly will allow your body to metabolize alcohol and prevent some of these effects, but it can take a long time to metabolize high amounts of alcohol. &lt;br /&gt;
&lt;br /&gt;
Some species have special reactions to alcohol: &lt;br /&gt;
* Skrell will always treat any alcohol as extremely strong and can get very drunk, very quickly. &lt;br /&gt;
* Vaurca cannot properly metabolize ethanol, and consuming it will poison them as it is metabolized.&lt;br /&gt;
* Humans take liver damage from drinking too much. This damage occurs at around the same level of intoxication where the character passes out. &lt;br /&gt;
* Diona cannot get drunk.&lt;br /&gt;
&lt;br /&gt;
====Cocktails====&lt;br /&gt;
Cocktails are mixed alcoholic beverages, most commonly containing a combination of liquors, liqueurs, and other ingredients.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|%Alcohol&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:acidspitglass.png|64px]]&lt;br /&gt;
|Acid Spit&lt;br /&gt;
|1u [[#Sulphuric Acid|Sulphuric Acid]], 5u [[#Wine|Wine]] = 6u&lt;br /&gt;
|25&lt;br /&gt;
|Stomach acid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:alliescocktail.png|64px]]&lt;br /&gt;
|Allies Cocktail&lt;br /&gt;
|1u [[#Classic Martini|Classic Martini]], 1u [[#Vodka|Vodka]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Bitter yet free&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:aloe.png|64px]]&lt;br /&gt;
|Aloe&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Watermelon Juice|Watermelon Juice]], 1u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet &#039;n creamy&lt;br /&gt;
|Add the whiskey last, or you will have Irish Cream.&lt;br /&gt;
|-&lt;br /&gt;
![[File:amasecglass.png|64px]]&lt;br /&gt;
|Amasec{{anchor|Amasec}}&lt;br /&gt;
|1u [[#Iron|Iron]], 5u [[#Vodka|Vodka]], 5u [[#Wine|Wine]] = 10u&lt;br /&gt;
|25&lt;br /&gt;
|Dark and metallic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:andalusia.png|64px]]&lt;br /&gt;
|Andalusia&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Rum|Rum]], 1u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Lemons&lt;br /&gt;
|The gardener might be willing to grow some lemons for you.&lt;br /&gt;
|-&lt;br /&gt;
![[File:antifreeze.png|64px]]&lt;br /&gt;
|Anti-freeze&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Ice|Ice]], 1u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Cold cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:aprilshower.png|64px]]&lt;br /&gt;
|April Shower&lt;br /&gt;
|1u [[#Brandy|Brandy]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Yellow Chartreuse|Yellow Chartreuse]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Brandy and oranges&lt;br /&gt;
|The chartreuse family is type of Skrellian liquor (Nralakk Touch). Comes in multiple colors, if you were having issues finding the ingredients.&lt;br /&gt;
|-&lt;br /&gt;
![[File:armsalcglass.png|64px]]&lt;br /&gt;
|Armsman&#039;s Alchemy&lt;br /&gt;
|1u [[#Algae Wine|Algae Wine]], 1u [[#K&#039;laxan Energy Crush|K&#039;laxan Energy Crush]] = 2u&lt;br /&gt;
|30&lt;br /&gt;
|A burning cosmos&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:atomicbombglass.png|64px]]&lt;br /&gt;
|Atomic Bomb&lt;br /&gt;
|10u [[#B-52|B-52]], 1u [[#Uranium|Uranium]] = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Da bomb&lt;br /&gt;
|&#039;&#039;&#039;Extremely potent.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:b52glass.png|64px]]&lt;br /&gt;
|B-52{{anchor|B-52}}&lt;br /&gt;
|1u [[#Cognac|Cognac]], 1u [[#Irish Cream|Irish Cream]], 1u [[#Kahlua|Kahlua]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Angry and irish&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:badtouch.png|64px]]&lt;br /&gt;
|Bad Touch&lt;br /&gt;
|1u [[#Absinthe|Absinthe]], 1u [[#Lemon Lime|Lemon Lime]], 2u [[#Rum|Rum]], 2u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|50&lt;br /&gt;
|Naughtiness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bahama_mama.png|64px]]&lt;br /&gt;
|Bahama mama&lt;br /&gt;
|1u [[#Ice|Ice]], 2u [[#Orange Juice|Orange Juice]], 2u [[#Rum|Rum]], 1u [[#Lime Juice|Lime Juice]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Lime and orange&lt;br /&gt;
|Lime juice should be added last, or a different drink will be made.&lt;br /&gt;
|-&lt;br /&gt;
![[File:bananahonkglass.png|64px]]&lt;br /&gt;
|Banana Mama (Banana Honk)&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 1u [[#Cream|Cream]], 1u [[#Sugar|Sugar]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|A bad joke&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_banana.png|64px]]&lt;br /&gt;
|Banana pulque&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 1u [[#Pulque|Pulque]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Yeasty banana&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:b&amp;amp;p.png|64px]]&lt;br /&gt;
|Barefoot&lt;br /&gt;
|1u [[#Berry Juice|Berry Juice]], 1u [[#Cream|Cream]], 1u [[#Vermouth|Vermouth]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Creamy berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bassline.png|64px]]&lt;br /&gt;
|Bassline&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 2u [[#Grape Juice|Grape Juice]], 1u [[#Lime Juice|Lime Juice]], 2u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|25&lt;br /&gt;
|The groove&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:beepskysmashglass.png|64px]]&lt;br /&gt;
|Beepsky Smash&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Iron|Iron]], 1u [[#Whiskey|Whiskey]] = 2u&lt;br /&gt;
|35&lt;br /&gt;
|&#039;&#039;&#039;JUSTICE&#039;&#039;&#039;&lt;br /&gt;
|Causes brief stun for non-Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_berry.png|64px]]&lt;br /&gt;
|Berry pulque&lt;br /&gt;
|1u [[#Berry Juice|Berry Juice]], 1u [[#Pulque|Pulque]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Yeasty berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_brown.png|64px]]&lt;br /&gt;
|Bilk&lt;br /&gt;
|1u [[#Beer|Beer]], 1u [[#Milk|Milk]] = 2u&lt;br /&gt;
|4&lt;br /&gt;
|Desperation and lactate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:blackrussianglass.png|64px]]&lt;br /&gt;
|Black Russian {{anchor|Black Russian}}&lt;br /&gt;
|1u [[#Kahlua|Kahlua]], 2u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:blindrussian.png|64px]]&lt;br /&gt;
|Blind Russian&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Irish Cream|Irish Cream]], 1u [[#Kahlua|Kahlua]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Bitterness blindness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bloodymaryglass.png|64px]]&lt;br /&gt;
|Bloody Mary&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 3u [[#Tomato Juice|Tomato Juice]], 2u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|20&lt;br /&gt;
|Tomatoes with a hint of lime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bluelagoon.png|64px]]&lt;br /&gt;
|Blue Lagoon&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 1u [[#Ice|Ice]], 3u [[#Lemonade|Lemonade]], 1u [[#Vodka|Vodka]]= 6u&lt;br /&gt;
|25&lt;br /&gt;
|Electric lemonade&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bluebird.png|64px]]&lt;br /&gt;
|Bluebird&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 3u [[#Gin and Tonic|Gin and Tonic]] = 4u&lt;br /&gt;
|30&lt;br /&gt;
|A blue christmas tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:blushwineglass.png|64px]]&lt;br /&gt;
|Blush Wine&lt;br /&gt;
|1u [[#White Wine|White Wine]], 1u [[#Wine|Wine]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|Delightful sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:booger.png|64px]]&lt;br /&gt;
|Booger&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 2u [[#Cream|Cream]], 1u [[#Rum|Rum]], 1u [[#Watermelon Juice|Watermelon Juice]] = 5u&lt;br /&gt;
|20&lt;br /&gt;
|Sweet &#039;n creamy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bravebullglass.png|64px]]&lt;br /&gt;
|Brave Bull&lt;br /&gt;
|1u [[#Kahlua|Kahlua]], 2u [[#Tequila|Tequila]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Alcoholic bravery&lt;br /&gt;
|Also includes Caffeine at a strength of 0.2.&lt;br /&gt;
|-&lt;br /&gt;
![[File:carthusiansazerac.png|64px]]&lt;br /&gt;
|Carthusian Sazerac&lt;br /&gt;
|1u [[#Absinthe|Absinthe]], 1u [[#Green Chartreuse|Green Chartreuse]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Whiskey|Whiskey]] = 4u&lt;br /&gt;
|15&lt;br /&gt;
|Sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:caruso.png|64px]]&lt;br /&gt;
|Caruso&lt;br /&gt;
|2u [[#Classic Martini|Classic Martini]], 1u [[#White Creme de Menthe|White Creme de Menthe]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Dryness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ceasefireglass.gif|64px]]&lt;br /&gt;
|Ceasefire&lt;br /&gt;
|1u [[#Geneboosted Wine|Geneboosted Wine]], 1u [[#Kvass|Kvass]], 1u [[#Soda Water|Soda Water]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Bittersweet reunions&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cmojito.png|64px]]&lt;br /&gt;
|Champagne Mojito&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Rum|Rum]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet mint alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cherrytreefireball.png|64px]]&lt;br /&gt;
|Cherry Tree Fireball&lt;br /&gt;
|1u [[#Cherry Jelly|Cherry Jelly]], 1u [[#Fireball|Fireball]], 1u [[#Ice|Ice]], 3u [[#Lemonade|Lemonade]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet spiced cherries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:manlydorfglass.png|64px]]&lt;br /&gt;
|Cinnamon Apple Whiskey&lt;br /&gt;
|3u [[#Apple Cider|Apple Cider]], 1u [[#Fireball|Fireball]] = 4u&lt;br /&gt;
|20&lt;br /&gt;
|Sweet spiced apples&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cinnamon_orchard_glass.png|64px]]&lt;br /&gt;
|Cinnamon Orchard&lt;br /&gt;
|1u [[#Applejack|Applejack]], 1u [[#Fireball|Fireball]], 1u Lemon Juice = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Cinnamon bliss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:martiniglass.png|64px]]&lt;br /&gt;
|Classic Martini{{anchor|Classic Martini}}&lt;br /&gt;
|2u [[#Gin|Gin]], 1u [[#Vermouth|Vermouth]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Dry class&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cloudyoranglass.png|64px]]&lt;br /&gt;
|Cloudy Eridani&lt;br /&gt;
|1u [[#Green Tea|Green Tea]], 1u [[#Sake|Sake]], 1u [[#Soy Milk|Soy Milk]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Soy milk putting on airs&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cobaltvelvet.png|64px]]&lt;br /&gt;
|Cobalt Velvet&lt;br /&gt;
|2u [[#Blue Curacao|Blue Curacao]], 3u [[#Champagne|Champagne]], 1u [[#Space Cola|Space Cola]] = 6u&lt;br /&gt;
|25&lt;br /&gt;
|Neon champagne&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_coffee.png|64px]]&lt;br /&gt;
|Coffee pulque&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Pulque|Pulque]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Yeasty coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cbsc.gif|64px]]&lt;br /&gt;
|Complex Bluespace Calculation&lt;br /&gt;
|4u [[#Wine|Wine]], 2u [[#Vodka|Vodka]], 3u [[#Soda Water|Soda Water]], 1u [[#Radium|Radium]] = 10u &lt;br /&gt;
|25&lt;br /&gt;
|Fizzling spatiotemporal instability&lt;br /&gt;
|Causes jitters to non-Diona.&amp;lt;br&amp;gt;Ordered differently, the ingredients may instead produce a Singulo.&lt;br /&gt;
|-&lt;br /&gt;
![[File:corkpopper.png|64px]]&lt;br /&gt;
|Cork Popper&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Sour and smokey&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cosmopolitan.png|64px]]&lt;br /&gt;
|Cosmopolitan&lt;br /&gt;
|1u [[#Cranberry Juice|Cranberry Juice]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Triple Sec|Triple Sec]] = 3u&lt;br /&gt;
|27&lt;br /&gt;
|Fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cubalibreglass.png|64px]]&lt;br /&gt;
|Cuba Libre{{anchor|Cuba Libre}}&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 2u [[#Rum and Cola|Rum and Cola]] = 3u&lt;br /&gt;
|10&lt;br /&gt;
|Cola and a hint of lime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:daiquiri.png|64px]]&lt;br /&gt;
|Daiquiri&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Rum|Rum]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Lime and sugar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:demonsblood.png|64px]]&lt;br /&gt;
|Demons Blood&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Dr. Gibb|Dr. Gibb]], 3u [[#Rum|Rum]], 1u [[#Stellar Jolt|Stellar Jolt]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet tasting iron&lt;br /&gt;
|For both this and the next recipe, you may be able to substitute the blood with tomato juice.&lt;br /&gt;
|-&lt;br /&gt;
![[File:devilskiss.png|64px]]&lt;br /&gt;
|Devils Kiss&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Kahlua|Kahlua]], 1u [[#Rum|Rum]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Bitter iron&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:deweycocktail.png|64px]]&lt;br /&gt;
|Dewey Cocktail&lt;br /&gt;
|1u [[#Creme de Yvette|Creme de Yvette]], 1u [[#Gin|Gin]], 1u [[#Grenadine Syrup|Grenadine Syrup]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Dry gin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:dionamamaglass.png|64px]]&lt;br /&gt;
|Diona Mama&lt;br /&gt;
|2u [[#Absinthe|Absinthe]], 1u [[#Ice|Ice]], 2u [[#Lime Juice|Lime Juice]], 1u [[#Radium|Radium]] = 6u&lt;br /&gt;
|25&lt;br /&gt;
|Tangy, irradiated licorice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:djinnteaglass.png|64px]]&lt;br /&gt;
|Djinn Tea&lt;br /&gt;
|1u [[#Dyn Ice Tea|Dyn Ice Tea]], 1u [[#Gin|Gin]] = 2u&lt;br /&gt;
|20&lt;br /&gt;
|Fizzy mint tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:drdaniels.png|64px]]&lt;br /&gt;
|Dr. Daniels&lt;br /&gt;
|3u [[#Diet Dr. Gibb|Diet Dr. Gibb]], 1u [[#Honey|Honey]], 1u [[#Whiskey|Whiskey]] = 5u&lt;br /&gt;
|20&lt;br /&gt;
|Smooth, honeyed carbonation&lt;br /&gt;
|Contains Caffeine strength of 0.2.&lt;br /&gt;
|-&lt;br /&gt;
![[File:driestmartiniglass.png|64px]]&lt;br /&gt;
|Driest Martini&lt;br /&gt;
|1u [[#Gin|Gin]], 1u [[#Nothing|Nothing]] = 2u&lt;br /&gt;
|20&lt;br /&gt;
|A beach&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_dyn.png|64px]]&lt;br /&gt;
|Dyn pulque&lt;br /&gt;
|1u [[#Dyn Juice|Dyn Juice]], 1u [[#Pulque|Pulque]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Yeasty menthol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:snowwhite.png|64px]]&lt;br /&gt;
|Eggnog {{anchor|Eggnog}}&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|Egg and alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:erikasurprise.png|64px]]&lt;br /&gt;
|Erika Surprise&lt;br /&gt;
|2u [[#Ale|Ale]], 1u [[#Banana Juice|Banana Juice]], 1u [[#Ice|Ice]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Whiskey|Whiskey]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Tartness and bananas&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:espratini_glass.png|64px]]&lt;br /&gt;
|Espratini&lt;br /&gt;
|1u Espresso, 1u Kahlua, 1u Vodka = 3u&lt;br /&gt;
|50&lt;br /&gt;
|Powerful black coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:europanail.png|64px]]&lt;br /&gt;
|Europa Nail&lt;br /&gt;
|2u [[#Cream|Cream]], 2u [[#Kahlua|Kahlua]], 2u [[#Rusty Nail|Rusty Nail]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|A coffee-flavored moon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:root_beer_glass.png|64px]]&lt;br /&gt;
|Fernet Con Coca&lt;br /&gt;
|2u [[#Space Cola|Space Cola]], 1u [[#Fernet|Fernet]] = 2u&lt;br /&gt;
|20&lt;br /&gt;
|Deeply bittersweet cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:fiscoffeeglass.png|64px]]&lt;br /&gt;
|Fisanduhian Coffee&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Fisanduhian Cream|Fisanduhian Cream]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|giving up on peaceful coexistence&lt;br /&gt;
|Contains Caffeine strength 0.3.&lt;br /&gt;
|-&lt;br /&gt;
![[File:irishcreamglass.png|64px]]&lt;br /&gt;
|Fisanduhian Cream{{anchor|Fisanduhian Cream}}&lt;br /&gt;
|1u [[#Cream|Cream]], 2u [[#Fireball|Fireball]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|creamy spiced alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:fisfirebombglass.png|64px]]&lt;br /&gt;
|Fisanduhian Firebomb&lt;br /&gt;
|1u [[#Ale|Ale]], 1u [[#Fisanduhian Cream|Fisanduhian Cream]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|Anti-dominian sentiment&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:forbiddenapple.png|64px]]&lt;br /&gt;
|Forbidden Apple&lt;br /&gt;
|1u [[#Applejack|Applejack]], 1u [[#Champagne|Champagne]], 1u [[#Triple Sec|Triple Sec]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Champagne, a hint of apples, and orange sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:french75.png|64px]]&lt;br /&gt;
|French 75&lt;br /&gt;
|2u [[#Champagne|Champagne]], 1u [[#Gin|Gin]], 1u [[#Lemon Juice|Lemon Juice]] = 4u&lt;br /&gt;
|25&lt;br /&gt;
|Sour and classy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:fringeweaver.png|64px]]&lt;br /&gt;
|Fringe Weaver&lt;br /&gt;
|2u [[#Ethanol|Ethanol]], 1u [[#Sugar|Sugar]] = 3u&lt;br /&gt;
|65&lt;br /&gt;
|Liquid regret&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:thirteen_loko_glass.png|64px]]&lt;br /&gt;
|Getmore Energy&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|Jitters and death&lt;br /&gt;
|For non-Diona: Reduces drowsiness, causes jitters. Also contains Caffeine strength 0.5.&amp;lt;br&amp;gt;Source: Robust Softdrinks (Hacked)&lt;br /&gt;
|-&lt;br /&gt;
![[File:gibsonhooch.png|64px]]&lt;br /&gt;
|Gibson Hooch&lt;br /&gt;
|1u [[#Beer|Beer]], 1u [[#Whiskey Cola|Whiskey Cola]] = 2u&lt;br /&gt;
|65&lt;br /&gt;
|Cheap labor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gibsonpunch.png|64px]]&lt;br /&gt;
|Gibson Punch&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Screwdriver|Screwdriver]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Sour and bitter fruit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gimlet.png|64px]]&lt;br /&gt;
|Gimlet&lt;br /&gt;
|1u [[#Gin|Gin]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Lime Juice|Lime Juice]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Gin and class&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gintonicglass.png|64px]]&lt;br /&gt;
|Gin and Tonic{{anchor|Gin and Tonic}}&lt;br /&gt;
|2u [[#Gin|Gin]], 1u [[#Tonic Water|Tonic Water]] = 3u&lt;br /&gt;
|12&lt;br /&gt;
|Mild and tart&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ginfizzglass.png|64px]]&lt;br /&gt;
|Gin Fizz&lt;br /&gt;
|1u [[#Gin|Gin]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Soda Water|Soda Water]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Dry, tart lemons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Godheadglass.png|64px]]&lt;br /&gt;
|Godhead&lt;br /&gt;
|1u [[#Geneboosted Wine|Geneboosted Wine]], 1u [[#Kvass|Kvass]], 1u [[#Tarasun|Tarasun]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Morozi winter, with all its hardships&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ginvodkaglass.png|64px]]&lt;br /&gt;
|Goldschlager&lt;br /&gt;
|1u [[#Gold|Gold]], 10u [[#Vodka|Vodka]] = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Burning cinnamon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:goeglass.png|64px]]&lt;br /&gt;
|Government in Exile&lt;br /&gt;
|1u [[#Kvass|Kvass]], 1u [[#Permanent Revolution|Permanent Revolution]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Homesickness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:grogglass.png|64px]]&lt;br /&gt;
|Grog&lt;br /&gt;
|1u [[#Rum|Rum]], 1u [[#Water|Water]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|A poor excuse for alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:harvest_moon_glass.png|64px]]&lt;br /&gt;
|Harvest Moon&lt;br /&gt;
|2u Applejack, 1u Pumpkin Spice Syrup, 2u Soda Water = 6u&lt;br /&gt;
|35&lt;br /&gt;
|Sparkling pumpkin pie and spiced apples&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:hippiesdelightglass.png|64px]]&lt;br /&gt;
|Hippies Delight&lt;br /&gt;
|1u [[#Pan-Galactic Gargle Blaster|Pan-Galactic Gargle Blaster]], 1u [[#Psilocybin|Psilocybin]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Giving peace a chance&lt;br /&gt;
|Psilocybin can be found in several types of garden-grown mushroom.&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_brown2.png|64px]]&lt;br /&gt;
|Hooch&lt;br /&gt;
|1u [[#Moonshine|Moonshine]], 1u [[#Sugar|Sugar]], 1u [[#Welding fuel|Welding Fuel]] = 3u&lt;br /&gt;
|65&lt;br /&gt;
|Pure resignation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:icepick.png|64px]]&lt;br /&gt;
|Ice Pick&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Vodka|Vodka]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|Vodka and lemon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:iced_beerglass.png|64px]]&lt;br /&gt;
|Iced Beer&lt;br /&gt;
|10u [[#Beer|Beer]], 1u [[#Frost Oil|Frost Oil]] = 10u&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;5u [[#Beer|Beer]], 1u [[#Ice|Ice]] = 6u&lt;br /&gt;
|5&lt;br /&gt;
|Refreshingly cold&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Insurrenderglass.png|64px]]&lt;br /&gt;
|Instrument of Surrender&lt;br /&gt;
|1u [[#Algae Wine|Algae Wine]], 1u [[#Kvass|Kvass]], 1u [[#Tarasun|Tarasun]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Freedom from want&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:internationaleglass.png|64px]]&lt;br /&gt;
|Internationale&lt;br /&gt;
|1u [[#Mushroom Vodka|Mushroom Vodka]], 1u [[#Victory Gin|Victory Gin]] = 2u&lt;br /&gt;
|28&lt;br /&gt;
|Earthy, oily unity&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:irishcarbomb.png|64px]]&lt;br /&gt;
|Irish Car Bomb&lt;br /&gt;
|1u [[#Ale|Ale]], 1u [[#Irish Cream|Irish Cream]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|Delicious anger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:irishcoffeeglass.png|64px]]&lt;br /&gt;
|Irish Coffee&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Irish Cream|Irish Cream]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|Giving up on the day&lt;br /&gt;
|Contains Caffeine strength 0.3.&lt;br /&gt;
|-&lt;br /&gt;
![[File:irishcreamglass.png|64px]]&lt;br /&gt;
|Irish Cream{{anchor|Irish Cream}}&lt;br /&gt;
|1u [[#Cream|Cream]], 2u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Creamy alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:johnscollins.png|64px]]&lt;br /&gt;
|John Collins&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Ice|Ice]], 1u [[#Lemon Juice|Lemon Juice]], 2u [[#Whiskey Soda|Whiskey Soda]] = 5u&lt;br /&gt;
|25&lt;br /&gt;
|Whiskey&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:jovianstormglass.png|64px]]&lt;br /&gt;
|Jovian Storm&lt;br /&gt;
|2u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Ice|Ice]], 1u [[#Lemon Juice|Lemon Juice]], 2u [[#Rum|Rum]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Stormy sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:junglejuice.png|64px]]&lt;br /&gt;
|Jungle Juice&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Lemon Lime|Lemon Lime]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Rum|Rum]], 1u [[#Vodka|Vodka]] = 5u&lt;br /&gt;
|35&lt;br /&gt;
|A fraternity house party&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:lights_edge_glass.png|64px]]&lt;br /&gt;
|Light&#039;s Edge&lt;br /&gt;
|1u [[#Assunzioni Wine|Assunzioni Wine]], 1u Gin, 1u Lemon Juice = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Rich wine, herbal liquor, and tartness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:longislandicedteaglass.png|64px]]&lt;br /&gt;
|Long Island Iced Tea{{anchor|Long Island Iced Tea}}&lt;br /&gt;
|3u [[#Cuba Libre|Cuba Libre]], 1u [[#Gin|Gin]], 1u [[#Tequila|Tequila]], 1u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|40&lt;br /&gt;
|A mixture of cola and alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:manhattanglass.png|64px]]&lt;br /&gt;
|Manhattan{{anchor|Manhattan}}&lt;br /&gt;
|1u [[#Vermouth|Vermouth]], 2u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Mild dryness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:proj_manhattanglass.png|64px]]&lt;br /&gt;
|Manhattan Project&lt;br /&gt;
|10u [[#Manhattan|Manhattan]], 1u [[#Uranium|Uranium]] = 10u&lt;br /&gt;
|30&lt;br /&gt;
|Death, the destroyer of worlds&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:margaritaglass.png|64px]]&lt;br /&gt;
|Margarita{{anchor|Margarita}}&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Triple Sec|Triple Sec]], 1u [[#Tequila|Tequila]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Dry and salty&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:marsarita.png|64px]]&lt;br /&gt;
|Marsarita&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 1u [[#Capsaicin Oil|Capsaicin Oil]], 4u [[#Margarita|Margarita]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Spicy, salty lime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:melonwine.png|64px]]&lt;br /&gt;
|Melon Wine&lt;br /&gt;
|1u [[#Melon Liquor|Melon Liquor]], 1u [[#Wine|Wine]] = 2u&lt;br /&gt;
|20&lt;br /&gt;
|Mouth watering fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mendellian.png|64px]]&lt;br /&gt;
|Mendellian&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Triple Sec|Triple Sec]] = 3u&lt;br /&gt;
|27&lt;br /&gt;
|Citrusy urbanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:metropolitan.png|64px]]&lt;br /&gt;
|Metropolitan&lt;br /&gt;
|1u [[#Brandy|Brandy]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Vermouth|Vermouth]] = 3u&lt;br /&gt;
|27&lt;br /&gt;
|Fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:midnightkiss.png|64px]]&lt;br /&gt;
|Midnight Kiss&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 3u [[#Champagne|Champagne]], 1u [[#Vodka|Vodka]] = 5u&lt;br /&gt;
|25&lt;br /&gt;
|A late-night promise&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:omimosa.png|64px]]&lt;br /&gt;
|Mimosa&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Orange Juice|Orange Juice]] = 2u&lt;br /&gt;
|35&lt;br /&gt;
|Sparkling orange juice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mintjulep.png|64px]]&lt;br /&gt;
|Mint Julep&lt;br /&gt;
|1u [[#Ice|Ice]], 1u [[#Water|Water]], 1u [[#Whiskey|Whiskey]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Old as time&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mojito.png|64px]]&lt;br /&gt;
|Mojito&lt;br /&gt;
|1u [[#Mint Syrup|Mint Syrup]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Rum|Rum]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Refreshing mint&lt;br /&gt;
|Make sure to mix it in the provided order, or you might make a Daiquiri.&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|Moonshine{{anchor|Moonshine}}&lt;br /&gt;
|10u [[#Nutriment|Nutriment]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|65&lt;br /&gt;
|Bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mountain_marauder.png|64px]]&lt;br /&gt;
|Mountain Marauder&lt;br /&gt;
|1u [[#Fermented Fatshouters Milk|Fermented Fatshouters Milk]], 1u [[#Victory Gin|Victory Gin]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Alcoholic sour milk&lt;br /&gt;
|Causes nausea to non-Tajara.&lt;br /&gt;
|-&lt;br /&gt;
![[File:muscmule.png|64px]]&lt;br /&gt;
|Muscovite Mule&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Mint and a mule&#039;s kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:neurotoxinglass.png|64px]]&lt;br /&gt;
|Neurotoxin&lt;br /&gt;
|1u [[#Pan-Galactic Gargle Blaster|Pan-Galactic Gargle Blaster]], 1u [[#Soporific|Soporific]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|A numbing sensation&lt;br /&gt;
|Slows pulse and causes paralysis for non-Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:horizon_glass.png|64px]]&lt;br /&gt;
|New Horizons&lt;br /&gt;
|1u [[#Creme de Yvette|Creme de Yvette]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Patron|Patron]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|The celebration of new horizons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:oldfashioned.png|64px]]&lt;br /&gt;
|Old Fashioned&lt;br /&gt;
|1u [[#Aromatic Bitters|Aromatic Bitters]], 1u [[#Sugar|Sugar]], 3u [[#Whiskey Soda|Whiskey Soda]] = 5u&lt;br /&gt;
|30&lt;br /&gt;
|Bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:olympusmons.png|64px]]&lt;br /&gt;
|Olympus Mons&lt;br /&gt;
|1u [[#Black Russian|Black Russian]], 1u [[#Rum|Rum]], 1u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Bittersweet independence&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gargleblasterglass.png|64px]]&lt;br /&gt;
|Pan-Galactic Gargle Blaster{{anchor|Pan-Galactic Gargle Blaster}}&lt;br /&gt;
|1u [[#Cognac|Cognac]], 1u [[#Gin|Gin]], 1u [[#Lime Juice|Lime Juice]], 2u [[#Vodka|Vodka]], 1u [[#Whiskey|Whiskey]] = 6u&lt;br /&gt;
|50&lt;br /&gt;
|Your brains smashed out by a lemon wrapped around a gold brick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:patronglass.png|64px]]&lt;br /&gt;
|Patron {{anchor|Patron}}&lt;br /&gt;
|1u [[#Silver|Silver]], 10u [[#Tequila|Tequila]] = 10u&lt;br /&gt;
|20&lt;br /&gt;
|Metallic and expensive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:peacetreatyglass.png|64px]]&lt;br /&gt;
|Peace Treaty&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Messa&#039;s Mead|Messa&#039;s Mead]], 1u [[#Victory Gin|Victory Gin]] = 3u&lt;br /&gt;
|21&lt;br /&gt;
|Tart, oily honey&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:permanentrevolutionglass.png|64px]]&lt;br /&gt;
|Permanent Revolution&lt;br /&gt;
|1u [[#Absinthe|Absinthe]], 1u [[#Mushroom Vodka|Mushroom Vodka]] = 2u&lt;br /&gt;
|65&lt;br /&gt;
|Strong, earthy licorice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pina_colada.png|64px]]&lt;br /&gt;
|Pina Colada&lt;br /&gt;
|1u [[#Pineapple Juice|Pineapple Juice]], 2u [[#Rum|Rum]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Pineapple, coconut, and a hint of the ocean&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pinkgin.png|64px]]&lt;br /&gt;
|Pink Gin {{anchor|Pink Gin}}&lt;br /&gt;
|1u [[#Aromatic Bitters|Aromatic Bitters]], 2u [[#Gin|Gin]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Bitter christmas tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pinkgintonic.png|64px]]&lt;br /&gt;
|Pink Gin and Tonic&lt;br /&gt;
|2u [[#Pink Gin|Pink Gin]], 1u [[#Tonic Water|Tonic Water]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Very bitter christmas tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:piratepunch.png|64px]]&lt;br /&gt;
|Pirate&#039;s Punch&lt;br /&gt;
|1u [[#Aromatic Bitters|Aromatic Bitters]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Rum|Rum]] = 5u&lt;br /&gt;
|25&lt;br /&gt;
|Spiced fruit cocktail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:planterpunch.png|64px]]&lt;br /&gt;
|Planter&#039;s Punch&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Orange Juice|Orange Juice]], 2u [[#Rum|Rum]] = 4u&lt;br /&gt;
|25&lt;br /&gt;
|Jamaica&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pwineglass.png|64px]]&lt;br /&gt;
|Poison Wine&lt;br /&gt;
|10u [[#Poison Berry Juice|Poison Berry Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|15&lt;br /&gt;
|Purified alcoholic death&lt;br /&gt;
|Toxic. Causes hallucinations.&lt;br /&gt;
|-&lt;br /&gt;
![[File:pousseecafe.png|64px]]&lt;br /&gt;
|Pousse-Cafe&lt;br /&gt;
|1u [[#Brandy|Brandy]], 1u [[#Green Chartreuse|Green Chartreuse]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#White Creme de Menthe|White Creme de Menthe]], 1u [[#Yellow Chartreuse|Yellow Chartreuse]] = 5u&lt;br /&gt;
|15&lt;br /&gt;
|Layers of liquors&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pink_glass.png|64px]]&lt;br /&gt;
|Pretty in Pink&lt;br /&gt;
|1u [[#Pink Lemonade|Pink Lemonade]], 1u [[#Rose Wine|Rose Wine]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|Rosy fruity pinkness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:primeministerglass.png|64px]]&lt;br /&gt;
|Prime Minister&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 4u [[#Rum|Rum]], 1u [[#Vermouth|Vermouth]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Political power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:redsangria.png|64px]]&lt;br /&gt;
|Red Dwarf Sangria&lt;br /&gt;
|1u [[#Applejack|Applejack]], 1u [[#Assunzioni Wine|Assunzioni Wine]], 1u [[#Orange Juice|Orange Juice]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Fruit cocktail, sweet red wine, and a hint of truffles&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:red_meadglass.png|64px]]&lt;br /&gt;
|Red Mead&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Mead|Mead]] = 2u&lt;br /&gt;
|21&lt;br /&gt;
|Sweet and salty alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rixulin_sundae.png|64px]]&lt;br /&gt;
|Rixulin Sundae&lt;br /&gt;
|3u [[#Virus Food|Virus Food]], 2u [[#White Wine|White Wine]], 1u [[#Wulumunusha Extract|Wulumunusha Extract]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Spacetime and warbling music&lt;br /&gt;
|Causes drugginess.&lt;br /&gt;
|-&lt;br /&gt;
![[File:rose_tinted_glasses_glass.png|64px]]&lt;br /&gt;
|Rose Tinted Glasses&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Rose Wine|Rose Wine]], 1u [[#Soda Water|Soda Water]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Pink-colored nostalgia&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rumandcolaglass.png|64px]]&lt;br /&gt;
|Rum and Cola{{anchor|Rum and Cola}}&lt;br /&gt;
|1u [[#Space Cola|Space Cola]], 2u [[#Rum|Rum]] = 3u&lt;br /&gt;
|10&lt;br /&gt;
|Cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rustynail.png|64px]]&lt;br /&gt;
|Rusty Nail{{anchor|Rusty Nail}}&lt;br /&gt;
|1u [[#Drambuie|Drambuie]], 1u [[#Whiskey|Whiskey]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Lemons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sangria.png|64px]]&lt;br /&gt;
|Sangria&lt;br /&gt;
|1u [[#Brandy|Brandy]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Orange Juice|Orange Juice]], 3u [[#Wine|Wine]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Sweet wine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sbitenglass.png|64px]]&lt;br /&gt;
|Sbiten&lt;br /&gt;
|1u [[#Capsaicin Oil|Capsaicin Oil]], 10u [[#Mead|Mead]] = 10u&lt;br /&gt;
|40&lt;br /&gt;
|Hot and spice&lt;br /&gt;
|Capsaicin can be found in chili peppers.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scrameggglass.gif|64px]]&lt;br /&gt;
|SCRAMbled Egg&lt;br /&gt;
|25u [[#Kvass|Kvass]], 3u [[#Egg Yolk|Egg Yolk]] = 25u&lt;br /&gt;
|15&lt;br /&gt;
|Slimy raw egg and beer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:screwdriverglass.png|64px]]&lt;br /&gt;
|Screwdriver {{anchor|Screwdriver}}&lt;br /&gt;
|1u [[#Orange Juice|Orange Juice]], 2u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Spicy orange&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sidewinderglass.png|64px]]&lt;br /&gt;
|Sidewinder Fang&lt;br /&gt;
|2u [[#Soda Water|Soda Water]], 2u [[#Rum|Rum]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Lime Juice|Lime Juice]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Fruity rum and bittersweet nostalgia&lt;br /&gt;
|Make sure to mix it in the &#039;&#039;&#039;provided order&#039;&#039;&#039;, or you might make the [[#Kira Special|Kira Special]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:silencerglass.png|64px]]&lt;br /&gt;
|Silencer&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Nothing|Nothing]], 1u [[#Sugar|Sugar]] = 3u&lt;br /&gt;
|50&lt;br /&gt;
|A pencil eraser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:singulo.png|64px]]&lt;br /&gt;
|Singulo&lt;br /&gt;
|1u [[#Radium|Radium]], 5u [[#Vodka|Vodka]], 5u [[#Wine|Wine]] = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Concentrated matter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:snakebite.png|64px]]&lt;br /&gt;
|Snakebite&lt;br /&gt;
|5u [[#Beer|Beer]], 5u [[#Applejack|Applejack]]= 10u&lt;br /&gt;
|9&lt;br /&gt;
|Sweet apple-flavoured beer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:snowwhite.png|64px]]&lt;br /&gt;
|Snow White&lt;br /&gt;
|1u [[#Beer|Beer]], 1u [[#Lemon Lime|Lemon Lime]] = 2u&lt;br /&gt;
|7&lt;br /&gt;
|Refreshing cold&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:solarianmarineglass.png|64px]]&lt;br /&gt;
|Solarian Marine&lt;br /&gt;
|1u [[#Securitea|Securitea]], 1u [[#Whiskey|Whiskey]] = 2u&lt;br /&gt;
|35&lt;br /&gt;
|Polished boots and nationalism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:solarianwhiteglass.png|64px]]&lt;br /&gt;
|Solarian White&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Creamy vodka and lime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Songwaterglass.png|64px]]&lt;br /&gt;
|Songwater&lt;br /&gt;
|5u [[#Tarasun|Tarasun]], 1u [[#Space Spice|Space Spice]], 1u [[#Black Pepper|Black Pepper]] = 5u&lt;br /&gt;
|35&lt;br /&gt;
|Frostbite in your throat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ssroyale.png|64px]]&lt;br /&gt;
|Southside Royale&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Gin|Gin]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Mint Syrup|Mint Syrup]] = 4u&lt;br /&gt;
|20&lt;br /&gt;
|Lime christmas tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stag_Hunt.png|64px]]&lt;br /&gt;
|Stag Hunt&lt;br /&gt;
|2u [[#Iced Tea|Iced Tea]], 2u [[#2275|2275]], 1u [[#Lemon Juice|Lemon Juice]] = 5u&lt;br /&gt;
|35&lt;br /&gt;
|Brandy and lemonade&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:starsandstripes.png|64px]]&lt;br /&gt;
|Stars and Stripes&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Creme de Yvette|Creme de Yvette]], 1u [[#Grenadine Syrup|Grenadine Syrup]] = 3u&lt;br /&gt;
|10&lt;br /&gt;
|Freedom&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sugarrush.png|64px]]&lt;br /&gt;
|Sugar Rush&lt;br /&gt;
|4u [[#Orange Starshine|Orange Starshine]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet soda&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sdreamglass.png|64px]]&lt;br /&gt;
|Sui Dream&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 1u [[#Melon Liquor|Melon Liquor]], 1u Vacuum Fizz = 3u&lt;br /&gt;
|5&lt;br /&gt;
|Fruit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tallblackrussian.png|64px]]&lt;br /&gt;
|Tall Black Russian&lt;br /&gt;
|1u [[#Black Russian|Black Russian]], 1u [[#Space Cola|Space Cola]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Tall bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tequilasunriseglass.png|64px]]&lt;br /&gt;
|Tequila Sunrise&lt;br /&gt;
|1u [[#Orange Juice|Orange Juice]], 2u [[#Tequila|Tequila]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Oranges&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:classic.png|64px]]&lt;br /&gt;
|The Classic&lt;br /&gt;
|1u [[#Aromatic Bitters|Aromatic Bitters]], 2u [[#Champagne|Champagne]], 1u [[#Lemon Juice|Lemon Juice]] = 4u&lt;br /&gt;
|20&lt;br /&gt;
|Sour and bitter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Inquisitrixglass.png|64px]]&lt;br /&gt;
|The Inquisitrix&lt;br /&gt;
|1u [[#Algae Wine|Algae Wine]], 1u [[#Tarasun|Tarasun]], 1u [[#Dr. Gibb|Dr. Gibb]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Tomorrow&#039;s headache&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:manlydorfglass.png|64px]]&lt;br /&gt;
|The Manly Dorf&lt;br /&gt;
|2u [[#Ale|Ale]], 1u [[#Beer|Beer]] = 3u&lt;br /&gt;
|45&lt;br /&gt;
|Hair on your chest and your chin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:martyrgaritaglass.gif|64px]]&lt;br /&gt;
|The Martyrgarita&lt;br /&gt;
|1u [[#Geneboosted Wine|Geneboosted Wine]], 1u [[#Lime Juice|Lime Juice]], 1u Holy water = 3u&lt;br /&gt;
|20&lt;br /&gt;
|A drink worth dying for&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:thirdincident.png|64px]]&lt;br /&gt;
|The Third Incident&lt;br /&gt;
|10u [[#Blue Curacao|Blue Curacao]], 3u [[#Egg Yolk|Egg Yolk]], 10u [[#Grape Juice|Grape Juice]] = 20u&lt;br /&gt;
|10&lt;br /&gt;
|X&#039;Lu&#039;oa sadness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:universalistglass.gif|64px]]&lt;br /&gt;
|The Universalist&lt;br /&gt;
|10u [[#Geneboosted Wine|Geneboosted Wine]], 10u [[#Beepsky Smash|Beepsky Smash]] = 20u&lt;br /&gt;
|25&lt;br /&gt;
|Shutdown codes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:threemileislandglass.png|64px]]&lt;br /&gt;
|Three Mile Island Iced Tea&lt;br /&gt;
|10u [[#Long Island Iced Tea|Long Island Iced Tea]], 1u [[#Uranium|Uranium]] = 10u&lt;br /&gt;
|60&lt;br /&gt;
|Dry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:threefoldglass.png|64px]]&lt;br /&gt;
|Threefold&lt;br /&gt;
|1u [[#Algae Wine|Algae Wine]], 1u [[#Valokki Wine|Valokki Wine]], 1u [[#Geneboosted Wine|Geneboosted Wine]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Incense&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:toxinsspecialglass.png|64px]]&lt;br /&gt;
|Toxins Special&lt;br /&gt;
|2u [[#Phoron|Phoron]], 2u [[#Rum|Rum]], 2u [[#Vermouth|Vermouth]] = 6u&lt;br /&gt;
|40&lt;br /&gt;
|Spicy toxins&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tribunalglass.gif|64px]]&lt;br /&gt;
|Tribunal&lt;br /&gt;
|1u [[#Threefold|Threefold]], 1u [[#Godhead|Godhead]], 1u Holy Water = 3u&lt;br /&gt;
|75&lt;br /&gt;
|Alcoholic rapture&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:twisted_lime_glass.png|64px]]&lt;br /&gt;
|Twisted Lime&lt;br /&gt;
|1u [[#Ale|Ale]], 1u [[#Fernet|Fernet]], 1u [[#Lime Juice|Lime Juice]]&lt;br /&gt;
|30&lt;br /&gt;
|Bitter sourness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:verdant_glass.png|64px]]&lt;br /&gt;
|Verdant Green&lt;br /&gt;
|1u [[#Green Tea|Green Tea]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Soju|Soju]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Refreshing minty tea with a kick&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:veteranschoice_glass.png|64px]]&lt;br /&gt;
|Veteran&#039;s Choice&lt;br /&gt;
|1u [[#Gunpowder|Gunpowder]], 1u [[#Messa&#039;s Mead|Messa&#039;s Mead]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Honey and salty&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:vodkatonicglass.png|64px]]&lt;br /&gt;
|Vodka and Tonic&lt;br /&gt;
|1u [[#Tonic Water|Tonic Water]], 2u [[#Vodka|Vodka]]= 3u&lt;br /&gt;
|35&lt;br /&gt;
|Tart bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:martiniglass.png|64px]]&lt;br /&gt;
|Vodka Martini&lt;br /&gt;
|1u [[#Vermouth|Vermouth]], 2u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|32&lt;br /&gt;
|Shaken, not stirred&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:weeping_stars_glass.png|64px]]&lt;br /&gt;
|Weeping Stars&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Creme de Yvette|Creme de Yvette]], 1u [[#Cranberry Juice|Cranberry Juice]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Sparkly violet cranberry juice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiskeycolaglass.png|64px]]&lt;br /&gt;
|Whiskey Cola {{anchor|Whiskey Cola}}&lt;br /&gt;
|1u [[#Space Cola|Space Cola]], 2u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiskeysodaglass2.png|64px]]&lt;br /&gt;
|Whiskey Soda {{anchor|Whiskey Soda}}&lt;br /&gt;
|1u [[#Soda Water|Soda Water]], 2u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiterussianglass.png|64px]]&lt;br /&gt;
|White Russian&lt;br /&gt;
|2u [[#Black Russian|Black Russian]], 1u [[#Cream|Cream]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Bitter cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:winter_offensive.png|64px]]&lt;br /&gt;
|Winter Offensive&lt;br /&gt;
|1u [[#Ice|Ice]], 1u [[#Victory Gin|Victory Gin]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Oily gin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Witchspirit.png|64px]]&lt;br /&gt;
|Witch-spirit&lt;br /&gt;
|1u [[#Algae Wine|Algae Wine]], 1u [[#Gin|Gin]], 1u [[#Limoncello|Limoncello]], 1u [[#Melon Liquor|Melon Liquor]] = 4u&lt;br /&gt;
|45&lt;br /&gt;
|Herbal and citrus sting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:zavodskoi_mule.png|64px]]&lt;br /&gt;
|Zavodskoi Mule&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 2u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Refreshing spiciness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Liquors and Liqueurs====&lt;br /&gt;
Liquors are typically strong distilled drinks. While they are most commonly used as ingredients in a [[#Cocktail|cocktail]], it is also common to have liquor alone in shots.&lt;br /&gt;
&lt;br /&gt;
Liqueurs are similar to liquors, but are sweeter. It is less common to see liqueurs taken as shots, as the flavours are better realized in a cocktail, however the customer is always right in matters of taste!&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|%Alcohol&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:absintheglass.png|64px]]&lt;br /&gt;
|Absinthe {{anchor|Absinthe}}&lt;br /&gt;
|&lt;br /&gt;
|75&lt;br /&gt;
|Bottles are labeled “Jailbreaker Verte”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:applejack.png|64px]]&lt;br /&gt;
|Applejack {{anchor|Applejack}}&lt;br /&gt;
|&lt;br /&gt;
|14&lt;br /&gt;
|Bottles are labeled “Arvani Special Reserve Applejack”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:bittersglass.png|64px]]&lt;br /&gt;
|Aromatic Bitters {{anchor|Aromatic Bitters}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Nojosuru Aromatic Bitters”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:curacaoglass.png|64px]]&lt;br /&gt;
|Blue Curacao {{anchor|Blue Curacao}}&lt;br /&gt;
|10u [[#Orange Juice|Orange Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|25&lt;br /&gt;
|Bottles are labeled “Xuaousha curacao”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:boukhaglass.png|64px]]&lt;br /&gt;
|Boukha {{anchor|Boukha}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Boukha Boboksa Classic”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:brandyglass.png|64px]]&lt;br /&gt;
|Brandy {{anchor|Brandy}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Admiral Cindy&#039;s Brandy”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:cognacglass.png|64px]]&lt;br /&gt;
|Cognac {{anchor|Cognac}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Cytherea Golden Sweetness Cognac”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:cremedeyvetteglass.png|64px]]&lt;br /&gt;
|Creme de Yvette {{anchor|Creme de Yvette}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Bottles are labeled “Xinghua Delicate Violet”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:darmadhirbrew_glass.png|64px]]&lt;br /&gt;
|Darmadhir Brew {{anchor|Darmadhir Brew}}&lt;br /&gt;
|&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rumglass.png|64px]]&lt;br /&gt;
|Deadrum {{anchor|Deadrum}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:drambuieglass.png|64px]]&lt;br /&gt;
|Drambuie {{anchor|Drambuie}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Xinghua Honeyed Satisfaction”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:fireballglass.png|64px]]&lt;br /&gt;
|Fireball {{anchor|Fireball}}&lt;br /&gt;
|&lt;br /&gt;
|35&lt;br /&gt;
|Bottles are labeled “Delta Cephei Cinnamon Fireball”&amp;lt;br&amp;gt;Causes pain to non-Diona, neutralizes toxins&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:kahluaglass.png|64px]]&lt;br /&gt;
|Kahlua {{anchor|Kahlua}}&lt;br /&gt;
|5u [[#Coffee|Coffee]], 5u [[#Sugar|Sugar]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 5u&lt;br /&gt;
|20&lt;br /&gt;
|Bottles are labeled “Nixiqi&#039;s Happy Accident Coffee Liqueur”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:emeraldglass.png|64px]]&lt;br /&gt;
|Melon Liquor {{anchor|Melon Liquor}}&lt;br /&gt;
|10u [[#Watermelon Juice|Watermelon Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|23&lt;br /&gt;
|Bottles are labeled “Emeraldine Melon Liquor”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:mushroomvodkaglass.png|64px]]&lt;br /&gt;
|Mushroom Vodka {{anchor|Mushroom Vodka}}&lt;br /&gt;
|&lt;br /&gt;
|55&lt;br /&gt;
|Bottles are labeled “Magnitogorsk Import mushroom vodka”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:nmshaanliquor_glass.png|64px]]&lt;br /&gt;
|Nm&#039;shaan Liquor&lt;br /&gt;
|&lt;br /&gt;
|70&lt;br /&gt;
|Bottles are labeled “Nm&#039;shaan Liquor”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:rumglass.png|64px]]&lt;br /&gt;
|Rum {{anchor|Rum}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Undirstader Broeckhouser Rum”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:sakeglass.png|64px]]&lt;br /&gt;
|Sake {{anchor|Sake}}&lt;br /&gt;
|5u [[#Rice Beer|Rice Beer]], 5u Moss, 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|20&lt;br /&gt;
|Bottles are labeled “Shokyodo Sake”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:sojuglass.png|64px]]&lt;br /&gt;
|Soju {{anchor|Soju}}&lt;br /&gt;
|&lt;br /&gt;
|25&lt;br /&gt;
|Bottles are labeled “Boryeong &#039;45 Soju”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tarasunglass.png|64px]]&lt;br /&gt;
|Tarasun {{anchor|Tarasun}}&lt;br /&gt;
|&lt;br /&gt;
|30&lt;br /&gt;
|Bottles are labeled “Frostdancer Distillery Tarasun”&amp;lt;br&amp;gt;Source: Booze-o-mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:treebarkfirewater_glass.png|64px]]&lt;br /&gt;
|Tree-Bark Firewater&lt;br /&gt;
|1u [[#Earthen-Root Juice|Earthen-Root Juice]], 1u [[#Sugar|Sugar]], 1u [[#Wood Pulp|Wood Pulp]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 3u&lt;br /&gt;
|65&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tequilaglass.png|64px]]&lt;br /&gt;
|Tequila {{anchor|Tequila}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Nathan&#039;s Guaranteed Quality Tequila”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_orange.png|64px]]&lt;br /&gt;
|Triple Sec {{anchor|Triple Sec}}&lt;br /&gt;
|&lt;br /&gt;
|12&lt;br /&gt;
|Bottles are labeled “Fleur De Majestueux Triple Sec”&amp;lt;br&amp;gt;Source: Bar Dispenser, Booze-O-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:vermouthglass.png|64px]]&lt;br /&gt;
|Vermouth {{anchor|Vermouth}}&lt;br /&gt;
|&lt;br /&gt;
|17&lt;br /&gt;
|Bottles are labeled “Xinghua Vermouth”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:ginvodkaglass.png|64px]]&lt;br /&gt;
|Victory Gin {{anchor|Victory Gin}}&lt;br /&gt;
|&lt;br /&gt;
|18&lt;br /&gt;
|Bottles are labeled “Victory Gin”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:ginvodkaglass.png|64px]]&lt;br /&gt;
|Vodka {{anchor|Vodka}}&lt;br /&gt;
|10u [[#Potato Juice|Potato Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Bottles are labeled “Martian 50% Premium Vodka”&amp;lt;br&amp;gt;Reduces the effects of radiation.&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiskeyglass.png|64px]]&lt;br /&gt;
|Whiskey {{anchor|Whiskey}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Mu Cephei Special Reserve”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:whitecremeglass.png|64px]]&lt;br /&gt;
|White Creme de Menthe {{anchor|White Creme de Menthe}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Bottles are labeled “Xinghua White Mint”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:chartreuseyellowglass.png|64px]]&lt;br /&gt;
|Yellow Chartreuse {{anchor|Yellow Chartreuse}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled &amp;quot;Nralakk Touch Yellow Chartreuse&amp;quot;&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Beers and Wines====&lt;br /&gt;
Beers and wines are usually consumed singularly without other ingredients mixed in. While not unheard of, some beers and wines are called for in [[#Cocktail|cocktail]] recipes.&lt;br /&gt;
&lt;br /&gt;
Beers are typically a lighter drink in terms of alcohol. Only two beers are served on draught in the workplace, [[#Ale|ale]] and [[#Beer|Virklunder]], however many other brands of beer are stored in the Bar&#039;s backroom upon request.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Vendor&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|%Alcohol&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:aleglass.png|64px]]&lt;br /&gt;
|Ale {{anchor|Ale}}&lt;br /&gt;
|Booze dispenser, Booze-o-Mat&lt;br /&gt;
|6&lt;br /&gt;
|Hearty barley ale&lt;br /&gt;
|Bottles are labeled “Burszi-Ale”&lt;br /&gt;
|-&lt;br /&gt;
![[File:beerglass.png|64px]]&lt;br /&gt;
|Beer {{anchor|Beer}}&lt;br /&gt;
|Booze dispenser, Booze-o-Mat&lt;br /&gt;
|5&lt;br /&gt;
|Beer&lt;br /&gt;
|Reduces jitteriness.&amp;lt;br&amp;gt;Bottles are labeled “Virklunder”&amp;lt;br&amp;gt;10u [[#Flour|Flour]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|-&lt;br /&gt;
![[File:Algaewineglass.png|64px]]&lt;br /&gt;
|Algae Wine {{anchor|Algae Wine}}&lt;br /&gt;
|Booze-o-mat&lt;br /&gt;
|15&lt;br /&gt;
|Licorice and spinach&lt;br /&gt;
|Bottles are labeled “Reachers Triumph 2423”&lt;br /&gt;
|-&lt;br /&gt;
![[File:assunzionewineglass.png|64px]]&lt;br /&gt;
|Assunzioni Wine {{anchor|Assunzioni Wine}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Red wine, truffles, hints of dried fruit, and herbs&lt;br /&gt;
|Bottles are labeled “Azzunzioni Sera Stellata di Dalyan”&lt;br /&gt;
|-&lt;br /&gt;
![[File:champagneglass.png|64px]]&lt;br /&gt;
|Champagne {{anchor|Champagne}}&lt;br /&gt;
|Booze dispenser, Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Bubbly bitter-sweetness&lt;br /&gt;
|Bottles are labeled “Silverport&#039;s Bubbliest Champagne”&lt;br /&gt;
|-&lt;br /&gt;
![[File:skrellbeerdyn.png|64px]]&lt;br /&gt;
|Dyn Beer {{anchor|Dyn Beer}}&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|Spiced bitter beer&lt;br /&gt;
|Bottles are labeled “Qel&#039;Zvol Hospitality&#039;s Prestige Beer”&lt;br /&gt;
|-&lt;br /&gt;
![[File:earthmover.png|64px]]&lt;br /&gt;
|Earthmover {{anchor|Earthmover}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|6&lt;br /&gt;
|Hearty barley ale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ebisu.png|64px]]&lt;br /&gt;
|Ebisu Super Dry {{anchor|Ebisu}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|5&lt;br /&gt;
|Mild carbonated malt&lt;br /&gt;
|Cans are labeled &amp;quot;Ebisu Super Dry&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:guinnessglass.png|64px]]&lt;br /&gt;
|Guinness {{anchor|Guinness}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|8&lt;br /&gt;
|Dryness&lt;br /&gt;
|Bottles are labeled &amp;quot;Guiness&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:khlibnyz_glass.png|64px]]&lt;br /&gt;
|Khlibnyz&lt;br /&gt;
|Booze-o-Mat, Lunchbox option&lt;br /&gt;
|5&lt;br /&gt;
|Earthy and salty&lt;br /&gt;
|Bottles are labeled “Khlibnyz”&lt;br /&gt;
|-&lt;br /&gt;
![[File:Kvassglass.png|64px]]&lt;br /&gt;
|Kvass {{anchor|Kvass}}&lt;br /&gt;
|Booze-o-mat&lt;br /&gt;
|15&lt;br /&gt;
|Bittersweet yeast&lt;br /&gt;
|Bottles are labeled “Neubach Original Kvass”&lt;br /&gt;
|-&lt;br /&gt;
![[File:litebeer.png|64px]]&lt;br /&gt;
|Light Beer&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|Dish water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:makgeolliglass.png|64px]]&lt;br /&gt;
|Makgeolli {{anchor|Makgeolli}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Creamy dry alcohol&lt;br /&gt;
|Bottles are labeled “Doctor Kyung&#039;s Makgeolli”&lt;br /&gt;
|-&lt;br /&gt;
![[File:meadglass.png|64px]]&lt;br /&gt;
|Mead&lt;br /&gt;
|Booze dispenser&lt;br /&gt;
|25&lt;br /&gt;
|Sweet yet alcoholic&lt;br /&gt;
|1u [[#Sugar|Sugar]], 1u [[#Water|Water]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 2u&lt;br /&gt;
|-&lt;br /&gt;
![[File:messa_mead_glass.png|64px]]&lt;br /&gt;
|Messa&#039;s Mead{{anchor|Messa&#039;s Mead}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|25&lt;br /&gt;
|Honey&lt;br /&gt;
|Bottles are labeled “Messa&#039;s Mead”&amp;lt;br&amp;gt;1u [[#Earthen=Root Juice|Earthen-Root Juice]], 1u [[#Honey|Honey]] = 2u&lt;br /&gt;
|-&lt;br /&gt;
![[File:moonlabor.png|64px]]&lt;br /&gt;
|Moonlabor Malt&#039;s {{anchor|Moonlabor}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|5&lt;br /&gt;
|Mild carbonated malt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque.png|64px]]&lt;br /&gt;
|Pulque {{anchor|Pulque}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Sweet yeast&lt;br /&gt;
|Bottles are labeled “Don Augusto&#039;s Pulque”&lt;br /&gt;
|-&lt;br /&gt;
![[File:rice_beer.gif|64px]]&lt;br /&gt;
|Rice Beer {{anchor|Rice Beer}}&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|Mild carbonated malt&lt;br /&gt;
|10u [[#Rice|Rice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|-&lt;br /&gt;
![[File:roseglass.png|64px]]&lt;br /&gt;
|Rose Wine {{anchor|Rose Wine}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|8&lt;br /&gt;
|Citrus, cherry, and sweet wine&lt;br /&gt;
|Bottles are labeled “Coral Twilight Rose”&lt;br /&gt;
|-&lt;br /&gt;
![[File:shimauma.png|64px]]&lt;br /&gt;
|Shimauma Ichiban {{anchor|Shimauma}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|5&lt;br /&gt;
|Mild carbonated malt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:shyrrkirrtyrwine_glass.png|64px]]&lt;br /&gt;
|Shyyr Kirr&#039;tyr Wine {{anchor|Shyyr Kirr&#039;tyr Wine}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Dry alcohol with a hint of meat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:valokkiwineglass.png|64px]]&lt;br /&gt;
|Valokki Wine {{anchor|Valokki Wine}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|25&lt;br /&gt;
|Smooth, rich wine&lt;br /&gt;
|Bottles are labeled “Frostdancer Distillery Valokki Wine”&lt;br /&gt;
|-&lt;br /&gt;
![[File:space_beer.png|64px]]&lt;br /&gt;
|Virklunder canned beer {{anchor|Virklunder}}&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|Beer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whistlingforest.png|64px]]&lt;br /&gt;
|Whistling Forest Pale Ale {{anchor|Whistling Forest}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|5&lt;br /&gt;
|Hearty barley ale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whitewineglass.png|64px]]&lt;br /&gt;
|White Wine {{anchor|White Wine}}&lt;br /&gt;
|Booze Dispenser, Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Dry sweetness&lt;br /&gt;
|Bottles are labeled &amp;quot;Pineneedle Brand White Wine&amp;quot;&amp;lt;br&amp;gt;5u [[#White Grape Juice|White Grape Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 5u&lt;br /&gt;
|-&lt;br /&gt;
![[File:wineglass.png|64px]]&lt;br /&gt;
|Wine {{anchor|Wine}}&lt;br /&gt;
|Booze dispenser, Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Bitter sweetness&lt;br /&gt;
|Bottles are labeled “Silverport Quality Brand Red Wine”&amp;lt;br&amp;gt;10u [[#Grape Juice|Grape Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|-&lt;br /&gt;
![[File:skrellwineylpha.png|64px]]&lt;br /&gt;
|Ylpha Wine {{anchor|Ylpha Wine}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|3&lt;br /&gt;
|Sweet red wine&lt;br /&gt;
|Bottles are labeled &amp;quot;Federation&#039;s Finest Ylpha Wine&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Butanol-Based Drinks===&lt;br /&gt;
Unathi drinks are based on butanol. Butanol will intoxicate Unathi; non-Unathi feel very little effect.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|%Butanol&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:balefire.png|64px]]&lt;br /&gt;
|Balefire&lt;br /&gt;
|1u [[#Redstaff|Redstaff]], 4u [[#Mint Syrup|Mint Syrup]], 1u [[#Ice|Ice]] = 5u&lt;br /&gt;
|21&lt;br /&gt;
|Simultaneously far too hot and too cold, with a mild hint of gum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bloodwine.png|64px]]&lt;br /&gt;
|Bloodwine&lt;br /&gt;
|2u [[#Blood|Blood]], 3u [[#Sarezhi Wine|Sarezhi Wine]] = 5u&lt;br /&gt;
|21&lt;br /&gt;
|Strong berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|Butanol {{anchor|Butanol}}&lt;br /&gt;
|10u [[#Corn Oil|Corn Oil]], 10u [[#Sugar|Sugar]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 5u&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiskeycolaglass.png|64px]]&lt;br /&gt;
|Cactus Cola&lt;br /&gt;
|2u [[#Space Cola|Space Cola]], 1u [[#Ice|Ice]], 2u [[#Xuizi Juice|Xuizi Juice]] = 5u&lt;br /&gt;
|15&lt;br /&gt;
|Cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:contactwine.png|64px]]&lt;br /&gt;
|Contact Wine&lt;br /&gt;
|1u [[#Radium|Radium]], 5u [[#Sarezhi Wine|Sarezhi Wine]], 5u [[#Xuizi Juice|Xuizi Juice]] = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Berries and regret&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:crocodile_glass.png|64px]]&lt;br /&gt;
|Eszkazal&#039;s Bite&lt;br /&gt;
|5u [[#Sarezhi Wine|Sarezhi Wine]], 1u [[#Toxin|Toxin]] = 6u&lt;br /&gt;
|50&lt;br /&gt;
|Sour body sweat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:icepick.png|64px]]&lt;br /&gt;
|Fisher&#039;s Reward&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Xuizi Juice|Xuizi Juice]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|Tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bahamalizard.png|64px]]&lt;br /&gt;
|Forest&#039;s Bounty&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Ice|Ice]], 2u [[#Lemon Juice|Lemon Juice]], 2u [[#Xuizi Juice|Xuizi Juice]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet lemons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cactusmargarita.png|64px]]&lt;br /&gt;
|Healer&#039;s Pride&lt;br /&gt;
|3u [[#Lime Juice|Lime Juice]], 2u [[#Xuizi Juice|Xuizi Juice]] = 5u&lt;br /&gt;
|30&lt;br /&gt;
|Lime juice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:moghesheat.png|64px]]&lt;br /&gt;
|Janviri Heat&lt;br /&gt;
|3u [[#Capsaicin Oil|Capsaicin Oil]], 10u [[#Xuizi Juice|Xuizi Juice]] = 10u&lt;br /&gt;
|40&lt;br /&gt;
|Burning heat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:liarshandshake.png|64px]]&lt;br /&gt;
|Liar&#039;s Handshake&lt;br /&gt;
|5u [[#Redstaff|Redstaff]], 1u [[#Gunpowder|Gunpowder]] = 5u&lt;br /&gt;
|60&lt;br /&gt;
|A powder keg of bad decisions&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cactuscreme.png|64px]]&lt;br /&gt;
|Palace Delight&lt;br /&gt;
|2u [[#Berry Juice|Berry Juice]], 1u [[#Cream|Cream]], 2u [[#Xuizi Juice|Xuizi Juice]] = 5u&lt;br /&gt;
|15&lt;br /&gt;
|Creamy berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:moghespolitan.png|64px]]&lt;br /&gt;
|Queen&#039;s Gift&lt;br /&gt;
|5u [[#Grenadine Syrup|Grenadine Syrup]], 2u [[#Sarezhi Wine|Sarezhi Wine]], 1u [[#Xuizi Juice|Xuizi Juice]] = 5u&lt;br /&gt;
|27&lt;br /&gt;
|Fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:redstaff.png|64px]]&lt;br /&gt;
|Redstaff {{anchor|Redstaff}}&lt;br /&gt;
|&lt;br /&gt;
|30&lt;br /&gt;
|Creamy red ale with a distinct hint of bitterness&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:sarezhiglass.png|64px]]&lt;br /&gt;
|Sarezhi Wine {{anchor|Sarezhi Wine}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Berry juice&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:sarikshand.png|64px]]&lt;br /&gt;
|Sarik&#039;s Hand&lt;br /&gt;
|1u [[#Sarezhi Wine|Sarezhi Wine]], 1u [[#Cranberry Juice|Cranberry Juice]], 1u [[#Redstaff|Redstaff]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|A strong initial hit of bitterness followed by a lingering earthy spice.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:lizardphlegm.png|64px]]&lt;br /&gt;
|Sen&#039;s Secret&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 2u [[#Cream|Cream]], 1u [[#Xuizi Juice|Xuizi Juice]], 1u [[#Watermelon Juice|Watermelon Juice]] = 5u&lt;br /&gt;
|20&lt;br /&gt;
|Creamy fruit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:demonsblood.png|64px]]&lt;br /&gt;
|Smokescale&#039;s Blood&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Dr. Gibb|Dr. Gibb]], 1u [[#Stellar Jolt|Stellar Jolt]], 3u [[#Xuizi Juice|Xuizi Juice]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Fizzy sweet iron&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sangria.png|64px]]&lt;br /&gt;
|Taste of Victory&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Orange Juice|Orange Juice]], 3u [[#Sarezhi Wine|Sarezhi Wine]], 1u [[#Xuizi Juice|Xuizi Juice]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Tart berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:screwdriverglass.png|64px]]&lt;br /&gt;
|Temple Treasure&lt;br /&gt;
|2u [[#Xuizi Juice|Xuizi Juice]], 2u [[#Orange Juice|Orange Juice]] = 4u&lt;br /&gt;
|15&lt;br /&gt;
|Oranges&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:three_towns_cider.png|64px]]&lt;br /&gt;
|Three Towns Cider {{anchor|Three Towns Cider}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Bittersweet root juice&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:trizkizkitea.png|64px]]&lt;br /&gt;
|Trizkizki Tea&lt;br /&gt;
|1u [[#Green Tea|Green Tea]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Sarezhi Wine|Sarezhi Wine]] = 3u&lt;br /&gt;
|5&lt;br /&gt;
|Light, sweet wine, with a hint of sea breeze&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:xuiziglass.png|64px]]&lt;br /&gt;
|Xuizi Juice {{anchor|Xuizi Juice}}&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|Water&amp;lt;br&amp;gt;&#039;&#039;&#039;UNATHI:&#039;&#039;&#039; A bit of watermelon and strawberry with a hint of salt&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_butanol.png|64px]]&lt;br /&gt;
|Xuizi Pulque&lt;br /&gt;
|1u [[#Pulque|Pulque]], 1u [[#Xuizi Juice|Xuizi Juice]] = 2u&lt;br /&gt;
|5&lt;br /&gt;
|Sweet yeast&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Toothpaste-Based Drinks===&lt;br /&gt;
Vaurca can get drunk on alcohol, but it will also poison them. Non-toxic strong drinks for Vaurca are based on toothpaste.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Strength&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:caprician_coffee.png|64px]]&lt;br /&gt;
|Caprician Coffee&lt;br /&gt;
|2u [[#Coffee|Coffee]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Minty coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:caprician_sunrise.png|64px]]&lt;br /&gt;
|Caprician Sunrise&lt;br /&gt;
|2u [[#Mouthwash|Mouthwash]], 1u [[#Orange Juice|Orange Juice]] = 3u&lt;br /&gt;
|60&lt;br /&gt;
|Spicy orange&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cold_gate.png|64px]]&lt;br /&gt;
|Cold Gate&lt;br /&gt;
|1u [[#Ice|Ice]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Mint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:flagsdale_mule.png|64px]]&lt;br /&gt;
|Flagsdale Mule&lt;br /&gt;
|1u [[#Mint Syrup|Mint Syrup]], 1u [[#Mouthwash|Mouthwash]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|80&lt;br /&gt;
|Refreshing, spicy lime, and bulwark&#039;s kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:kois_odyne.png|64px]]&lt;br /&gt;
|Kois Odyne&lt;br /&gt;
|1u [[#K&#039;ois|K&#039;ois]], 1u [[#Tonic Water|Tonic Water]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|60&lt;br /&gt;
|Chalk&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mouthgarita.png|64px]]&lt;br /&gt;
|Mouthgarita&lt;br /&gt;
|2u [[#Mouthwash|Mouthwash]], 1u [[#Lime Juice|Lime Juice]] = 3u&lt;br /&gt;
|80&lt;br /&gt;
|Sour and minty&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mouthwash.png|64px]]&lt;br /&gt;
|Mouthwash {{anchor|Mouthwash}}&lt;br /&gt;
|&lt;br /&gt;
|75&lt;br /&gt;
|Mouthwash&lt;br /&gt;
|Source: Bar back room&lt;br /&gt;
|-&lt;br /&gt;
![[File:sedantian_firestorm.gif|64px]]&lt;br /&gt;
|Sedantian Firestorm&lt;br /&gt;
|1u [[#Phoron|Phoron]], 1u [[#Toothpaste|Toothpaste]] = 2u&lt;br /&gt;
|80&lt;br /&gt;
|Melting asphalt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:skyemok_glass.png|64px]]&lt;br /&gt;
|Skye&#039;mok Mead&lt;br /&gt;
|&lt;br /&gt;
|25&lt;br /&gt;
|Fresh, tangy, and lingering taste&lt;br /&gt;
|Source: Booze-o-mat as V&#039;rexi Swollen Organ&lt;br /&gt;
|-&lt;br /&gt;
![[File:teathpaste.png|64px]]&lt;br /&gt;
|Teathpaste&lt;br /&gt;
|2u [[#Tea|Tea]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Liquid dental work&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:toothpaste.png|64px]]&lt;br /&gt;
|Toothpaste {{anchor|Toothpaste}}&lt;br /&gt;
|&lt;br /&gt;
|100&lt;br /&gt;
|Toothpaste&lt;br /&gt;
|Source: Bar back room&lt;br /&gt;
|-&lt;br /&gt;
![[File:waterfresh.png|64px]]&lt;br /&gt;
|Waterfresh&lt;br /&gt;
|1u [[#Soda Water|Soda Water]], 1u [[#Tonic Water|Tonic Water]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Bubble bath&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ichor.png|64px]]&lt;br /&gt;
|Xsain Ichor&lt;br /&gt;
|1u [[#Filtered K&#039;ois|Filtered K&#039;ois]], 1u [[#Toothpaste|Toothpaste]], 1u [[#Xuizi Juice|Xuizi Juice]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Minty cactus water&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Non-Alcoholic Drinks===&lt;br /&gt;
These drinks don&#039;t contain alcohol, butanol, or toothpaste. Most increase hydration.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;quot;non-alcoholic&amp;quot; doesn&#039;t always mean the drink has no effect!&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:ciderhot.png|64px]]&lt;br /&gt;
|Apple Cider {{anchor|Apple Cider}}&lt;br /&gt;
|&lt;br /&gt;
|Fresh apples mixed with cinnamon&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:meadglass.png|64px]]&lt;br /&gt;
|Apple Cider Juice {{anchor|Apple Cider Juice}}&lt;br /&gt;
|2u [[#Apple Juice|Apple Juice]], 1u [[#Space Spice|Space Spice]], 1u [[#Sugar|Sugar]] = 4u&lt;br /&gt;
|Sad apple juice with cinnamon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_apple.png|64px]]&lt;br /&gt;
|Apple Juice {{anchor|Apple Juice}}&lt;br /&gt;
|Process Apple&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-OR-&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1u Instant Apple Juice, 3u Water = 3u&lt;br /&gt;
|Sweet apples&lt;br /&gt;
|Source: Booze-o-Mat, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:banana.png|64px]]&lt;br /&gt;
|Banana Juice {{anchor|Banana Juice}}&lt;br /&gt;
|Process Banana&lt;br /&gt;
|Banana&lt;br /&gt;
|Source: Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Berry Juice {{anchor|Berry Juice}}&lt;br /&gt;
|Process Berries&lt;br /&gt;
|Berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:BerryMilkshake.png|64px]]&lt;br /&gt;
|Berry Milkshake {{anchor|Berry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Berry Syrup|Berry Syrup]]&lt;br /&gt;
|Smooth berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Black Raspberry Juice {{anchor|Black Raspberry Juice}}&lt;br /&gt;
|Process Blackberry&lt;br /&gt;
|Black raspberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Blue Raspberry Juice {{anchor|Blue Raspberry Juice}}&lt;br /&gt;
|Process Blue Raspberries&lt;br /&gt;
|Blue Raspberry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:BlueRaspberryMilkshake.png|64px]]&lt;br /&gt;
|Blue Raspberry Milkshake {{anchor|Blue Raspberry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Blue Raspberry Syrup|Blue Raspberry Syrup]]&lt;br /&gt;
|Creamy raspberry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Blueberry Juice {{anchor|Blueberry Juice}}&lt;br /&gt;
|Process Blueberry&lt;br /&gt;
|Blueberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:BlueberryMilkshake.png|64px]]&lt;br /&gt;
|Blueberry Milkshake {{anchor|Blueberry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Blueberry Syrup|Blueberry Syrup]]&lt;br /&gt;
|Creamy blueberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Buzzinsoda.png|64px]]&lt;br /&gt;
|Buzzin&#039; Cola {{anchor|Buzzin&#039; Cola}}&lt;br /&gt;
|&lt;br /&gt;
|A fizzing swarm of cola&lt;br /&gt;
|Source: Zo&#039;ra Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:CaramelMilkshake.png|64px]]&lt;br /&gt;
|Caramel Milkshake&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Caramel Syrup|Caramel Syrup]]= 6u&lt;br /&gt;
|Smooth caramel&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:carrotjuice.png|64px]]&lt;br /&gt;
|Carrot juice {{anchor|Carrot Juice}}&lt;br /&gt;
|Process Carrot&lt;br /&gt;
|Carrots&lt;br /&gt;
|Works like Oculine for Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_chocolate.png|64px]]&lt;br /&gt;
|Chocolate milk {{anchor|Chocolate Milk}}&lt;br /&gt;
|&lt;br /&gt;
|Chocolate milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChocolateMilkshake.png|64px]]&lt;br /&gt;
|Chocolate Milkshake {{anchor|Chocolate Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Chocolate Syrup|Chocolate Syrup]]&lt;br /&gt;
|Chocolatey vanilla&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chocolate_Soda.png|64px]]&lt;br /&gt;
|Chocolate Soda&lt;br /&gt;
|1u Cocoa, 1u [[#Space Cola|Space Cola]], 3u Soda Water = 5u&lt;br /&gt;
|Tastes like fizzy chocolate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChocMintMilkshake.png|64px]]&lt;br /&gt;
|Choco-Mint Milkshake {{anchor|Choco-Mint Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Mint Syrup|Mint Syrup]]&lt;br /&gt;
|Chocolatey mint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cigarettelizard.png|64px]]&lt;br /&gt;
|Cigarette Lizard&lt;br /&gt;
|1u [[#Ice|Ice]], 2u [[#Lime Juice|Lime Juice]], 1u [[#Mint Syrup|Mint Syrup]], 2u [[#Soda Water|Soda Water]] = 6u&lt;br /&gt;
|Minty sass&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:spacecola.png|64px]]&lt;br /&gt;
|Coca Cola&lt;br /&gt;
|1u [[#Coca Grounds|Coca Grounds]], 5u [[#Space Cola|Space Cola]] = 5u&lt;br /&gt;
|A very strong cola&lt;br /&gt;
|Reduces dizziness, drowsiness, and sleepiness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:spacecola.png|64px]]&lt;br /&gt;
|Comet Cola (Space Cola) {{anchor|Space Cola}}&lt;br /&gt;
|&lt;br /&gt;
|Cola&lt;br /&gt;
|Cans are labeled “Space Cola”&amp;lt;br&amp;gt;Source: Booze-o-Mat, lunchbox option, Robust Softdrinks, Soft drink dispenser&amp;lt;br&amp;gt;Reduces drowsiness&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Cranberry Juice {{anchor|Cranberry Juice}}&lt;br /&gt;
|&lt;br /&gt;
|Tart cranberries&lt;br /&gt;
|Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Cream {{anchor|Cream}}&lt;br /&gt;
|&lt;br /&gt;
|Creamy milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat, Coffee Master 3000, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:cthurdyn.png|64px]]&lt;br /&gt;
|C&#039;thur Dyn-a-Mite{{anchor|C&#039;thur Dyn-a-Mite}}&lt;br /&gt;
|&lt;br /&gt;
|An explosion of menthol&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:cthurberry.png|64px]]&lt;br /&gt;
|C&#039;thur Rockin&#039; Raspberry{{anchor|C&#039;thur Rockin&#039; Raspberry}}&lt;br /&gt;
|&lt;br /&gt;
|Sweet flowery raspberry&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Death Berry Juice {{anchor|Death Berry Juice}}&lt;br /&gt;
|Process Death Berries&lt;br /&gt;
|Death and decay&lt;br /&gt;
|Toxic.&lt;br /&gt;
|-&lt;br /&gt;
![[File:spacecola.png|64px]]&lt;br /&gt;
|Diet Cola&lt;br /&gt;
|&lt;br /&gt;
|Cola and less calories&lt;br /&gt;
|Source: Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Dirt Berry Juice {{anchor|Dirt Berry Juice}}&lt;br /&gt;
|Process Dirt Berries&lt;br /&gt;
|Dirt berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:DirtberryMilkshake.png|64px]]&lt;br /&gt;
|Dirtberry Milkshake&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Dirtberry Syrup|Dirtberry Syrup]]= 6u&lt;br /&gt;
|Smooth dirtberries&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:dr_gibb_glass.png|64px]]&lt;br /&gt;
|Dr. Gibb {{anchor|Dr. Gibb}}&lt;br /&gt;
|&lt;br /&gt;
|Cherry soda&lt;br /&gt;
|Source: Lunchbox option, Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:dynjuice.png|64px]]&lt;br /&gt;
|Dyn Juice {{anchor|Dyn Juice}}&lt;br /&gt;
|Process Dyn&lt;br /&gt;
|Astringent menthol&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:bluelagoon.png|64px]]&lt;br /&gt;
|Earthen-Root Juice {{anchor|Earthen-Root Juice}}&lt;br /&gt;
|Process Earthen-Root&lt;br /&gt;
|Sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mutthir.png|64px]]&lt;br /&gt;
|Fatshouters Milk {{anchor|Fatshouters Milk}}&lt;br /&gt;
|Milk a Fatshouter&lt;br /&gt;
|Fatty milk&lt;br /&gt;
|Nauseating to non-Tajara; heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:milk_can.png|64px]]&lt;br /&gt;
|Fermented Fatshouters Milk {{anchor|Fermented Fatshouters Milk}}&lt;br /&gt;
|1u [[#Fatshouters Milk|Fatshouters Milk]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 1u&lt;br /&gt;
|Sour milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Lunchbox option&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_kois.png|64px]]&lt;br /&gt;
|Filtered K&#039;ois {{anchor|Filtered K&#039;ois}}&lt;br /&gt;
|&lt;br /&gt;
|Cabbage soup&lt;br /&gt;
|Toxic to non-Vaurca.&amp;lt;br&amp;gt;Source: Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:root_beer_glass.png|64px]]&lt;br /&gt;
|Getmore Root Beer&lt;br /&gt;
|&lt;br /&gt;
|Sassafras and anise soda&lt;br /&gt;
|Source: Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:dr_gibb_glass.png|64px]]&lt;br /&gt;
|Getmore Root-Cola&lt;br /&gt;
|1u Dr. Gibb, 1u Water = 2u&lt;br /&gt;
|Watered down liquid sunshine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Glow Berry Juice {{anchor|Glow Berry Juice}}&lt;br /&gt;
|Process Glow Berries&lt;br /&gt;
|Glow berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:grapejuice.png|64px]]&lt;br /&gt;
|Grape Juice {{anchor|Grape Juice}}&lt;br /&gt;
|Process Grape&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-OR-&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1u Instant Grape Juice, 3u Water = 3u&lt;br /&gt;
|Grapes&lt;br /&gt;
|Cans are labeled “Grapel Juice”&amp;lt;br&amp;gt;Source: Booze-o-Mat, Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:gsodaglass.png|64px]]&lt;br /&gt;
|Grape Soda&lt;br /&gt;
|1u [[#Space Cola|Space Cola]], 2u [[#Grape Juice|Grape Juice]] = 3u&lt;br /&gt;
|Grape soda&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:grenadineglass.png|64px]]&lt;br /&gt;
|Grenadine Syrup {{anchor|Grenadine Syrup}}&lt;br /&gt;
|10u [[#Berry Juice|Berry Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|100% pure pomegranate&lt;br /&gt;
|Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:beetlemilk.png|64px]]&lt;br /&gt;
|Hakhma Milk {{anchor|Hakhma Milk}}&lt;br /&gt;
|Milk a Hakhma&lt;br /&gt;
|Alien milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Booze-o-Mat, Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:chocolateglass.png|64px]]&lt;br /&gt;
|Hot Chocolate&lt;br /&gt;
|&lt;br /&gt;
|Creamy chocolate&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:hrozamal_soda_glass.png|64px]]&lt;br /&gt;
|Hro&#039;zamal Soda&lt;br /&gt;
|&lt;br /&gt;
|Carbonated fruit sweetness&lt;br /&gt;
|Source: Booze-o-Mat, Lunchbox option, Robust Softdrinks&amp;lt;br&amp;gt;Contains Caffeine strength 0.2&lt;br /&gt;
|-&lt;br /&gt;
![[File:jyalra.png|64px]]&lt;br /&gt;
|Jyalra&lt;br /&gt;
|&lt;br /&gt;
|Savoury fruit mush&lt;br /&gt;
|Getmore Chocolate vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:jyalra.png|64px]]&lt;br /&gt;
|Jyalra With Apples&lt;br /&gt;
|&lt;br /&gt;
|Sweet apple mush&lt;br /&gt;
|Getmore Chocolate vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:jyalra.png|64px]]&lt;br /&gt;
|Jyalra With Cherries&lt;br /&gt;
|&lt;br /&gt;
|Sweet cherry mush&lt;br /&gt;
|Getmore Chocolate vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:jyalra.png|64px]]&lt;br /&gt;
|Jyalra With Nycii&lt;br /&gt;
|&lt;br /&gt;
|Alien cheese mush&lt;br /&gt;
|Getmore Chocolate vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:kiraspecial.png|64px]]&lt;br /&gt;
|Kira Special{{anchor|Kira Special}}&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Soda Water|Soda Water]] = 3u&lt;br /&gt;
|Fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:klaxancrush.png|64px]]&lt;br /&gt;
|K&#039;lax Energy Crush {{anchor|K&#039;laxan Energy Crush}}&lt;br /&gt;
|&lt;br /&gt;
|Fizzy and creamy orange zest&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:klaxxuizi.png|64px]]&lt;br /&gt;
|K&#039;lax Xuizi Xplosion {{anchor|K&#039;lax Xuizi Xplosion}}&lt;br /&gt;
|&lt;br /&gt;
|Sparkling cactus water&amp;lt;br&amp;gt;&#039;&#039;&#039;UNATHI:&#039;&#039;&#039; An electric kick of strawberry and watermelon&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Koko Reed Juice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Process Koko Bar&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|K&#039;ois {{anchor|K&#039;ois}}&lt;br /&gt;
|Process K’ois&lt;br /&gt;
|Boiled cabbage&lt;br /&gt;
|Highly toxic and causes K’ois Mycosis in non-Vaurca.&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonjuice.png|64px]]&lt;br /&gt;
|Lemon Juice {{anchor|Lemon Juice}}&lt;br /&gt;
|Process Lemon&lt;br /&gt;
|Sourness&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonlime.png|64px]]&lt;br /&gt;
|Lemon Lime {{anchor|Lemon Lime}}&lt;br /&gt;
|&lt;br /&gt;
|Tangy lime and lemon soda&lt;br /&gt;
|Source: Booze dispenser, Lunchbox option, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonlimebitters_glass.png|64px]]&lt;br /&gt;
|Lemon Lime &amp;amp; Bitters&lt;br /&gt;
|1u [[#Bitters|Bitters]], 1u [[#Lemonade|Lemonade]], 1u [[#Lime Juice|Lime Juice]]&lt;br /&gt;
|Punchy lemonade with a splash of medicine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonadeglass.png|64px]]&lt;br /&gt;
|Lemonade {{anchor|Lemonade}}&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Sugar|Sugar]], 1u [[#Water|Water]]= 3u&lt;br /&gt;
|Tartness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_green.png|64px]]&lt;br /&gt;
|Lime Juice {{anchor|Lime Juice}}&lt;br /&gt;
|Process Lime&lt;br /&gt;
|Tart citrus&lt;br /&gt;
|Source: Booze dispenser, Booze-o-Mat, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:meatshake.png|64px]]&lt;br /&gt;
|Meatshake&lt;br /&gt;
|1u [[#Animal Protein|Animal Protein]], 1u [[#Cream|Cream]], 1u [[#Water|Water]]= 3u&lt;br /&gt;
|Liquified meat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:meloncooler.png|64px]]&lt;br /&gt;
|Melon Cooler&lt;br /&gt;
|1u [[#Ice|Ice]], 1u [[#Mint Syrup|Mint Syrup]], 2u [[#Soda Water|Soda Water]], 2u [[#Watermelon Juice|Watermelon Juice]] = 6u&lt;br /&gt;
|Minty melon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:melon_soda.png|64px]]&lt;br /&gt;
|Melon Soda&lt;br /&gt;
|&lt;br /&gt;
|Fizzy melon&lt;br /&gt;
|Soda vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:midynhrwater_glass.png|64px]]&lt;br /&gt;
|Midynhr Water&lt;br /&gt;
|&lt;br /&gt;
|Creamy sweetness&lt;br /&gt;
|Source: Booze-o-Mat, Lunchbox option&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Milk {{anchor|Milk}}&lt;br /&gt;
|Milk a Cow&lt;br /&gt;
|Milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Coffee Master 3000, Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:milkshake.png|64px]]&lt;br /&gt;
|Milkshake&lt;br /&gt;
|1u [[#Cream|Cream]], 2u [[#Ice|Ice]], 2u [[#Milk|Milk]]= 5u&lt;br /&gt;
|Creamy vanilla&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:millionairesour.png|64px]]&lt;br /&gt;
|Millionaire Sour&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Lime Juice|Lime Juice]], 3u [[#Stellar Jolt|Stellar Jolt]] = 5u&lt;br /&gt;
|Tart fruit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mutthir_glass.png|64px]]&lt;br /&gt;
|Mutthir &lt;br /&gt;
|1u [[#Fatshouters Milk|Fatshouters Milk]], 1u [[#Sugar|Sugar]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 2u&lt;br /&gt;
|Sweet fatty yogurt&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:Nemiik.png|64px]]&lt;br /&gt;
|Ne&#039;miik&lt;br /&gt;
|&lt;br /&gt;
|Tangy sweet ooze&lt;br /&gt;
|Source: Booze-o-Mat&amp;lt;br&amp;gt;Can cause discomfort in Humans and Tajara&lt;br /&gt;
|-&lt;br /&gt;
![[File:nothing.png|64px]]&lt;br /&gt;
|Nothing {{anchor|Nothing}}&lt;br /&gt;
|&lt;br /&gt;
|Nothing&lt;br /&gt;
|Source: Booze-o-Mat (Premium)&lt;br /&gt;
|-&lt;br /&gt;
![[File:NTellaHotChocolate.png|64px]]&lt;br /&gt;
|NTella Hot Chocolate&lt;br /&gt;
|1u [[#Milk|Milk]], 1u Choco-Nut Spread, 1u [[#Cream|Cream]] = 3u&lt;br /&gt;
|Hazelnutty, creamy chocolate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:NTellaMilkshake.png|64px]]&lt;br /&gt;
|NTella Milkshake&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u Choco-Nut Spread= 6u&lt;br /&gt;
|Overwhelmingly sweet chocolate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:nuka_colaglass.png|64px]]&lt;br /&gt;
|Nuka Cola&lt;br /&gt;
|5u [[#Space Cola|Space Cola]], 1u [[#Uranium|Uranium]]= 5u&lt;br /&gt;
|Cola&lt;br /&gt;
|For non-Diona: Makes you high; increases speed, causes dizziness and jitteriness.&amp;lt;br&amp;gt;Contains Caffeine strength 1&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_orange.png|64px]]&lt;br /&gt;
|Orange Juice {{anchor|Orange Juice}}&lt;br /&gt;
|Process Orange&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-OR-&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1u Instant Orange Juice, 3u Water = 3u&lt;br /&gt;
|Oranges&lt;br /&gt;
|Improves oxygenation for Diona.&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:brownstar.png|64px]]&lt;br /&gt;
|Orange Starshine{{anchor|Orange Starshine}}&lt;br /&gt;
|1u [[#Space Cola|Space Cola]], 2u [[#Orange Juice|Orange Juice]] = 3u&lt;br /&gt;
|Orange and cola soda&lt;br /&gt;
|Cans are labeled “Star-Kist”&amp;lt;br&amp;gt;Source: Lunchbox option, Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_orange.png|64px]]&lt;br /&gt;
|Pear Juice {{anchor|Pear Juice}}&lt;br /&gt;
|Found in Apples &#039;n&#039; Pears Protein Bars&lt;br /&gt;
|Sweet pears&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:phoron_punch.png|64px]]&lt;br /&gt;
|Phoron Punch!&lt;br /&gt;
|Contains 10u Filtered K’ois and 5u Phoron&lt;br /&gt;
|&lt;br /&gt;
|Source: Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonjuice.png|64px]]&lt;br /&gt;
|Pineapple Juice {{anchor|Pineapple Juice}}&lt;br /&gt;
|Process Pineapple&lt;br /&gt;
|Pineapple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pinklemonade.png|64px]]&lt;br /&gt;
|Pink Lemonade&lt;br /&gt;
|2u [[#Grenadine Syrup|Grenadine Syrup]], 8u [[#Lemonade|Lemonade]] = 10u&lt;br /&gt;
|Girly tartness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:algae_surprise.png|64px]]&lt;br /&gt;
|Pl&#039;iuop Algae Surprise&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 2u [[#Virus Food|Virus Food]] = 3u&lt;br /&gt;
|Swamp fungus&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:poisonberryjuice.png|64px]]&lt;br /&gt;
|Poison Berry Juice {{anchor|Poison Berry Juice}}&lt;br /&gt;
|Process Poison Berries&lt;br /&gt;
|Berries&lt;br /&gt;
|Toxic.&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Raspberry Juice {{anchor|Raspberry Juice}}&lt;br /&gt;
|Process Raspberries&lt;br /&gt;
|Raspberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:RaspberryMilkshake.png|64px]]&lt;br /&gt;
|Raspberry Milkshake {{anchor|Raspberry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Raspberry Syrup|Raspberry Syrup]]&lt;br /&gt;
|Creamy raspberry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gibbfloats.png|64px]]&lt;br /&gt;
|Root-Cola Floats&lt;br /&gt;
|1u [[#Dr. Gibb|Dr. Gibb]], 1u [[#Ice|Ice]], 1u [[#Cream|Cream]] = 3u&lt;br /&gt;
|Cherry soda and icecream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:royaljelly.png|64px]]&lt;br /&gt;
|Royal Vaurca Jelly&lt;br /&gt;
|&lt;br /&gt;
|Sweet flowers and nectar mixed with aromatic spices&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic. Gets non-Vaurca high&amp;lt;br&amp;gt;Contains Caffeine strength 0.3&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor (Premium)&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Sarezhi Berry Juice&lt;br /&gt;
|&lt;br /&gt;
|Tart, bitter berry juice&lt;br /&gt;
|Grind Sarezhi Berry&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Schlorrgo Milk&lt;br /&gt;
|Milk a Schlorrgo&lt;br /&gt;
|Fatty milk&lt;br /&gt;
|Causes stomach pain to Tajara; heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:shirleytemple.png|64px]]&lt;br /&gt;
|Shirley Temple&lt;br /&gt;
|2u [[#Grenadine Syrup|Grenadine Syrup]], 4u Vacuum Fizz = 6u&lt;br /&gt;
|Innocence&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|Soda Water {{anchor|Soda Water}}&lt;br /&gt;
|&lt;br /&gt;
|Carbonated water&lt;br /&gt;
|Source: Booze dispenser, Booze-o-Mat, Lunchbox option, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Soy Milk {{anchor|Soy Milk}}&lt;br /&gt;
|Process Soybean&lt;br /&gt;
|Soy milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Coffee Master 3000, Hot Drinks machine (Hacked)&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Steamed Milk {{anchor|Steamed Milk}}&lt;br /&gt;
|Heat Milk to 66 C&lt;br /&gt;
|Hot creamy milk&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Space_mountain_wind_glass.png|64px]]&lt;br /&gt;
|Stellar Jolt {{anchor|Stellar Jolt}}&lt;br /&gt;
|&lt;br /&gt;
|Sweet citrus soda&lt;br /&gt;
|Cans are labeled “Space Mountain Wind”&amp;lt;br&amp;gt;Source: Booze-o-Mat, lunchbox option, Robust Softdrinks, Soft drink dispenser&amp;lt;br&amp;gt;Reduces drowsiness and sleepiness&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|S&#039;th Berry Juice&lt;br /&gt;
|&lt;br /&gt;
|Sweet berry juice&lt;br /&gt;
|Grind S&#039;th Berry&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Strawberry Juice {{anchor|Strawberry Juice}}&lt;br /&gt;
|Process Strawberries&lt;br /&gt;
|Strawberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_strawberry.png|64px]]&lt;br /&gt;
|Strawberry Milk&lt;br /&gt;
|1u Milk, 1u Strawberry Juice = 2u&lt;br /&gt;
|&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:StrawberryMilkshake.png|64px]]&lt;br /&gt;
|Strawberry Milkshake&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Strawberry Syrup|Strawberry Syrup]]= 6u&lt;br /&gt;
|Sugary strawberry&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:doctorsdelightglass.png|64px]]&lt;br /&gt;
|The Doctor&#039;s Delight&lt;br /&gt;
|2u [[#Cream|Cream]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Tomato Juice|Tomato Juice]], 1u [[Chemistry#Tricordrazine|Tricordrazine]] = 6u&lt;br /&gt;
|Homely fruit&lt;br /&gt;
|For non-Diona: Improves blood oxygenation, heals mild organ damage, reduces dizziness and confusion.&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_red.png|64px]]&lt;br /&gt;
|Tomato Juice {{anchor|Tomato Juice}}&lt;br /&gt;
|Process Tomato&lt;br /&gt;
|Tomatoes&lt;br /&gt;
|Heals slight organ damage.&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|Tonic Water {{anchor|Tonic Water}}&lt;br /&gt;
|&lt;br /&gt;
|Tart and fresh&lt;br /&gt;
|Source: Booze dispenser, Booze-o-Mat, Lunchbox option, Soft drink dispenser&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&lt;br /&gt;
|-&lt;br /&gt;
![[File:upsidedowncup.png|64px]]&lt;br /&gt;
|Upside-Down Cup&lt;br /&gt;
|3u [[#Dr. Gibb|Dr. Gibb]], 1u [[#Ice|Ice]], 1u [[#Lemon Juice|Lemon Juice]] = 5u&lt;br /&gt;
|Esoteric humor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:space-up_glass.png|64px]]&lt;br /&gt;
|Vacuum Fizz {{anchor|Space Up}}&lt;br /&gt;
|&lt;br /&gt;
|Hull breach&lt;br /&gt;
|Cans are labeled “Space-Up”&amp;lt;br&amp;gt;Source: Booze-o-Mat, lunchbox option, Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:dronefuel.png|64px]]&lt;br /&gt;
|Vaurca Drone Fuel&lt;br /&gt;
|&lt;br /&gt;
|Viscous stale cola mixed with gasoline&lt;br /&gt;
|Toxic to non-Vaurca; boosts speed and restores blood volume for Vaurca.&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:waterbottle.png|64px]]&lt;br /&gt;
|Water {{anchor|Water}}&lt;br /&gt;
|1u [[#Ice|Ice]], heated to above 0C = 1u&lt;br /&gt;
|Water&lt;br /&gt;
|Source: Coffee Master 3000, Lunchbox option, Robust Softdrinks, sink, Soft Drinks dispenser, water tank&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_red.png|64px]]&lt;br /&gt;
|Watermelon Juice {{anchor|Watermelon Juice}}&lt;br /&gt;
|Process Watermelon&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-OR-&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1u Instant Watermelon Juice, 3u Water = 3u&lt;br /&gt;
|Watermelon&lt;br /&gt;
|Source: Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|White Grape Juice {{anchor|White Grape Juice}}&lt;br /&gt;
|Process White Grapes&lt;br /&gt;
|Tarty grapes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_red.png|64px]]&lt;br /&gt;
|Xanu Rush!&lt;br /&gt;
|&lt;br /&gt;
|Dull peaches&lt;br /&gt;
|Source: Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:xrim.png|64px]]&lt;br /&gt;
|Xrim Garden&lt;br /&gt;
|1u [[#C&#039;thur Rockin&#039; Raspberry|C&#039;thur Rockin&#039; Raspberry]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Orange Juice|Orange Juice]], 2u [[#Virus Food|Virus Food]], 1u [[#Watermelon Juice|Watermelon Juice]] = 6u&lt;br /&gt;
|Sweet, fruity slime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Ylpha Berry Juice {{anchor|Yplha Berry Juice}}&lt;br /&gt;
|Process Ylpha Berries&lt;br /&gt;
|Ylpha berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:RaspberryMilkshake.png|64px]]&lt;br /&gt;
|Ylpha Berry Milkshake {{anchor|Ylpha Berry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Ylpha Berry Syrup|Ylpha Berry Syrup]]&lt;br /&gt;
|Tangy sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:capriciancraze.png|64px]]&lt;br /&gt;
|Zo&#039;ra Caprician Craze&lt;br /&gt;
|&lt;br /&gt;
|Energizing berries&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:zoracherry.png|64px]]&lt;br /&gt;
|Zo&#039;ra Cherry&lt;br /&gt;
|&lt;br /&gt;
|Bitter cherry&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:hozm.png|64px]]&lt;br /&gt;
|Zo&#039;ra High Octane Zorane Might&lt;br /&gt;
|&lt;br /&gt;
|Biting into an acidic lemon mixed with strong mint&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.6&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor (Hacked)&lt;br /&gt;
|-&lt;br /&gt;
![[File:koistwist.png|64px]]&lt;br /&gt;
|Zo&#039;ra K&#039;ois Twist&lt;br /&gt;
|&lt;br /&gt;
|Sugary cabbage&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:phoronpassion.png|64px]]&lt;br /&gt;
|Zo&#039;ra Phoron Passion&lt;br /&gt;
|&lt;br /&gt;
|Fruity grape&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:seismicslammer.png|64px]]&lt;br /&gt;
|Zo&#039;ra Seismic Slammer&lt;br /&gt;
|&lt;br /&gt;
|Electric zestiness&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:sourvenomgrass.png|64px]]&lt;br /&gt;
|Zo&#039;ra Sour Venom Grass&lt;br /&gt;
|&lt;br /&gt;
|Fizzy acidic nettles&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|}&lt;br /&gt;
====Tea====&lt;br /&gt;
Tea is harmless to most species, but poisonous to Diona.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Banana_boba.png|64px]]&lt;br /&gt;
|Banana Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [[#Banana Juice|Banana Juice]] 1u [ [[#Milk|Milk]] = 6u&lt;br /&gt;
|Banana tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Boba_tea.png|64px]]&lt;br /&gt;
|Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [ [[#Milk|Milk]] OR [[#Soy Milk|Soy Milk]] ] &amp;lt;br&amp;gt; 1u [[#Ice|Ice]] = 6u&lt;br /&gt;
|Tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bureacratea.png|64px]]&lt;br /&gt;
|Bureacratea&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Tea|Tea]] = 2u&lt;br /&gt;
|Properly completed paperwork, filed well before the deadline, with all the necessary signatures&lt;br /&gt;
|Contains Caffeine strength 0.3.&lt;br /&gt;
|-&lt;br /&gt;
![[File:chailatte.png|64px]]&lt;br /&gt;
|Chai Latte {{anchor|Chai Latte}}&lt;br /&gt;
|1u [[#Chai Tea|Chai Tea]], 1u [ [[#Milk|Milk]] OR [[#Soy Milk|Soy Milk]] ] = 2u&lt;br /&gt;
|Spiced milk foam&lt;br /&gt;
|Neutralizes Capsaicin.&lt;br /&gt;
|-&lt;br /&gt;
![[File:chaitea.png|64px]]&lt;br /&gt;
|Chai Tea {{anchor|Chai Tea}}&lt;br /&gt;
|&lt;br /&gt;
|Creamy cinnamon and spice&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:coco_chaitea.png|64px]]&lt;br /&gt;
|Chocolate Chai{{anchor|Chocolate Chai}}&lt;br /&gt;
|2u [[#Chai Tea|Chai Tea]], 1u [[#Coco Powder|Coco Powder]] = 3u&lt;br /&gt;
|Creamy spiced cocoa&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:coco_chailatte.png|64px]]&lt;br /&gt;
|Chocolate Chai Latte&lt;br /&gt;
|1u [[#Chocolate Chai|Chocolate Chai]], 1u [ [[#Milk|Milk]] OR [[#Soy Milk|Soy Milk]] ] = 2u&lt;br /&gt;
|Spiced milk chocolate&lt;br /&gt;
|Neutralizes Capsaicin.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cofftea.png|64px]]&lt;br /&gt;
|Cofftea&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Tea|Tea]] = 2u&lt;br /&gt;
|Lightly tart coffee&lt;br /&gt;
|Contains Caffeine strength 0.1.&lt;br /&gt;
|-&lt;br /&gt;
![[File:deserttea.png|64px]]&lt;br /&gt;
|Desert Blossom Tea&lt;br /&gt;
|2u [[#Green Tea|Green Tea]], 1u [[#Sugar|Sugar]], 1u [[#Xuizi Juice|Xuizi Juice]] = 4u&lt;br /&gt;
|Sweet cactus water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dyn_Boba_Tea.png|64px]]&lt;br /&gt;
|Dyn Boba Tea&lt;br /&gt;
|5u [[#Dyn Ice Tea|Dyn Ice Tea]], 1u [[#Boba|Boba]] = 6u&lt;br /&gt;
|Tastes like mint and tapioca&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:dyncold.png|64px]]&lt;br /&gt;
|Dyn Ice Tea {{anchor|Dyn Ice Tea}}&lt;br /&gt;
|1u [[#Dyn Juice|Dyn Juice]], 2u [[#Ice|Ice]], 2u [[#Soda Water|Soda Water]] = 5u&lt;br /&gt;
|Fizzy mint tea&lt;br /&gt;
|Cans are labeled “Cooling Breeze”&amp;lt;br&amp;gt;Source: Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:dynhot.png|64px]]&lt;br /&gt;
|Dyn Tea {{anchor|Dyn Tea}}&lt;br /&gt;
|1u [[#Dyn Juice|Dyn Juice]], 4u [[#Water|Water]]= 5u&lt;br /&gt;
|Peppermint water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Green Tea {{anchor|Green Tea}}&lt;br /&gt;
|2u Mint, 5u [[#Tea|Tea]] = 5u&lt;br /&gt;
|Light, refreshing tea&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:halfandhalf.png|64px]]&lt;br /&gt;
|Half and Half&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Lemonade|Lemonade]] = 2u&lt;br /&gt;
|Refreshing tea mixed with crisp lemonade&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:heretictea.png|64px]]&lt;br /&gt;
|Heretics&#039; Tea&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Dr. Gibb|Dr. Gibb]], 3u [[#Iced Tea|Iced Tea]], 1u [[#Stellar Jolt|Stellar Jolt]] = 6u&lt;br /&gt;
|Fizzy, heretically sweet iron&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:icedteaglass.png|64px]]&lt;br /&gt;
|Iced Tea {{anchor|Iced Tea}}&lt;br /&gt;
|1u [[#Ice|Ice]], 2u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Sweet tea&lt;br /&gt;
|Source: Lunchbox option, Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Jaekseol&lt;br /&gt;
|1u [[#Jaekseol Leaves|Jaekseol Leaves]], 5u [[#Water|Water]] = 6u&lt;br /&gt;
|Harsh burnt toast&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:kiratea.png|64px]]&lt;br /&gt;
|Kira tea&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Kira Special|Kira Special]] = 2u&lt;br /&gt;
|Fizzy citrus tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lemon_lime_boba.png|64px]]&lt;br /&gt;
|Lemon Lime Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Lime Juice|Lime Juice]] = 6u&lt;br /&gt;
|Lemon lime tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bureacratea.png|64px]]&lt;br /&gt;
|Librarian Special&lt;br /&gt;
|1u [[#Nothing|Nothing]], 2u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Peace and quiet&lt;br /&gt;
|Causes muteness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lovebug_boba.png|64px]]&lt;br /&gt;
|Lovebug Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [[#Cherry Jelly|Cherry Jelly]], 1u [[#Strawberry Juice|Strawberry Juice]] = 6u&lt;br /&gt;
|Cherry and strawberry tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Martian Tea&lt;br /&gt;
|1u [[#Black Pepper|Black Pepper]], 4u [ [[#Tea|Tea]] OR [[#Green Tea|Green Tea]]] = 5u&lt;br /&gt;
|Bitter tea, pungent black pepper and just a hint of shaky politics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Mate de Coca&lt;br /&gt;
|1u [[#Coca Grounds|Coca Grounds]], 5u [[#Water|Water]]= 5u&lt;br /&gt;
|Mildly bitter, but sweet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mendelltea.png|64px]]&lt;br /&gt;
|Mendell Afternoon Tea&lt;br /&gt;
|4u [[#Green Tea|Green Tea]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Mint Syrup|Mint Syrup]] = 6u&lt;br /&gt;
|Minty tea with a hint of lemon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Messa&#039;s Tear Tea{{anchor|Messa&#039;s Tear Tea}}&lt;br /&gt;
|1u [[#Messa&#039;s Tear Tea Leaves|Messa&#039;s Tear Tea Leaves]], 5u [[#Water|Water]] = 6u&lt;br /&gt;
|Bitter herbal honey tea&lt;br /&gt;
|Source: Tin of leaves in bar backroom and loadout, as well as random warehouse spawn. 1 leaf + 25u water for one 30u cup.&lt;br /&gt;
|-&lt;br /&gt;
![[File:berrytea.png|64px]]&lt;br /&gt;
|Mixed Berry Tea&lt;br /&gt;
|1u [[#Berry Juice|Berry Juice]], 2u [ [[#Tea|Tea]] OR [[#Green Tea|Green Tea]]] = 3u&lt;br /&gt;
|Tart, fruity tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pomegranatetea.png|64px]]&lt;br /&gt;
|Pomegranate Iced Tea&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Iced Tea|Iced Tea]] = 2u&lt;br /&gt;
|Sweet pomegranate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:portsvilleminttea.png|64px]]&lt;br /&gt;
|Portsville Mint Tea&lt;br /&gt;
|1u [[#Berry Juice|Berry Juice]], 3u [[#Iced Tea|Iced Tea]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Sugar|Sugar]] = 6u&lt;br /&gt;
|Cool minty tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Potatea&lt;br /&gt;
|1u [[#Potato Juice|Potato Juice]], 2u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Starchy regret&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Ras&#039;nif Tea{{anchor|Ras&#039;nif Tea}}&lt;br /&gt;
|1u [[#Ras&#039;nif Tea Grounds|Ras&#039;nif Tea Grounds]], 5u [[#Water|Water]] = 6u&lt;br /&gt;
|Tangy fruity sweet tea&lt;br /&gt;
|Source: Tin in bar backroom and loadout, as well as random warehouse spawn. 1 packet + 25u water for one 30u cup.&lt;br /&gt;
|-&lt;br /&gt;
![[File:securitea.png|64px]]&lt;br /&gt;
|Securitea{{anchor|Securitea}}&lt;br /&gt;
|1u [[#Crayon Dust|Crayon Dust]], 2u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Freshly polished boots&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Sencha&lt;br /&gt;
|1u [[#Sencha Leaves|Sencha Leaves]], 5u [[#Water|Water]] = 6u&lt;br /&gt;
|Seaweed and bitter grass&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sleepytea.png|64px]]&lt;br /&gt;
|Sleepytime Tea&lt;br /&gt;
|1u [[#Soporific|Soporific]], 5u [ [[#Tea|Tea]] OR [[#Green Tea|Green Tea]] ] = 6u&lt;br /&gt;
|Liquid relaxation&lt;br /&gt;
|Causes drowsiness and sleepiness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:hakhmatea.png|64px]]&lt;br /&gt;
|Spiced Hakhma Tea&lt;br /&gt;
|2u [[#Hakhma Milk|Hakhma Milk]], 1u [[#Space Spice|Space Spice]], 2u [[#Tea|Tea]] = 5u&lt;br /&gt;
|Creamy, cinnamon-spiced alien milk&lt;br /&gt;
|Heals slight organ damage and neutralizes Capsaicin Oil for non-Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Strawberry_boba.png|64px]]&lt;br /&gt;
|Strawberry Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 2u [[#Strawberry Milk|Strawberry Milk]] = 6u&lt;br /&gt;
|Strawberry tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Summertime_boba.png|64px]]&lt;br /&gt;
|Summertime Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [[#Watermelon Juice|Watermelon Juice]], 1u [[#Lime Juice|Lime Juice]] = 6u&lt;br /&gt;
|Watermelon lime tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:icedteaglass.png|64px]]&lt;br /&gt;
|Sweet Tea&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Sugar|Sugar]] = 2u&lt;br /&gt;
|Sweet sugary comfort&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Tea {{anchor|Tea}}&lt;br /&gt;
|1u [[#Tea Grounds|Tea Grounds]], 5u [[#Water|Water]] = 6u&lt;br /&gt;
|Tart black tea&lt;br /&gt;
|Source: Booze-o-Mat (Hacked), Coffee Master 3000, Hot Drinks machine, Soft drink dispenser&amp;lt;br&amp;gt;Reduces dizziness, sleepiness, and drowsiness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:thewake.png|64px]]&lt;br /&gt;
|The Wake&lt;br /&gt;
|1u [[#Dyn Juice|Dyn Juice]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Orange juice mixed with minty toothpaste&lt;br /&gt;
|Reduces dizziness, drowsiness, and sleepiness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Tieguanyin&lt;br /&gt;
|1u [[#Tieguanyin Leaves|Tieguanyin Leaves]], 5u [[#Water|Water]] = 6u&lt;br /&gt;
|Floral peppercorns&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Tomatea&lt;br /&gt;
|2u [[#Tea|Tea]], 1u [[#Tomato Juice|Tomato Juice]] = 3u&lt;br /&gt;
|Sad tomato soup&lt;br /&gt;
|Heals slight organ damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:junglejuice.png|64px]]&lt;br /&gt;
|Tropical Iced Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Watermelon Juice|Watermelon Juice]] = 6u&lt;br /&gt;
|Sweet beachside fruit&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Coffee====&lt;br /&gt;
For non-Diona, coffee increases running speed slightly and reduces drowsiness, dizziness, sleepiness, and intoxication. Diona feel no effect.&lt;br /&gt;
&lt;br /&gt;
If you drink an extreme amount of coffee, it will make you jittery.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Caffeine&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Caffe Americano&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Water|Water]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Delicious coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cafe_latte.png|64px]]&lt;br /&gt;
|Caffe Latte{{anchor|Latte}}&lt;br /&gt;
|1u [[#Flat White|Flat White]], 1u [[#Steamed Milk|Steamed Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter foamy cream&lt;br /&gt;
|Heals slight organ damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cafe_latte.png|64px]]&lt;br /&gt;
|Caffe Misto&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Steamed Milk|Steamed Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Slightly bitter cream&lt;br /&gt;
|Heals slight organ damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Cappuccino {{anchor|Cappuccino}}&lt;br /&gt;
|1u [[#Macchiato|Macchiato]], 1u [[#Steamed Milk|Steamed Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter milk foam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:caramel_latte.png|64px]]&lt;br /&gt;
|Caramel Latte&lt;br /&gt;
|4u [[#Latte|Caffe Latte]], 1u [[#Caramel Syrup|Caramel Syrup]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter caramel cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Coffee {{anchor|Coffee}}&lt;br /&gt;
|1u [[#Coffee Grounds|Coffee Grounds]], 5u [[#Water|Water]]= 10u&lt;br /&gt;
|0.3&lt;br /&gt;
|Coffee&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine, Soft drink dispenser.&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Espresso {{anchor|Espresso}}&lt;br /&gt;
|1u [[#Rich Coffee Grounds|Rich Coffee Grounds]], 5u [[#Water|Water]]= 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter coffee&lt;br /&gt;
|Source: Coffee Master 3000.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cafe_latte.png|64px]]&lt;br /&gt;
|Flat White{{anchor|Flat White}}&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Milk|Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Slightly bitter cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:frappe.png|64px]]&lt;br /&gt;
|Frappe Coffee{{anchor|Iced Coffee}}&lt;br /&gt;
|2u [[#Coffee|Coffee]], 1u [[#Ice|Ice]]= 3u&lt;br /&gt;
|0.3&lt;br /&gt;
|Coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Freddo Cappuccino&lt;br /&gt;
|1u [[#Cappuccino|Cappuccino]], 1u [[#Ice|Ice]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Cold and bitter milk foam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Freddo Espresso&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Ice|Ice]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Cold and bitter coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Macchiato&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Steamed Milk|Steamed Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Very bitter milk foam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Martian Special&lt;br /&gt;
|4u [[#Coffee|Coffee]], 1u [[#Pepper|Pepper]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter coffee, pungent black pepper and just a hint of shaky politics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mocha_latte.png|64px]]&lt;br /&gt;
|Mocha latte (Chocolate Latte)&lt;br /&gt;
|4u [[#Latte|Caffe Latte]], 1u [[#Chocolate Syrup|Chocolate Syrup]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter chocolate cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:psl_cheap.png|64px]]&lt;br /&gt;
|Processed Pumpkin Latte&lt;br /&gt;
|&lt;br /&gt;
|0.3&lt;br /&gt;
|A disappointing approximation of autumn bliss&lt;br /&gt;
|Hot Drinks machine in fall&lt;br /&gt;
|-&lt;br /&gt;
![[File:frappe_psl.png|64px]]&lt;br /&gt;
|Pumpkin Spice Frappe&lt;br /&gt;
|1u [[#Pumpkin Spice Syrup|Pumpkin Spice Syrup]], 4u [[#Iced Coffee|Frappe]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Sutumn bliss and coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mocha_latte.png|64px]]&lt;br /&gt;
|Pumpkin Spice Latte&lt;br /&gt;
|4u [[#Latte|Caffe Latte]], 1u [[#Pumpkin Spice Syrup|Pumpkin Spice Syrup]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Hot creamy coffee and autumn bliss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Ration Coffee&lt;br /&gt;
|2u [[#Coffee|Coffee]], 1u [[#Water|Water]]= 3u&lt;br /&gt;
|0.3&lt;br /&gt;
|Weak, watered-down coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rewriter.png|64px]]&lt;br /&gt;
|Rewriter&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u Stellar Jolt = 2u&lt;br /&gt;
|0.4&lt;br /&gt;
|Soda and coffee&lt;br /&gt;
|Causes jitteriness to non-Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:soy_latte_vended.png|64px]]&lt;br /&gt;
|Soy Latte&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Soy Milk|Soy Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Creamy coffee&lt;br /&gt;
|Heals slight organ damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:sromshine.png|64px]]&lt;br /&gt;
|Sromshine&lt;br /&gt;
|2u [[#Coffee|Coffee]], 1u [[#Orange Juice|Orange Juice]] = 3u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter citrus&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:caramel_latte.png|64px]]&lt;br /&gt;
|Vanilla Latte&lt;br /&gt;
|4u [[#Latte|Caffe Latte]], 1u [[#Vanilla Syrup|Vanilla Syrup]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter vanilla cream&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drink Ingredients===&lt;br /&gt;
Most drink ingredients are found in the bar&#039;s soft drinks, booze, or coffee dispensers, or in the Booze-o-Matic. Other ingredients must be sourced from Botany, the kitchen, the pharmacy, or the warehouse.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Animal Protein {{anchor|Animal Protein}}&lt;br /&gt;
|Process meat or meat-containing foods&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pepper.png|64px]]&lt;br /&gt;
|Black Pepper {{anchor|Black Pepper}}&lt;br /&gt;
|Process Peppercorn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Boba_pearls.png|64px]]&lt;br /&gt;
|Boba Pearls {{anchor|Boba}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_red.png|64px]]&lt;br /&gt;
|Blood {{anchor|Blood}}&lt;br /&gt;
|Draw with a syringe; Process Blood Tomato&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hotsauce.png|64px]]&lt;br /&gt;
|Capsaicin Oil {{anchor|Capsaicin Oil}}&lt;br /&gt;
|Process Chili&lt;br /&gt;
|Causes pain; neutralizes frost oil.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Caramel Sauce {{anchor|Caramel Sauce}}&lt;br /&gt;
|2u [[#Caramel Sugar|Caramel Sugar]], 1u [[#Cream|Cream]], 2u [[#Simple Syrup|Simple Syrup]] at less than 82C = 5u&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Caramel Sugar{{anchor|Caramel Sugar}}&lt;br /&gt;
|1u [[#Sugar|Sugar]]; heat to 82C = 1u&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:jellyjar.png|64px]]&lt;br /&gt;
|Cherry Jelly {{anchor|Cherry Jelly}}&lt;br /&gt;
|Process Cherry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Coca Grounds {{anchor|Coca Grounds}}&lt;br /&gt;
|Process Coca Leaf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cocoapowder.png|64px]]&lt;br /&gt;
|Coco Powder {{anchor|Coca Powder}}&lt;br /&gt;
|Process Cacao&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:coffee.png|64px]]&lt;br /&gt;
|Coffee Grounds {{anchor|Coffee Grounds}}&lt;br /&gt;
|Process Coffee Beans&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:oliveoil.png|64px]]&lt;br /&gt;
|Corn oil {{anchor|Corn Oil}}&lt;br /&gt;
|Process Corn; found in oil tank in the kitchen back room&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:crayonbox.png|64px]]&lt;br /&gt;
|Crayon Dust{{anchor|Crayon Dust}}&lt;br /&gt;
|Process crayons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Eggyolkcarton.png|64px]]&lt;br /&gt;
|Egg Yolk {{anchor|Egg Yolk}}&lt;br /&gt;
|Process Egg&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:coldsauce.png|64px]]&lt;br /&gt;
|Frost Oil {{anchor|Frost Oil}}&lt;br /&gt;
|Process Ice Pepper&lt;br /&gt;
|Reduces body temperature; neutralizes capsaicin oil.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-gold.png|64px]]&lt;br /&gt;
|Gold {{anchor|Gold}}&lt;br /&gt;
|Process Gold&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:powderhorn.png|64px]]&lt;br /&gt;
|Gunpowder{{anchor|Gunpowder}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Chemistry&lt;br /&gt;
|-&lt;br /&gt;
![[File:honey.png|64px]]&lt;br /&gt;
|Honey {{anchor|Honey}}&lt;br /&gt;
|Process Messa’s Tear; Apiculture&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:iceglass.png|64px]]&lt;br /&gt;
|Ice {{anchor|Ice}}&lt;br /&gt;
|1u [[#Water|Water]], cooled to less than 0C = 1u&lt;br /&gt;
|Source: Hot Drinks machine (Hacked), Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-silver.png|64px]]&lt;br /&gt;
|Iron {{anchor|Iron}}&lt;br /&gt;
|Process Iron&lt;br /&gt;
|Source: Chemistry Dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|JaekseolLeaves {{anchor|Jaekseol Leaves}}&lt;br /&gt;
|Process Jaekseol&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Juice Powder {{anchor|Juice Powder}}&lt;br /&gt;
|Found in MRE packets&lt;br /&gt;
|Comes in Apple, Grape, Orange, and Watermelon varieties.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Mint {{anchor|Mint}}&lt;br /&gt;
|Process Mint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Messa&#039;s Tear Tea Leaves {{anchor|Messa&#039;s Tear Tea Leaves}}&lt;br /&gt;
|Found in bar backroom, loadout, and random warehouse spawns.&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Nutriment {{anchor|Nutriment}}&lt;br /&gt;
|Process most foods&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:iceglass.png|64px]]&lt;br /&gt;
|Ice {{anchor|Ice}}&lt;br /&gt;
|Cool water to below 0 C&lt;br /&gt;
|Soda and booze dispensers&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-phoron.png|64px]]&lt;br /&gt;
|Phoron {{anchor|Phoron}}&lt;br /&gt;
|Process Phoron&lt;br /&gt;
|Source: Robust Softdrinks (Phoron Punch!)&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_brown.png|64px]]&lt;br /&gt;
|Potato Juice {{anchor|Potato Juice}}&lt;br /&gt;
|Process Potatoes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Psilocybin.png|64px]]&lt;br /&gt;
|Psilocybin {{anchor|Psilocybin}}&lt;br /&gt;
|Process Reishi&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pumpkinspice.png|64px]]&lt;br /&gt;
|Pumpkin Spice{{anchor|Pumpkin Spice}}&lt;br /&gt;
|1u Pumpkin Pulp, 4u [[#Space Spice|Space Spice]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Ras&#039;nif Tea Grounds {{anchor|Ras&#039;nif Tea grounds}}&lt;br /&gt;
|Found in bar backroom, loadout, and random warehouse spawns.&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Radium {{anchor|Radium}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Chemistry Dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:rice.png|64px]]&lt;br /&gt;
|Rice {{anchor|Rice}}&lt;br /&gt;
|Process Rice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:coffee.png|64px]]&lt;br /&gt;
|Rich Coffee Grounds {{anchor|Rich Coffee Grounds}}&lt;br /&gt;
|Process Rich Coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Sencha Leaves {{anchor|Sencha Leaves}}&lt;br /&gt;
|Process Sencha&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-silver.png|64px]]&lt;br /&gt;
|Silver {{anchor|Silver}}&lt;br /&gt;
|Process Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Soporific {{anchor|Soporific}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Pharmacy&lt;br /&gt;
|-&lt;br /&gt;
![[File:spacespicebottle.png|64px]]&lt;br /&gt;
|Space Spice {{anchor|Space Spice}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Kitchen&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Steamed Milk {{anchor|Steamed Milk}}&lt;br /&gt;
|1u [[#Milk|Milk]] heated to 66C = 1&lt;br /&gt;
|Heat using chemheater in bar or cafe.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:sugar.png|64px]]&lt;br /&gt;
|Sugar {{anchor|Sugar}}&lt;br /&gt;
|Process White-Beet, Sugar Tree fruit, or Sugarcane&lt;br /&gt;
|Source: Booze dispenser, Coffee Master 3000, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Sulphuric Acid {{anchor|Sulphuric Acid}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Chemistry Dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Tea Grounds {{anchor|Tea Grounds}}&lt;br /&gt;
|Process Tea Leaf&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Tieguanyin Leaves {{anchor|Tieguanyin Leaves}}&lt;br /&gt;
|Process Tieguanyin&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Toxin {{anchor|Toxin}}&lt;br /&gt;
|Process Fjylozyn&lt;br /&gt;
|Source: NanoMed Plus&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Tricordrazine {{anchor|Tricordrazine}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Pharmacy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Enzyme.png|64px]]&lt;br /&gt;
|Universal Enzyme {{anchor|Universal Enzyme}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Kitchen&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-uranium.png|64px]]&lt;br /&gt;
|Uranium {{anchor|Uranium}}&lt;br /&gt;
|Process Uranium&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Vanilla Extract {{anchor|Vanilla Extract}}&lt;br /&gt;
|Process Vanilla&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Virus Food{{anchor|Virus Food}}&lt;br /&gt;
|1u [[#Milk|Milk]], 1u [[#Sugar|Sugar]], 1u [[#Water|Water]]= 6u&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:weldtank.png|64px]]&lt;br /&gt;
|Welding Fuel{{anchor|Welding Fuel}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Fuel Tanks&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Wood Pulp {{anchor|Wood Pulp}}&lt;br /&gt;
|Process Tower Cap&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:wuluextract.png|64px]]&lt;br /&gt;
|Wulumunusha Extract {{anchor|Wulumunusha Extract}}&lt;br /&gt;
|Process Wulumunusha&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flavor Syrups===&lt;br /&gt;
Used as ingredients or to add flavor to a drink, syrups are based on heated sugar water. Use the chemical heater in the back of the bar to make these.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Syrup&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
|-&lt;br /&gt;
|Berry Syrup {{anchor|Berry Syrup}}&lt;br /&gt;
|2u [[#Berry Juice|Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Black Raspberry Syrup {{anchor|Black Raspberry Syrup}}&lt;br /&gt;
|2u [[#Black Raspberry Juice|Black Raspberry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Blue Raspberry Syrup {{anchor|Blue Raspberry Syrup}}&lt;br /&gt;
|2u [[#Blue Raspberry Juice|Blue Raspberry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Blueberry Syrup {{anchor|Blueberry Syrup}}&lt;br /&gt;
|2u [[#Blueberry Juice|Blueberry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Caramel Syrup{{anchor|Caramel Syrup}}&lt;br /&gt;
|2u [[#Caramel Sugar|Caramel Sugar]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Chocolate Syrup{{anchor|Chocolate Syrup}}&lt;br /&gt;
|2u [[#Coco Powder|Coco Powder]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Death Berry Syrup&lt;br /&gt;
|2u [[#Death Berry Juice|Death Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Dirt Berry Syrup {{anchor|Dirt Berry Syrup}}&lt;br /&gt;
|2u [[#Dirt Berry Juice|Dirt Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Glowberry Syrup&lt;br /&gt;
|2u [[#Glow Berry Juice|Glow Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Mint Syrup&lt;br /&gt;
|2u [[#Mint|Mint]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Poison Berry Syrup {{anchor|Poison Berry Syrup}}&lt;br /&gt;
|2u [[#Poison Berry Juice|Poison Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Pumpkin Spice Syrup{{anchor|Pumpkin Spice Syrup}}&lt;br /&gt;
|2u [[#Pumpkin Spice|Pumpkin Spice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Raspberry Syrup {{anchor|Raspberry Syrup}}&lt;br /&gt;
|2u [[#Raspberry Juice|Raspberry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Simple Syrup{{anchor|Simple Syrup}}&lt;br /&gt;
|2u [[#Sugar|Sugar]], 2u [[#Water|Water]]; heat to between 30C and 100C = 2u&lt;br /&gt;
|-&lt;br /&gt;
|Strawberry Syrup {{anchor|Strawberry Syrup}}&lt;br /&gt;
|3u [[#Simple Syrup|Simple Syrup]], 2u [[#Strawberry Juice|Strawberry Juice]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Vanilla Syrup{{anchor|Vanilla Syrup}}&lt;br /&gt;
|3u [[#Simple Syrup|Simple Syrup]], 2u [[#Vanilla Extract|Vanilla Extract]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Ylpha Berry Syrup {{anchor|Ylpha Berry Syrup}}&lt;br /&gt;
|3u [[#Simple Syrup|Simple Syrup]], 2u [[#Ylpha Berry Juice|Ylpha Berry Juice]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Drinks&amp;diff=41234</id>
		<title>Guide to Drinks</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Drinks&amp;diff=41234"/>
		<updated>2026-08-28T23:41:58Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: fuckass beverage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Drink Recipes==&lt;br /&gt;
Though many of these drinks have toxic ingredients, the finished products are not necessarily toxic. However, if incorrectly (or maliciously) mixed, you might poison your patrons.&lt;br /&gt;
&lt;br /&gt;
If an ingredient is listed as a catalyst, that means it will not be used up by the reaction, and must be removed at the end.&lt;br /&gt;
&lt;br /&gt;
Since a drinking glass will hold only 30 units of liquid, it&#039;s recommended that bartenders use their drink shakers to mix these drinks before pouring them out into glasses.&lt;br /&gt;
===Alcoholic Drinks===&lt;br /&gt;
Alcoholic drinks contain ethanol, the type of alcohol that gets humans drunk. Each alcoholic drink has a strength value that determines how quickly it will affect the person drinking it. Depending on how much you drink, you may start slurring your speech, get dizzy, start stumbling around, or even pass out. Drinking slowly will allow your body to metabolize alcohol and prevent some of these effects, but it can take a long time to metabolize high amounts of alcohol. &lt;br /&gt;
&lt;br /&gt;
Some species have special reactions to alcohol: &lt;br /&gt;
* Skrell will always treat any alcohol as extremely strong and can get very drunk, very quickly. &lt;br /&gt;
* Vaurca cannot properly metabolize ethanol, and consuming it will poison them as it is metabolized.&lt;br /&gt;
* Humans take liver damage from drinking too much. This damage occurs at around the same level of intoxication where the character passes out. &lt;br /&gt;
* Diona cannot get drunk.&lt;br /&gt;
&lt;br /&gt;
====Cocktails====&lt;br /&gt;
Cocktails are mixed alcoholic beverages, most commonly containing a combination of liquors, liqueurs, and other ingredients.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|%Alcohol&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:acidspitglass.png|64px]]&lt;br /&gt;
|Acid Spit&lt;br /&gt;
|1u [[#Sulphuric Acid|Sulphuric Acid]], 5u [[#Wine|Wine]] = 6u&lt;br /&gt;
|25&lt;br /&gt;
|Stomach acid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:alliescocktail.png|64px]]&lt;br /&gt;
|Allies Cocktail&lt;br /&gt;
|1u [[#Classic Martini|Classic Martini]], 1u [[#Vodka|Vodka]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Bitter yet free&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:aloe.png|64px]]&lt;br /&gt;
|Aloe&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Watermelon Juice|Watermelon Juice]], 1u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet &#039;n creamy&lt;br /&gt;
|Add the whiskey last, or you will have Irish Cream.&lt;br /&gt;
|-&lt;br /&gt;
![[File:amasecglass.png|64px]]&lt;br /&gt;
|Amasec{{anchor|Amasec}}&lt;br /&gt;
|1u [[#Iron|Iron]], 5u [[#Vodka|Vodka]], 5u [[#Wine|Wine]] = 10u&lt;br /&gt;
|25&lt;br /&gt;
|Dark and metallic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:andalusia.png|64px]]&lt;br /&gt;
|Andalusia&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Rum|Rum]], 1u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Lemons&lt;br /&gt;
|The gardener might be willing to grow some lemons for you.&lt;br /&gt;
|-&lt;br /&gt;
![[File:antifreeze.png|64px]]&lt;br /&gt;
|Anti-freeze&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Ice|Ice]], 1u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Cold cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:aprilshower.png|64px]]&lt;br /&gt;
|April Shower&lt;br /&gt;
|1u [[#Brandy|Brandy]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Yellow Chartreuse|Yellow Chartreuse]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Brandy and oranges&lt;br /&gt;
|The chartreuse family is type of Skrellian liquor (Nralakk Touch). Comes in multiple colors, if you were having issues finding the ingredients.&lt;br /&gt;
|-&lt;br /&gt;
![[File:armsalcglass.png|64px]]&lt;br /&gt;
|Armsman&#039;s Alchemy&lt;br /&gt;
|1u [[#Algae Wine|Algae Wine]], 1u [[#K&#039;laxan Energy Crush|K&#039;laxan Energy Crush]] = 2u&lt;br /&gt;
|30&lt;br /&gt;
|A burning cosmos&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:atomicbombglass.png|64px]]&lt;br /&gt;
|Atomic Bomb&lt;br /&gt;
|10u [[#B-52|B-52]], 1u [[#Uranium|Uranium]] = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Da bomb&lt;br /&gt;
|&#039;&#039;&#039;Extremely potent.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:b52glass.png|64px]]&lt;br /&gt;
|B-52{{anchor|B-52}}&lt;br /&gt;
|1u [[#Cognac|Cognac]], 1u [[#Irish Cream|Irish Cream]], 1u [[#Kahlua|Kahlua]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Angry and irish&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:badtouch.png|64px]]&lt;br /&gt;
|Bad Touch&lt;br /&gt;
|1u [[#Absinthe|Absinthe]], 1u [[#Lemon Lime|Lemon Lime]], 2u [[#Rum|Rum]], 2u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|50&lt;br /&gt;
|Naughtiness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bahama_mama.png|64px]]&lt;br /&gt;
|Bahama mama&lt;br /&gt;
|1u [[#Ice|Ice]], 2u [[#Orange Juice|Orange Juice]], 2u [[#Rum|Rum]], 1u [[#Lime Juice|Lime Juice]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Lime and orange&lt;br /&gt;
|Lime juice should be added last, or a different drink will be made.&lt;br /&gt;
|-&lt;br /&gt;
![[File:bananahonkglass.png|64px]]&lt;br /&gt;
|Banana Mama (Banana Honk)&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 1u [[#Cream|Cream]], 1u [[#Sugar|Sugar]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|A bad joke&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_banana.png|64px]]&lt;br /&gt;
|Banana pulque&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 1u [[#Pulque|Pulque]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Yeasty banana&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:b&amp;amp;p.png|64px]]&lt;br /&gt;
|Barefoot&lt;br /&gt;
|1u [[#Berry Juice|Berry Juice]], 1u [[#Cream|Cream]], 1u [[#Vermouth|Vermouth]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Creamy berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bassline.png|64px]]&lt;br /&gt;
|Bassline&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 2u [[#Grape Juice|Grape Juice]], 1u [[#Lime Juice|Lime Juice]], 2u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|25&lt;br /&gt;
|The groove&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:beepskysmashglass.png|64px]]&lt;br /&gt;
|Beepsky Smash&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Iron|Iron]], 1u [[#Whiskey|Whiskey]] = 2u&lt;br /&gt;
|35&lt;br /&gt;
|&#039;&#039;&#039;JUSTICE&#039;&#039;&#039;&lt;br /&gt;
|Causes brief stun for non-Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_berry.png|64px]]&lt;br /&gt;
|Berry pulque&lt;br /&gt;
|1u [[#Berry Juice|Berry Juice]], 1u [[#Pulque|Pulque]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Yeasty berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_brown.png|64px]]&lt;br /&gt;
|Bilk&lt;br /&gt;
|1u [[#Beer|Beer]], 1u [[#Milk|Milk]] = 2u&lt;br /&gt;
|4&lt;br /&gt;
|Desperation and lactate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:blackrussianglass.png|64px]]&lt;br /&gt;
|Black Russian {{anchor|Black Russian}}&lt;br /&gt;
|1u [[#Kahlua|Kahlua]], 2u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:blindrussian.png|64px]]&lt;br /&gt;
|Blind Russian&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Irish Cream|Irish Cream]], 1u [[#Kahlua|Kahlua]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Bitterness blindness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bloodymaryglass.png|64px]]&lt;br /&gt;
|Bloody Mary&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 3u [[#Tomato Juice|Tomato Juice]], 2u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|20&lt;br /&gt;
|Tomatoes with a hint of lime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bluelagoon.png|64px]]&lt;br /&gt;
|Blue Lagoon&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 1u [[#Ice|Ice]], 3u [[#Lemonade|Lemonade]], 1u [[#Vodka|Vodka]]= 6u&lt;br /&gt;
|25&lt;br /&gt;
|Electric lemonade&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bluebird.png|64px]]&lt;br /&gt;
|Bluebird&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 3u [[#Gin and Tonic|Gin and Tonic]] = 4u&lt;br /&gt;
|30&lt;br /&gt;
|A blue christmas tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:blushwineglass.png|64px]]&lt;br /&gt;
|Blush Wine&lt;br /&gt;
|1u [[#White Wine|White Wine]], 1u [[#Wine|Wine]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|Delightful sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:booger.png|64px]]&lt;br /&gt;
|Booger&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 2u [[#Cream|Cream]], 1u [[#Rum|Rum]], 1u [[#Watermelon Juice|Watermelon Juice]] = 5u&lt;br /&gt;
|20&lt;br /&gt;
|Sweet &#039;n creamy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bravebullglass.png|64px]]&lt;br /&gt;
|Brave Bull&lt;br /&gt;
|1u [[#Kahlua|Kahlua]], 2u [[#Tequila|Tequila]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Alcoholic bravery&lt;br /&gt;
|Also includes Caffeine at a strength of 0.2.&lt;br /&gt;
|-&lt;br /&gt;
![[File:carthusiansazerac.png|64px]]&lt;br /&gt;
|Carthusian Sazerac&lt;br /&gt;
|1u [[#Absinthe|Absinthe]], 1u [[#Green Chartreuse|Green Chartreuse]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Whiskey|Whiskey]] = 4u&lt;br /&gt;
|15&lt;br /&gt;
|Sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:caruso.png|64px]]&lt;br /&gt;
|Caruso&lt;br /&gt;
|2u [[#Classic Martini|Classic Martini]], 1u [[#White Creme de Menthe|White Creme de Menthe]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Dryness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ceasefireglass.gif|64px]]&lt;br /&gt;
|Ceasefire&lt;br /&gt;
|1u [[#Geneboosted Wine|Geneboosted Wine]], 1u [[#Kvass|Kvass]], 1u [[#Soda Water|Soda Water]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Bittersweet reunions&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cmojito.png|64px]]&lt;br /&gt;
|Champagne Mojito&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Rum|Rum]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet mint alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cherrytreefireball.png|64px]]&lt;br /&gt;
|Cherry Tree Fireball&lt;br /&gt;
|1u [[#Cherry Jelly|Cherry Jelly]], 1u [[#Fireball|Fireball]], 1u [[#Ice|Ice]], 3u [[#Lemonade|Lemonade]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet spiced cherries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:manlydorfglass.png|64px]]&lt;br /&gt;
|Cinnamon Apple Whiskey&lt;br /&gt;
|3u [[#Apple Cider|Apple Cider]], 1u [[#Fireball|Fireball]] = 4u&lt;br /&gt;
|20&lt;br /&gt;
|Sweet spiced apples&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cinnamon_orchard_glass.png|64px]]&lt;br /&gt;
|Cinnamon Orchard&lt;br /&gt;
|1u [[#Applejack|Applejack]], 1u [[#Fireball|Fireball]], 1u Lemon Juice = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Cinnamon bliss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:martiniglass.png|64px]]&lt;br /&gt;
|Classic Martini{{anchor|Classic Martini}}&lt;br /&gt;
|2u [[#Gin|Gin]], 1u [[#Vermouth|Vermouth]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Dry class&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cloudyoranglass.png|64px]]&lt;br /&gt;
|Cloudy Eridani&lt;br /&gt;
|1u [[#Green Tea|Green Tea]], 1u [[#Sake|Sake]], 1u [[#Soy Milk|Soy Milk]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Soy milk putting on airs&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cobaltvelvet.png|64px]]&lt;br /&gt;
|Cobalt Velvet&lt;br /&gt;
|2u [[#Blue Curacao|Blue Curacao]], 3u [[#Champagne|Champagne]], 1u [[#Space Cola|Space Cola]] = 6u&lt;br /&gt;
|25&lt;br /&gt;
|Neon champagne&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_coffee.png|64px]]&lt;br /&gt;
|Coffee pulque&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Pulque|Pulque]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Yeasty coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cbsc.gif|64px]]&lt;br /&gt;
|Complex Bluespace Calculation&lt;br /&gt;
|4u [[#Wine|Wine]], 2u [[#Vodka|Vodka]], 3u [[#Soda Water|Soda Water]], 1u [[#Radium|Radium]] = 10u &lt;br /&gt;
|25&lt;br /&gt;
|Fizzling spatiotemporal instability&lt;br /&gt;
|Causes jitters to non-Diona.&amp;lt;br&amp;gt;Ordered differently, the ingredients may instead produce a Singulo.&lt;br /&gt;
|-&lt;br /&gt;
![[File:corkpopper.png|64px]]&lt;br /&gt;
|Cork Popper&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Sour and smokey&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cosmopolitan.png|64px]]&lt;br /&gt;
|Cosmopolitan&lt;br /&gt;
|1u [[#Cranberry Juice|Cranberry Juice]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Triple Sec|Triple Sec]] = 3u&lt;br /&gt;
|27&lt;br /&gt;
|Fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cubalibreglass.png|64px]]&lt;br /&gt;
|Cuba Libre{{anchor|Cuba Libre}}&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 2u [[#Rum and Cola|Rum and Cola]] = 3u&lt;br /&gt;
|10&lt;br /&gt;
|Cola and a hint of lime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:daiquiri.png|64px]]&lt;br /&gt;
|Daiquiri&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Rum|Rum]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Lime and sugar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:demonsblood.png|64px]]&lt;br /&gt;
|Demons Blood&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Dr. Gibb|Dr. Gibb]], 3u [[#Rum|Rum]], 1u [[#Stellar Jolt|Stellar Jolt]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet tasting iron&lt;br /&gt;
|For both this and the next recipe, you may be able to substitute the blood with tomato juice.&lt;br /&gt;
|-&lt;br /&gt;
![[File:devilskiss.png|64px]]&lt;br /&gt;
|Devils Kiss&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Kahlua|Kahlua]], 1u [[#Rum|Rum]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Bitter iron&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:deweycocktail.png|64px]]&lt;br /&gt;
|Dewey Cocktail&lt;br /&gt;
|1u [[#Creme de Yvette|Creme de Yvette]], 1u [[#Gin|Gin]], 1u [[#Grenadine Syrup|Grenadine Syrup]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Dry gin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:dionamamaglass.png|64px]]&lt;br /&gt;
|Diona Mama&lt;br /&gt;
|2u [[#Absinthe|Absinthe]], 1u [[#Ice|Ice]], 2u [[#Lime Juice|Lime Juice]], 1u [[#Radium|Radium]] = 6u&lt;br /&gt;
|25&lt;br /&gt;
|Tangy, irradiated licorice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:djinnteaglass.png|64px]]&lt;br /&gt;
|Djinn Tea&lt;br /&gt;
|1u [[#Dyn Ice Tea|Dyn Ice Tea]], 1u [[#Gin|Gin]] = 2u&lt;br /&gt;
|20&lt;br /&gt;
|Fizzy mint tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:drdaniels.png|64px]]&lt;br /&gt;
|Dr. Daniels&lt;br /&gt;
|3u [[#Diet Dr. Gibb|Diet Dr. Gibb]], 1u [[#Honey|Honey]], 1u [[#Whiskey|Whiskey]] = 5u&lt;br /&gt;
|20&lt;br /&gt;
|Smooth, honeyed carbonation&lt;br /&gt;
|Contains Caffeine strength of 0.2.&lt;br /&gt;
|-&lt;br /&gt;
![[File:driestmartiniglass.png|64px]]&lt;br /&gt;
|Driest Martini&lt;br /&gt;
|1u [[#Gin|Gin]], 1u [[#Nothing|Nothing]] = 2u&lt;br /&gt;
|20&lt;br /&gt;
|A beach&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_dyn.png|64px]]&lt;br /&gt;
|Dyn pulque&lt;br /&gt;
|1u [[#Dyn Juice|Dyn Juice]], 1u [[#Pulque|Pulque]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Yeasty menthol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:snowwhite.png|64px]]&lt;br /&gt;
|Eggnog {{anchor|Eggnog}}&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|Egg and alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:erikasurprise.png|64px]]&lt;br /&gt;
|Erika Surprise&lt;br /&gt;
|2u [[#Ale|Ale]], 1u [[#Banana Juice|Banana Juice]], 1u [[#Ice|Ice]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Whiskey|Whiskey]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Tartness and bananas&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:espratini_glass.png|64px]]&lt;br /&gt;
|Espratini&lt;br /&gt;
|1u Espresso, 1u Kahlua, 1u Vodka = 3u&lt;br /&gt;
|50&lt;br /&gt;
|Powerful black coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:europanail.png|64px]]&lt;br /&gt;
|Europa Nail&lt;br /&gt;
|2u [[#Cream|Cream]], 2u [[#Kahlua|Kahlua]], 2u [[#Rusty Nail|Rusty Nail]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|A coffee-flavored moon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:root_beer_glass.png|64px]]&lt;br /&gt;
|Fernet Con Coca&lt;br /&gt;
|2u [[#Space Cola|Space Cola]], 1u [[#Fernet|Fernet]] = 2u&lt;br /&gt;
|20&lt;br /&gt;
|Deeply bittersweet cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:fiscoffeeglass.png|64px]]&lt;br /&gt;
|Fisanduhian Coffee&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Fisanduhian Cream|Fisanduhian Cream]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|giving up on peaceful coexistence&lt;br /&gt;
|Contains Caffeine strength 0.3.&lt;br /&gt;
|-&lt;br /&gt;
![[File:irishcreamglass.png|64px]]&lt;br /&gt;
|Fisanduhian Cream{{anchor|Fisanduhian Cream}}&lt;br /&gt;
|1u [[#Cream|Cream]], 2u [[#Fireball|Fireball]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|creamy spiced alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:fisfirebombglass.png|64px]]&lt;br /&gt;
|Fisanduhian Firebomb&lt;br /&gt;
|1u [[#Ale|Ale]], 1u [[#Fisanduhian Cream|Fisanduhian Cream]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|Anti-dominian sentiment&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:forbiddenapple.png|64px]]&lt;br /&gt;
|Forbidden Apple&lt;br /&gt;
|1u [[#Applejack|Applejack]], 1u [[#Champagne|Champagne]], 1u [[#Triple Sec|Triple Sec]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Champagne, a hint of apples, and orange sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:french75.png|64px]]&lt;br /&gt;
|French 75&lt;br /&gt;
|2u [[#Champagne|Champagne]], 1u [[#Gin|Gin]], 1u [[#Lemon Juice|Lemon Juice]] = 4u&lt;br /&gt;
|25&lt;br /&gt;
|Sour and classy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:fringeweaver.png|64px]]&lt;br /&gt;
|Fringe Weaver&lt;br /&gt;
|2u [[#Ethanol|Ethanol]], 1u [[#Sugar|Sugar]] = 3u&lt;br /&gt;
|65&lt;br /&gt;
|Liquid regret&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:thirteen_loko_glass.png|64px]]&lt;br /&gt;
|Getmore Energy&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|Jitters and death&lt;br /&gt;
|For non-Diona: Reduces drowsiness, causes jitters. Also contains Caffeine strength 0.5.&amp;lt;br&amp;gt;Source: Robust Softdrinks (Hacked)&lt;br /&gt;
|-&lt;br /&gt;
![[File:gibsonhooch.png|64px]]&lt;br /&gt;
|Gibson Hooch&lt;br /&gt;
|1u [[#Beer|Beer]], 1u [[#Whiskey Cola|Whiskey Cola]] = 2u&lt;br /&gt;
|65&lt;br /&gt;
|Cheap labor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gibsonpunch.png|64px]]&lt;br /&gt;
|Gibson Punch&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Screwdriver|Screwdriver]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Sour and bitter fruit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gimlet.png|64px]]&lt;br /&gt;
|Gimlet&lt;br /&gt;
|1u [[#Gin|Gin]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Lime Juice|Lime Juice]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Gin and class&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gintonicglass.png|64px]]&lt;br /&gt;
|Gin and Tonic{{anchor|Gin and Tonic}}&lt;br /&gt;
|2u [[#Gin|Gin]], 1u [[#Tonic Water|Tonic Water]] = 3u&lt;br /&gt;
|12&lt;br /&gt;
|Mild and tart&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ginfizzglass.png|64px]]&lt;br /&gt;
|Gin Fizz&lt;br /&gt;
|1u [[#Gin|Gin]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Soda Water|Soda Water]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Dry, tart lemons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Godheadglass.png|64px]]&lt;br /&gt;
|Godhead&lt;br /&gt;
|1u [[#Geneboosted Wine|Geneboosted Wine]], 1u [[#Kvass|Kvass]], 1u [[#Tarasun|Tarasun]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Morozi winter, with all its hardships&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ginvodkaglass.png|64px]]&lt;br /&gt;
|Goldschlager&lt;br /&gt;
|1u [[#Gold|Gold]], 10u [[#Vodka|Vodka]] = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Burning cinnamon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:goeglass.png|64px]]&lt;br /&gt;
|Government in Exile&lt;br /&gt;
|1u [[#Kvass|Kvass]], 1u [[#Permanent Revolution|Permanent Revolution]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Homesickness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:grogglass.png|64px]]&lt;br /&gt;
|Grog&lt;br /&gt;
|1u [[#Rum|Rum]], 1u [[#Water|Water]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|A poor excuse for alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:harvest_moon_glass.png|64px]]&lt;br /&gt;
|Harvest Moon&lt;br /&gt;
|2u Applejack, 1u Pumpkin Spice Syrup, 2u Soda Water = 6u&lt;br /&gt;
|35&lt;br /&gt;
|Sparkling pumpkin pie and spiced apples&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:hippiesdelightglass.png|64px]]&lt;br /&gt;
|Hippies Delight&lt;br /&gt;
|1u [[#Pan-Galactic Gargle Blaster|Pan-Galactic Gargle Blaster]], 1u [[#Psilocybin|Psilocybin]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Giving peace a chance&lt;br /&gt;
|Psilocybin can be found in several types of garden-grown mushroom.&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_brown2.png|64px]]&lt;br /&gt;
|Hooch&lt;br /&gt;
|1u [[#Moonshine|Moonshine]], 1u [[#Sugar|Sugar]], 1u [[#Welding fuel|Welding Fuel]] = 3u&lt;br /&gt;
|65&lt;br /&gt;
|Pure resignation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:icepick.png|64px]]&lt;br /&gt;
|Ice Pick&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Vodka|Vodka]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|Vodka and lemon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:iced_beerglass.png|64px]]&lt;br /&gt;
|Iced Beer&lt;br /&gt;
|10u [[#Beer|Beer]], 1u [[#Frost Oil|Frost Oil]] = 10u&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;5u [[#Beer|Beer]], 1u [[#Ice|Ice]] = 6u&lt;br /&gt;
|5&lt;br /&gt;
|Refreshingly cold&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Insurrenderglass.png|64px]]&lt;br /&gt;
|Instrument of Surrender&lt;br /&gt;
|1u [[#Algae Wine|Algae Wine]], 1u [[#Kvass|Kvass]], 1u [[#Tarasun|Tarasun]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Freedom from want&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:internationaleglass.png|64px]]&lt;br /&gt;
|Internationale&lt;br /&gt;
|1u [[#Mushroom Vodka|Mushroom Vodka]], 1u [[#Victory Gin|Victory Gin]] = 2u&lt;br /&gt;
|28&lt;br /&gt;
|Earthy, oily unity&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:irishcarbomb.png|64px]]&lt;br /&gt;
|Irish Car Bomb&lt;br /&gt;
|1u [[#Ale|Ale]], 1u [[#Irish Cream|Irish Cream]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|Delicious anger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:irishcoffeeglass.png|64px]]&lt;br /&gt;
|Irish Coffee&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Irish Cream|Irish Cream]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|Giving up on the day&lt;br /&gt;
|Contains Caffeine strength 0.3.&lt;br /&gt;
|-&lt;br /&gt;
![[File:irishcreamglass.png|64px]]&lt;br /&gt;
|Irish Cream{{anchor|Irish Cream}}&lt;br /&gt;
|1u [[#Cream|Cream]], 2u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Creamy alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:johnscollins.png|64px]]&lt;br /&gt;
|John Collins&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Ice|Ice]], 1u [[#Lemon Juice|Lemon Juice]], 2u [[#Whiskey Soda|Whiskey Soda]] = 5u&lt;br /&gt;
|25&lt;br /&gt;
|Whiskey&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:jovianstormglass.png|64px]]&lt;br /&gt;
|Jovian Storm&lt;br /&gt;
|2u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Ice|Ice]], 1u [[#Lemon Juice|Lemon Juice]], 2u [[#Rum|Rum]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Stormy sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:junglejuice.png|64px]]&lt;br /&gt;
|Jungle Juice&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Lemon Lime|Lemon Lime]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Rum|Rum]], 1u [[#Vodka|Vodka]] = 5u&lt;br /&gt;
|35&lt;br /&gt;
|A fraternity house party&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:lights_edge_glass.png|64px]]&lt;br /&gt;
|Light&#039;s Edge&lt;br /&gt;
|1u [[#Assunzioni Wine|Assunzioni Wine]], 1u Gin, 1u Lemon Juice = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Rich wine, herbal liquor, and tartness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:longislandicedteaglass.png|64px]]&lt;br /&gt;
|Long Island Iced Tea{{anchor|Long Island Iced Tea}}&lt;br /&gt;
|3u [[#Cuba Libre|Cuba Libre]], 1u [[#Gin|Gin]], 1u [[#Tequila|Tequila]], 1u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|40&lt;br /&gt;
|A mixture of cola and alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:manhattanglass.png|64px]]&lt;br /&gt;
|Manhattan{{anchor|Manhattan}}&lt;br /&gt;
|1u [[#Vermouth|Vermouth]], 2u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Mild dryness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:proj_manhattanglass.png|64px]]&lt;br /&gt;
|Manhattan Project&lt;br /&gt;
|10u [[#Manhattan|Manhattan]], 1u [[#Uranium|Uranium]] = 10u&lt;br /&gt;
|30&lt;br /&gt;
|Death, the destroyer of worlds&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:margaritaglass.png|64px]]&lt;br /&gt;
|Margarita{{anchor|Margarita}}&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Triple Sec|Triple Sec]], 1u [[#Tequila|Tequila]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Dry and salty&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:marsarita.png|64px]]&lt;br /&gt;
|Marsarita&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 1u [[#Capsaicin Oil|Capsaicin Oil]], 4u [[#Margarita|Margarita]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Spicy, salty lime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:melonwine.png|64px]]&lt;br /&gt;
|Melon Wine&lt;br /&gt;
|1u [[#Melon Liquor|Melon Liquor]], 1u [[#Wine|Wine]] = 2u&lt;br /&gt;
|20&lt;br /&gt;
|Mouth watering fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mendellian.png|64px]]&lt;br /&gt;
|Mendellian&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Triple Sec|Triple Sec]] = 3u&lt;br /&gt;
|27&lt;br /&gt;
|Citrusy urbanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:metropolitan.png|64px]]&lt;br /&gt;
|Metropolitan&lt;br /&gt;
|1u [[#Brandy|Brandy]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Vermouth|Vermouth]] = 3u&lt;br /&gt;
|27&lt;br /&gt;
|Fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:midnightkiss.png|64px]]&lt;br /&gt;
|Midnight Kiss&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 3u [[#Champagne|Champagne]], 1u [[#Vodka|Vodka]] = 5u&lt;br /&gt;
|25&lt;br /&gt;
|A late-night promise&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:omimosa.png|64px]]&lt;br /&gt;
|Mimosa&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Orange Juice|Orange Juice]] = 2u&lt;br /&gt;
|35&lt;br /&gt;
|Sparkling orange juice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mintjulep.png|64px]]&lt;br /&gt;
|Mint Julep&lt;br /&gt;
|1u [[#Ice|Ice]], 1u [[#Water|Water]], 1u [[#Whiskey|Whiskey]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Old as time&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mojito.png|64px]]&lt;br /&gt;
|Mojito&lt;br /&gt;
|1u [[#Mint Syrup|Mint Syrup]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Rum|Rum]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Refreshing mint&lt;br /&gt;
|Make sure to mix it in the provided order, or you might make a Daiquiri.&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|Moonshine{{anchor|Moonshine}}&lt;br /&gt;
|10u [[#Nutriment|Nutriment]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|65&lt;br /&gt;
|Bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mountain_marauder.png|64px]]&lt;br /&gt;
|Mountain Marauder&lt;br /&gt;
|1u [[#Fermented Fatshouters Milk|Fermented Fatshouters Milk]], 1u [[#Victory Gin|Victory Gin]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Alcoholic sour milk&lt;br /&gt;
|Causes nausea to non-Tajara.&lt;br /&gt;
|-&lt;br /&gt;
![[File:muscmule.png|64px]]&lt;br /&gt;
|Muscovite Mule&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Mint and a mule&#039;s kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:neurotoxinglass.png|64px]]&lt;br /&gt;
|Neurotoxin&lt;br /&gt;
|1u [[#Pan-Galactic Gargle Blaster|Pan-Galactic Gargle Blaster]], 1u [[#Soporific|Soporific]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|A numbing sensation&lt;br /&gt;
|Slows pulse and causes paralysis for non-Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:horizon_glass.png|64px]]&lt;br /&gt;
|New Horizons&lt;br /&gt;
|1u [[#Creme de Yvette|Creme de Yvette]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Patron|Patron]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|The celebration of new horizons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:oldfashioned.png|64px]]&lt;br /&gt;
|Old Fashioned&lt;br /&gt;
|1u [[#Aromatic Bitters|Aromatic Bitters]], 1u [[#Sugar|Sugar]], 3u [[#Whiskey Soda|Whiskey Soda]] = 5u&lt;br /&gt;
|30&lt;br /&gt;
|Bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:olympusmons.png|64px]]&lt;br /&gt;
|Olympus Mons&lt;br /&gt;
|1u [[#Black Russian|Black Russian]], 1u [[#Rum|Rum]], 1u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Bittersweet independence&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gargleblasterglass.png|64px]]&lt;br /&gt;
|Pan-Galactic Gargle Blaster{{anchor|Pan-Galactic Gargle Blaster}}&lt;br /&gt;
|1u [[#Cognac|Cognac]], 1u [[#Gin|Gin]], 1u [[#Lime Juice|Lime Juice]], 2u [[#Vodka|Vodka]], 1u [[#Whiskey|Whiskey]] = 6u&lt;br /&gt;
|50&lt;br /&gt;
|Your brains smashed out by a lemon wrapped around a gold brick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:patronglass.png|64px]]&lt;br /&gt;
|Patron {{anchor|Patron}}&lt;br /&gt;
|1u [[#Silver|Silver]], 10u [[#Tequila|Tequila]] = 10u&lt;br /&gt;
|20&lt;br /&gt;
|Metallic and expensive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:peacetreatyglass.png|64px]]&lt;br /&gt;
|Peace Treaty&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Messa&#039;s Mead|Messa&#039;s Mead]], 1u [[#Victory Gin|Victory Gin]] = 3u&lt;br /&gt;
|21&lt;br /&gt;
|Tart, oily honey&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:permanentrevolutionglass.png|64px]]&lt;br /&gt;
|Permanent Revolution&lt;br /&gt;
|1u [[#Absinthe|Absinthe]], 1u [[#Mushroom Vodka|Mushroom Vodka]] = 2u&lt;br /&gt;
|65&lt;br /&gt;
|Strong, earthy licorice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pina_colada.png|64px]]&lt;br /&gt;
|Pina Colada&lt;br /&gt;
|1u [[#Pineapple Juice|Pineapple Juice]], 2u [[#Rum|Rum]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Pineapple, coconut, and a hint of the ocean&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pinkgin.png|64px]]&lt;br /&gt;
|Pink Gin {{anchor|Pink Gin}}&lt;br /&gt;
|1u [[#Aromatic Bitters|Aromatic Bitters]], 2u [[#Gin|Gin]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Bitter christmas tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pinkgintonic.png|64px]]&lt;br /&gt;
|Pink Gin and Tonic&lt;br /&gt;
|2u [[#Pink Gin|Pink Gin]], 1u [[#Tonic Water|Tonic Water]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Very bitter christmas tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:piratepunch.png|64px]]&lt;br /&gt;
|Pirate&#039;s Punch&lt;br /&gt;
|1u [[#Aromatic Bitters|Aromatic Bitters]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Rum|Rum]] = 5u&lt;br /&gt;
|25&lt;br /&gt;
|Spiced fruit cocktail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:planterpunch.png|64px]]&lt;br /&gt;
|Planter&#039;s Punch&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Orange Juice|Orange Juice]], 2u [[#Rum|Rum]] = 4u&lt;br /&gt;
|25&lt;br /&gt;
|Jamaica&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pwineglass.png|64px]]&lt;br /&gt;
|Poison Wine&lt;br /&gt;
|10u [[#Poison Berry Juice|Poison Berry Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|15&lt;br /&gt;
|Purified alcoholic death&lt;br /&gt;
|Toxic. Causes hallucinations.&lt;br /&gt;
|-&lt;br /&gt;
![[File:pousseecafe.png|64px]]&lt;br /&gt;
|Pousse-Cafe&lt;br /&gt;
|1u [[#Brandy|Brandy]], 1u [[#Green Chartreuse|Green Chartreuse]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#White Creme de Menthe|White Creme de Menthe]], 1u [[#Yellow Chartreuse|Yellow Chartreuse]] = 5u&lt;br /&gt;
|15&lt;br /&gt;
|Layers of liquors&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pink_glass.png|64px]]&lt;br /&gt;
|Pretty in Pink&lt;br /&gt;
|1u [[#Pink Lemonade|Pink Lemonade]], 1u [[#Rose Wine|Rose Wine]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|Rosy fruity pinkness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:primeministerglass.png|64px]]&lt;br /&gt;
|Prime Minister&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 4u [[#Rum|Rum]], 1u [[#Vermouth|Vermouth]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Political power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:redsangria.png|64px]]&lt;br /&gt;
|Red Dwarf Sangria&lt;br /&gt;
|1u [[#Applejack|Applejack]], 1u [[#Assunzioni Wine|Assunzioni Wine]], 1u [[#Orange Juice|Orange Juice]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Fruit cocktail, sweet red wine, and a hint of truffles&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:red_meadglass.png|64px]]&lt;br /&gt;
|Red Mead&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Mead|Mead]] = 2u&lt;br /&gt;
|21&lt;br /&gt;
|Sweet and salty alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rixulin_sundae.png|64px]]&lt;br /&gt;
|Rixulin Sundae&lt;br /&gt;
|3u [[#Virus Food|Virus Food]], 2u [[#White Wine|White Wine]], 1u [[#Wulumunusha Extract|Wulumunusha Extract]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Spacetime and warbling music&lt;br /&gt;
|Causes drugginess.&lt;br /&gt;
|-&lt;br /&gt;
![[File:rose_tinted_glasses_glass.png|64px]]&lt;br /&gt;
|Rose Tinted Glasses&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Rose Wine|Rose Wine]], 1u [[#Soda Water|Soda Water]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Pink-colored nostalgia&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rumandcolaglass.png|64px]]&lt;br /&gt;
|Rum and Cola{{anchor|Rum and Cola}}&lt;br /&gt;
|1u [[#Space Cola|Space Cola]], 2u [[#Rum|Rum]] = 3u&lt;br /&gt;
|10&lt;br /&gt;
|Cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rustynail.png|64px]]&lt;br /&gt;
|Rusty Nail{{anchor|Rusty Nail}}&lt;br /&gt;
|1u [[#Drambuie|Drambuie]], 1u [[#Whiskey|Whiskey]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Lemons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sangria.png|64px]]&lt;br /&gt;
|Sangria&lt;br /&gt;
|1u [[#Brandy|Brandy]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Orange Juice|Orange Juice]], 3u [[#Wine|Wine]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Sweet wine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sbitenglass.png|64px]]&lt;br /&gt;
|Sbiten&lt;br /&gt;
|1u [[#Capsaicin Oil|Capsaicin Oil]], 10u [[#Mead|Mead]] = 10u&lt;br /&gt;
|40&lt;br /&gt;
|Hot and spice&lt;br /&gt;
|Capsaicin can be found in chili peppers.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scrameggglass.gif|64px]]&lt;br /&gt;
|SCRAMbled Egg&lt;br /&gt;
|25u [[#Kvass|Kvass]], 3u [[#Egg Yolk|Egg Yolk]] = 25u&lt;br /&gt;
|15&lt;br /&gt;
|Slimy raw egg and beer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:screwdriverglass.png|64px]]&lt;br /&gt;
|Screwdriver {{anchor|Screwdriver}}&lt;br /&gt;
|1u [[#Orange Juice|Orange Juice]], 2u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Spicy orange&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sidewinderglass.png|64px]]&lt;br /&gt;
|Sidewinder Fang&lt;br /&gt;
|2u [[#Soda Water|Soda Water]], 2u [[#Rum|Rum]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Lime Juice|Lime Juice]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Fruity rum and bittersweet nostalgia&lt;br /&gt;
|Make sure to mix it in the &#039;&#039;&#039;provided order&#039;&#039;&#039;, or you might make the [[#Kira Special|Kira Special]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:silencerglass.png|64px]]&lt;br /&gt;
|Silencer&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Nothing|Nothing]], 1u [[#Sugar|Sugar]] = 3u&lt;br /&gt;
|50&lt;br /&gt;
|A pencil eraser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:singulo.png|64px]]&lt;br /&gt;
|Singulo&lt;br /&gt;
|1u [[#Radium|Radium]], 5u [[#Vodka|Vodka]], 5u [[#Wine|Wine]] = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Concentrated matter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:snakebite.png|64px]]&lt;br /&gt;
|Snakebite&lt;br /&gt;
|5u [[#Beer|Beer]], 5u [[#Applejack|Applejack]]= 10u&lt;br /&gt;
|9&lt;br /&gt;
|Sweet apple-flavoured beer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:snowwhite.png|64px]]&lt;br /&gt;
|Snow White&lt;br /&gt;
|1u [[#Beer|Beer]], 1u [[#Lemon Lime|Lemon Lime]] = 2u&lt;br /&gt;
|7&lt;br /&gt;
|Refreshing cold&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:solarianmarineglass.png|64px]]&lt;br /&gt;
|Solarian Marine&lt;br /&gt;
|1u [[#Securitea|Securitea]], 1u [[#Whiskey|Whiskey]] = 2u&lt;br /&gt;
|35&lt;br /&gt;
|Polished boots and nationalism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:solarianwhiteglass.png|64px]]&lt;br /&gt;
|Solarian White&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Creamy vodka and lime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Songwaterglass.png|64px]]&lt;br /&gt;
|Songwater&lt;br /&gt;
|5u [[#Tarasun|Tarasun]], 1u [[#Space Spice|Space Spice]], 1u [[#Black Pepper|Black Pepper]] = 5u&lt;br /&gt;
|35&lt;br /&gt;
|Frostbite in your throat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ssroyale.png|64px]]&lt;br /&gt;
|Southside Royale&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Gin|Gin]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Mint Syrup|Mint Syrup]] = 4u&lt;br /&gt;
|20&lt;br /&gt;
|Lime christmas tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stag_Hunt.png|64px]]&lt;br /&gt;
|Stag Hunt&lt;br /&gt;
|2u [[#Iced Tea|Champagne]], 2u [[#2275|2275]], 1u [[#Lemon Juice|Lemon Juice]] = 5u&lt;br /&gt;
|35&lt;br /&gt;
|Brandy and lemonade&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:starsandstripes.png|64px]]&lt;br /&gt;
|Stars and Stripes&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Creme de Yvette|Creme de Yvette]], 1u [[#Grenadine Syrup|Grenadine Syrup]] = 3u&lt;br /&gt;
|10&lt;br /&gt;
|Freedom&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sugarrush.png|64px]]&lt;br /&gt;
|Sugar Rush&lt;br /&gt;
|4u [[#Orange Starshine|Orange Starshine]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet soda&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sdreamglass.png|64px]]&lt;br /&gt;
|Sui Dream&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 1u [[#Melon Liquor|Melon Liquor]], 1u Vacuum Fizz = 3u&lt;br /&gt;
|5&lt;br /&gt;
|Fruit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tallblackrussian.png|64px]]&lt;br /&gt;
|Tall Black Russian&lt;br /&gt;
|1u [[#Black Russian|Black Russian]], 1u [[#Space Cola|Space Cola]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Tall bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tequilasunriseglass.png|64px]]&lt;br /&gt;
|Tequila Sunrise&lt;br /&gt;
|1u [[#Orange Juice|Orange Juice]], 2u [[#Tequila|Tequila]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Oranges&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:classic.png|64px]]&lt;br /&gt;
|The Classic&lt;br /&gt;
|1u [[#Aromatic Bitters|Aromatic Bitters]], 2u [[#Champagne|Champagne]], 1u [[#Lemon Juice|Lemon Juice]] = 4u&lt;br /&gt;
|20&lt;br /&gt;
|Sour and bitter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Inquisitrixglass.png|64px]]&lt;br /&gt;
|The Inquisitrix&lt;br /&gt;
|1u [[#Algae Wine|Algae Wine]], 1u [[#Tarasun|Tarasun]], 1u [[#Dr. Gibb|Dr. Gibb]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Tomorrow&#039;s headache&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:manlydorfglass.png|64px]]&lt;br /&gt;
|The Manly Dorf&lt;br /&gt;
|2u [[#Ale|Ale]], 1u [[#Beer|Beer]] = 3u&lt;br /&gt;
|45&lt;br /&gt;
|Hair on your chest and your chin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:martyrgaritaglass.gif|64px]]&lt;br /&gt;
|The Martyrgarita&lt;br /&gt;
|1u [[#Geneboosted Wine|Geneboosted Wine]], 1u [[#Lime Juice|Lime Juice]], 1u Holy water = 3u&lt;br /&gt;
|20&lt;br /&gt;
|A drink worth dying for&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:thirdincident.png|64px]]&lt;br /&gt;
|The Third Incident&lt;br /&gt;
|10u [[#Blue Curacao|Blue Curacao]], 3u [[#Egg Yolk|Egg Yolk]], 10u [[#Grape Juice|Grape Juice]] = 20u&lt;br /&gt;
|10&lt;br /&gt;
|X&#039;Lu&#039;oa sadness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:universalistglass.gif|64px]]&lt;br /&gt;
|The Universalist&lt;br /&gt;
|10u [[#Geneboosted Wine|Geneboosted Wine]], 10u [[#Beepsky Smash|Beepsky Smash]] = 20u&lt;br /&gt;
|25&lt;br /&gt;
|Shutdown codes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:threemileislandglass.png|64px]]&lt;br /&gt;
|Three Mile Island Iced Tea&lt;br /&gt;
|10u [[#Long Island Iced Tea|Long Island Iced Tea]], 1u [[#Uranium|Uranium]] = 10u&lt;br /&gt;
|60&lt;br /&gt;
|Dry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:threefoldglass.png|64px]]&lt;br /&gt;
|Threefold&lt;br /&gt;
|1u [[#Algae Wine|Algae Wine]], 1u [[#Valokki Wine|Valokki Wine]], 1u [[#Geneboosted Wine|Geneboosted Wine]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Incense&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:toxinsspecialglass.png|64px]]&lt;br /&gt;
|Toxins Special&lt;br /&gt;
|2u [[#Phoron|Phoron]], 2u [[#Rum|Rum]], 2u [[#Vermouth|Vermouth]] = 6u&lt;br /&gt;
|40&lt;br /&gt;
|Spicy toxins&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tribunalglass.gif|64px]]&lt;br /&gt;
|Tribunal&lt;br /&gt;
|1u [[#Threefold|Threefold]], 1u [[#Godhead|Godhead]], 1u Holy Water = 3u&lt;br /&gt;
|75&lt;br /&gt;
|Alcoholic rapture&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:twisted_lime_glass.png|64px]]&lt;br /&gt;
|Twisted Lime&lt;br /&gt;
|1u [[#Ale|Ale]], 1u [[#Fernet|Fernet]], 1u [[#Lime Juice|Lime Juice]]&lt;br /&gt;
|30&lt;br /&gt;
|Bitter sourness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:verdant_glass.png|64px]]&lt;br /&gt;
|Verdant Green&lt;br /&gt;
|1u [[#Green Tea|Green Tea]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Soju|Soju]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Refreshing minty tea with a kick&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:veteranschoice_glass.png|64px]]&lt;br /&gt;
|Veteran&#039;s Choice&lt;br /&gt;
|1u [[#Gunpowder|Gunpowder]], 1u [[#Messa&#039;s Mead|Messa&#039;s Mead]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Honey and salty&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:vodkatonicglass.png|64px]]&lt;br /&gt;
|Vodka and Tonic&lt;br /&gt;
|1u [[#Tonic Water|Tonic Water]], 2u [[#Vodka|Vodka]]= 3u&lt;br /&gt;
|35&lt;br /&gt;
|Tart bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:martiniglass.png|64px]]&lt;br /&gt;
|Vodka Martini&lt;br /&gt;
|1u [[#Vermouth|Vermouth]], 2u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|32&lt;br /&gt;
|Shaken, not stirred&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:weeping_stars_glass.png|64px]]&lt;br /&gt;
|Weeping Stars&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Creme de Yvette|Creme de Yvette]], 1u [[#Cranberry Juice|Cranberry Juice]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Sparkly violet cranberry juice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiskeycolaglass.png|64px]]&lt;br /&gt;
|Whiskey Cola {{anchor|Whiskey Cola}}&lt;br /&gt;
|1u [[#Space Cola|Space Cola]], 2u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiskeysodaglass2.png|64px]]&lt;br /&gt;
|Whiskey Soda {{anchor|Whiskey Soda}}&lt;br /&gt;
|1u [[#Soda Water|Soda Water]], 2u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiterussianglass.png|64px]]&lt;br /&gt;
|White Russian&lt;br /&gt;
|2u [[#Black Russian|Black Russian]], 1u [[#Cream|Cream]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Bitter cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:winter_offensive.png|64px]]&lt;br /&gt;
|Winter Offensive&lt;br /&gt;
|1u [[#Ice|Ice]], 1u [[#Victory Gin|Victory Gin]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Oily gin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Witchspirit.png|64px]]&lt;br /&gt;
|Witch-spirit&lt;br /&gt;
|1u [[#Algae Wine|Algae Wine]], 1u [[#Gin|Gin]], 1u [[#Limoncello|Limoncello]], 1u [[#Melon Liquor|Melon Liquor]] = 4u&lt;br /&gt;
|45&lt;br /&gt;
|Herbal and citrus sting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:zavodskoi_mule.png|64px]]&lt;br /&gt;
|Zavodskoi Mule&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 2u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Refreshing spiciness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Liquors and Liqueurs====&lt;br /&gt;
Liquors are typically strong distilled drinks. While they are most commonly used as ingredients in a [[#Cocktail|cocktail]], it is also common to have liquor alone in shots.&lt;br /&gt;
&lt;br /&gt;
Liqueurs are similar to liquors, but are sweeter. It is less common to see liqueurs taken as shots, as the flavours are better realized in a cocktail, however the customer is always right in matters of taste!&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|%Alcohol&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:absintheglass.png|64px]]&lt;br /&gt;
|Absinthe {{anchor|Absinthe}}&lt;br /&gt;
|&lt;br /&gt;
|75&lt;br /&gt;
|Bottles are labeled “Jailbreaker Verte”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:applejack.png|64px]]&lt;br /&gt;
|Applejack {{anchor|Applejack}}&lt;br /&gt;
|&lt;br /&gt;
|14&lt;br /&gt;
|Bottles are labeled “Arvani Special Reserve Applejack”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:bittersglass.png|64px]]&lt;br /&gt;
|Aromatic Bitters {{anchor|Aromatic Bitters}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Nojosuru Aromatic Bitters”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:curacaoglass.png|64px]]&lt;br /&gt;
|Blue Curacao {{anchor|Blue Curacao}}&lt;br /&gt;
|10u [[#Orange Juice|Orange Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|25&lt;br /&gt;
|Bottles are labeled “Xuaousha curacao”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:boukhaglass.png|64px]]&lt;br /&gt;
|Boukha {{anchor|Boukha}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Boukha Boboksa Classic”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:brandyglass.png|64px]]&lt;br /&gt;
|Brandy {{anchor|Brandy}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Admiral Cindy&#039;s Brandy”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:cognacglass.png|64px]]&lt;br /&gt;
|Cognac {{anchor|Cognac}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Cytherea Golden Sweetness Cognac”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:cremedeyvetteglass.png|64px]]&lt;br /&gt;
|Creme de Yvette {{anchor|Creme de Yvette}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Bottles are labeled “Xinghua Delicate Violet”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:darmadhirbrew_glass.png|64px]]&lt;br /&gt;
|Darmadhir Brew {{anchor|Darmadhir Brew}}&lt;br /&gt;
|&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rumglass.png|64px]]&lt;br /&gt;
|Deadrum {{anchor|Deadrum}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:drambuieglass.png|64px]]&lt;br /&gt;
|Drambuie {{anchor|Drambuie}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Xinghua Honeyed Satisfaction”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:fireballglass.png|64px]]&lt;br /&gt;
|Fireball {{anchor|Fireball}}&lt;br /&gt;
|&lt;br /&gt;
|35&lt;br /&gt;
|Bottles are labeled “Delta Cephei Cinnamon Fireball”&amp;lt;br&amp;gt;Causes pain to non-Diona, neutralizes toxins&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:kahluaglass.png|64px]]&lt;br /&gt;
|Kahlua {{anchor|Kahlua}}&lt;br /&gt;
|5u [[#Coffee|Coffee]], 5u [[#Sugar|Sugar]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 5u&lt;br /&gt;
|20&lt;br /&gt;
|Bottles are labeled “Nixiqi&#039;s Happy Accident Coffee Liqueur”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:emeraldglass.png|64px]]&lt;br /&gt;
|Melon Liquor {{anchor|Melon Liquor}}&lt;br /&gt;
|10u [[#Watermelon Juice|Watermelon Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|23&lt;br /&gt;
|Bottles are labeled “Emeraldine Melon Liquor”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:mushroomvodkaglass.png|64px]]&lt;br /&gt;
|Mushroom Vodka {{anchor|Mushroom Vodka}}&lt;br /&gt;
|&lt;br /&gt;
|55&lt;br /&gt;
|Bottles are labeled “Magnitogorsk Import mushroom vodka”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:nmshaanliquor_glass.png|64px]]&lt;br /&gt;
|Nm&#039;shaan Liquor&lt;br /&gt;
|&lt;br /&gt;
|70&lt;br /&gt;
|Bottles are labeled “Nm&#039;shaan Liquor”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:rumglass.png|64px]]&lt;br /&gt;
|Rum {{anchor|Rum}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Undirstader Broeckhouser Rum”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:sakeglass.png|64px]]&lt;br /&gt;
|Sake {{anchor|Sake}}&lt;br /&gt;
|5u [[#Rice Beer|Rice Beer]], 5u Moss, 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|20&lt;br /&gt;
|Bottles are labeled “Shokyodo Sake”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:sojuglass.png|64px]]&lt;br /&gt;
|Soju {{anchor|Soju}}&lt;br /&gt;
|&lt;br /&gt;
|25&lt;br /&gt;
|Bottles are labeled “Boryeong &#039;45 Soju”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tarasunglass.png|64px]]&lt;br /&gt;
|Tarasun {{anchor|Tarasun}}&lt;br /&gt;
|&lt;br /&gt;
|30&lt;br /&gt;
|Bottles are labeled “Frostdancer Distillery Tarasun”&amp;lt;br&amp;gt;Source: Booze-o-mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:treebarkfirewater_glass.png|64px]]&lt;br /&gt;
|Tree-Bark Firewater&lt;br /&gt;
|1u [[#Earthen-Root Juice|Earthen-Root Juice]], 1u [[#Sugar|Sugar]], 1u [[#Wood Pulp|Wood Pulp]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 3u&lt;br /&gt;
|65&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tequilaglass.png|64px]]&lt;br /&gt;
|Tequila {{anchor|Tequila}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Nathan&#039;s Guaranteed Quality Tequila”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_orange.png|64px]]&lt;br /&gt;
|Triple Sec {{anchor|Triple Sec}}&lt;br /&gt;
|&lt;br /&gt;
|12&lt;br /&gt;
|Bottles are labeled “Fleur De Majestueux Triple Sec”&amp;lt;br&amp;gt;Source: Bar Dispenser, Booze-O-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:vermouthglass.png|64px]]&lt;br /&gt;
|Vermouth {{anchor|Vermouth}}&lt;br /&gt;
|&lt;br /&gt;
|17&lt;br /&gt;
|Bottles are labeled “Xinghua Vermouth”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:ginvodkaglass.png|64px]]&lt;br /&gt;
|Victory Gin {{anchor|Victory Gin}}&lt;br /&gt;
|&lt;br /&gt;
|18&lt;br /&gt;
|Bottles are labeled “Victory Gin”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:ginvodkaglass.png|64px]]&lt;br /&gt;
|Vodka {{anchor|Vodka}}&lt;br /&gt;
|10u [[#Potato Juice|Potato Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Bottles are labeled “Martian 50% Premium Vodka”&amp;lt;br&amp;gt;Reduces the effects of radiation.&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiskeyglass.png|64px]]&lt;br /&gt;
|Whiskey {{anchor|Whiskey}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Mu Cephei Special Reserve”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:whitecremeglass.png|64px]]&lt;br /&gt;
|White Creme de Menthe {{anchor|White Creme de Menthe}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Bottles are labeled “Xinghua White Mint”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:chartreuseyellowglass.png|64px]]&lt;br /&gt;
|Yellow Chartreuse {{anchor|Yellow Chartreuse}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled &amp;quot;Nralakk Touch Yellow Chartreuse&amp;quot;&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Beers and Wines====&lt;br /&gt;
Beers and wines are usually consumed singularly without other ingredients mixed in. While not unheard of, some beers and wines are called for in [[#Cocktail|cocktail]] recipes.&lt;br /&gt;
&lt;br /&gt;
Beers are typically a lighter drink in terms of alcohol. Only two beers are served on draught in the workplace, [[#Ale|ale]] and [[#Beer|Virklunder]], however many other brands of beer are stored in the Bar&#039;s backroom upon request.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Vendor&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|%Alcohol&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:aleglass.png|64px]]&lt;br /&gt;
|Ale {{anchor|Ale}}&lt;br /&gt;
|Booze dispenser, Booze-o-Mat&lt;br /&gt;
|6&lt;br /&gt;
|Hearty barley ale&lt;br /&gt;
|Bottles are labeled “Burszi-Ale”&lt;br /&gt;
|-&lt;br /&gt;
![[File:beerglass.png|64px]]&lt;br /&gt;
|Beer {{anchor|Beer}}&lt;br /&gt;
|Booze dispenser, Booze-o-Mat&lt;br /&gt;
|5&lt;br /&gt;
|Beer&lt;br /&gt;
|Reduces jitteriness.&amp;lt;br&amp;gt;Bottles are labeled “Virklunder”&amp;lt;br&amp;gt;10u [[#Flour|Flour]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|-&lt;br /&gt;
![[File:Algaewineglass.png|64px]]&lt;br /&gt;
|Algae Wine {{anchor|Algae Wine}}&lt;br /&gt;
|Booze-o-mat&lt;br /&gt;
|15&lt;br /&gt;
|Licorice and spinach&lt;br /&gt;
|Bottles are labeled “Reachers Triumph 2423”&lt;br /&gt;
|-&lt;br /&gt;
![[File:assunzionewineglass.png|64px]]&lt;br /&gt;
|Assunzioni Wine {{anchor|Assunzioni Wine}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Red wine, truffles, hints of dried fruit, and herbs&lt;br /&gt;
|Bottles are labeled “Azzunzioni Sera Stellata di Dalyan”&lt;br /&gt;
|-&lt;br /&gt;
![[File:champagneglass.png|64px]]&lt;br /&gt;
|Champagne {{anchor|Champagne}}&lt;br /&gt;
|Booze dispenser, Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Bubbly bitter-sweetness&lt;br /&gt;
|Bottles are labeled “Silverport&#039;s Bubbliest Champagne”&lt;br /&gt;
|-&lt;br /&gt;
![[File:skrellbeerdyn.png|64px]]&lt;br /&gt;
|Dyn Beer {{anchor|Dyn Beer}}&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|Spiced bitter beer&lt;br /&gt;
|Bottles are labeled “Qel&#039;Zvol Hospitality&#039;s Prestige Beer”&lt;br /&gt;
|-&lt;br /&gt;
![[File:earthmover.png|64px]]&lt;br /&gt;
|Earthmover {{anchor|Earthmover}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|6&lt;br /&gt;
|Hearty barley ale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ebisu.png|64px]]&lt;br /&gt;
|Ebisu Super Dry {{anchor|Ebisu}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|5&lt;br /&gt;
|Mild carbonated malt&lt;br /&gt;
|Cans are labeled &amp;quot;Ebisu Super Dry&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:guinnessglass.png|64px]]&lt;br /&gt;
|Guinness {{anchor|Guinness}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|8&lt;br /&gt;
|Dryness&lt;br /&gt;
|Bottles are labeled &amp;quot;Guiness&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:khlibnyz_glass.png|64px]]&lt;br /&gt;
|Khlibnyz&lt;br /&gt;
|Booze-o-Mat, Lunchbox option&lt;br /&gt;
|5&lt;br /&gt;
|Earthy and salty&lt;br /&gt;
|Bottles are labeled “Khlibnyz”&lt;br /&gt;
|-&lt;br /&gt;
![[File:Kvassglass.png|64px]]&lt;br /&gt;
|Kvass {{anchor|Kvass}}&lt;br /&gt;
|Booze-o-mat&lt;br /&gt;
|15&lt;br /&gt;
|Bittersweet yeast&lt;br /&gt;
|Bottles are labeled “Neubach Original Kvass”&lt;br /&gt;
|-&lt;br /&gt;
![[File:litebeer.png|64px]]&lt;br /&gt;
|Light Beer&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|Dish water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:makgeolliglass.png|64px]]&lt;br /&gt;
|Makgeolli {{anchor|Makgeolli}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Creamy dry alcohol&lt;br /&gt;
|Bottles are labeled “Doctor Kyung&#039;s Makgeolli”&lt;br /&gt;
|-&lt;br /&gt;
![[File:meadglass.png|64px]]&lt;br /&gt;
|Mead&lt;br /&gt;
|Booze dispenser&lt;br /&gt;
|25&lt;br /&gt;
|Sweet yet alcoholic&lt;br /&gt;
|1u [[#Sugar|Sugar]], 1u [[#Water|Water]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 2u&lt;br /&gt;
|-&lt;br /&gt;
![[File:messa_mead_glass.png|64px]]&lt;br /&gt;
|Messa&#039;s Mead{{anchor|Messa&#039;s Mead}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|25&lt;br /&gt;
|Honey&lt;br /&gt;
|Bottles are labeled “Messa&#039;s Mead”&amp;lt;br&amp;gt;1u [[#Earthen=Root Juice|Earthen-Root Juice]], 1u [[#Honey|Honey]] = 2u&lt;br /&gt;
|-&lt;br /&gt;
![[File:moonlabor.png|64px]]&lt;br /&gt;
|Moonlabor Malt&#039;s {{anchor|Moonlabor}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|5&lt;br /&gt;
|Mild carbonated malt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque.png|64px]]&lt;br /&gt;
|Pulque {{anchor|Pulque}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Sweet yeast&lt;br /&gt;
|Bottles are labeled “Don Augusto&#039;s Pulque”&lt;br /&gt;
|-&lt;br /&gt;
![[File:rice_beer.gif|64px]]&lt;br /&gt;
|Rice Beer {{anchor|Rice Beer}}&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|Mild carbonated malt&lt;br /&gt;
|10u [[#Rice|Rice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|-&lt;br /&gt;
![[File:roseglass.png|64px]]&lt;br /&gt;
|Rose Wine {{anchor|Rose Wine}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|8&lt;br /&gt;
|Citrus, cherry, and sweet wine&lt;br /&gt;
|Bottles are labeled “Coral Twilight Rose”&lt;br /&gt;
|-&lt;br /&gt;
![[File:shimauma.png|64px]]&lt;br /&gt;
|Shimauma Ichiban {{anchor|Shimauma}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|5&lt;br /&gt;
|Mild carbonated malt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:shyrrkirrtyrwine_glass.png|64px]]&lt;br /&gt;
|Shyyr Kirr&#039;tyr Wine {{anchor|Shyyr Kirr&#039;tyr Wine}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Dry alcohol with a hint of meat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:valokkiwineglass.png|64px]]&lt;br /&gt;
|Valokki Wine {{anchor|Valokki Wine}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|25&lt;br /&gt;
|Smooth, rich wine&lt;br /&gt;
|Bottles are labeled “Frostdancer Distillery Valokki Wine”&lt;br /&gt;
|-&lt;br /&gt;
![[File:space_beer.png|64px]]&lt;br /&gt;
|Virklunder canned beer {{anchor|Virklunder}}&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|Beer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whistlingforest.png|64px]]&lt;br /&gt;
|Whistling Forest Pale Ale {{anchor|Whistling Forest}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|5&lt;br /&gt;
|Hearty barley ale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whitewineglass.png|64px]]&lt;br /&gt;
|White Wine {{anchor|White Wine}}&lt;br /&gt;
|Booze Dispenser, Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Dry sweetness&lt;br /&gt;
|Bottles are labeled &amp;quot;Pineneedle Brand White Wine&amp;quot;&amp;lt;br&amp;gt;5u [[#White Grape Juice|White Grape Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 5u&lt;br /&gt;
|-&lt;br /&gt;
![[File:wineglass.png|64px]]&lt;br /&gt;
|Wine {{anchor|Wine}}&lt;br /&gt;
|Booze dispenser, Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Bitter sweetness&lt;br /&gt;
|Bottles are labeled “Silverport Quality Brand Red Wine”&amp;lt;br&amp;gt;10u [[#Grape Juice|Grape Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|-&lt;br /&gt;
![[File:skrellwineylpha.png|64px]]&lt;br /&gt;
|Ylpha Wine {{anchor|Ylpha Wine}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|3&lt;br /&gt;
|Sweet red wine&lt;br /&gt;
|Bottles are labeled &amp;quot;Federation&#039;s Finest Ylpha Wine&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Butanol-Based Drinks===&lt;br /&gt;
Unathi drinks are based on butanol. Butanol will intoxicate Unathi; non-Unathi feel very little effect.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|%Butanol&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:balefire.png|64px]]&lt;br /&gt;
|Balefire&lt;br /&gt;
|1u [[#Redstaff|Redstaff]], 4u [[#Mint Syrup|Mint Syrup]], 1u [[#Ice|Ice]] = 5u&lt;br /&gt;
|21&lt;br /&gt;
|Simultaneously far too hot and too cold, with a mild hint of gum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bloodwine.png|64px]]&lt;br /&gt;
|Bloodwine&lt;br /&gt;
|2u [[#Blood|Blood]], 3u [[#Sarezhi Wine|Sarezhi Wine]] = 5u&lt;br /&gt;
|21&lt;br /&gt;
|Strong berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|Butanol {{anchor|Butanol}}&lt;br /&gt;
|10u [[#Corn Oil|Corn Oil]], 10u [[#Sugar|Sugar]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 5u&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiskeycolaglass.png|64px]]&lt;br /&gt;
|Cactus Cola&lt;br /&gt;
|2u [[#Space Cola|Space Cola]], 1u [[#Ice|Ice]], 2u [[#Xuizi Juice|Xuizi Juice]] = 5u&lt;br /&gt;
|15&lt;br /&gt;
|Cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:contactwine.png|64px]]&lt;br /&gt;
|Contact Wine&lt;br /&gt;
|1u [[#Radium|Radium]], 5u [[#Sarezhi Wine|Sarezhi Wine]], 5u [[#Xuizi Juice|Xuizi Juice]] = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Berries and regret&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:crocodile_glass.png|64px]]&lt;br /&gt;
|Eszkazal&#039;s Bite&lt;br /&gt;
|5u [[#Sarezhi Wine|Sarezhi Wine]], 1u [[#Toxin|Toxin]] = 6u&lt;br /&gt;
|50&lt;br /&gt;
|Sour body sweat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:icepick.png|64px]]&lt;br /&gt;
|Fisher&#039;s Reward&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Xuizi Juice|Xuizi Juice]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|Tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bahamalizard.png|64px]]&lt;br /&gt;
|Forest&#039;s Bounty&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Ice|Ice]], 2u [[#Lemon Juice|Lemon Juice]], 2u [[#Xuizi Juice|Xuizi Juice]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet lemons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cactusmargarita.png|64px]]&lt;br /&gt;
|Healer&#039;s Pride&lt;br /&gt;
|3u [[#Lime Juice|Lime Juice]], 2u [[#Xuizi Juice|Xuizi Juice]] = 5u&lt;br /&gt;
|30&lt;br /&gt;
|Lime juice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:moghesheat.png|64px]]&lt;br /&gt;
|Janviri Heat&lt;br /&gt;
|3u [[#Capsaicin Oil|Capsaicin Oil]], 10u [[#Xuizi Juice|Xuizi Juice]] = 10u&lt;br /&gt;
|40&lt;br /&gt;
|Burning heat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:liarshandshake.png|64px]]&lt;br /&gt;
|Liar&#039;s Handshake&lt;br /&gt;
|5u [[#Redstaff|Redstaff]], 1u [[#Gunpowder|Gunpowder]] = 5u&lt;br /&gt;
|60&lt;br /&gt;
|A powder keg of bad decisions&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cactuscreme.png|64px]]&lt;br /&gt;
|Palace Delight&lt;br /&gt;
|2u [[#Berry Juice|Berry Juice]], 1u [[#Cream|Cream]], 2u [[#Xuizi Juice|Xuizi Juice]] = 5u&lt;br /&gt;
|15&lt;br /&gt;
|Creamy berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:moghespolitan.png|64px]]&lt;br /&gt;
|Queen&#039;s Gift&lt;br /&gt;
|5u [[#Grenadine Syrup|Grenadine Syrup]], 2u [[#Sarezhi Wine|Sarezhi Wine]], 1u [[#Xuizi Juice|Xuizi Juice]] = 5u&lt;br /&gt;
|27&lt;br /&gt;
|Fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:redstaff.png|64px]]&lt;br /&gt;
|Redstaff {{anchor|Redstaff}}&lt;br /&gt;
|&lt;br /&gt;
|30&lt;br /&gt;
|Creamy red ale with a distinct hint of bitterness&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:sarezhiglass.png|64px]]&lt;br /&gt;
|Sarezhi Wine {{anchor|Sarezhi Wine}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Berry juice&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:sarikshand.png|64px]]&lt;br /&gt;
|Sarik&#039;s Hand&lt;br /&gt;
|1u [[#Sarezhi Wine|Sarezhi Wine]], 1u [[#Cranberry Juice|Cranberry Juice]], 1u [[#Redstaff|Redstaff]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|A strong initial hit of bitterness followed by a lingering earthy spice.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:lizardphlegm.png|64px]]&lt;br /&gt;
|Sen&#039;s Secret&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 2u [[#Cream|Cream]], 1u [[#Xuizi Juice|Xuizi Juice]], 1u [[#Watermelon Juice|Watermelon Juice]] = 5u&lt;br /&gt;
|20&lt;br /&gt;
|Creamy fruit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:demonsblood.png|64px]]&lt;br /&gt;
|Smokescale&#039;s Blood&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Dr. Gibb|Dr. Gibb]], 1u [[#Stellar Jolt|Stellar Jolt]], 3u [[#Xuizi Juice|Xuizi Juice]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Fizzy sweet iron&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sangria.png|64px]]&lt;br /&gt;
|Taste of Victory&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Orange Juice|Orange Juice]], 3u [[#Sarezhi Wine|Sarezhi Wine]], 1u [[#Xuizi Juice|Xuizi Juice]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Tart berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:screwdriverglass.png|64px]]&lt;br /&gt;
|Temple Treasure&lt;br /&gt;
|2u [[#Xuizi Juice|Xuizi Juice]], 2u [[#Orange Juice|Orange Juice]] = 4u&lt;br /&gt;
|15&lt;br /&gt;
|Oranges&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:three_towns_cider.png|64px]]&lt;br /&gt;
|Three Towns Cider {{anchor|Three Towns Cider}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Bittersweet root juice&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:trizkizkitea.png|64px]]&lt;br /&gt;
|Trizkizki Tea&lt;br /&gt;
|1u [[#Green Tea|Green Tea]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Sarezhi Wine|Sarezhi Wine]] = 3u&lt;br /&gt;
|5&lt;br /&gt;
|Light, sweet wine, with a hint of sea breeze&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:xuiziglass.png|64px]]&lt;br /&gt;
|Xuizi Juice {{anchor|Xuizi Juice}}&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|Water&amp;lt;br&amp;gt;&#039;&#039;&#039;UNATHI:&#039;&#039;&#039; A bit of watermelon and strawberry with a hint of salt&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_butanol.png|64px]]&lt;br /&gt;
|Xuizi Pulque&lt;br /&gt;
|1u [[#Pulque|Pulque]], 1u [[#Xuizi Juice|Xuizi Juice]] = 2u&lt;br /&gt;
|5&lt;br /&gt;
|Sweet yeast&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Toothpaste-Based Drinks===&lt;br /&gt;
Vaurca can get drunk on alcohol, but it will also poison them. Non-toxic strong drinks for Vaurca are based on toothpaste.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Strength&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:caprician_coffee.png|64px]]&lt;br /&gt;
|Caprician Coffee&lt;br /&gt;
|2u [[#Coffee|Coffee]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Minty coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:caprician_sunrise.png|64px]]&lt;br /&gt;
|Caprician Sunrise&lt;br /&gt;
|2u [[#Mouthwash|Mouthwash]], 1u [[#Orange Juice|Orange Juice]] = 3u&lt;br /&gt;
|60&lt;br /&gt;
|Spicy orange&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cold_gate.png|64px]]&lt;br /&gt;
|Cold Gate&lt;br /&gt;
|1u [[#Ice|Ice]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Mint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:flagsdale_mule.png|64px]]&lt;br /&gt;
|Flagsdale Mule&lt;br /&gt;
|1u [[#Mint Syrup|Mint Syrup]], 1u [[#Mouthwash|Mouthwash]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|80&lt;br /&gt;
|Refreshing, spicy lime, and bulwark&#039;s kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:kois_odyne.png|64px]]&lt;br /&gt;
|Kois Odyne&lt;br /&gt;
|1u [[#K&#039;ois|K&#039;ois]], 1u [[#Tonic Water|Tonic Water]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|60&lt;br /&gt;
|Chalk&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mouthgarita.png|64px]]&lt;br /&gt;
|Mouthgarita&lt;br /&gt;
|2u [[#Mouthwash|Mouthwash]], 1u [[#Lime Juice|Lime Juice]] = 3u&lt;br /&gt;
|80&lt;br /&gt;
|Sour and minty&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mouthwash.png|64px]]&lt;br /&gt;
|Mouthwash {{anchor|Mouthwash}}&lt;br /&gt;
|&lt;br /&gt;
|75&lt;br /&gt;
|Mouthwash&lt;br /&gt;
|Source: Bar back room&lt;br /&gt;
|-&lt;br /&gt;
![[File:sedantian_firestorm.gif|64px]]&lt;br /&gt;
|Sedantian Firestorm&lt;br /&gt;
|1u [[#Phoron|Phoron]], 1u [[#Toothpaste|Toothpaste]] = 2u&lt;br /&gt;
|80&lt;br /&gt;
|Melting asphalt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:skyemok_glass.png|64px]]&lt;br /&gt;
|Skye&#039;mok Mead&lt;br /&gt;
|&lt;br /&gt;
|25&lt;br /&gt;
|Fresh, tangy, and lingering taste&lt;br /&gt;
|Source: Booze-o-mat as V&#039;rexi Swollen Organ&lt;br /&gt;
|-&lt;br /&gt;
![[File:teathpaste.png|64px]]&lt;br /&gt;
|Teathpaste&lt;br /&gt;
|2u [[#Tea|Tea]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Liquid dental work&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:toothpaste.png|64px]]&lt;br /&gt;
|Toothpaste {{anchor|Toothpaste}}&lt;br /&gt;
|&lt;br /&gt;
|100&lt;br /&gt;
|Toothpaste&lt;br /&gt;
|Source: Bar back room&lt;br /&gt;
|-&lt;br /&gt;
![[File:waterfresh.png|64px]]&lt;br /&gt;
|Waterfresh&lt;br /&gt;
|1u [[#Soda Water|Soda Water]], 1u [[#Tonic Water|Tonic Water]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Bubble bath&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ichor.png|64px]]&lt;br /&gt;
|Xsain Ichor&lt;br /&gt;
|1u [[#Filtered K&#039;ois|Filtered K&#039;ois]], 1u [[#Toothpaste|Toothpaste]], 1u [[#Xuizi Juice|Xuizi Juice]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Minty cactus water&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Non-Alcoholic Drinks===&lt;br /&gt;
These drinks don&#039;t contain alcohol, butanol, or toothpaste. Most increase hydration.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;quot;non-alcoholic&amp;quot; doesn&#039;t always mean the drink has no effect!&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:ciderhot.png|64px]]&lt;br /&gt;
|Apple Cider {{anchor|Apple Cider}}&lt;br /&gt;
|&lt;br /&gt;
|Fresh apples mixed with cinnamon&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:meadglass.png|64px]]&lt;br /&gt;
|Apple Cider Juice {{anchor|Apple Cider Juice}}&lt;br /&gt;
|2u [[#Apple Juice|Apple Juice]], 1u [[#Space Spice|Space Spice]], 1u [[#Sugar|Sugar]] = 4u&lt;br /&gt;
|Sad apple juice with cinnamon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_apple.png|64px]]&lt;br /&gt;
|Apple Juice {{anchor|Apple Juice}}&lt;br /&gt;
|Process Apple&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-OR-&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1u Instant Apple Juice, 3u Water = 3u&lt;br /&gt;
|Sweet apples&lt;br /&gt;
|Source: Booze-o-Mat, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:banana.png|64px]]&lt;br /&gt;
|Banana Juice {{anchor|Banana Juice}}&lt;br /&gt;
|Process Banana&lt;br /&gt;
|Banana&lt;br /&gt;
|Source: Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Berry Juice {{anchor|Berry Juice}}&lt;br /&gt;
|Process Berries&lt;br /&gt;
|Berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:BerryMilkshake.png|64px]]&lt;br /&gt;
|Berry Milkshake {{anchor|Berry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Berry Syrup|Berry Syrup]]&lt;br /&gt;
|Smooth berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Black Raspberry Juice {{anchor|Black Raspberry Juice}}&lt;br /&gt;
|Process Blackberry&lt;br /&gt;
|Black raspberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Blue Raspberry Juice {{anchor|Blue Raspberry Juice}}&lt;br /&gt;
|Process Blue Raspberries&lt;br /&gt;
|Blue Raspberry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:BlueRaspberryMilkshake.png|64px]]&lt;br /&gt;
|Blue Raspberry Milkshake {{anchor|Blue Raspberry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Blue Raspberry Syrup|Blue Raspberry Syrup]]&lt;br /&gt;
|Creamy raspberry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Blueberry Juice {{anchor|Blueberry Juice}}&lt;br /&gt;
|Process Blueberry&lt;br /&gt;
|Blueberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:BlueberryMilkshake.png|64px]]&lt;br /&gt;
|Blueberry Milkshake {{anchor|Blueberry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Blueberry Syrup|Blueberry Syrup]]&lt;br /&gt;
|Creamy blueberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Buzzinsoda.png|64px]]&lt;br /&gt;
|Buzzin&#039; Cola {{anchor|Buzzin&#039; Cola}}&lt;br /&gt;
|&lt;br /&gt;
|A fizzing swarm of cola&lt;br /&gt;
|Source: Zo&#039;ra Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:CaramelMilkshake.png|64px]]&lt;br /&gt;
|Caramel Milkshake&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Caramel Syrup|Caramel Syrup]]= 6u&lt;br /&gt;
|Smooth caramel&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:carrotjuice.png|64px]]&lt;br /&gt;
|Carrot juice {{anchor|Carrot Juice}}&lt;br /&gt;
|Process Carrot&lt;br /&gt;
|Carrots&lt;br /&gt;
|Works like Oculine for Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_chocolate.png|64px]]&lt;br /&gt;
|Chocolate milk {{anchor|Chocolate Milk}}&lt;br /&gt;
|&lt;br /&gt;
|Chocolate milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChocolateMilkshake.png|64px]]&lt;br /&gt;
|Chocolate Milkshake {{anchor|Chocolate Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Chocolate Syrup|Chocolate Syrup]]&lt;br /&gt;
|Chocolatey vanilla&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chocolate_Soda.png|64px]]&lt;br /&gt;
|Chocolate Soda&lt;br /&gt;
|1u Cocoa, 1u [[#Space Cola|Space Cola]], 3u Soda Water = 5u&lt;br /&gt;
|Tastes like fizzy chocolate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChocMintMilkshake.png|64px]]&lt;br /&gt;
|Choco-Mint Milkshake {{anchor|Choco-Mint Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Mint Syrup|Mint Syrup]]&lt;br /&gt;
|Chocolatey mint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cigarettelizard.png|64px]]&lt;br /&gt;
|Cigarette Lizard&lt;br /&gt;
|1u [[#Ice|Ice]], 2u [[#Lime Juice|Lime Juice]], 1u [[#Mint Syrup|Mint Syrup]], 2u [[#Soda Water|Soda Water]] = 6u&lt;br /&gt;
|Minty sass&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:spacecola.png|64px]]&lt;br /&gt;
|Coca Cola&lt;br /&gt;
|1u [[#Coca Grounds|Coca Grounds]], 5u [[#Space Cola|Space Cola]] = 5u&lt;br /&gt;
|A very strong cola&lt;br /&gt;
|Reduces dizziness, drowsiness, and sleepiness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:spacecola.png|64px]]&lt;br /&gt;
|Comet Cola (Space Cola) {{anchor|Space Cola}}&lt;br /&gt;
|&lt;br /&gt;
|Cola&lt;br /&gt;
|Cans are labeled “Space Cola”&amp;lt;br&amp;gt;Source: Booze-o-Mat, lunchbox option, Robust Softdrinks, Soft drink dispenser&amp;lt;br&amp;gt;Reduces drowsiness&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Cranberry Juice {{anchor|Cranberry Juice}}&lt;br /&gt;
|&lt;br /&gt;
|Tart cranberries&lt;br /&gt;
|Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Cream {{anchor|Cream}}&lt;br /&gt;
|&lt;br /&gt;
|Creamy milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat, Coffee Master 3000, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:cthurdyn.png|64px]]&lt;br /&gt;
|C&#039;thur Dyn-a-Mite{{anchor|C&#039;thur Dyn-a-Mite}}&lt;br /&gt;
|&lt;br /&gt;
|An explosion of menthol&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:cthurberry.png|64px]]&lt;br /&gt;
|C&#039;thur Rockin&#039; Raspberry{{anchor|C&#039;thur Rockin&#039; Raspberry}}&lt;br /&gt;
|&lt;br /&gt;
|Sweet flowery raspberry&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Death Berry Juice {{anchor|Death Berry Juice}}&lt;br /&gt;
|Process Death Berries&lt;br /&gt;
|Death and decay&lt;br /&gt;
|Toxic.&lt;br /&gt;
|-&lt;br /&gt;
![[File:spacecola.png|64px]]&lt;br /&gt;
|Diet Cola&lt;br /&gt;
|&lt;br /&gt;
|Cola and less calories&lt;br /&gt;
|Source: Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Dirt Berry Juice {{anchor|Dirt Berry Juice}}&lt;br /&gt;
|Process Dirt Berries&lt;br /&gt;
|Dirt berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:DirtberryMilkshake.png|64px]]&lt;br /&gt;
|Dirtberry Milkshake&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Dirtberry Syrup|Dirtberry Syrup]]= 6u&lt;br /&gt;
|Smooth dirtberries&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:dr_gibb_glass.png|64px]]&lt;br /&gt;
|Dr. Gibb {{anchor|Dr. Gibb}}&lt;br /&gt;
|&lt;br /&gt;
|Cherry soda&lt;br /&gt;
|Source: Lunchbox option, Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:dynjuice.png|64px]]&lt;br /&gt;
|Dyn Juice {{anchor|Dyn Juice}}&lt;br /&gt;
|Process Dyn&lt;br /&gt;
|Astringent menthol&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:bluelagoon.png|64px]]&lt;br /&gt;
|Earthen-Root Juice {{anchor|Earthen-Root Juice}}&lt;br /&gt;
|Process Earthen-Root&lt;br /&gt;
|Sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mutthir.png|64px]]&lt;br /&gt;
|Fatshouters Milk {{anchor|Fatshouters Milk}}&lt;br /&gt;
|Milk a Fatshouter&lt;br /&gt;
|Fatty milk&lt;br /&gt;
|Nauseating to non-Tajara; heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:milk_can.png|64px]]&lt;br /&gt;
|Fermented Fatshouters Milk {{anchor|Fermented Fatshouters Milk}}&lt;br /&gt;
|1u [[#Fatshouters Milk|Fatshouters Milk]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 1u&lt;br /&gt;
|Sour milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Lunchbox option&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_kois.png|64px]]&lt;br /&gt;
|Filtered K&#039;ois {{anchor|Filtered K&#039;ois}}&lt;br /&gt;
|&lt;br /&gt;
|Cabbage soup&lt;br /&gt;
|Toxic to non-Vaurca.&amp;lt;br&amp;gt;Source: Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:root_beer_glass.png|64px]]&lt;br /&gt;
|Getmore Root Beer&lt;br /&gt;
|&lt;br /&gt;
|Sassafras and anise soda&lt;br /&gt;
|Source: Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:dr_gibb_glass.png|64px]]&lt;br /&gt;
|Getmore Root-Cola&lt;br /&gt;
|1u Dr. Gibb, 1u Water = 2u&lt;br /&gt;
|Watered down liquid sunshine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Glow Berry Juice {{anchor|Glow Berry Juice}}&lt;br /&gt;
|Process Glow Berries&lt;br /&gt;
|Glow berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:grapejuice.png|64px]]&lt;br /&gt;
|Grape Juice {{anchor|Grape Juice}}&lt;br /&gt;
|Process Grape&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-OR-&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1u Instant Grape Juice, 3u Water = 3u&lt;br /&gt;
|Grapes&lt;br /&gt;
|Cans are labeled “Grapel Juice”&amp;lt;br&amp;gt;Source: Booze-o-Mat, Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:gsodaglass.png|64px]]&lt;br /&gt;
|Grape Soda&lt;br /&gt;
|1u [[#Space Cola|Space Cola]], 2u [[#Grape Juice|Grape Juice]] = 3u&lt;br /&gt;
|Grape soda&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:grenadineglass.png|64px]]&lt;br /&gt;
|Grenadine Syrup {{anchor|Grenadine Syrup}}&lt;br /&gt;
|10u [[#Berry Juice|Berry Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|100% pure pomegranate&lt;br /&gt;
|Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:beetlemilk.png|64px]]&lt;br /&gt;
|Hakhma Milk {{anchor|Hakhma Milk}}&lt;br /&gt;
|Milk a Hakhma&lt;br /&gt;
|Alien milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Booze-o-Mat, Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:chocolateglass.png|64px]]&lt;br /&gt;
|Hot Chocolate&lt;br /&gt;
|&lt;br /&gt;
|Creamy chocolate&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:hrozamal_soda_glass.png|64px]]&lt;br /&gt;
|Hro&#039;zamal Soda&lt;br /&gt;
|&lt;br /&gt;
|Carbonated fruit sweetness&lt;br /&gt;
|Source: Booze-o-Mat, Lunchbox option, Robust Softdrinks&amp;lt;br&amp;gt;Contains Caffeine strength 0.2&lt;br /&gt;
|-&lt;br /&gt;
![[File:jyalra.png|64px]]&lt;br /&gt;
|Jyalra&lt;br /&gt;
|&lt;br /&gt;
|Savoury fruit mush&lt;br /&gt;
|Getmore Chocolate vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:jyalra.png|64px]]&lt;br /&gt;
|Jyalra With Apples&lt;br /&gt;
|&lt;br /&gt;
|Sweet apple mush&lt;br /&gt;
|Getmore Chocolate vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:jyalra.png|64px]]&lt;br /&gt;
|Jyalra With Cherries&lt;br /&gt;
|&lt;br /&gt;
|Sweet cherry mush&lt;br /&gt;
|Getmore Chocolate vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:jyalra.png|64px]]&lt;br /&gt;
|Jyalra With Nycii&lt;br /&gt;
|&lt;br /&gt;
|Alien cheese mush&lt;br /&gt;
|Getmore Chocolate vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:kiraspecial.png|64px]]&lt;br /&gt;
|Kira Special{{anchor|Kira Special}}&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Soda Water|Soda Water]] = 3u&lt;br /&gt;
|Fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:klaxancrush.png|64px]]&lt;br /&gt;
|K&#039;lax Energy Crush {{anchor|K&#039;laxan Energy Crush}}&lt;br /&gt;
|&lt;br /&gt;
|Fizzy and creamy orange zest&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:klaxxuizi.png|64px]]&lt;br /&gt;
|K&#039;lax Xuizi Xplosion {{anchor|K&#039;lax Xuizi Xplosion}}&lt;br /&gt;
|&lt;br /&gt;
|Sparkling cactus water&amp;lt;br&amp;gt;&#039;&#039;&#039;UNATHI:&#039;&#039;&#039; An electric kick of strawberry and watermelon&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Koko Reed Juice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Process Koko Bar&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|K&#039;ois {{anchor|K&#039;ois}}&lt;br /&gt;
|Process K’ois&lt;br /&gt;
|Boiled cabbage&lt;br /&gt;
|Highly toxic and causes K’ois Mycosis in non-Vaurca.&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonjuice.png|64px]]&lt;br /&gt;
|Lemon Juice {{anchor|Lemon Juice}}&lt;br /&gt;
|Process Lemon&lt;br /&gt;
|Sourness&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonlime.png|64px]]&lt;br /&gt;
|Lemon Lime {{anchor|Lemon Lime}}&lt;br /&gt;
|&lt;br /&gt;
|Tangy lime and lemon soda&lt;br /&gt;
|Source: Booze dispenser, Lunchbox option, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonlimebitters_glass.png|64px]]&lt;br /&gt;
|Lemon Lime &amp;amp; Bitters&lt;br /&gt;
|1u [[#Bitters|Bitters]], 1u [[#Lemonade|Lemonade]], 1u [[#Lime Juice|Lime Juice]]&lt;br /&gt;
|Punchy lemonade with a splash of medicine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonadeglass.png|64px]]&lt;br /&gt;
|Lemonade {{anchor|Lemonade}}&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Sugar|Sugar]], 1u [[#Water|Water]]= 3u&lt;br /&gt;
|Tartness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_green.png|64px]]&lt;br /&gt;
|Lime Juice {{anchor|Lime Juice}}&lt;br /&gt;
|Process Lime&lt;br /&gt;
|Tart citrus&lt;br /&gt;
|Source: Booze dispenser, Booze-o-Mat, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:meatshake.png|64px]]&lt;br /&gt;
|Meatshake&lt;br /&gt;
|1u [[#Animal Protein|Animal Protein]], 1u [[#Cream|Cream]], 1u [[#Water|Water]]= 3u&lt;br /&gt;
|Liquified meat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:meloncooler.png|64px]]&lt;br /&gt;
|Melon Cooler&lt;br /&gt;
|1u [[#Ice|Ice]], 1u [[#Mint Syrup|Mint Syrup]], 2u [[#Soda Water|Soda Water]], 2u [[#Watermelon Juice|Watermelon Juice]] = 6u&lt;br /&gt;
|Minty melon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:melon_soda.png|64px]]&lt;br /&gt;
|Melon Soda&lt;br /&gt;
|&lt;br /&gt;
|Fizzy melon&lt;br /&gt;
|Soda vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:midynhrwater_glass.png|64px]]&lt;br /&gt;
|Midynhr Water&lt;br /&gt;
|&lt;br /&gt;
|Creamy sweetness&lt;br /&gt;
|Source: Booze-o-Mat, Lunchbox option&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Milk {{anchor|Milk}}&lt;br /&gt;
|Milk a Cow&lt;br /&gt;
|Milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Coffee Master 3000, Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:milkshake.png|64px]]&lt;br /&gt;
|Milkshake&lt;br /&gt;
|1u [[#Cream|Cream]], 2u [[#Ice|Ice]], 2u [[#Milk|Milk]]= 5u&lt;br /&gt;
|Creamy vanilla&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:millionairesour.png|64px]]&lt;br /&gt;
|Millionaire Sour&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Lime Juice|Lime Juice]], 3u [[#Stellar Jolt|Stellar Jolt]] = 5u&lt;br /&gt;
|Tart fruit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mutthir_glass.png|64px]]&lt;br /&gt;
|Mutthir &lt;br /&gt;
|1u [[#Fatshouters Milk|Fatshouters Milk]], 1u [[#Sugar|Sugar]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 2u&lt;br /&gt;
|Sweet fatty yogurt&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:Nemiik.png|64px]]&lt;br /&gt;
|Ne&#039;miik&lt;br /&gt;
|&lt;br /&gt;
|Tangy sweet ooze&lt;br /&gt;
|Source: Booze-o-Mat&amp;lt;br&amp;gt;Can cause discomfort in Humans and Tajara&lt;br /&gt;
|-&lt;br /&gt;
![[File:nothing.png|64px]]&lt;br /&gt;
|Nothing {{anchor|Nothing}}&lt;br /&gt;
|&lt;br /&gt;
|Nothing&lt;br /&gt;
|Source: Booze-o-Mat (Premium)&lt;br /&gt;
|-&lt;br /&gt;
![[File:NTellaHotChocolate.png|64px]]&lt;br /&gt;
|NTella Hot Chocolate&lt;br /&gt;
|1u [[#Milk|Milk]], 1u Choco-Nut Spread, 1u [[#Cream|Cream]] = 3u&lt;br /&gt;
|Hazelnutty, creamy chocolate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:NTellaMilkshake.png|64px]]&lt;br /&gt;
|NTella Milkshake&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u Choco-Nut Spread= 6u&lt;br /&gt;
|Overwhelmingly sweet chocolate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:nuka_colaglass.png|64px]]&lt;br /&gt;
|Nuka Cola&lt;br /&gt;
|5u [[#Space Cola|Space Cola]], 1u [[#Uranium|Uranium]]= 5u&lt;br /&gt;
|Cola&lt;br /&gt;
|For non-Diona: Makes you high; increases speed, causes dizziness and jitteriness.&amp;lt;br&amp;gt;Contains Caffeine strength 1&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_orange.png|64px]]&lt;br /&gt;
|Orange Juice {{anchor|Orange Juice}}&lt;br /&gt;
|Process Orange&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-OR-&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1u Instant Orange Juice, 3u Water = 3u&lt;br /&gt;
|Oranges&lt;br /&gt;
|Improves oxygenation for Diona.&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:brownstar.png|64px]]&lt;br /&gt;
|Orange Starshine{{anchor|Orange Starshine}}&lt;br /&gt;
|1u [[#Space Cola|Space Cola]], 2u [[#Orange Juice|Orange Juice]] = 3u&lt;br /&gt;
|Orange and cola soda&lt;br /&gt;
|Cans are labeled “Star-Kist”&amp;lt;br&amp;gt;Source: Lunchbox option, Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_orange.png|64px]]&lt;br /&gt;
|Pear Juice {{anchor|Pear Juice}}&lt;br /&gt;
|Found in Apples &#039;n&#039; Pears Protein Bars&lt;br /&gt;
|Sweet pears&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:phoron_punch.png|64px]]&lt;br /&gt;
|Phoron Punch!&lt;br /&gt;
|Contains 10u Filtered K’ois and 5u Phoron&lt;br /&gt;
|&lt;br /&gt;
|Source: Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonjuice.png|64px]]&lt;br /&gt;
|Pineapple Juice {{anchor|Pineapple Juice}}&lt;br /&gt;
|Process Pineapple&lt;br /&gt;
|Pineapple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pinklemonade.png|64px]]&lt;br /&gt;
|Pink Lemonade&lt;br /&gt;
|2u [[#Grenadine Syrup|Grenadine Syrup]], 8u [[#Lemonade|Lemonade]] = 10u&lt;br /&gt;
|Girly tartness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:algae_surprise.png|64px]]&lt;br /&gt;
|Pl&#039;iuop Algae Surprise&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 2u [[#Virus Food|Virus Food]] = 3u&lt;br /&gt;
|Swamp fungus&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:poisonberryjuice.png|64px]]&lt;br /&gt;
|Poison Berry Juice {{anchor|Poison Berry Juice}}&lt;br /&gt;
|Process Poison Berries&lt;br /&gt;
|Berries&lt;br /&gt;
|Toxic.&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Raspberry Juice {{anchor|Raspberry Juice}}&lt;br /&gt;
|Process Raspberries&lt;br /&gt;
|Raspberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:RaspberryMilkshake.png|64px]]&lt;br /&gt;
|Raspberry Milkshake {{anchor|Raspberry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Raspberry Syrup|Raspberry Syrup]]&lt;br /&gt;
|Creamy raspberry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gibbfloats.png|64px]]&lt;br /&gt;
|Root-Cola Floats&lt;br /&gt;
|1u [[#Dr. Gibb|Dr. Gibb]], 1u [[#Ice|Ice]], 1u [[#Cream|Cream]] = 3u&lt;br /&gt;
|Cherry soda and icecream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:royaljelly.png|64px]]&lt;br /&gt;
|Royal Vaurca Jelly&lt;br /&gt;
|&lt;br /&gt;
|Sweet flowers and nectar mixed with aromatic spices&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic. Gets non-Vaurca high&amp;lt;br&amp;gt;Contains Caffeine strength 0.3&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor (Premium)&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Sarezhi Berry Juice&lt;br /&gt;
|&lt;br /&gt;
|Tart, bitter berry juice&lt;br /&gt;
|Grind Sarezhi Berry&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Schlorrgo Milk&lt;br /&gt;
|Milk a Schlorrgo&lt;br /&gt;
|Fatty milk&lt;br /&gt;
|Causes stomach pain to Tajara; heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:shirleytemple.png|64px]]&lt;br /&gt;
|Shirley Temple&lt;br /&gt;
|2u [[#Grenadine Syrup|Grenadine Syrup]], 4u Vacuum Fizz = 6u&lt;br /&gt;
|Innocence&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|Soda Water {{anchor|Soda Water}}&lt;br /&gt;
|&lt;br /&gt;
|Carbonated water&lt;br /&gt;
|Source: Booze dispenser, Booze-o-Mat, Lunchbox option, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Soy Milk {{anchor|Soy Milk}}&lt;br /&gt;
|Process Soybean&lt;br /&gt;
|Soy milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Coffee Master 3000, Hot Drinks machine (Hacked)&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Steamed Milk {{anchor|Steamed Milk}}&lt;br /&gt;
|Heat Milk to 66 C&lt;br /&gt;
|Hot creamy milk&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Space_mountain_wind_glass.png|64px]]&lt;br /&gt;
|Stellar Jolt {{anchor|Stellar Jolt}}&lt;br /&gt;
|&lt;br /&gt;
|Sweet citrus soda&lt;br /&gt;
|Cans are labeled “Space Mountain Wind”&amp;lt;br&amp;gt;Source: Booze-o-Mat, lunchbox option, Robust Softdrinks, Soft drink dispenser&amp;lt;br&amp;gt;Reduces drowsiness and sleepiness&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|S&#039;th Berry Juice&lt;br /&gt;
|&lt;br /&gt;
|Sweet berry juice&lt;br /&gt;
|Grind S&#039;th Berry&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Strawberry Juice {{anchor|Strawberry Juice}}&lt;br /&gt;
|Process Strawberries&lt;br /&gt;
|Strawberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_strawberry.png|64px]]&lt;br /&gt;
|Strawberry Milk&lt;br /&gt;
|1u Milk, 1u Strawberry Juice = 2u&lt;br /&gt;
|&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:StrawberryMilkshake.png|64px]]&lt;br /&gt;
|Strawberry Milkshake&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Strawberry Syrup|Strawberry Syrup]]= 6u&lt;br /&gt;
|Sugary strawberry&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:doctorsdelightglass.png|64px]]&lt;br /&gt;
|The Doctor&#039;s Delight&lt;br /&gt;
|2u [[#Cream|Cream]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Tomato Juice|Tomato Juice]], 1u [[Chemistry#Tricordrazine|Tricordrazine]] = 6u&lt;br /&gt;
|Homely fruit&lt;br /&gt;
|For non-Diona: Improves blood oxygenation, heals mild organ damage, reduces dizziness and confusion.&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_red.png|64px]]&lt;br /&gt;
|Tomato Juice {{anchor|Tomato Juice}}&lt;br /&gt;
|Process Tomato&lt;br /&gt;
|Tomatoes&lt;br /&gt;
|Heals slight organ damage.&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|Tonic Water {{anchor|Tonic Water}}&lt;br /&gt;
|&lt;br /&gt;
|Tart and fresh&lt;br /&gt;
|Source: Booze dispenser, Booze-o-Mat, Lunchbox option, Soft drink dispenser&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&lt;br /&gt;
|-&lt;br /&gt;
![[File:upsidedowncup.png|64px]]&lt;br /&gt;
|Upside-Down Cup&lt;br /&gt;
|3u [[#Dr. Gibb|Dr. Gibb]], 1u [[#Ice|Ice]], 1u [[#Lemon Juice|Lemon Juice]] = 5u&lt;br /&gt;
|Esoteric humor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:space-up_glass.png|64px]]&lt;br /&gt;
|Vacuum Fizz {{anchor|Space Up}}&lt;br /&gt;
|&lt;br /&gt;
|Hull breach&lt;br /&gt;
|Cans are labeled “Space-Up”&amp;lt;br&amp;gt;Source: Booze-o-Mat, lunchbox option, Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:dronefuel.png|64px]]&lt;br /&gt;
|Vaurca Drone Fuel&lt;br /&gt;
|&lt;br /&gt;
|Viscous stale cola mixed with gasoline&lt;br /&gt;
|Toxic to non-Vaurca; boosts speed and restores blood volume for Vaurca.&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:waterbottle.png|64px]]&lt;br /&gt;
|Water {{anchor|Water}}&lt;br /&gt;
|1u [[#Ice|Ice]], heated to above 0C = 1u&lt;br /&gt;
|Water&lt;br /&gt;
|Source: Coffee Master 3000, Lunchbox option, Robust Softdrinks, sink, Soft Drinks dispenser, water tank&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_red.png|64px]]&lt;br /&gt;
|Watermelon Juice {{anchor|Watermelon Juice}}&lt;br /&gt;
|Process Watermelon&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-OR-&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1u Instant Watermelon Juice, 3u Water = 3u&lt;br /&gt;
|Watermelon&lt;br /&gt;
|Source: Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|White Grape Juice {{anchor|White Grape Juice}}&lt;br /&gt;
|Process White Grapes&lt;br /&gt;
|Tarty grapes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_red.png|64px]]&lt;br /&gt;
|Xanu Rush!&lt;br /&gt;
|&lt;br /&gt;
|Dull peaches&lt;br /&gt;
|Source: Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:xrim.png|64px]]&lt;br /&gt;
|Xrim Garden&lt;br /&gt;
|1u [[#C&#039;thur Rockin&#039; Raspberry|C&#039;thur Rockin&#039; Raspberry]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Orange Juice|Orange Juice]], 2u [[#Virus Food|Virus Food]], 1u [[#Watermelon Juice|Watermelon Juice]] = 6u&lt;br /&gt;
|Sweet, fruity slime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Ylpha Berry Juice {{anchor|Yplha Berry Juice}}&lt;br /&gt;
|Process Ylpha Berries&lt;br /&gt;
|Ylpha berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:RaspberryMilkshake.png|64px]]&lt;br /&gt;
|Ylpha Berry Milkshake {{anchor|Ylpha Berry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Ylpha Berry Syrup|Ylpha Berry Syrup]]&lt;br /&gt;
|Tangy sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:capriciancraze.png|64px]]&lt;br /&gt;
|Zo&#039;ra Caprician Craze&lt;br /&gt;
|&lt;br /&gt;
|Energizing berries&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:zoracherry.png|64px]]&lt;br /&gt;
|Zo&#039;ra Cherry&lt;br /&gt;
|&lt;br /&gt;
|Bitter cherry&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:hozm.png|64px]]&lt;br /&gt;
|Zo&#039;ra High Octane Zorane Might&lt;br /&gt;
|&lt;br /&gt;
|Biting into an acidic lemon mixed with strong mint&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.6&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor (Hacked)&lt;br /&gt;
|-&lt;br /&gt;
![[File:koistwist.png|64px]]&lt;br /&gt;
|Zo&#039;ra K&#039;ois Twist&lt;br /&gt;
|&lt;br /&gt;
|Sugary cabbage&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:phoronpassion.png|64px]]&lt;br /&gt;
|Zo&#039;ra Phoron Passion&lt;br /&gt;
|&lt;br /&gt;
|Fruity grape&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:seismicslammer.png|64px]]&lt;br /&gt;
|Zo&#039;ra Seismic Slammer&lt;br /&gt;
|&lt;br /&gt;
|Electric zestiness&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:sourvenomgrass.png|64px]]&lt;br /&gt;
|Zo&#039;ra Sour Venom Grass&lt;br /&gt;
|&lt;br /&gt;
|Fizzy acidic nettles&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|}&lt;br /&gt;
====Tea====&lt;br /&gt;
Tea is harmless to most species, but poisonous to Diona.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Banana_boba.png|64px]]&lt;br /&gt;
|Banana Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [[#Banana Juice|Banana Juice]] 1u [ [[#Milk|Milk]] = 6u&lt;br /&gt;
|Banana tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Boba_tea.png|64px]]&lt;br /&gt;
|Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [ [[#Milk|Milk]] OR [[#Soy Milk|Soy Milk]] ] &amp;lt;br&amp;gt; 1u [[#Ice|Ice]] = 6u&lt;br /&gt;
|Tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bureacratea.png|64px]]&lt;br /&gt;
|Bureacratea&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Tea|Tea]] = 2u&lt;br /&gt;
|Properly completed paperwork, filed well before the deadline, with all the necessary signatures&lt;br /&gt;
|Contains Caffeine strength 0.3.&lt;br /&gt;
|-&lt;br /&gt;
![[File:chailatte.png|64px]]&lt;br /&gt;
|Chai Latte {{anchor|Chai Latte}}&lt;br /&gt;
|1u [[#Chai Tea|Chai Tea]], 1u [ [[#Milk|Milk]] OR [[#Soy Milk|Soy Milk]] ] = 2u&lt;br /&gt;
|Spiced milk foam&lt;br /&gt;
|Neutralizes Capsaicin.&lt;br /&gt;
|-&lt;br /&gt;
![[File:chaitea.png|64px]]&lt;br /&gt;
|Chai Tea {{anchor|Chai Tea}}&lt;br /&gt;
|&lt;br /&gt;
|Creamy cinnamon and spice&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:coco_chaitea.png|64px]]&lt;br /&gt;
|Chocolate Chai{{anchor|Chocolate Chai}}&lt;br /&gt;
|2u [[#Chai Tea|Chai Tea]], 1u [[#Coco Powder|Coco Powder]] = 3u&lt;br /&gt;
|Creamy spiced cocoa&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:coco_chailatte.png|64px]]&lt;br /&gt;
|Chocolate Chai Latte&lt;br /&gt;
|1u [[#Chocolate Chai|Chocolate Chai]], 1u [ [[#Milk|Milk]] OR [[#Soy Milk|Soy Milk]] ] = 2u&lt;br /&gt;
|Spiced milk chocolate&lt;br /&gt;
|Neutralizes Capsaicin.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cofftea.png|64px]]&lt;br /&gt;
|Cofftea&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Tea|Tea]] = 2u&lt;br /&gt;
|Lightly tart coffee&lt;br /&gt;
|Contains Caffeine strength 0.1.&lt;br /&gt;
|-&lt;br /&gt;
![[File:deserttea.png|64px]]&lt;br /&gt;
|Desert Blossom Tea&lt;br /&gt;
|2u [[#Green Tea|Green Tea]], 1u [[#Sugar|Sugar]], 1u [[#Xuizi Juice|Xuizi Juice]] = 4u&lt;br /&gt;
|Sweet cactus water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dyn_Boba_Tea.png|64px]]&lt;br /&gt;
|Dyn Boba Tea&lt;br /&gt;
|5u [[#Dyn Ice Tea|Dyn Ice Tea]], 1u [[#Boba|Boba]] = 6u&lt;br /&gt;
|Tastes like mint and tapioca&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:dyncold.png|64px]]&lt;br /&gt;
|Dyn Ice Tea {{anchor|Dyn Ice Tea}}&lt;br /&gt;
|1u [[#Dyn Juice|Dyn Juice]], 2u [[#Ice|Ice]], 2u [[#Soda Water|Soda Water]] = 5u&lt;br /&gt;
|Fizzy mint tea&lt;br /&gt;
|Cans are labeled “Cooling Breeze”&amp;lt;br&amp;gt;Source: Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:dynhot.png|64px]]&lt;br /&gt;
|Dyn Tea {{anchor|Dyn Tea}}&lt;br /&gt;
|1u [[#Dyn Juice|Dyn Juice]], 4u [[#Water|Water]]= 5u&lt;br /&gt;
|Peppermint water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Green Tea {{anchor|Green Tea}}&lt;br /&gt;
|2u Mint, 5u [[#Tea|Tea]] = 5u&lt;br /&gt;
|Light, refreshing tea&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:halfandhalf.png|64px]]&lt;br /&gt;
|Half and Half&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Lemonade|Lemonade]] = 2u&lt;br /&gt;
|Refreshing tea mixed with crisp lemonade&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:heretictea.png|64px]]&lt;br /&gt;
|Heretics&#039; Tea&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Dr. Gibb|Dr. Gibb]], 3u [[#Iced Tea|Iced Tea]], 1u [[#Stellar Jolt|Stellar Jolt]] = 6u&lt;br /&gt;
|Fizzy, heretically sweet iron&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:icedteaglass.png|64px]]&lt;br /&gt;
|Iced Tea {{anchor|Iced Tea}}&lt;br /&gt;
|1u [[#Ice|Ice]], 2u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Sweet tea&lt;br /&gt;
|Source: Lunchbox option, Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Jaekseol&lt;br /&gt;
|1u [[#Jaekseol Leaves|Jaekseol Leaves]], 5u [[#Water|Water]] = 6u&lt;br /&gt;
|Harsh burnt toast&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:kiratea.png|64px]]&lt;br /&gt;
|Kira tea&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Kira Special|Kira Special]] = 2u&lt;br /&gt;
|Fizzy citrus tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lemon_lime_boba.png|64px]]&lt;br /&gt;
|Lemon Lime Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Lime Juice|Lime Juice]] = 6u&lt;br /&gt;
|Lemon lime tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bureacratea.png|64px]]&lt;br /&gt;
|Librarian Special&lt;br /&gt;
|1u [[#Nothing|Nothing]], 2u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Peace and quiet&lt;br /&gt;
|Causes muteness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lovebug_boba.png|64px]]&lt;br /&gt;
|Lovebug Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [[#Cherry Jelly|Cherry Jelly]], 1u [[#Strawberry Juice|Strawberry Juice]] = 6u&lt;br /&gt;
|Cherry and strawberry tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Martian Tea&lt;br /&gt;
|1u [[#Black Pepper|Black Pepper]], 4u [ [[#Tea|Tea]] OR [[#Green Tea|Green Tea]]] = 5u&lt;br /&gt;
|Bitter tea, pungent black pepper and just a hint of shaky politics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Mate de Coca&lt;br /&gt;
|1u [[#Coca Grounds|Coca Grounds]], 5u [[#Water|Water]]= 5u&lt;br /&gt;
|Mildly bitter, but sweet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mendelltea.png|64px]]&lt;br /&gt;
|Mendell Afternoon Tea&lt;br /&gt;
|4u [[#Green Tea|Green Tea]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Mint Syrup|Mint Syrup]] = 6u&lt;br /&gt;
|Minty tea with a hint of lemon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Messa&#039;s Tear Tea{{anchor|Messa&#039;s Tear Tea}}&lt;br /&gt;
|1u [[#Messa&#039;s Tear Tea Leaves|Messa&#039;s Tear Tea Leaves]], 5u [[#Water|Water]] = 6u&lt;br /&gt;
|Bitter herbal honey tea&lt;br /&gt;
|Source: Tin of leaves in bar backroom and loadout, as well as random warehouse spawn. 1 leaf + 25u water for one 30u cup.&lt;br /&gt;
|-&lt;br /&gt;
![[File:berrytea.png|64px]]&lt;br /&gt;
|Mixed Berry Tea&lt;br /&gt;
|1u [[#Berry Juice|Berry Juice]], 2u [ [[#Tea|Tea]] OR [[#Green Tea|Green Tea]]] = 3u&lt;br /&gt;
|Tart, fruity tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pomegranatetea.png|64px]]&lt;br /&gt;
|Pomegranate Iced Tea&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Iced Tea|Iced Tea]] = 2u&lt;br /&gt;
|Sweet pomegranate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:portsvilleminttea.png|64px]]&lt;br /&gt;
|Portsville Mint Tea&lt;br /&gt;
|1u [[#Berry Juice|Berry Juice]], 3u [[#Iced Tea|Iced Tea]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Sugar|Sugar]] = 6u&lt;br /&gt;
|Cool minty tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Potatea&lt;br /&gt;
|1u [[#Potato Juice|Potato Juice]], 2u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Starchy regret&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Ras&#039;nif Tea{{anchor|Ras&#039;nif Tea}}&lt;br /&gt;
|1u [[#Ras&#039;nif Tea Grounds|Ras&#039;nif Tea Grounds]], 5u [[#Water|Water]] = 6u&lt;br /&gt;
|Tangy fruity sweet tea&lt;br /&gt;
|Source: Tin in bar backroom and loadout, as well as random warehouse spawn. 1 packet + 25u water for one 30u cup.&lt;br /&gt;
|-&lt;br /&gt;
![[File:securitea.png|64px]]&lt;br /&gt;
|Securitea{{anchor|Securitea}}&lt;br /&gt;
|1u [[#Crayon Dust|Crayon Dust]], 2u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Freshly polished boots&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Sencha&lt;br /&gt;
|1u [[#Sencha Leaves|Sencha Leaves]], 5u [[#Water|Water]] = 6u&lt;br /&gt;
|Seaweed and bitter grass&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sleepytea.png|64px]]&lt;br /&gt;
|Sleepytime Tea&lt;br /&gt;
|1u [[#Soporific|Soporific]], 5u [ [[#Tea|Tea]] OR [[#Green Tea|Green Tea]] ] = 6u&lt;br /&gt;
|Liquid relaxation&lt;br /&gt;
|Causes drowsiness and sleepiness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:hakhmatea.png|64px]]&lt;br /&gt;
|Spiced Hakhma Tea&lt;br /&gt;
|2u [[#Hakhma Milk|Hakhma Milk]], 1u [[#Space Spice|Space Spice]], 2u [[#Tea|Tea]] = 5u&lt;br /&gt;
|Creamy, cinnamon-spiced alien milk&lt;br /&gt;
|Heals slight organ damage and neutralizes Capsaicin Oil for non-Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Strawberry_boba.png|64px]]&lt;br /&gt;
|Strawberry Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 2u [[#Strawberry Milk|Strawberry Milk]] = 6u&lt;br /&gt;
|Strawberry tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Summertime_boba.png|64px]]&lt;br /&gt;
|Summertime Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [[#Watermelon Juice|Watermelon Juice]], 1u [[#Lime Juice|Lime Juice]] = 6u&lt;br /&gt;
|Watermelon lime tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:icedteaglass.png|64px]]&lt;br /&gt;
|Sweet Tea&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Sugar|Sugar]] = 2u&lt;br /&gt;
|Sweet sugary comfort&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Tea {{anchor|Tea}}&lt;br /&gt;
|1u [[#Tea Grounds|Tea Grounds]], 5u [[#Water|Water]] = 6u&lt;br /&gt;
|Tart black tea&lt;br /&gt;
|Source: Booze-o-Mat (Hacked), Coffee Master 3000, Hot Drinks machine, Soft drink dispenser&amp;lt;br&amp;gt;Reduces dizziness, sleepiness, and drowsiness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:thewake.png|64px]]&lt;br /&gt;
|The Wake&lt;br /&gt;
|1u [[#Dyn Juice|Dyn Juice]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Orange juice mixed with minty toothpaste&lt;br /&gt;
|Reduces dizziness, drowsiness, and sleepiness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Tieguanyin&lt;br /&gt;
|1u [[#Tieguanyin Leaves|Tieguanyin Leaves]], 5u [[#Water|Water]] = 6u&lt;br /&gt;
|Floral peppercorns&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Tomatea&lt;br /&gt;
|2u [[#Tea|Tea]], 1u [[#Tomato Juice|Tomato Juice]] = 3u&lt;br /&gt;
|Sad tomato soup&lt;br /&gt;
|Heals slight organ damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:junglejuice.png|64px]]&lt;br /&gt;
|Tropical Iced Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Watermelon Juice|Watermelon Juice]] = 6u&lt;br /&gt;
|Sweet beachside fruit&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Coffee====&lt;br /&gt;
For non-Diona, coffee increases running speed slightly and reduces drowsiness, dizziness, sleepiness, and intoxication. Diona feel no effect.&lt;br /&gt;
&lt;br /&gt;
If you drink an extreme amount of coffee, it will make you jittery.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Caffeine&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Caffe Americano&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Water|Water]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Delicious coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cafe_latte.png|64px]]&lt;br /&gt;
|Caffe Latte{{anchor|Latte}}&lt;br /&gt;
|1u [[#Flat White|Flat White]], 1u [[#Steamed Milk|Steamed Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter foamy cream&lt;br /&gt;
|Heals slight organ damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cafe_latte.png|64px]]&lt;br /&gt;
|Caffe Misto&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Steamed Milk|Steamed Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Slightly bitter cream&lt;br /&gt;
|Heals slight organ damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Cappuccino {{anchor|Cappuccino}}&lt;br /&gt;
|1u [[#Macchiato|Macchiato]], 1u [[#Steamed Milk|Steamed Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter milk foam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:caramel_latte.png|64px]]&lt;br /&gt;
|Caramel Latte&lt;br /&gt;
|4u [[#Latte|Caffe Latte]], 1u [[#Caramel Syrup|Caramel Syrup]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter caramel cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Coffee {{anchor|Coffee}}&lt;br /&gt;
|1u [[#Coffee Grounds|Coffee Grounds]], 5u [[#Water|Water]]= 10u&lt;br /&gt;
|0.3&lt;br /&gt;
|Coffee&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine, Soft drink dispenser.&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Espresso {{anchor|Espresso}}&lt;br /&gt;
|1u [[#Rich Coffee Grounds|Rich Coffee Grounds]], 5u [[#Water|Water]]= 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter coffee&lt;br /&gt;
|Source: Coffee Master 3000.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cafe_latte.png|64px]]&lt;br /&gt;
|Flat White{{anchor|Flat White}}&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Milk|Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Slightly bitter cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:frappe.png|64px]]&lt;br /&gt;
|Frappe Coffee{{anchor|Iced Coffee}}&lt;br /&gt;
|2u [[#Coffee|Coffee]], 1u [[#Ice|Ice]]= 3u&lt;br /&gt;
|0.3&lt;br /&gt;
|Coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Freddo Cappuccino&lt;br /&gt;
|1u [[#Cappuccino|Cappuccino]], 1u [[#Ice|Ice]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Cold and bitter milk foam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Freddo Espresso&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Ice|Ice]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Cold and bitter coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Macchiato&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Steamed Milk|Steamed Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Very bitter milk foam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Martian Special&lt;br /&gt;
|4u [[#Coffee|Coffee]], 1u [[#Pepper|Pepper]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter coffee, pungent black pepper and just a hint of shaky politics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mocha_latte.png|64px]]&lt;br /&gt;
|Mocha latte (Chocolate Latte)&lt;br /&gt;
|4u [[#Latte|Caffe Latte]], 1u [[#Chocolate Syrup|Chocolate Syrup]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter chocolate cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:psl_cheap.png|64px]]&lt;br /&gt;
|Processed Pumpkin Latte&lt;br /&gt;
|&lt;br /&gt;
|0.3&lt;br /&gt;
|A disappointing approximation of autumn bliss&lt;br /&gt;
|Hot Drinks machine in fall&lt;br /&gt;
|-&lt;br /&gt;
![[File:frappe_psl.png|64px]]&lt;br /&gt;
|Pumpkin Spice Frappe&lt;br /&gt;
|1u [[#Pumpkin Spice Syrup|Pumpkin Spice Syrup]], 4u [[#Iced Coffee|Frappe]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Sutumn bliss and coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mocha_latte.png|64px]]&lt;br /&gt;
|Pumpkin Spice Latte&lt;br /&gt;
|4u [[#Latte|Caffe Latte]], 1u [[#Pumpkin Spice Syrup|Pumpkin Spice Syrup]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Hot creamy coffee and autumn bliss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Ration Coffee&lt;br /&gt;
|2u [[#Coffee|Coffee]], 1u [[#Water|Water]]= 3u&lt;br /&gt;
|0.3&lt;br /&gt;
|Weak, watered-down coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rewriter.png|64px]]&lt;br /&gt;
|Rewriter&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u Stellar Jolt = 2u&lt;br /&gt;
|0.4&lt;br /&gt;
|Soda and coffee&lt;br /&gt;
|Causes jitteriness to non-Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:soy_latte_vended.png|64px]]&lt;br /&gt;
|Soy Latte&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Soy Milk|Soy Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Creamy coffee&lt;br /&gt;
|Heals slight organ damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:sromshine.png|64px]]&lt;br /&gt;
|Sromshine&lt;br /&gt;
|2u [[#Coffee|Coffee]], 1u [[#Orange Juice|Orange Juice]] = 3u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter citrus&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:caramel_latte.png|64px]]&lt;br /&gt;
|Vanilla Latte&lt;br /&gt;
|4u [[#Latte|Caffe Latte]], 1u [[#Vanilla Syrup|Vanilla Syrup]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter vanilla cream&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drink Ingredients===&lt;br /&gt;
Most drink ingredients are found in the bar&#039;s soft drinks, booze, or coffee dispensers, or in the Booze-o-Matic. Other ingredients must be sourced from Botany, the kitchen, the pharmacy, or the warehouse.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Animal Protein {{anchor|Animal Protein}}&lt;br /&gt;
|Process meat or meat-containing foods&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pepper.png|64px]]&lt;br /&gt;
|Black Pepper {{anchor|Black Pepper}}&lt;br /&gt;
|Process Peppercorn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Boba_pearls.png|64px]]&lt;br /&gt;
|Boba Pearls {{anchor|Boba}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_red.png|64px]]&lt;br /&gt;
|Blood {{anchor|Blood}}&lt;br /&gt;
|Draw with a syringe; Process Blood Tomato&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hotsauce.png|64px]]&lt;br /&gt;
|Capsaicin Oil {{anchor|Capsaicin Oil}}&lt;br /&gt;
|Process Chili&lt;br /&gt;
|Causes pain; neutralizes frost oil.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Caramel Sauce {{anchor|Caramel Sauce}}&lt;br /&gt;
|2u [[#Caramel Sugar|Caramel Sugar]], 1u [[#Cream|Cream]], 2u [[#Simple Syrup|Simple Syrup]] at less than 82C = 5u&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Caramel Sugar{{anchor|Caramel Sugar}}&lt;br /&gt;
|1u [[#Sugar|Sugar]]; heat to 82C = 1u&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:jellyjar.png|64px]]&lt;br /&gt;
|Cherry Jelly {{anchor|Cherry Jelly}}&lt;br /&gt;
|Process Cherry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Coca Grounds {{anchor|Coca Grounds}}&lt;br /&gt;
|Process Coca Leaf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cocoapowder.png|64px]]&lt;br /&gt;
|Coco Powder {{anchor|Coca Powder}}&lt;br /&gt;
|Process Cacao&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:coffee.png|64px]]&lt;br /&gt;
|Coffee Grounds {{anchor|Coffee Grounds}}&lt;br /&gt;
|Process Coffee Beans&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:oliveoil.png|64px]]&lt;br /&gt;
|Corn oil {{anchor|Corn Oil}}&lt;br /&gt;
|Process Corn; found in oil tank in the kitchen back room&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:crayonbox.png|64px]]&lt;br /&gt;
|Crayon Dust{{anchor|Crayon Dust}}&lt;br /&gt;
|Process crayons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Eggyolkcarton.png|64px]]&lt;br /&gt;
|Egg Yolk {{anchor|Egg Yolk}}&lt;br /&gt;
|Process Egg&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:coldsauce.png|64px]]&lt;br /&gt;
|Frost Oil {{anchor|Frost Oil}}&lt;br /&gt;
|Process Ice Pepper&lt;br /&gt;
|Reduces body temperature; neutralizes capsaicin oil.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-gold.png|64px]]&lt;br /&gt;
|Gold {{anchor|Gold}}&lt;br /&gt;
|Process Gold&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:powderhorn.png|64px]]&lt;br /&gt;
|Gunpowder{{anchor|Gunpowder}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Chemistry&lt;br /&gt;
|-&lt;br /&gt;
![[File:honey.png|64px]]&lt;br /&gt;
|Honey {{anchor|Honey}}&lt;br /&gt;
|Process Messa’s Tear; Apiculture&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:iceglass.png|64px]]&lt;br /&gt;
|Ice {{anchor|Ice}}&lt;br /&gt;
|1u [[#Water|Water]], cooled to less than 0C = 1u&lt;br /&gt;
|Source: Hot Drinks machine (Hacked), Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-silver.png|64px]]&lt;br /&gt;
|Iron {{anchor|Iron}}&lt;br /&gt;
|Process Iron&lt;br /&gt;
|Source: Chemistry Dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|JaekseolLeaves {{anchor|Jaekseol Leaves}}&lt;br /&gt;
|Process Jaekseol&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Juice Powder {{anchor|Juice Powder}}&lt;br /&gt;
|Found in MRE packets&lt;br /&gt;
|Comes in Apple, Grape, Orange, and Watermelon varieties.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Mint {{anchor|Mint}}&lt;br /&gt;
|Process Mint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Messa&#039;s Tear Tea Leaves {{anchor|Messa&#039;s Tear Tea Leaves}}&lt;br /&gt;
|Found in bar backroom, loadout, and random warehouse spawns.&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Nutriment {{anchor|Nutriment}}&lt;br /&gt;
|Process most foods&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:iceglass.png|64px]]&lt;br /&gt;
|Ice {{anchor|Ice}}&lt;br /&gt;
|Cool water to below 0 C&lt;br /&gt;
|Soda and booze dispensers&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-phoron.png|64px]]&lt;br /&gt;
|Phoron {{anchor|Phoron}}&lt;br /&gt;
|Process Phoron&lt;br /&gt;
|Source: Robust Softdrinks (Phoron Punch!)&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_brown.png|64px]]&lt;br /&gt;
|Potato Juice {{anchor|Potato Juice}}&lt;br /&gt;
|Process Potatoes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Psilocybin.png|64px]]&lt;br /&gt;
|Psilocybin {{anchor|Psilocybin}}&lt;br /&gt;
|Process Reishi&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pumpkinspice.png|64px]]&lt;br /&gt;
|Pumpkin Spice{{anchor|Pumpkin Spice}}&lt;br /&gt;
|1u Pumpkin Pulp, 4u [[#Space Spice|Space Spice]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Ras&#039;nif Tea Grounds {{anchor|Ras&#039;nif Tea grounds}}&lt;br /&gt;
|Found in bar backroom, loadout, and random warehouse spawns.&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Radium {{anchor|Radium}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Chemistry Dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:rice.png|64px]]&lt;br /&gt;
|Rice {{anchor|Rice}}&lt;br /&gt;
|Process Rice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:coffee.png|64px]]&lt;br /&gt;
|Rich Coffee Grounds {{anchor|Rich Coffee Grounds}}&lt;br /&gt;
|Process Rich Coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Sencha Leaves {{anchor|Sencha Leaves}}&lt;br /&gt;
|Process Sencha&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-silver.png|64px]]&lt;br /&gt;
|Silver {{anchor|Silver}}&lt;br /&gt;
|Process Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Soporific {{anchor|Soporific}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Pharmacy&lt;br /&gt;
|-&lt;br /&gt;
![[File:spacespicebottle.png|64px]]&lt;br /&gt;
|Space Spice {{anchor|Space Spice}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Kitchen&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Steamed Milk {{anchor|Steamed Milk}}&lt;br /&gt;
|1u [[#Milk|Milk]] heated to 66C = 1&lt;br /&gt;
|Heat using chemheater in bar or cafe.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:sugar.png|64px]]&lt;br /&gt;
|Sugar {{anchor|Sugar}}&lt;br /&gt;
|Process White-Beet, Sugar Tree fruit, or Sugarcane&lt;br /&gt;
|Source: Booze dispenser, Coffee Master 3000, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Sulphuric Acid {{anchor|Sulphuric Acid}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Chemistry Dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Tea Grounds {{anchor|Tea Grounds}}&lt;br /&gt;
|Process Tea Leaf&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Tieguanyin Leaves {{anchor|Tieguanyin Leaves}}&lt;br /&gt;
|Process Tieguanyin&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Toxin {{anchor|Toxin}}&lt;br /&gt;
|Process Fjylozyn&lt;br /&gt;
|Source: NanoMed Plus&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Tricordrazine {{anchor|Tricordrazine}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Pharmacy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Enzyme.png|64px]]&lt;br /&gt;
|Universal Enzyme {{anchor|Universal Enzyme}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Kitchen&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-uranium.png|64px]]&lt;br /&gt;
|Uranium {{anchor|Uranium}}&lt;br /&gt;
|Process Uranium&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Vanilla Extract {{anchor|Vanilla Extract}}&lt;br /&gt;
|Process Vanilla&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Virus Food{{anchor|Virus Food}}&lt;br /&gt;
|1u [[#Milk|Milk]], 1u [[#Sugar|Sugar]], 1u [[#Water|Water]]= 6u&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:weldtank.png|64px]]&lt;br /&gt;
|Welding Fuel{{anchor|Welding Fuel}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Fuel Tanks&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Wood Pulp {{anchor|Wood Pulp}}&lt;br /&gt;
|Process Tower Cap&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:wuluextract.png|64px]]&lt;br /&gt;
|Wulumunusha Extract {{anchor|Wulumunusha Extract}}&lt;br /&gt;
|Process Wulumunusha&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flavor Syrups===&lt;br /&gt;
Used as ingredients or to add flavor to a drink, syrups are based on heated sugar water. Use the chemical heater in the back of the bar to make these.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Syrup&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
|-&lt;br /&gt;
|Berry Syrup {{anchor|Berry Syrup}}&lt;br /&gt;
|2u [[#Berry Juice|Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Black Raspberry Syrup {{anchor|Black Raspberry Syrup}}&lt;br /&gt;
|2u [[#Black Raspberry Juice|Black Raspberry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Blue Raspberry Syrup {{anchor|Blue Raspberry Syrup}}&lt;br /&gt;
|2u [[#Blue Raspberry Juice|Blue Raspberry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Blueberry Syrup {{anchor|Blueberry Syrup}}&lt;br /&gt;
|2u [[#Blueberry Juice|Blueberry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Caramel Syrup{{anchor|Caramel Syrup}}&lt;br /&gt;
|2u [[#Caramel Sugar|Caramel Sugar]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Chocolate Syrup{{anchor|Chocolate Syrup}}&lt;br /&gt;
|2u [[#Coco Powder|Coco Powder]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Death Berry Syrup&lt;br /&gt;
|2u [[#Death Berry Juice|Death Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Dirt Berry Syrup {{anchor|Dirt Berry Syrup}}&lt;br /&gt;
|2u [[#Dirt Berry Juice|Dirt Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Glowberry Syrup&lt;br /&gt;
|2u [[#Glow Berry Juice|Glow Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Mint Syrup&lt;br /&gt;
|2u [[#Mint|Mint]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Poison Berry Syrup {{anchor|Poison Berry Syrup}}&lt;br /&gt;
|2u [[#Poison Berry Juice|Poison Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Pumpkin Spice Syrup{{anchor|Pumpkin Spice Syrup}}&lt;br /&gt;
|2u [[#Pumpkin Spice|Pumpkin Spice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Raspberry Syrup {{anchor|Raspberry Syrup}}&lt;br /&gt;
|2u [[#Raspberry Juice|Raspberry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Simple Syrup{{anchor|Simple Syrup}}&lt;br /&gt;
|2u [[#Sugar|Sugar]], 2u [[#Water|Water]]; heat to between 30C and 100C = 2u&lt;br /&gt;
|-&lt;br /&gt;
|Strawberry Syrup {{anchor|Strawberry Syrup}}&lt;br /&gt;
|3u [[#Simple Syrup|Simple Syrup]], 2u [[#Strawberry Juice|Strawberry Juice]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Vanilla Syrup{{anchor|Vanilla Syrup}}&lt;br /&gt;
|3u [[#Simple Syrup|Simple Syrup]], 2u [[#Vanilla Extract|Vanilla Extract]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Ylpha Berry Syrup {{anchor|Ylpha Berry Syrup}}&lt;br /&gt;
|3u [[#Simple Syrup|Simple Syrup]], 2u [[#Ylpha Berry Juice|Ylpha Berry Juice]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Stag_Hunt.png&amp;diff=41233</id>
		<title>File:Stag Hunt.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Stag_Hunt.png&amp;diff=41233"/>
		<updated>2026-08-28T23:40:12Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: A glass of Stag Hunt.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A glass of Stag Hunt.&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Drinks&amp;diff=41232</id>
		<title>Guide to Drinks</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Drinks&amp;diff=41232"/>
		<updated>2026-08-28T20:29:26Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: shunt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Drink Recipes==&lt;br /&gt;
Though many of these drinks have toxic ingredients, the finished products are not necessarily toxic. However, if incorrectly (or maliciously) mixed, you might poison your patrons.&lt;br /&gt;
&lt;br /&gt;
If an ingredient is listed as a catalyst, that means it will not be used up by the reaction, and must be removed at the end.&lt;br /&gt;
&lt;br /&gt;
Since a drinking glass will hold only 30 units of liquid, it&#039;s recommended that bartenders use their drink shakers to mix these drinks before pouring them out into glasses.&lt;br /&gt;
===Alcoholic Drinks===&lt;br /&gt;
Alcoholic drinks contain ethanol, the type of alcohol that gets humans drunk. Each alcoholic drink has a strength value that determines how quickly it will affect the person drinking it. Depending on how much you drink, you may start slurring your speech, get dizzy, start stumbling around, or even pass out. Drinking slowly will allow your body to metabolize alcohol and prevent some of these effects, but it can take a long time to metabolize high amounts of alcohol. &lt;br /&gt;
&lt;br /&gt;
Some species have special reactions to alcohol: &lt;br /&gt;
* Skrell will always treat any alcohol as extremely strong and can get very drunk, very quickly. &lt;br /&gt;
* Vaurca cannot properly metabolize ethanol, and consuming it will poison them as it is metabolized.&lt;br /&gt;
* Humans take liver damage from drinking too much. This damage occurs at around the same level of intoxication where the character passes out. &lt;br /&gt;
* Diona cannot get drunk.&lt;br /&gt;
&lt;br /&gt;
====Cocktails====&lt;br /&gt;
Cocktails are mixed alcoholic beverages, most commonly containing a combination of liquors, liqueurs, and other ingredients.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|%Alcohol&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:acidspitglass.png|64px]]&lt;br /&gt;
|Acid Spit&lt;br /&gt;
|1u [[#Sulphuric Acid|Sulphuric Acid]], 5u [[#Wine|Wine]] = 6u&lt;br /&gt;
|25&lt;br /&gt;
|Stomach acid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:alliescocktail.png|64px]]&lt;br /&gt;
|Allies Cocktail&lt;br /&gt;
|1u [[#Classic Martini|Classic Martini]], 1u [[#Vodka|Vodka]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Bitter yet free&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:aloe.png|64px]]&lt;br /&gt;
|Aloe&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Watermelon Juice|Watermelon Juice]], 1u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet &#039;n creamy&lt;br /&gt;
|Add the whiskey last, or you will have Irish Cream.&lt;br /&gt;
|-&lt;br /&gt;
![[File:amasecglass.png|64px]]&lt;br /&gt;
|Amasec{{anchor|Amasec}}&lt;br /&gt;
|1u [[#Iron|Iron]], 5u [[#Vodka|Vodka]], 5u [[#Wine|Wine]] = 10u&lt;br /&gt;
|25&lt;br /&gt;
|Dark and metallic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:andalusia.png|64px]]&lt;br /&gt;
|Andalusia&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Rum|Rum]], 1u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Lemons&lt;br /&gt;
|The gardener might be willing to grow some lemons for you.&lt;br /&gt;
|-&lt;br /&gt;
![[File:antifreeze.png|64px]]&lt;br /&gt;
|Anti-freeze&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Ice|Ice]], 1u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Cold cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:aprilshower.png|64px]]&lt;br /&gt;
|April Shower&lt;br /&gt;
|1u [[#Brandy|Brandy]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Yellow Chartreuse|Yellow Chartreuse]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Brandy and oranges&lt;br /&gt;
|The chartreuse family is type of Skrellian liquor (Nralakk Touch). Comes in multiple colors, if you were having issues finding the ingredients.&lt;br /&gt;
|-&lt;br /&gt;
![[File:armsalcglass.png|64px]]&lt;br /&gt;
|Armsman&#039;s Alchemy&lt;br /&gt;
|1u [[#Algae Wine|Algae Wine]], 1u [[#K&#039;laxan Energy Crush|K&#039;laxan Energy Crush]] = 2u&lt;br /&gt;
|30&lt;br /&gt;
|A burning cosmos&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:atomicbombglass.png|64px]]&lt;br /&gt;
|Atomic Bomb&lt;br /&gt;
|10u [[#B-52|B-52]], 1u [[#Uranium|Uranium]] = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Da bomb&lt;br /&gt;
|&#039;&#039;&#039;Extremely potent.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:b52glass.png|64px]]&lt;br /&gt;
|B-52{{anchor|B-52}}&lt;br /&gt;
|1u [[#Cognac|Cognac]], 1u [[#Irish Cream|Irish Cream]], 1u [[#Kahlua|Kahlua]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Angry and irish&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:badtouch.png|64px]]&lt;br /&gt;
|Bad Touch&lt;br /&gt;
|1u [[#Absinthe|Absinthe]], 1u [[#Lemon Lime|Lemon Lime]], 2u [[#Rum|Rum]], 2u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|50&lt;br /&gt;
|Naughtiness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bahama_mama.png|64px]]&lt;br /&gt;
|Bahama mama&lt;br /&gt;
|1u [[#Ice|Ice]], 2u [[#Orange Juice|Orange Juice]], 2u [[#Rum|Rum]], 1u [[#Lime Juice|Lime Juice]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Lime and orange&lt;br /&gt;
|Lime juice should be added last, or a different drink will be made.&lt;br /&gt;
|-&lt;br /&gt;
![[File:bananahonkglass.png|64px]]&lt;br /&gt;
|Banana Mama (Banana Honk)&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 1u [[#Cream|Cream]], 1u [[#Sugar|Sugar]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|A bad joke&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_banana.png|64px]]&lt;br /&gt;
|Banana pulque&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 1u [[#Pulque|Pulque]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Yeasty banana&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:b&amp;amp;p.png|64px]]&lt;br /&gt;
|Barefoot&lt;br /&gt;
|1u [[#Berry Juice|Berry Juice]], 1u [[#Cream|Cream]], 1u [[#Vermouth|Vermouth]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Creamy berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bassline.png|64px]]&lt;br /&gt;
|Bassline&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 2u [[#Grape Juice|Grape Juice]], 1u [[#Lime Juice|Lime Juice]], 2u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|25&lt;br /&gt;
|The groove&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:beepskysmashglass.png|64px]]&lt;br /&gt;
|Beepsky Smash&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Iron|Iron]], 1u [[#Whiskey|Whiskey]] = 2u&lt;br /&gt;
|35&lt;br /&gt;
|&#039;&#039;&#039;JUSTICE&#039;&#039;&#039;&lt;br /&gt;
|Causes brief stun for non-Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_berry.png|64px]]&lt;br /&gt;
|Berry pulque&lt;br /&gt;
|1u [[#Berry Juice|Berry Juice]], 1u [[#Pulque|Pulque]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Yeasty berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_brown.png|64px]]&lt;br /&gt;
|Bilk&lt;br /&gt;
|1u [[#Beer|Beer]], 1u [[#Milk|Milk]] = 2u&lt;br /&gt;
|4&lt;br /&gt;
|Desperation and lactate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:blackrussianglass.png|64px]]&lt;br /&gt;
|Black Russian {{anchor|Black Russian}}&lt;br /&gt;
|1u [[#Kahlua|Kahlua]], 2u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:blindrussian.png|64px]]&lt;br /&gt;
|Blind Russian&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Irish Cream|Irish Cream]], 1u [[#Kahlua|Kahlua]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Bitterness blindness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bloodymaryglass.png|64px]]&lt;br /&gt;
|Bloody Mary&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 3u [[#Tomato Juice|Tomato Juice]], 2u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|20&lt;br /&gt;
|Tomatoes with a hint of lime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bluelagoon.png|64px]]&lt;br /&gt;
|Blue Lagoon&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 1u [[#Ice|Ice]], 3u [[#Lemonade|Lemonade]], 1u [[#Vodka|Vodka]]= 6u&lt;br /&gt;
|25&lt;br /&gt;
|Electric lemonade&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bluebird.png|64px]]&lt;br /&gt;
|Bluebird&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 3u [[#Gin and Tonic|Gin and Tonic]] = 4u&lt;br /&gt;
|30&lt;br /&gt;
|A blue christmas tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:blushwineglass.png|64px]]&lt;br /&gt;
|Blush Wine&lt;br /&gt;
|1u [[#White Wine|White Wine]], 1u [[#Wine|Wine]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|Delightful sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:booger.png|64px]]&lt;br /&gt;
|Booger&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 2u [[#Cream|Cream]], 1u [[#Rum|Rum]], 1u [[#Watermelon Juice|Watermelon Juice]] = 5u&lt;br /&gt;
|20&lt;br /&gt;
|Sweet &#039;n creamy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bravebullglass.png|64px]]&lt;br /&gt;
|Brave Bull&lt;br /&gt;
|1u [[#Kahlua|Kahlua]], 2u [[#Tequila|Tequila]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Alcoholic bravery&lt;br /&gt;
|Also includes Caffeine at a strength of 0.2.&lt;br /&gt;
|-&lt;br /&gt;
![[File:carthusiansazerac.png|64px]]&lt;br /&gt;
|Carthusian Sazerac&lt;br /&gt;
|1u [[#Absinthe|Absinthe]], 1u [[#Green Chartreuse|Green Chartreuse]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Whiskey|Whiskey]] = 4u&lt;br /&gt;
|15&lt;br /&gt;
|Sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:caruso.png|64px]]&lt;br /&gt;
|Caruso&lt;br /&gt;
|2u [[#Classic Martini|Classic Martini]], 1u [[#White Creme de Menthe|White Creme de Menthe]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Dryness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ceasefireglass.gif|64px]]&lt;br /&gt;
|Ceasefire&lt;br /&gt;
|1u [[#Geneboosted Wine|Geneboosted Wine]], 1u [[#Kvass|Kvass]], 1u [[#Soda Water|Soda Water]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Bittersweet reunions&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cmojito.png|64px]]&lt;br /&gt;
|Champagne Mojito&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Rum|Rum]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet mint alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cherrytreefireball.png|64px]]&lt;br /&gt;
|Cherry Tree Fireball&lt;br /&gt;
|1u [[#Cherry Jelly|Cherry Jelly]], 1u [[#Fireball|Fireball]], 1u [[#Ice|Ice]], 3u [[#Lemonade|Lemonade]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet spiced cherries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:manlydorfglass.png|64px]]&lt;br /&gt;
|Cinnamon Apple Whiskey&lt;br /&gt;
|3u [[#Apple Cider|Apple Cider]], 1u [[#Fireball|Fireball]] = 4u&lt;br /&gt;
|20&lt;br /&gt;
|Sweet spiced apples&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cinnamon_orchard_glass.png|64px]]&lt;br /&gt;
|Cinnamon Orchard&lt;br /&gt;
|1u [[#Applejack|Applejack]], 1u [[#Fireball|Fireball]], 1u Lemon Juice = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Cinnamon bliss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:martiniglass.png|64px]]&lt;br /&gt;
|Classic Martini{{anchor|Classic Martini}}&lt;br /&gt;
|2u [[#Gin|Gin]], 1u [[#Vermouth|Vermouth]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Dry class&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cloudyoranglass.png|64px]]&lt;br /&gt;
|Cloudy Eridani&lt;br /&gt;
|1u [[#Green Tea|Green Tea]], 1u [[#Sake|Sake]], 1u [[#Soy Milk|Soy Milk]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Soy milk putting on airs&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cobaltvelvet.png|64px]]&lt;br /&gt;
|Cobalt Velvet&lt;br /&gt;
|2u [[#Blue Curacao|Blue Curacao]], 3u [[#Champagne|Champagne]], 1u [[#Space Cola|Space Cola]] = 6u&lt;br /&gt;
|25&lt;br /&gt;
|Neon champagne&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_coffee.png|64px]]&lt;br /&gt;
|Coffee pulque&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Pulque|Pulque]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Yeasty coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cbsc.gif|64px]]&lt;br /&gt;
|Complex Bluespace Calculation&lt;br /&gt;
|4u [[#Wine|Wine]], 2u [[#Vodka|Vodka]], 3u [[#Soda Water|Soda Water]], 1u [[#Radium|Radium]] = 10u &lt;br /&gt;
|25&lt;br /&gt;
|Fizzling spatiotemporal instability&lt;br /&gt;
|Causes jitters to non-Diona.&amp;lt;br&amp;gt;Ordered differently, the ingredients may instead produce a Singulo.&lt;br /&gt;
|-&lt;br /&gt;
![[File:corkpopper.png|64px]]&lt;br /&gt;
|Cork Popper&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Sour and smokey&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cosmopolitan.png|64px]]&lt;br /&gt;
|Cosmopolitan&lt;br /&gt;
|1u [[#Cranberry Juice|Cranberry Juice]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Triple Sec|Triple Sec]] = 3u&lt;br /&gt;
|27&lt;br /&gt;
|Fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cubalibreglass.png|64px]]&lt;br /&gt;
|Cuba Libre{{anchor|Cuba Libre}}&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 2u [[#Rum and Cola|Rum and Cola]] = 3u&lt;br /&gt;
|10&lt;br /&gt;
|Cola and a hint of lime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:daiquiri.png|64px]]&lt;br /&gt;
|Daiquiri&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Rum|Rum]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Lime and sugar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:demonsblood.png|64px]]&lt;br /&gt;
|Demons Blood&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Dr. Gibb|Dr. Gibb]], 3u [[#Rum|Rum]], 1u [[#Stellar Jolt|Stellar Jolt]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet tasting iron&lt;br /&gt;
|For both this and the next recipe, you may be able to substitute the blood with tomato juice.&lt;br /&gt;
|-&lt;br /&gt;
![[File:devilskiss.png|64px]]&lt;br /&gt;
|Devils Kiss&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Kahlua|Kahlua]], 1u [[#Rum|Rum]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Bitter iron&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:deweycocktail.png|64px]]&lt;br /&gt;
|Dewey Cocktail&lt;br /&gt;
|1u [[#Creme de Yvette|Creme de Yvette]], 1u [[#Gin|Gin]], 1u [[#Grenadine Syrup|Grenadine Syrup]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Dry gin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:dionamamaglass.png|64px]]&lt;br /&gt;
|Diona Mama&lt;br /&gt;
|2u [[#Absinthe|Absinthe]], 1u [[#Ice|Ice]], 2u [[#Lime Juice|Lime Juice]], 1u [[#Radium|Radium]] = 6u&lt;br /&gt;
|25&lt;br /&gt;
|Tangy, irradiated licorice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:djinnteaglass.png|64px]]&lt;br /&gt;
|Djinn Tea&lt;br /&gt;
|1u [[#Dyn Ice Tea|Dyn Ice Tea]], 1u [[#Gin|Gin]] = 2u&lt;br /&gt;
|20&lt;br /&gt;
|Fizzy mint tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:drdaniels.png|64px]]&lt;br /&gt;
|Dr. Daniels&lt;br /&gt;
|3u [[#Diet Dr. Gibb|Diet Dr. Gibb]], 1u [[#Honey|Honey]], 1u [[#Whiskey|Whiskey]] = 5u&lt;br /&gt;
|20&lt;br /&gt;
|Smooth, honeyed carbonation&lt;br /&gt;
|Contains Caffeine strength of 0.2.&lt;br /&gt;
|-&lt;br /&gt;
![[File:driestmartiniglass.png|64px]]&lt;br /&gt;
|Driest Martini&lt;br /&gt;
|1u [[#Gin|Gin]], 1u [[#Nothing|Nothing]] = 2u&lt;br /&gt;
|20&lt;br /&gt;
|A beach&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_dyn.png|64px]]&lt;br /&gt;
|Dyn pulque&lt;br /&gt;
|1u [[#Dyn Juice|Dyn Juice]], 1u [[#Pulque|Pulque]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Yeasty menthol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:snowwhite.png|64px]]&lt;br /&gt;
|Eggnog {{anchor|Eggnog}}&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|Egg and alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:erikasurprise.png|64px]]&lt;br /&gt;
|Erika Surprise&lt;br /&gt;
|2u [[#Ale|Ale]], 1u [[#Banana Juice|Banana Juice]], 1u [[#Ice|Ice]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Whiskey|Whiskey]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Tartness and bananas&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:espratini_glass.png|64px]]&lt;br /&gt;
|Espratini&lt;br /&gt;
|1u Espresso, 1u Kahlua, 1u Vodka = 3u&lt;br /&gt;
|50&lt;br /&gt;
|Powerful black coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:europanail.png|64px]]&lt;br /&gt;
|Europa Nail&lt;br /&gt;
|2u [[#Cream|Cream]], 2u [[#Kahlua|Kahlua]], 2u [[#Rusty Nail|Rusty Nail]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|A coffee-flavored moon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:root_beer_glass.png|64px]]&lt;br /&gt;
|Fernet Con Coca&lt;br /&gt;
|2u [[#Space Cola|Space Cola]], 1u [[#Fernet|Fernet]] = 2u&lt;br /&gt;
|20&lt;br /&gt;
|Deeply bittersweet cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:fiscoffeeglass.png|64px]]&lt;br /&gt;
|Fisanduhian Coffee&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Fisanduhian Cream|Fisanduhian Cream]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|giving up on peaceful coexistence&lt;br /&gt;
|Contains Caffeine strength 0.3.&lt;br /&gt;
|-&lt;br /&gt;
![[File:irishcreamglass.png|64px]]&lt;br /&gt;
|Fisanduhian Cream{{anchor|Fisanduhian Cream}}&lt;br /&gt;
|1u [[#Cream|Cream]], 2u [[#Fireball|Fireball]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|creamy spiced alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:fisfirebombglass.png|64px]]&lt;br /&gt;
|Fisanduhian Firebomb&lt;br /&gt;
|1u [[#Ale|Ale]], 1u [[#Fisanduhian Cream|Fisanduhian Cream]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|Anti-dominian sentiment&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:forbiddenapple.png|64px]]&lt;br /&gt;
|Forbidden Apple&lt;br /&gt;
|1u [[#Applejack|Applejack]], 1u [[#Champagne|Champagne]], 1u [[#Triple Sec|Triple Sec]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Champagne, a hint of apples, and orange sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:french75.png|64px]]&lt;br /&gt;
|French 75&lt;br /&gt;
|2u [[#Champagne|Champagne]], 1u [[#Gin|Gin]], 1u [[#Lemon Juice|Lemon Juice]] = 4u&lt;br /&gt;
|25&lt;br /&gt;
|Sour and classy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:fringeweaver.png|64px]]&lt;br /&gt;
|Fringe Weaver&lt;br /&gt;
|2u [[#Ethanol|Ethanol]], 1u [[#Sugar|Sugar]] = 3u&lt;br /&gt;
|65&lt;br /&gt;
|Liquid regret&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:thirteen_loko_glass.png|64px]]&lt;br /&gt;
|Getmore Energy&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|Jitters and death&lt;br /&gt;
|For non-Diona: Reduces drowsiness, causes jitters. Also contains Caffeine strength 0.5.&amp;lt;br&amp;gt;Source: Robust Softdrinks (Hacked)&lt;br /&gt;
|-&lt;br /&gt;
![[File:gibsonhooch.png|64px]]&lt;br /&gt;
|Gibson Hooch&lt;br /&gt;
|1u [[#Beer|Beer]], 1u [[#Whiskey Cola|Whiskey Cola]] = 2u&lt;br /&gt;
|65&lt;br /&gt;
|Cheap labor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gibsonpunch.png|64px]]&lt;br /&gt;
|Gibson Punch&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Screwdriver|Screwdriver]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Sour and bitter fruit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gimlet.png|64px]]&lt;br /&gt;
|Gimlet&lt;br /&gt;
|1u [[#Gin|Gin]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Lime Juice|Lime Juice]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Gin and class&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gintonicglass.png|64px]]&lt;br /&gt;
|Gin and Tonic{{anchor|Gin and Tonic}}&lt;br /&gt;
|2u [[#Gin|Gin]], 1u [[#Tonic Water|Tonic Water]] = 3u&lt;br /&gt;
|12&lt;br /&gt;
|Mild and tart&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ginfizzglass.png|64px]]&lt;br /&gt;
|Gin Fizz&lt;br /&gt;
|1u [[#Gin|Gin]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Soda Water|Soda Water]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Dry, tart lemons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Godheadglass.png|64px]]&lt;br /&gt;
|Godhead&lt;br /&gt;
|1u [[#Geneboosted Wine|Geneboosted Wine]], 1u [[#Kvass|Kvass]], 1u [[#Tarasun|Tarasun]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Morozi winter, with all its hardships&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ginvodkaglass.png|64px]]&lt;br /&gt;
|Goldschlager&lt;br /&gt;
|1u [[#Gold|Gold]], 10u [[#Vodka|Vodka]] = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Burning cinnamon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:goeglass.png|64px]]&lt;br /&gt;
|Government in Exile&lt;br /&gt;
|1u [[#Kvass|Kvass]], 1u [[#Permanent Revolution|Permanent Revolution]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Homesickness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:grogglass.png|64px]]&lt;br /&gt;
|Grog&lt;br /&gt;
|1u [[#Rum|Rum]], 1u [[#Water|Water]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|A poor excuse for alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:harvest_moon_glass.png|64px]]&lt;br /&gt;
|Harvest Moon&lt;br /&gt;
|2u Applejack, 1u Pumpkin Spice Syrup, 2u Soda Water = 6u&lt;br /&gt;
|35&lt;br /&gt;
|Sparkling pumpkin pie and spiced apples&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:hippiesdelightglass.png|64px]]&lt;br /&gt;
|Hippies Delight&lt;br /&gt;
|1u [[#Pan-Galactic Gargle Blaster|Pan-Galactic Gargle Blaster]], 1u [[#Psilocybin|Psilocybin]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Giving peace a chance&lt;br /&gt;
|Psilocybin can be found in several types of garden-grown mushroom.&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_brown2.png|64px]]&lt;br /&gt;
|Hooch&lt;br /&gt;
|1u [[#Moonshine|Moonshine]], 1u [[#Sugar|Sugar]], 1u [[#Welding fuel|Welding Fuel]] = 3u&lt;br /&gt;
|65&lt;br /&gt;
|Pure resignation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:icepick.png|64px]]&lt;br /&gt;
|Ice Pick&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Vodka|Vodka]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|Vodka and lemon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:iced_beerglass.png|64px]]&lt;br /&gt;
|Iced Beer&lt;br /&gt;
|10u [[#Beer|Beer]], 1u [[#Frost Oil|Frost Oil]] = 10u&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;5u [[#Beer|Beer]], 1u [[#Ice|Ice]] = 6u&lt;br /&gt;
|5&lt;br /&gt;
|Refreshingly cold&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Insurrenderglass.png|64px]]&lt;br /&gt;
|Instrument of Surrender&lt;br /&gt;
|1u [[#Algae Wine|Algae Wine]], 1u [[#Kvass|Kvass]], 1u [[#Tarasun|Tarasun]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Freedom from want&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:internationaleglass.png|64px]]&lt;br /&gt;
|Internationale&lt;br /&gt;
|1u [[#Mushroom Vodka|Mushroom Vodka]], 1u [[#Victory Gin|Victory Gin]] = 2u&lt;br /&gt;
|28&lt;br /&gt;
|Earthy, oily unity&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:irishcarbomb.png|64px]]&lt;br /&gt;
|Irish Car Bomb&lt;br /&gt;
|1u [[#Ale|Ale]], 1u [[#Irish Cream|Irish Cream]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|Delicious anger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:irishcoffeeglass.png|64px]]&lt;br /&gt;
|Irish Coffee&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Irish Cream|Irish Cream]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|Giving up on the day&lt;br /&gt;
|Contains Caffeine strength 0.3.&lt;br /&gt;
|-&lt;br /&gt;
![[File:irishcreamglass.png|64px]]&lt;br /&gt;
|Irish Cream{{anchor|Irish Cream}}&lt;br /&gt;
|1u [[#Cream|Cream]], 2u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Creamy alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:johnscollins.png|64px]]&lt;br /&gt;
|John Collins&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Ice|Ice]], 1u [[#Lemon Juice|Lemon Juice]], 2u [[#Whiskey Soda|Whiskey Soda]] = 5u&lt;br /&gt;
|25&lt;br /&gt;
|Whiskey&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:jovianstormglass.png|64px]]&lt;br /&gt;
|Jovian Storm&lt;br /&gt;
|2u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Ice|Ice]], 1u [[#Lemon Juice|Lemon Juice]], 2u [[#Rum|Rum]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Stormy sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:junglejuice.png|64px]]&lt;br /&gt;
|Jungle Juice&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Lemon Lime|Lemon Lime]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Rum|Rum]], 1u [[#Vodka|Vodka]] = 5u&lt;br /&gt;
|35&lt;br /&gt;
|A fraternity house party&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:lights_edge_glass.png|64px]]&lt;br /&gt;
|Light&#039;s Edge&lt;br /&gt;
|1u [[#Assunzioni Wine|Assunzioni Wine]], 1u Gin, 1u Lemon Juice = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Rich wine, herbal liquor, and tartness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:longislandicedteaglass.png|64px]]&lt;br /&gt;
|Long Island Iced Tea{{anchor|Long Island Iced Tea}}&lt;br /&gt;
|3u [[#Cuba Libre|Cuba Libre]], 1u [[#Gin|Gin]], 1u [[#Tequila|Tequila]], 1u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|40&lt;br /&gt;
|A mixture of cola and alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:manhattanglass.png|64px]]&lt;br /&gt;
|Manhattan{{anchor|Manhattan}}&lt;br /&gt;
|1u [[#Vermouth|Vermouth]], 2u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Mild dryness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:proj_manhattanglass.png|64px]]&lt;br /&gt;
|Manhattan Project&lt;br /&gt;
|10u [[#Manhattan|Manhattan]], 1u [[#Uranium|Uranium]] = 10u&lt;br /&gt;
|30&lt;br /&gt;
|Death, the destroyer of worlds&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:margaritaglass.png|64px]]&lt;br /&gt;
|Margarita{{anchor|Margarita}}&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Triple Sec|Triple Sec]], 1u [[#Tequila|Tequila]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Dry and salty&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:marsarita.png|64px]]&lt;br /&gt;
|Marsarita&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 1u [[#Capsaicin Oil|Capsaicin Oil]], 4u [[#Margarita|Margarita]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Spicy, salty lime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:melonwine.png|64px]]&lt;br /&gt;
|Melon Wine&lt;br /&gt;
|1u [[#Melon Liquor|Melon Liquor]], 1u [[#Wine|Wine]] = 2u&lt;br /&gt;
|20&lt;br /&gt;
|Mouth watering fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mendellian.png|64px]]&lt;br /&gt;
|Mendellian&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Triple Sec|Triple Sec]] = 3u&lt;br /&gt;
|27&lt;br /&gt;
|Citrusy urbanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:metropolitan.png|64px]]&lt;br /&gt;
|Metropolitan&lt;br /&gt;
|1u [[#Brandy|Brandy]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Vermouth|Vermouth]] = 3u&lt;br /&gt;
|27&lt;br /&gt;
|Fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:midnightkiss.png|64px]]&lt;br /&gt;
|Midnight Kiss&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 3u [[#Champagne|Champagne]], 1u [[#Vodka|Vodka]] = 5u&lt;br /&gt;
|25&lt;br /&gt;
|A late-night promise&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:omimosa.png|64px]]&lt;br /&gt;
|Mimosa&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Orange Juice|Orange Juice]] = 2u&lt;br /&gt;
|35&lt;br /&gt;
|Sparkling orange juice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mintjulep.png|64px]]&lt;br /&gt;
|Mint Julep&lt;br /&gt;
|1u [[#Ice|Ice]], 1u [[#Water|Water]], 1u [[#Whiskey|Whiskey]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Old as time&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mojito.png|64px]]&lt;br /&gt;
|Mojito&lt;br /&gt;
|1u [[#Mint Syrup|Mint Syrup]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Rum|Rum]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Refreshing mint&lt;br /&gt;
|Make sure to mix it in the provided order, or you might make a Daiquiri.&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|Moonshine{{anchor|Moonshine}}&lt;br /&gt;
|10u [[#Nutriment|Nutriment]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|65&lt;br /&gt;
|Bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mountain_marauder.png|64px]]&lt;br /&gt;
|Mountain Marauder&lt;br /&gt;
|1u [[#Fermented Fatshouters Milk|Fermented Fatshouters Milk]], 1u [[#Victory Gin|Victory Gin]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Alcoholic sour milk&lt;br /&gt;
|Causes nausea to non-Tajara.&lt;br /&gt;
|-&lt;br /&gt;
![[File:muscmule.png|64px]]&lt;br /&gt;
|Muscovite Mule&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Mint and a mule&#039;s kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:neurotoxinglass.png|64px]]&lt;br /&gt;
|Neurotoxin&lt;br /&gt;
|1u [[#Pan-Galactic Gargle Blaster|Pan-Galactic Gargle Blaster]], 1u [[#Soporific|Soporific]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|A numbing sensation&lt;br /&gt;
|Slows pulse and causes paralysis for non-Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:horizon_glass.png|64px]]&lt;br /&gt;
|New Horizons&lt;br /&gt;
|1u [[#Creme de Yvette|Creme de Yvette]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Patron|Patron]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|The celebration of new horizons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:oldfashioned.png|64px]]&lt;br /&gt;
|Old Fashioned&lt;br /&gt;
|1u [[#Aromatic Bitters|Aromatic Bitters]], 1u [[#Sugar|Sugar]], 3u [[#Whiskey Soda|Whiskey Soda]] = 5u&lt;br /&gt;
|30&lt;br /&gt;
|Bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:olympusmons.png|64px]]&lt;br /&gt;
|Olympus Mons&lt;br /&gt;
|1u [[#Black Russian|Black Russian]], 1u [[#Rum|Rum]], 1u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Bittersweet independence&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gargleblasterglass.png|64px]]&lt;br /&gt;
|Pan-Galactic Gargle Blaster{{anchor|Pan-Galactic Gargle Blaster}}&lt;br /&gt;
|1u [[#Cognac|Cognac]], 1u [[#Gin|Gin]], 1u [[#Lime Juice|Lime Juice]], 2u [[#Vodka|Vodka]], 1u [[#Whiskey|Whiskey]] = 6u&lt;br /&gt;
|50&lt;br /&gt;
|Your brains smashed out by a lemon wrapped around a gold brick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:patronglass.png|64px]]&lt;br /&gt;
|Patron {{anchor|Patron}}&lt;br /&gt;
|1u [[#Silver|Silver]], 10u [[#Tequila|Tequila]] = 10u&lt;br /&gt;
|20&lt;br /&gt;
|Metallic and expensive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:peacetreatyglass.png|64px]]&lt;br /&gt;
|Peace Treaty&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Messa&#039;s Mead|Messa&#039;s Mead]], 1u [[#Victory Gin|Victory Gin]] = 3u&lt;br /&gt;
|21&lt;br /&gt;
|Tart, oily honey&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:permanentrevolutionglass.png|64px]]&lt;br /&gt;
|Permanent Revolution&lt;br /&gt;
|1u [[#Absinthe|Absinthe]], 1u [[#Mushroom Vodka|Mushroom Vodka]] = 2u&lt;br /&gt;
|65&lt;br /&gt;
|Strong, earthy licorice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pina_colada.png|64px]]&lt;br /&gt;
|Pina Colada&lt;br /&gt;
|1u [[#Pineapple Juice|Pineapple Juice]], 2u [[#Rum|Rum]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Pineapple, coconut, and a hint of the ocean&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pinkgin.png|64px]]&lt;br /&gt;
|Pink Gin {{anchor|Pink Gin}}&lt;br /&gt;
|1u [[#Aromatic Bitters|Aromatic Bitters]], 2u [[#Gin|Gin]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Bitter christmas tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pinkgintonic.png|64px]]&lt;br /&gt;
|Pink Gin and Tonic&lt;br /&gt;
|2u [[#Pink Gin|Pink Gin]], 1u [[#Tonic Water|Tonic Water]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Very bitter christmas tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:piratepunch.png|64px]]&lt;br /&gt;
|Pirate&#039;s Punch&lt;br /&gt;
|1u [[#Aromatic Bitters|Aromatic Bitters]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Rum|Rum]] = 5u&lt;br /&gt;
|25&lt;br /&gt;
|Spiced fruit cocktail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:planterpunch.png|64px]]&lt;br /&gt;
|Planter&#039;s Punch&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Orange Juice|Orange Juice]], 2u [[#Rum|Rum]] = 4u&lt;br /&gt;
|25&lt;br /&gt;
|Jamaica&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pwineglass.png|64px]]&lt;br /&gt;
|Poison Wine&lt;br /&gt;
|10u [[#Poison Berry Juice|Poison Berry Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|15&lt;br /&gt;
|Purified alcoholic death&lt;br /&gt;
|Toxic. Causes hallucinations.&lt;br /&gt;
|-&lt;br /&gt;
![[File:pousseecafe.png|64px]]&lt;br /&gt;
|Pousse-Cafe&lt;br /&gt;
|1u [[#Brandy|Brandy]], 1u [[#Green Chartreuse|Green Chartreuse]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#White Creme de Menthe|White Creme de Menthe]], 1u [[#Yellow Chartreuse|Yellow Chartreuse]] = 5u&lt;br /&gt;
|15&lt;br /&gt;
|Layers of liquors&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pink_glass.png|64px]]&lt;br /&gt;
|Pretty in Pink&lt;br /&gt;
|1u [[#Pink Lemonade|Pink Lemonade]], 1u [[#Rose Wine|Rose Wine]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|Rosy fruity pinkness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:primeministerglass.png|64px]]&lt;br /&gt;
|Prime Minister&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 4u [[#Rum|Rum]], 1u [[#Vermouth|Vermouth]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Political power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:redsangria.png|64px]]&lt;br /&gt;
|Red Dwarf Sangria&lt;br /&gt;
|1u [[#Applejack|Applejack]], 1u [[#Assunzioni Wine|Assunzioni Wine]], 1u [[#Orange Juice|Orange Juice]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Fruit cocktail, sweet red wine, and a hint of truffles&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:red_meadglass.png|64px]]&lt;br /&gt;
|Red Mead&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Mead|Mead]] = 2u&lt;br /&gt;
|21&lt;br /&gt;
|Sweet and salty alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rixulin_sundae.png|64px]]&lt;br /&gt;
|Rixulin Sundae&lt;br /&gt;
|3u [[#Virus Food|Virus Food]], 2u [[#White Wine|White Wine]], 1u [[#Wulumunusha Extract|Wulumunusha Extract]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Spacetime and warbling music&lt;br /&gt;
|Causes drugginess.&lt;br /&gt;
|-&lt;br /&gt;
![[File:rose_tinted_glasses_glass.png|64px]]&lt;br /&gt;
|Rose Tinted Glasses&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Rose Wine|Rose Wine]], 1u [[#Soda Water|Soda Water]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Pink-colored nostalgia&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rumandcolaglass.png|64px]]&lt;br /&gt;
|Rum and Cola{{anchor|Rum and Cola}}&lt;br /&gt;
|1u [[#Space Cola|Space Cola]], 2u [[#Rum|Rum]] = 3u&lt;br /&gt;
|10&lt;br /&gt;
|Cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rustynail.png|64px]]&lt;br /&gt;
|Rusty Nail{{anchor|Rusty Nail}}&lt;br /&gt;
|1u [[#Drambuie|Drambuie]], 1u [[#Whiskey|Whiskey]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Lemons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sangria.png|64px]]&lt;br /&gt;
|Sangria&lt;br /&gt;
|1u [[#Brandy|Brandy]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Orange Juice|Orange Juice]], 3u [[#Wine|Wine]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Sweet wine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sbitenglass.png|64px]]&lt;br /&gt;
|Sbiten&lt;br /&gt;
|1u [[#Capsaicin Oil|Capsaicin Oil]], 10u [[#Mead|Mead]] = 10u&lt;br /&gt;
|40&lt;br /&gt;
|Hot and spice&lt;br /&gt;
|Capsaicin can be found in chili peppers.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scrameggglass.gif|64px]]&lt;br /&gt;
|SCRAMbled Egg&lt;br /&gt;
|25u [[#Kvass|Kvass]], 3u [[#Egg Yolk|Egg Yolk]] = 25u&lt;br /&gt;
|15&lt;br /&gt;
|Slimy raw egg and beer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:screwdriverglass.png|64px]]&lt;br /&gt;
|Screwdriver {{anchor|Screwdriver}}&lt;br /&gt;
|1u [[#Orange Juice|Orange Juice]], 2u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Spicy orange&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sidewinderglass.png|64px]]&lt;br /&gt;
|Sidewinder Fang&lt;br /&gt;
|2u [[#Soda Water|Soda Water]], 2u [[#Rum|Rum]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Lime Juice|Lime Juice]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Fruity rum and bittersweet nostalgia&lt;br /&gt;
|Make sure to mix it in the &#039;&#039;&#039;provided order&#039;&#039;&#039;, or you might make the [[#Kira Special|Kira Special]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:silencerglass.png|64px]]&lt;br /&gt;
|Silencer&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Nothing|Nothing]], 1u [[#Sugar|Sugar]] = 3u&lt;br /&gt;
|50&lt;br /&gt;
|A pencil eraser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:singulo.png|64px]]&lt;br /&gt;
|Singulo&lt;br /&gt;
|1u [[#Radium|Radium]], 5u [[#Vodka|Vodka]], 5u [[#Wine|Wine]] = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Concentrated matter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:snakebite.png|64px]]&lt;br /&gt;
|Snakebite&lt;br /&gt;
|5u [[#Beer|Beer]], 5u [[#Applejack|Applejack]]= 10u&lt;br /&gt;
|9&lt;br /&gt;
|Sweet apple-flavoured beer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:snowwhite.png|64px]]&lt;br /&gt;
|Snow White&lt;br /&gt;
|1u [[#Beer|Beer]], 1u [[#Lemon Lime|Lemon Lime]] = 2u&lt;br /&gt;
|7&lt;br /&gt;
|Refreshing cold&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:solarianmarineglass.png|64px]]&lt;br /&gt;
|Solarian Marine&lt;br /&gt;
|1u [[#Securitea|Securitea]], 1u [[#Whiskey|Whiskey]] = 2u&lt;br /&gt;
|35&lt;br /&gt;
|Polished boots and nationalism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:solarianwhiteglass.png|64px]]&lt;br /&gt;
|Solarian White&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Creamy vodka and lime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Songwaterglass.png|64px]]&lt;br /&gt;
|Songwater&lt;br /&gt;
|5u [[#Tarasun|Tarasun]], 1u [[#Space Spice|Space Spice]], 1u [[#Black Pepper|Black Pepper]] = 5u&lt;br /&gt;
|35&lt;br /&gt;
|Frostbite in your throat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ssroyale.png|64px]]&lt;br /&gt;
|Southside Royale&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Gin|Gin]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Mint Syrup|Mint Syrup]] = 4u&lt;br /&gt;
|20&lt;br /&gt;
|Lime christmas tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stag Hunt.png|64px]]&lt;br /&gt;
|Stag Hunt&lt;br /&gt;
|2u [[#Iced Tea|Champagne]], 2u [[#2275|2275]], 1u [[#Lemon Juice|Lemon Juice]] = 5u&lt;br /&gt;
|35&lt;br /&gt;
|Brandy and lemonade&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:starsandstripes.png|64px]]&lt;br /&gt;
|Stars and Stripes&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Creme de Yvette|Creme de Yvette]], 1u [[#Grenadine Syrup|Grenadine Syrup]] = 3u&lt;br /&gt;
|10&lt;br /&gt;
|Freedom&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sugarrush.png|64px]]&lt;br /&gt;
|Sugar Rush&lt;br /&gt;
|4u [[#Orange Starshine|Orange Starshine]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet soda&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sdreamglass.png|64px]]&lt;br /&gt;
|Sui Dream&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 1u [[#Melon Liquor|Melon Liquor]], 1u Vacuum Fizz = 3u&lt;br /&gt;
|5&lt;br /&gt;
|Fruit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tallblackrussian.png|64px]]&lt;br /&gt;
|Tall Black Russian&lt;br /&gt;
|1u [[#Black Russian|Black Russian]], 1u [[#Space Cola|Space Cola]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Tall bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tequilasunriseglass.png|64px]]&lt;br /&gt;
|Tequila Sunrise&lt;br /&gt;
|1u [[#Orange Juice|Orange Juice]], 2u [[#Tequila|Tequila]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Oranges&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:classic.png|64px]]&lt;br /&gt;
|The Classic&lt;br /&gt;
|1u [[#Aromatic Bitters|Aromatic Bitters]], 2u [[#Champagne|Champagne]], 1u [[#Lemon Juice|Lemon Juice]] = 4u&lt;br /&gt;
|20&lt;br /&gt;
|Sour and bitter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Inquisitrixglass.png|64px]]&lt;br /&gt;
|The Inquisitrix&lt;br /&gt;
|1u [[#Algae Wine|Algae Wine]], 1u [[#Tarasun|Tarasun]], 1u [[#Dr. Gibb|Dr. Gibb]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Tomorrow&#039;s headache&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:manlydorfglass.png|64px]]&lt;br /&gt;
|The Manly Dorf&lt;br /&gt;
|2u [[#Ale|Ale]], 1u [[#Beer|Beer]] = 3u&lt;br /&gt;
|45&lt;br /&gt;
|Hair on your chest and your chin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:martyrgaritaglass.gif|64px]]&lt;br /&gt;
|The Martyrgarita&lt;br /&gt;
|1u [[#Geneboosted Wine|Geneboosted Wine]], 1u [[#Lime Juice|Lime Juice]], 1u Holy water = 3u&lt;br /&gt;
|20&lt;br /&gt;
|A drink worth dying for&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:thirdincident.png|64px]]&lt;br /&gt;
|The Third Incident&lt;br /&gt;
|10u [[#Blue Curacao|Blue Curacao]], 3u [[#Egg Yolk|Egg Yolk]], 10u [[#Grape Juice|Grape Juice]] = 20u&lt;br /&gt;
|10&lt;br /&gt;
|X&#039;Lu&#039;oa sadness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:universalistglass.gif|64px]]&lt;br /&gt;
|The Universalist&lt;br /&gt;
|10u [[#Geneboosted Wine|Geneboosted Wine]], 10u [[#Beepsky Smash|Beepsky Smash]] = 20u&lt;br /&gt;
|25&lt;br /&gt;
|Shutdown codes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:threemileislandglass.png|64px]]&lt;br /&gt;
|Three Mile Island Iced Tea&lt;br /&gt;
|10u [[#Long Island Iced Tea|Long Island Iced Tea]], 1u [[#Uranium|Uranium]] = 10u&lt;br /&gt;
|60&lt;br /&gt;
|Dry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:threefoldglass.png|64px]]&lt;br /&gt;
|Threefold&lt;br /&gt;
|1u [[#Algae Wine|Algae Wine]], 1u [[#Valokki Wine|Valokki Wine]], 1u [[#Geneboosted Wine|Geneboosted Wine]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Incense&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:toxinsspecialglass.png|64px]]&lt;br /&gt;
|Toxins Special&lt;br /&gt;
|2u [[#Phoron|Phoron]], 2u [[#Rum|Rum]], 2u [[#Vermouth|Vermouth]] = 6u&lt;br /&gt;
|40&lt;br /&gt;
|Spicy toxins&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tribunalglass.gif|64px]]&lt;br /&gt;
|Tribunal&lt;br /&gt;
|1u [[#Threefold|Threefold]], 1u [[#Godhead|Godhead]], 1u Holy Water = 3u&lt;br /&gt;
|75&lt;br /&gt;
|Alcoholic rapture&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:twisted_lime_glass.png|64px]]&lt;br /&gt;
|Twisted Lime&lt;br /&gt;
|1u [[#Ale|Ale]], 1u [[#Fernet|Fernet]], 1u [[#Lime Juice|Lime Juice]]&lt;br /&gt;
|30&lt;br /&gt;
|Bitter sourness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:verdant_glass.png|64px]]&lt;br /&gt;
|Verdant Green&lt;br /&gt;
|1u [[#Green Tea|Green Tea]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Soju|Soju]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Refreshing minty tea with a kick&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:veteranschoice_glass.png|64px]]&lt;br /&gt;
|Veteran&#039;s Choice&lt;br /&gt;
|1u [[#Gunpowder|Gunpowder]], 1u [[#Messa&#039;s Mead|Messa&#039;s Mead]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Honey and salty&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:vodkatonicglass.png|64px]]&lt;br /&gt;
|Vodka and Tonic&lt;br /&gt;
|1u [[#Tonic Water|Tonic Water]], 2u [[#Vodka|Vodka]]= 3u&lt;br /&gt;
|35&lt;br /&gt;
|Tart bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:martiniglass.png|64px]]&lt;br /&gt;
|Vodka Martini&lt;br /&gt;
|1u [[#Vermouth|Vermouth]], 2u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|32&lt;br /&gt;
|Shaken, not stirred&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:weeping_stars_glass.png|64px]]&lt;br /&gt;
|Weeping Stars&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Creme de Yvette|Creme de Yvette]], 1u [[#Cranberry Juice|Cranberry Juice]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Sparkly violet cranberry juice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiskeycolaglass.png|64px]]&lt;br /&gt;
|Whiskey Cola {{anchor|Whiskey Cola}}&lt;br /&gt;
|1u [[#Space Cola|Space Cola]], 2u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiskeysodaglass2.png|64px]]&lt;br /&gt;
|Whiskey Soda {{anchor|Whiskey Soda}}&lt;br /&gt;
|1u [[#Soda Water|Soda Water]], 2u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiterussianglass.png|64px]]&lt;br /&gt;
|White Russian&lt;br /&gt;
|2u [[#Black Russian|Black Russian]], 1u [[#Cream|Cream]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Bitter cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:winter_offensive.png|64px]]&lt;br /&gt;
|Winter Offensive&lt;br /&gt;
|1u [[#Ice|Ice]], 1u [[#Victory Gin|Victory Gin]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Oily gin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Witchspirit.png|64px]]&lt;br /&gt;
|Witch-spirit&lt;br /&gt;
|1u [[#Algae Wine|Algae Wine]], 1u [[#Gin|Gin]], 1u [[#Limoncello|Limoncello]], 1u [[#Melon Liquor|Melon Liquor]] = 4u&lt;br /&gt;
|45&lt;br /&gt;
|Herbal and citrus sting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:zavodskoi_mule.png|64px]]&lt;br /&gt;
|Zavodskoi Mule&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 2u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Refreshing spiciness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Liquors and Liqueurs====&lt;br /&gt;
Liquors are typically strong distilled drinks. While they are most commonly used as ingredients in a [[#Cocktail|cocktail]], it is also common to have liquor alone in shots.&lt;br /&gt;
&lt;br /&gt;
Liqueurs are similar to liquors, but are sweeter. It is less common to see liqueurs taken as shots, as the flavours are better realized in a cocktail, however the customer is always right in matters of taste!&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|%Alcohol&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:absintheglass.png|64px]]&lt;br /&gt;
|Absinthe {{anchor|Absinthe}}&lt;br /&gt;
|&lt;br /&gt;
|75&lt;br /&gt;
|Bottles are labeled “Jailbreaker Verte”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:applejack.png|64px]]&lt;br /&gt;
|Applejack {{anchor|Applejack}}&lt;br /&gt;
|&lt;br /&gt;
|14&lt;br /&gt;
|Bottles are labeled “Arvani Special Reserve Applejack”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:bittersglass.png|64px]]&lt;br /&gt;
|Aromatic Bitters {{anchor|Aromatic Bitters}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Nojosuru Aromatic Bitters”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:curacaoglass.png|64px]]&lt;br /&gt;
|Blue Curacao {{anchor|Blue Curacao}}&lt;br /&gt;
|10u [[#Orange Juice|Orange Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|25&lt;br /&gt;
|Bottles are labeled “Xuaousha curacao”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:boukhaglass.png|64px]]&lt;br /&gt;
|Boukha {{anchor|Boukha}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Boukha Boboksa Classic”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:brandyglass.png|64px]]&lt;br /&gt;
|Brandy {{anchor|Brandy}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Admiral Cindy&#039;s Brandy”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:cognacglass.png|64px]]&lt;br /&gt;
|Cognac {{anchor|Cognac}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Cytherea Golden Sweetness Cognac”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:cremedeyvetteglass.png|64px]]&lt;br /&gt;
|Creme de Yvette {{anchor|Creme de Yvette}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Bottles are labeled “Xinghua Delicate Violet”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:darmadhirbrew_glass.png|64px]]&lt;br /&gt;
|Darmadhir Brew {{anchor|Darmadhir Brew}}&lt;br /&gt;
|&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rumglass.png|64px]]&lt;br /&gt;
|Deadrum {{anchor|Deadrum}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:drambuieglass.png|64px]]&lt;br /&gt;
|Drambuie {{anchor|Drambuie}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Xinghua Honeyed Satisfaction”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:fireballglass.png|64px]]&lt;br /&gt;
|Fireball {{anchor|Fireball}}&lt;br /&gt;
|&lt;br /&gt;
|35&lt;br /&gt;
|Bottles are labeled “Delta Cephei Cinnamon Fireball”&amp;lt;br&amp;gt;Causes pain to non-Diona, neutralizes toxins&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:kahluaglass.png|64px]]&lt;br /&gt;
|Kahlua {{anchor|Kahlua}}&lt;br /&gt;
|5u [[#Coffee|Coffee]], 5u [[#Sugar|Sugar]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 5u&lt;br /&gt;
|20&lt;br /&gt;
|Bottles are labeled “Nixiqi&#039;s Happy Accident Coffee Liqueur”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:emeraldglass.png|64px]]&lt;br /&gt;
|Melon Liquor {{anchor|Melon Liquor}}&lt;br /&gt;
|10u [[#Watermelon Juice|Watermelon Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|23&lt;br /&gt;
|Bottles are labeled “Emeraldine Melon Liquor”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:mushroomvodkaglass.png|64px]]&lt;br /&gt;
|Mushroom Vodka {{anchor|Mushroom Vodka}}&lt;br /&gt;
|&lt;br /&gt;
|55&lt;br /&gt;
|Bottles are labeled “Magnitogorsk Import mushroom vodka”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:nmshaanliquor_glass.png|64px]]&lt;br /&gt;
|Nm&#039;shaan Liquor&lt;br /&gt;
|&lt;br /&gt;
|70&lt;br /&gt;
|Bottles are labeled “Nm&#039;shaan Liquor”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:rumglass.png|64px]]&lt;br /&gt;
|Rum {{anchor|Rum}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Undirstader Broeckhouser Rum”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:sakeglass.png|64px]]&lt;br /&gt;
|Sake {{anchor|Sake}}&lt;br /&gt;
|5u [[#Rice Beer|Rice Beer]], 5u Moss, 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|20&lt;br /&gt;
|Bottles are labeled “Shokyodo Sake”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:sojuglass.png|64px]]&lt;br /&gt;
|Soju {{anchor|Soju}}&lt;br /&gt;
|&lt;br /&gt;
|25&lt;br /&gt;
|Bottles are labeled “Boryeong &#039;45 Soju”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tarasunglass.png|64px]]&lt;br /&gt;
|Tarasun {{anchor|Tarasun}}&lt;br /&gt;
|&lt;br /&gt;
|30&lt;br /&gt;
|Bottles are labeled “Frostdancer Distillery Tarasun”&amp;lt;br&amp;gt;Source: Booze-o-mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:treebarkfirewater_glass.png|64px]]&lt;br /&gt;
|Tree-Bark Firewater&lt;br /&gt;
|1u [[#Earthen-Root Juice|Earthen-Root Juice]], 1u [[#Sugar|Sugar]], 1u [[#Wood Pulp|Wood Pulp]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 3u&lt;br /&gt;
|65&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tequilaglass.png|64px]]&lt;br /&gt;
|Tequila {{anchor|Tequila}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Nathan&#039;s Guaranteed Quality Tequila”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_orange.png|64px]]&lt;br /&gt;
|Triple Sec {{anchor|Triple Sec}}&lt;br /&gt;
|&lt;br /&gt;
|12&lt;br /&gt;
|Bottles are labeled “Fleur De Majestueux Triple Sec”&amp;lt;br&amp;gt;Source: Bar Dispenser, Booze-O-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:vermouthglass.png|64px]]&lt;br /&gt;
|Vermouth {{anchor|Vermouth}}&lt;br /&gt;
|&lt;br /&gt;
|17&lt;br /&gt;
|Bottles are labeled “Xinghua Vermouth”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:ginvodkaglass.png|64px]]&lt;br /&gt;
|Victory Gin {{anchor|Victory Gin}}&lt;br /&gt;
|&lt;br /&gt;
|18&lt;br /&gt;
|Bottles are labeled “Victory Gin”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:ginvodkaglass.png|64px]]&lt;br /&gt;
|Vodka {{anchor|Vodka}}&lt;br /&gt;
|10u [[#Potato Juice|Potato Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Bottles are labeled “Martian 50% Premium Vodka”&amp;lt;br&amp;gt;Reduces the effects of radiation.&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiskeyglass.png|64px]]&lt;br /&gt;
|Whiskey {{anchor|Whiskey}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Mu Cephei Special Reserve”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:whitecremeglass.png|64px]]&lt;br /&gt;
|White Creme de Menthe {{anchor|White Creme de Menthe}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Bottles are labeled “Xinghua White Mint”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:chartreuseyellowglass.png|64px]]&lt;br /&gt;
|Yellow Chartreuse {{anchor|Yellow Chartreuse}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled &amp;quot;Nralakk Touch Yellow Chartreuse&amp;quot;&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Beers and Wines====&lt;br /&gt;
Beers and wines are usually consumed singularly without other ingredients mixed in. While not unheard of, some beers and wines are called for in [[#Cocktail|cocktail]] recipes.&lt;br /&gt;
&lt;br /&gt;
Beers are typically a lighter drink in terms of alcohol. Only two beers are served on draught in the workplace, [[#Ale|ale]] and [[#Beer|Virklunder]], however many other brands of beer are stored in the Bar&#039;s backroom upon request.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Vendor&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|%Alcohol&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:aleglass.png|64px]]&lt;br /&gt;
|Ale {{anchor|Ale}}&lt;br /&gt;
|Booze dispenser, Booze-o-Mat&lt;br /&gt;
|6&lt;br /&gt;
|Hearty barley ale&lt;br /&gt;
|Bottles are labeled “Burszi-Ale”&lt;br /&gt;
|-&lt;br /&gt;
![[File:beerglass.png|64px]]&lt;br /&gt;
|Beer {{anchor|Beer}}&lt;br /&gt;
|Booze dispenser, Booze-o-Mat&lt;br /&gt;
|5&lt;br /&gt;
|Beer&lt;br /&gt;
|Reduces jitteriness.&amp;lt;br&amp;gt;Bottles are labeled “Virklunder”&amp;lt;br&amp;gt;10u [[#Flour|Flour]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|-&lt;br /&gt;
![[File:Algaewineglass.png|64px]]&lt;br /&gt;
|Algae Wine {{anchor|Algae Wine}}&lt;br /&gt;
|Booze-o-mat&lt;br /&gt;
|15&lt;br /&gt;
|Licorice and spinach&lt;br /&gt;
|Bottles are labeled “Reachers Triumph 2423”&lt;br /&gt;
|-&lt;br /&gt;
![[File:assunzionewineglass.png|64px]]&lt;br /&gt;
|Assunzioni Wine {{anchor|Assunzioni Wine}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Red wine, truffles, hints of dried fruit, and herbs&lt;br /&gt;
|Bottles are labeled “Azzunzioni Sera Stellata di Dalyan”&lt;br /&gt;
|-&lt;br /&gt;
![[File:champagneglass.png|64px]]&lt;br /&gt;
|Champagne {{anchor|Champagne}}&lt;br /&gt;
|Booze dispenser, Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Bubbly bitter-sweetness&lt;br /&gt;
|Bottles are labeled “Silverport&#039;s Bubbliest Champagne”&lt;br /&gt;
|-&lt;br /&gt;
![[File:skrellbeerdyn.png|64px]]&lt;br /&gt;
|Dyn Beer {{anchor|Dyn Beer}}&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|Spiced bitter beer&lt;br /&gt;
|Bottles are labeled “Qel&#039;Zvol Hospitality&#039;s Prestige Beer”&lt;br /&gt;
|-&lt;br /&gt;
![[File:earthmover.png|64px]]&lt;br /&gt;
|Earthmover {{anchor|Earthmover}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|6&lt;br /&gt;
|Hearty barley ale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ebisu.png|64px]]&lt;br /&gt;
|Ebisu Super Dry {{anchor|Ebisu}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|5&lt;br /&gt;
|Mild carbonated malt&lt;br /&gt;
|Cans are labeled &amp;quot;Ebisu Super Dry&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:guinnessglass.png|64px]]&lt;br /&gt;
|Guinness {{anchor|Guinness}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|8&lt;br /&gt;
|Dryness&lt;br /&gt;
|Bottles are labeled &amp;quot;Guiness&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:khlibnyz_glass.png|64px]]&lt;br /&gt;
|Khlibnyz&lt;br /&gt;
|Booze-o-Mat, Lunchbox option&lt;br /&gt;
|5&lt;br /&gt;
|Earthy and salty&lt;br /&gt;
|Bottles are labeled “Khlibnyz”&lt;br /&gt;
|-&lt;br /&gt;
![[File:Kvassglass.png|64px]]&lt;br /&gt;
|Kvass {{anchor|Kvass}}&lt;br /&gt;
|Booze-o-mat&lt;br /&gt;
|15&lt;br /&gt;
|Bittersweet yeast&lt;br /&gt;
|Bottles are labeled “Neubach Original Kvass”&lt;br /&gt;
|-&lt;br /&gt;
![[File:litebeer.png|64px]]&lt;br /&gt;
|Light Beer&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|Dish water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:makgeolliglass.png|64px]]&lt;br /&gt;
|Makgeolli {{anchor|Makgeolli}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Creamy dry alcohol&lt;br /&gt;
|Bottles are labeled “Doctor Kyung&#039;s Makgeolli”&lt;br /&gt;
|-&lt;br /&gt;
![[File:meadglass.png|64px]]&lt;br /&gt;
|Mead&lt;br /&gt;
|Booze dispenser&lt;br /&gt;
|25&lt;br /&gt;
|Sweet yet alcoholic&lt;br /&gt;
|1u [[#Sugar|Sugar]], 1u [[#Water|Water]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 2u&lt;br /&gt;
|-&lt;br /&gt;
![[File:messa_mead_glass.png|64px]]&lt;br /&gt;
|Messa&#039;s Mead{{anchor|Messa&#039;s Mead}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|25&lt;br /&gt;
|Honey&lt;br /&gt;
|Bottles are labeled “Messa&#039;s Mead”&amp;lt;br&amp;gt;1u [[#Earthen=Root Juice|Earthen-Root Juice]], 1u [[#Honey|Honey]] = 2u&lt;br /&gt;
|-&lt;br /&gt;
![[File:moonlabor.png|64px]]&lt;br /&gt;
|Moonlabor Malt&#039;s {{anchor|Moonlabor}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|5&lt;br /&gt;
|Mild carbonated malt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque.png|64px]]&lt;br /&gt;
|Pulque {{anchor|Pulque}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Sweet yeast&lt;br /&gt;
|Bottles are labeled “Don Augusto&#039;s Pulque”&lt;br /&gt;
|-&lt;br /&gt;
![[File:rice_beer.gif|64px]]&lt;br /&gt;
|Rice Beer {{anchor|Rice Beer}}&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|Mild carbonated malt&lt;br /&gt;
|10u [[#Rice|Rice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|-&lt;br /&gt;
![[File:roseglass.png|64px]]&lt;br /&gt;
|Rose Wine {{anchor|Rose Wine}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|8&lt;br /&gt;
|Citrus, cherry, and sweet wine&lt;br /&gt;
|Bottles are labeled “Coral Twilight Rose”&lt;br /&gt;
|-&lt;br /&gt;
![[File:shimauma.png|64px]]&lt;br /&gt;
|Shimauma Ichiban {{anchor|Shimauma}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|5&lt;br /&gt;
|Mild carbonated malt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:shyrrkirrtyrwine_glass.png|64px]]&lt;br /&gt;
|Shyyr Kirr&#039;tyr Wine {{anchor|Shyyr Kirr&#039;tyr Wine}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Dry alcohol with a hint of meat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:valokkiwineglass.png|64px]]&lt;br /&gt;
|Valokki Wine {{anchor|Valokki Wine}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|25&lt;br /&gt;
|Smooth, rich wine&lt;br /&gt;
|Bottles are labeled “Frostdancer Distillery Valokki Wine”&lt;br /&gt;
|-&lt;br /&gt;
![[File:space_beer.png|64px]]&lt;br /&gt;
|Virklunder canned beer {{anchor|Virklunder}}&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|Beer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whistlingforest.png|64px]]&lt;br /&gt;
|Whistling Forest Pale Ale {{anchor|Whistling Forest}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|5&lt;br /&gt;
|Hearty barley ale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whitewineglass.png|64px]]&lt;br /&gt;
|White Wine {{anchor|White Wine}}&lt;br /&gt;
|Booze Dispenser, Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Dry sweetness&lt;br /&gt;
|Bottles are labeled &amp;quot;Pineneedle Brand White Wine&amp;quot;&amp;lt;br&amp;gt;5u [[#White Grape Juice|White Grape Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 5u&lt;br /&gt;
|-&lt;br /&gt;
![[File:wineglass.png|64px]]&lt;br /&gt;
|Wine {{anchor|Wine}}&lt;br /&gt;
|Booze dispenser, Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Bitter sweetness&lt;br /&gt;
|Bottles are labeled “Silverport Quality Brand Red Wine”&amp;lt;br&amp;gt;10u [[#Grape Juice|Grape Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|-&lt;br /&gt;
![[File:skrellwineylpha.png|64px]]&lt;br /&gt;
|Ylpha Wine {{anchor|Ylpha Wine}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|3&lt;br /&gt;
|Sweet red wine&lt;br /&gt;
|Bottles are labeled &amp;quot;Federation&#039;s Finest Ylpha Wine&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Butanol-Based Drinks===&lt;br /&gt;
Unathi drinks are based on butanol. Butanol will intoxicate Unathi; non-Unathi feel very little effect.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|%Butanol&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:balefire.png|64px]]&lt;br /&gt;
|Balefire&lt;br /&gt;
|1u [[#Redstaff|Redstaff]], 4u [[#Mint Syrup|Mint Syrup]], 1u [[#Ice|Ice]] = 5u&lt;br /&gt;
|21&lt;br /&gt;
|Simultaneously far too hot and too cold, with a mild hint of gum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bloodwine.png|64px]]&lt;br /&gt;
|Bloodwine&lt;br /&gt;
|2u [[#Blood|Blood]], 3u [[#Sarezhi Wine|Sarezhi Wine]] = 5u&lt;br /&gt;
|21&lt;br /&gt;
|Strong berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|Butanol {{anchor|Butanol}}&lt;br /&gt;
|10u [[#Corn Oil|Corn Oil]], 10u [[#Sugar|Sugar]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 5u&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiskeycolaglass.png|64px]]&lt;br /&gt;
|Cactus Cola&lt;br /&gt;
|2u [[#Space Cola|Space Cola]], 1u [[#Ice|Ice]], 2u [[#Xuizi Juice|Xuizi Juice]] = 5u&lt;br /&gt;
|15&lt;br /&gt;
|Cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:contactwine.png|64px]]&lt;br /&gt;
|Contact Wine&lt;br /&gt;
|1u [[#Radium|Radium]], 5u [[#Sarezhi Wine|Sarezhi Wine]], 5u [[#Xuizi Juice|Xuizi Juice]] = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Berries and regret&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:crocodile_glass.png|64px]]&lt;br /&gt;
|Eszkazal&#039;s Bite&lt;br /&gt;
|5u [[#Sarezhi Wine|Sarezhi Wine]], 1u [[#Toxin|Toxin]] = 6u&lt;br /&gt;
|50&lt;br /&gt;
|Sour body sweat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:icepick.png|64px]]&lt;br /&gt;
|Fisher&#039;s Reward&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Xuizi Juice|Xuizi Juice]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|Tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bahamalizard.png|64px]]&lt;br /&gt;
|Forest&#039;s Bounty&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Ice|Ice]], 2u [[#Lemon Juice|Lemon Juice]], 2u [[#Xuizi Juice|Xuizi Juice]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet lemons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cactusmargarita.png|64px]]&lt;br /&gt;
|Healer&#039;s Pride&lt;br /&gt;
|3u [[#Lime Juice|Lime Juice]], 2u [[#Xuizi Juice|Xuizi Juice]] = 5u&lt;br /&gt;
|30&lt;br /&gt;
|Lime juice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:moghesheat.png|64px]]&lt;br /&gt;
|Janviri Heat&lt;br /&gt;
|3u [[#Capsaicin Oil|Capsaicin Oil]], 10u [[#Xuizi Juice|Xuizi Juice]] = 10u&lt;br /&gt;
|40&lt;br /&gt;
|Burning heat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:liarshandshake.png|64px]]&lt;br /&gt;
|Liar&#039;s Handshake&lt;br /&gt;
|5u [[#Redstaff|Redstaff]], 1u [[#Gunpowder|Gunpowder]] = 5u&lt;br /&gt;
|60&lt;br /&gt;
|A powder keg of bad decisions&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cactuscreme.png|64px]]&lt;br /&gt;
|Palace Delight&lt;br /&gt;
|2u [[#Berry Juice|Berry Juice]], 1u [[#Cream|Cream]], 2u [[#Xuizi Juice|Xuizi Juice]] = 5u&lt;br /&gt;
|15&lt;br /&gt;
|Creamy berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:moghespolitan.png|64px]]&lt;br /&gt;
|Queen&#039;s Gift&lt;br /&gt;
|5u [[#Grenadine Syrup|Grenadine Syrup]], 2u [[#Sarezhi Wine|Sarezhi Wine]], 1u [[#Xuizi Juice|Xuizi Juice]] = 5u&lt;br /&gt;
|27&lt;br /&gt;
|Fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:redstaff.png|64px]]&lt;br /&gt;
|Redstaff {{anchor|Redstaff}}&lt;br /&gt;
|&lt;br /&gt;
|30&lt;br /&gt;
|Creamy red ale with a distinct hint of bitterness&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:sarezhiglass.png|64px]]&lt;br /&gt;
|Sarezhi Wine {{anchor|Sarezhi Wine}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Berry juice&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:sarikshand.png|64px]]&lt;br /&gt;
|Sarik&#039;s Hand&lt;br /&gt;
|1u [[#Sarezhi Wine|Sarezhi Wine]], 1u [[#Cranberry Juice|Cranberry Juice]], 1u [[#Redstaff|Redstaff]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|A strong initial hit of bitterness followed by a lingering earthy spice.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:lizardphlegm.png|64px]]&lt;br /&gt;
|Sen&#039;s Secret&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 2u [[#Cream|Cream]], 1u [[#Xuizi Juice|Xuizi Juice]], 1u [[#Watermelon Juice|Watermelon Juice]] = 5u&lt;br /&gt;
|20&lt;br /&gt;
|Creamy fruit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:demonsblood.png|64px]]&lt;br /&gt;
|Smokescale&#039;s Blood&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Dr. Gibb|Dr. Gibb]], 1u [[#Stellar Jolt|Stellar Jolt]], 3u [[#Xuizi Juice|Xuizi Juice]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Fizzy sweet iron&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sangria.png|64px]]&lt;br /&gt;
|Taste of Victory&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Orange Juice|Orange Juice]], 3u [[#Sarezhi Wine|Sarezhi Wine]], 1u [[#Xuizi Juice|Xuizi Juice]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Tart berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:screwdriverglass.png|64px]]&lt;br /&gt;
|Temple Treasure&lt;br /&gt;
|2u [[#Xuizi Juice|Xuizi Juice]], 2u [[#Orange Juice|Orange Juice]] = 4u&lt;br /&gt;
|15&lt;br /&gt;
|Oranges&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:three_towns_cider.png|64px]]&lt;br /&gt;
|Three Towns Cider {{anchor|Three Towns Cider}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Bittersweet root juice&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:trizkizkitea.png|64px]]&lt;br /&gt;
|Trizkizki Tea&lt;br /&gt;
|1u [[#Green Tea|Green Tea]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Sarezhi Wine|Sarezhi Wine]] = 3u&lt;br /&gt;
|5&lt;br /&gt;
|Light, sweet wine, with a hint of sea breeze&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:xuiziglass.png|64px]]&lt;br /&gt;
|Xuizi Juice {{anchor|Xuizi Juice}}&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|Water&amp;lt;br&amp;gt;&#039;&#039;&#039;UNATHI:&#039;&#039;&#039; A bit of watermelon and strawberry with a hint of salt&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_butanol.png|64px]]&lt;br /&gt;
|Xuizi Pulque&lt;br /&gt;
|1u [[#Pulque|Pulque]], 1u [[#Xuizi Juice|Xuizi Juice]] = 2u&lt;br /&gt;
|5&lt;br /&gt;
|Sweet yeast&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Toothpaste-Based Drinks===&lt;br /&gt;
Vaurca can get drunk on alcohol, but it will also poison them. Non-toxic strong drinks for Vaurca are based on toothpaste.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Strength&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:caprician_coffee.png|64px]]&lt;br /&gt;
|Caprician Coffee&lt;br /&gt;
|2u [[#Coffee|Coffee]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Minty coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:caprician_sunrise.png|64px]]&lt;br /&gt;
|Caprician Sunrise&lt;br /&gt;
|2u [[#Mouthwash|Mouthwash]], 1u [[#Orange Juice|Orange Juice]] = 3u&lt;br /&gt;
|60&lt;br /&gt;
|Spicy orange&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cold_gate.png|64px]]&lt;br /&gt;
|Cold Gate&lt;br /&gt;
|1u [[#Ice|Ice]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Mint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:flagsdale_mule.png|64px]]&lt;br /&gt;
|Flagsdale Mule&lt;br /&gt;
|1u [[#Mint Syrup|Mint Syrup]], 1u [[#Mouthwash|Mouthwash]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|80&lt;br /&gt;
|Refreshing, spicy lime, and bulwark&#039;s kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:kois_odyne.png|64px]]&lt;br /&gt;
|Kois Odyne&lt;br /&gt;
|1u [[#K&#039;ois|K&#039;ois]], 1u [[#Tonic Water|Tonic Water]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|60&lt;br /&gt;
|Chalk&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mouthgarita.png|64px]]&lt;br /&gt;
|Mouthgarita&lt;br /&gt;
|2u [[#Mouthwash|Mouthwash]], 1u [[#Lime Juice|Lime Juice]] = 3u&lt;br /&gt;
|80&lt;br /&gt;
|Sour and minty&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mouthwash.png|64px]]&lt;br /&gt;
|Mouthwash {{anchor|Mouthwash}}&lt;br /&gt;
|&lt;br /&gt;
|75&lt;br /&gt;
|Mouthwash&lt;br /&gt;
|Source: Bar back room&lt;br /&gt;
|-&lt;br /&gt;
![[File:sedantian_firestorm.gif|64px]]&lt;br /&gt;
|Sedantian Firestorm&lt;br /&gt;
|1u [[#Phoron|Phoron]], 1u [[#Toothpaste|Toothpaste]] = 2u&lt;br /&gt;
|80&lt;br /&gt;
|Melting asphalt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:skyemok_glass.png|64px]]&lt;br /&gt;
|Skye&#039;mok Mead&lt;br /&gt;
|&lt;br /&gt;
|25&lt;br /&gt;
|Fresh, tangy, and lingering taste&lt;br /&gt;
|Source: Booze-o-mat as V&#039;rexi Swollen Organ&lt;br /&gt;
|-&lt;br /&gt;
![[File:teathpaste.png|64px]]&lt;br /&gt;
|Teathpaste&lt;br /&gt;
|2u [[#Tea|Tea]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Liquid dental work&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:toothpaste.png|64px]]&lt;br /&gt;
|Toothpaste {{anchor|Toothpaste}}&lt;br /&gt;
|&lt;br /&gt;
|100&lt;br /&gt;
|Toothpaste&lt;br /&gt;
|Source: Bar back room&lt;br /&gt;
|-&lt;br /&gt;
![[File:waterfresh.png|64px]]&lt;br /&gt;
|Waterfresh&lt;br /&gt;
|1u [[#Soda Water|Soda Water]], 1u [[#Tonic Water|Tonic Water]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Bubble bath&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ichor.png|64px]]&lt;br /&gt;
|Xsain Ichor&lt;br /&gt;
|1u [[#Filtered K&#039;ois|Filtered K&#039;ois]], 1u [[#Toothpaste|Toothpaste]], 1u [[#Xuizi Juice|Xuizi Juice]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Minty cactus water&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Non-Alcoholic Drinks===&lt;br /&gt;
These drinks don&#039;t contain alcohol, butanol, or toothpaste. Most increase hydration.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;quot;non-alcoholic&amp;quot; doesn&#039;t always mean the drink has no effect!&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:ciderhot.png|64px]]&lt;br /&gt;
|Apple Cider {{anchor|Apple Cider}}&lt;br /&gt;
|&lt;br /&gt;
|Fresh apples mixed with cinnamon&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:meadglass.png|64px]]&lt;br /&gt;
|Apple Cider Juice {{anchor|Apple Cider Juice}}&lt;br /&gt;
|2u [[#Apple Juice|Apple Juice]], 1u [[#Space Spice|Space Spice]], 1u [[#Sugar|Sugar]] = 4u&lt;br /&gt;
|Sad apple juice with cinnamon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_apple.png|64px]]&lt;br /&gt;
|Apple Juice {{anchor|Apple Juice}}&lt;br /&gt;
|Process Apple&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-OR-&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1u Instant Apple Juice, 3u Water = 3u&lt;br /&gt;
|Sweet apples&lt;br /&gt;
|Source: Booze-o-Mat, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:banana.png|64px]]&lt;br /&gt;
|Banana Juice {{anchor|Banana Juice}}&lt;br /&gt;
|Process Banana&lt;br /&gt;
|Banana&lt;br /&gt;
|Source: Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Berry Juice {{anchor|Berry Juice}}&lt;br /&gt;
|Process Berries&lt;br /&gt;
|Berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:BerryMilkshake.png|64px]]&lt;br /&gt;
|Berry Milkshake {{anchor|Berry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Berry Syrup|Berry Syrup]]&lt;br /&gt;
|Smooth berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Black Raspberry Juice {{anchor|Black Raspberry Juice}}&lt;br /&gt;
|Process Blackberry&lt;br /&gt;
|Black raspberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Blue Raspberry Juice {{anchor|Blue Raspberry Juice}}&lt;br /&gt;
|Process Blue Raspberries&lt;br /&gt;
|Blue Raspberry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:BlueRaspberryMilkshake.png|64px]]&lt;br /&gt;
|Blue Raspberry Milkshake {{anchor|Blue Raspberry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Blue Raspberry Syrup|Blue Raspberry Syrup]]&lt;br /&gt;
|Creamy raspberry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Blueberry Juice {{anchor|Blueberry Juice}}&lt;br /&gt;
|Process Blueberry&lt;br /&gt;
|Blueberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:BlueberryMilkshake.png|64px]]&lt;br /&gt;
|Blueberry Milkshake {{anchor|Blueberry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Blueberry Syrup|Blueberry Syrup]]&lt;br /&gt;
|Creamy blueberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Buzzinsoda.png|64px]]&lt;br /&gt;
|Buzzin&#039; Cola {{anchor|Buzzin&#039; Cola}}&lt;br /&gt;
|&lt;br /&gt;
|A fizzing swarm of cola&lt;br /&gt;
|Source: Zo&#039;ra Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:CaramelMilkshake.png|64px]]&lt;br /&gt;
|Caramel Milkshake&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Caramel Syrup|Caramel Syrup]]= 6u&lt;br /&gt;
|Smooth caramel&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:carrotjuice.png|64px]]&lt;br /&gt;
|Carrot juice {{anchor|Carrot Juice}}&lt;br /&gt;
|Process Carrot&lt;br /&gt;
|Carrots&lt;br /&gt;
|Works like Oculine for Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_chocolate.png|64px]]&lt;br /&gt;
|Chocolate milk {{anchor|Chocolate Milk}}&lt;br /&gt;
|&lt;br /&gt;
|Chocolate milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChocolateMilkshake.png|64px]]&lt;br /&gt;
|Chocolate Milkshake {{anchor|Chocolate Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Chocolate Syrup|Chocolate Syrup]]&lt;br /&gt;
|Chocolatey vanilla&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chocolate_Soda.png|64px]]&lt;br /&gt;
|Chocolate Soda&lt;br /&gt;
|1u Cocoa, 1u [[#Space Cola|Space Cola]], 3u Soda Water = 5u&lt;br /&gt;
|Tastes like fizzy chocolate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChocMintMilkshake.png|64px]]&lt;br /&gt;
|Choco-Mint Milkshake {{anchor|Choco-Mint Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Mint Syrup|Mint Syrup]]&lt;br /&gt;
|Chocolatey mint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cigarettelizard.png|64px]]&lt;br /&gt;
|Cigarette Lizard&lt;br /&gt;
|1u [[#Ice|Ice]], 2u [[#Lime Juice|Lime Juice]], 1u [[#Mint Syrup|Mint Syrup]], 2u [[#Soda Water|Soda Water]] = 6u&lt;br /&gt;
|Minty sass&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:spacecola.png|64px]]&lt;br /&gt;
|Coca Cola&lt;br /&gt;
|1u [[#Coca Grounds|Coca Grounds]], 5u [[#Space Cola|Space Cola]] = 5u&lt;br /&gt;
|A very strong cola&lt;br /&gt;
|Reduces dizziness, drowsiness, and sleepiness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:spacecola.png|64px]]&lt;br /&gt;
|Comet Cola (Space Cola) {{anchor|Space Cola}}&lt;br /&gt;
|&lt;br /&gt;
|Cola&lt;br /&gt;
|Cans are labeled “Space Cola”&amp;lt;br&amp;gt;Source: Booze-o-Mat, lunchbox option, Robust Softdrinks, Soft drink dispenser&amp;lt;br&amp;gt;Reduces drowsiness&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Cranberry Juice {{anchor|Cranberry Juice}}&lt;br /&gt;
|&lt;br /&gt;
|Tart cranberries&lt;br /&gt;
|Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Cream {{anchor|Cream}}&lt;br /&gt;
|&lt;br /&gt;
|Creamy milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat, Coffee Master 3000, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:cthurdyn.png|64px]]&lt;br /&gt;
|C&#039;thur Dyn-a-Mite{{anchor|C&#039;thur Dyn-a-Mite}}&lt;br /&gt;
|&lt;br /&gt;
|An explosion of menthol&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:cthurberry.png|64px]]&lt;br /&gt;
|C&#039;thur Rockin&#039; Raspberry{{anchor|C&#039;thur Rockin&#039; Raspberry}}&lt;br /&gt;
|&lt;br /&gt;
|Sweet flowery raspberry&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Death Berry Juice {{anchor|Death Berry Juice}}&lt;br /&gt;
|Process Death Berries&lt;br /&gt;
|Death and decay&lt;br /&gt;
|Toxic.&lt;br /&gt;
|-&lt;br /&gt;
![[File:spacecola.png|64px]]&lt;br /&gt;
|Diet Cola&lt;br /&gt;
|&lt;br /&gt;
|Cola and less calories&lt;br /&gt;
|Source: Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Dirt Berry Juice {{anchor|Dirt Berry Juice}}&lt;br /&gt;
|Process Dirt Berries&lt;br /&gt;
|Dirt berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:DirtberryMilkshake.png|64px]]&lt;br /&gt;
|Dirtberry Milkshake&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Dirtberry Syrup|Dirtberry Syrup]]= 6u&lt;br /&gt;
|Smooth dirtberries&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:dr_gibb_glass.png|64px]]&lt;br /&gt;
|Dr. Gibb {{anchor|Dr. Gibb}}&lt;br /&gt;
|&lt;br /&gt;
|Cherry soda&lt;br /&gt;
|Source: Lunchbox option, Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:dynjuice.png|64px]]&lt;br /&gt;
|Dyn Juice {{anchor|Dyn Juice}}&lt;br /&gt;
|Process Dyn&lt;br /&gt;
|Astringent menthol&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:bluelagoon.png|64px]]&lt;br /&gt;
|Earthen-Root Juice {{anchor|Earthen-Root Juice}}&lt;br /&gt;
|Process Earthen-Root&lt;br /&gt;
|Sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mutthir.png|64px]]&lt;br /&gt;
|Fatshouters Milk {{anchor|Fatshouters Milk}}&lt;br /&gt;
|Milk a Fatshouter&lt;br /&gt;
|Fatty milk&lt;br /&gt;
|Nauseating to non-Tajara; heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:milk_can.png|64px]]&lt;br /&gt;
|Fermented Fatshouters Milk {{anchor|Fermented Fatshouters Milk}}&lt;br /&gt;
|1u [[#Fatshouters Milk|Fatshouters Milk]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 1u&lt;br /&gt;
|Sour milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Lunchbox option&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_kois.png|64px]]&lt;br /&gt;
|Filtered K&#039;ois {{anchor|Filtered K&#039;ois}}&lt;br /&gt;
|&lt;br /&gt;
|Cabbage soup&lt;br /&gt;
|Toxic to non-Vaurca.&amp;lt;br&amp;gt;Source: Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:root_beer_glass.png|64px]]&lt;br /&gt;
|Getmore Root Beer&lt;br /&gt;
|&lt;br /&gt;
|Sassafras and anise soda&lt;br /&gt;
|Source: Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:dr_gibb_glass.png|64px]]&lt;br /&gt;
|Getmore Root-Cola&lt;br /&gt;
|1u Dr. Gibb, 1u Water = 2u&lt;br /&gt;
|Watered down liquid sunshine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Glow Berry Juice {{anchor|Glow Berry Juice}}&lt;br /&gt;
|Process Glow Berries&lt;br /&gt;
|Glow berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:grapejuice.png|64px]]&lt;br /&gt;
|Grape Juice {{anchor|Grape Juice}}&lt;br /&gt;
|Process Grape&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-OR-&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1u Instant Grape Juice, 3u Water = 3u&lt;br /&gt;
|Grapes&lt;br /&gt;
|Cans are labeled “Grapel Juice”&amp;lt;br&amp;gt;Source: Booze-o-Mat, Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:gsodaglass.png|64px]]&lt;br /&gt;
|Grape Soda&lt;br /&gt;
|1u [[#Space Cola|Space Cola]], 2u [[#Grape Juice|Grape Juice]] = 3u&lt;br /&gt;
|Grape soda&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:grenadineglass.png|64px]]&lt;br /&gt;
|Grenadine Syrup {{anchor|Grenadine Syrup}}&lt;br /&gt;
|10u [[#Berry Juice|Berry Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|100% pure pomegranate&lt;br /&gt;
|Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:beetlemilk.png|64px]]&lt;br /&gt;
|Hakhma Milk {{anchor|Hakhma Milk}}&lt;br /&gt;
|Milk a Hakhma&lt;br /&gt;
|Alien milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Booze-o-Mat, Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:chocolateglass.png|64px]]&lt;br /&gt;
|Hot Chocolate&lt;br /&gt;
|&lt;br /&gt;
|Creamy chocolate&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:hrozamal_soda_glass.png|64px]]&lt;br /&gt;
|Hro&#039;zamal Soda&lt;br /&gt;
|&lt;br /&gt;
|Carbonated fruit sweetness&lt;br /&gt;
|Source: Booze-o-Mat, Lunchbox option, Robust Softdrinks&amp;lt;br&amp;gt;Contains Caffeine strength 0.2&lt;br /&gt;
|-&lt;br /&gt;
![[File:jyalra.png|64px]]&lt;br /&gt;
|Jyalra&lt;br /&gt;
|&lt;br /&gt;
|Savoury fruit mush&lt;br /&gt;
|Getmore Chocolate vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:jyalra.png|64px]]&lt;br /&gt;
|Jyalra With Apples&lt;br /&gt;
|&lt;br /&gt;
|Sweet apple mush&lt;br /&gt;
|Getmore Chocolate vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:jyalra.png|64px]]&lt;br /&gt;
|Jyalra With Cherries&lt;br /&gt;
|&lt;br /&gt;
|Sweet cherry mush&lt;br /&gt;
|Getmore Chocolate vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:jyalra.png|64px]]&lt;br /&gt;
|Jyalra With Nycii&lt;br /&gt;
|&lt;br /&gt;
|Alien cheese mush&lt;br /&gt;
|Getmore Chocolate vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:kiraspecial.png|64px]]&lt;br /&gt;
|Kira Special{{anchor|Kira Special}}&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Soda Water|Soda Water]] = 3u&lt;br /&gt;
|Fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:klaxancrush.png|64px]]&lt;br /&gt;
|K&#039;lax Energy Crush {{anchor|K&#039;laxan Energy Crush}}&lt;br /&gt;
|&lt;br /&gt;
|Fizzy and creamy orange zest&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:klaxxuizi.png|64px]]&lt;br /&gt;
|K&#039;lax Xuizi Xplosion {{anchor|K&#039;lax Xuizi Xplosion}}&lt;br /&gt;
|&lt;br /&gt;
|Sparkling cactus water&amp;lt;br&amp;gt;&#039;&#039;&#039;UNATHI:&#039;&#039;&#039; An electric kick of strawberry and watermelon&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Koko Reed Juice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Process Koko Bar&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|K&#039;ois {{anchor|K&#039;ois}}&lt;br /&gt;
|Process K’ois&lt;br /&gt;
|Boiled cabbage&lt;br /&gt;
|Highly toxic and causes K’ois Mycosis in non-Vaurca.&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonjuice.png|64px]]&lt;br /&gt;
|Lemon Juice {{anchor|Lemon Juice}}&lt;br /&gt;
|Process Lemon&lt;br /&gt;
|Sourness&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonlime.png|64px]]&lt;br /&gt;
|Lemon Lime {{anchor|Lemon Lime}}&lt;br /&gt;
|&lt;br /&gt;
|Tangy lime and lemon soda&lt;br /&gt;
|Source: Booze dispenser, Lunchbox option, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonlimebitters_glass.png|64px]]&lt;br /&gt;
|Lemon Lime &amp;amp; Bitters&lt;br /&gt;
|1u [[#Bitters|Bitters]], 1u [[#Lemonade|Lemonade]], 1u [[#Lime Juice|Lime Juice]]&lt;br /&gt;
|Punchy lemonade with a splash of medicine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonadeglass.png|64px]]&lt;br /&gt;
|Lemonade {{anchor|Lemonade}}&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Sugar|Sugar]], 1u [[#Water|Water]]= 3u&lt;br /&gt;
|Tartness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_green.png|64px]]&lt;br /&gt;
|Lime Juice {{anchor|Lime Juice}}&lt;br /&gt;
|Process Lime&lt;br /&gt;
|Tart citrus&lt;br /&gt;
|Source: Booze dispenser, Booze-o-Mat, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:meatshake.png|64px]]&lt;br /&gt;
|Meatshake&lt;br /&gt;
|1u [[#Animal Protein|Animal Protein]], 1u [[#Cream|Cream]], 1u [[#Water|Water]]= 3u&lt;br /&gt;
|Liquified meat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:meloncooler.png|64px]]&lt;br /&gt;
|Melon Cooler&lt;br /&gt;
|1u [[#Ice|Ice]], 1u [[#Mint Syrup|Mint Syrup]], 2u [[#Soda Water|Soda Water]], 2u [[#Watermelon Juice|Watermelon Juice]] = 6u&lt;br /&gt;
|Minty melon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:melon_soda.png|64px]]&lt;br /&gt;
|Melon Soda&lt;br /&gt;
|&lt;br /&gt;
|Fizzy melon&lt;br /&gt;
|Soda vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:midynhrwater_glass.png|64px]]&lt;br /&gt;
|Midynhr Water&lt;br /&gt;
|&lt;br /&gt;
|Creamy sweetness&lt;br /&gt;
|Source: Booze-o-Mat, Lunchbox option&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Milk {{anchor|Milk}}&lt;br /&gt;
|Milk a Cow&lt;br /&gt;
|Milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Coffee Master 3000, Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:milkshake.png|64px]]&lt;br /&gt;
|Milkshake&lt;br /&gt;
|1u [[#Cream|Cream]], 2u [[#Ice|Ice]], 2u [[#Milk|Milk]]= 5u&lt;br /&gt;
|Creamy vanilla&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:millionairesour.png|64px]]&lt;br /&gt;
|Millionaire Sour&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Lime Juice|Lime Juice]], 3u [[#Stellar Jolt|Stellar Jolt]] = 5u&lt;br /&gt;
|Tart fruit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mutthir_glass.png|64px]]&lt;br /&gt;
|Mutthir &lt;br /&gt;
|1u [[#Fatshouters Milk|Fatshouters Milk]], 1u [[#Sugar|Sugar]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 2u&lt;br /&gt;
|Sweet fatty yogurt&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:Nemiik.png|64px]]&lt;br /&gt;
|Ne&#039;miik&lt;br /&gt;
|&lt;br /&gt;
|Tangy sweet ooze&lt;br /&gt;
|Source: Booze-o-Mat&amp;lt;br&amp;gt;Can cause discomfort in Humans and Tajara&lt;br /&gt;
|-&lt;br /&gt;
![[File:nothing.png|64px]]&lt;br /&gt;
|Nothing {{anchor|Nothing}}&lt;br /&gt;
|&lt;br /&gt;
|Nothing&lt;br /&gt;
|Source: Booze-o-Mat (Premium)&lt;br /&gt;
|-&lt;br /&gt;
![[File:NTellaHotChocolate.png|64px]]&lt;br /&gt;
|NTella Hot Chocolate&lt;br /&gt;
|1u [[#Milk|Milk]], 1u Choco-Nut Spread, 1u [[#Cream|Cream]] = 3u&lt;br /&gt;
|Hazelnutty, creamy chocolate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:NTellaMilkshake.png|64px]]&lt;br /&gt;
|NTella Milkshake&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u Choco-Nut Spread= 6u&lt;br /&gt;
|Overwhelmingly sweet chocolate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:nuka_colaglass.png|64px]]&lt;br /&gt;
|Nuka Cola&lt;br /&gt;
|5u [[#Space Cola|Space Cola]], 1u [[#Uranium|Uranium]]= 5u&lt;br /&gt;
|Cola&lt;br /&gt;
|For non-Diona: Makes you high; increases speed, causes dizziness and jitteriness.&amp;lt;br&amp;gt;Contains Caffeine strength 1&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_orange.png|64px]]&lt;br /&gt;
|Orange Juice {{anchor|Orange Juice}}&lt;br /&gt;
|Process Orange&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-OR-&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1u Instant Orange Juice, 3u Water = 3u&lt;br /&gt;
|Oranges&lt;br /&gt;
|Improves oxygenation for Diona.&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:brownstar.png|64px]]&lt;br /&gt;
|Orange Starshine{{anchor|Orange Starshine}}&lt;br /&gt;
|1u [[#Space Cola|Space Cola]], 2u [[#Orange Juice|Orange Juice]] = 3u&lt;br /&gt;
|Orange and cola soda&lt;br /&gt;
|Cans are labeled “Star-Kist”&amp;lt;br&amp;gt;Source: Lunchbox option, Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_orange.png|64px]]&lt;br /&gt;
|Pear Juice {{anchor|Pear Juice}}&lt;br /&gt;
|Found in Apples &#039;n&#039; Pears Protein Bars&lt;br /&gt;
|Sweet pears&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:phoron_punch.png|64px]]&lt;br /&gt;
|Phoron Punch!&lt;br /&gt;
|Contains 10u Filtered K’ois and 5u Phoron&lt;br /&gt;
|&lt;br /&gt;
|Source: Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonjuice.png|64px]]&lt;br /&gt;
|Pineapple Juice {{anchor|Pineapple Juice}}&lt;br /&gt;
|Process Pineapple&lt;br /&gt;
|Pineapple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pinklemonade.png|64px]]&lt;br /&gt;
|Pink Lemonade&lt;br /&gt;
|2u [[#Grenadine Syrup|Grenadine Syrup]], 8u [[#Lemonade|Lemonade]] = 10u&lt;br /&gt;
|Girly tartness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:algae_surprise.png|64px]]&lt;br /&gt;
|Pl&#039;iuop Algae Surprise&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 2u [[#Virus Food|Virus Food]] = 3u&lt;br /&gt;
|Swamp fungus&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:poisonberryjuice.png|64px]]&lt;br /&gt;
|Poison Berry Juice {{anchor|Poison Berry Juice}}&lt;br /&gt;
|Process Poison Berries&lt;br /&gt;
|Berries&lt;br /&gt;
|Toxic.&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Raspberry Juice {{anchor|Raspberry Juice}}&lt;br /&gt;
|Process Raspberries&lt;br /&gt;
|Raspberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:RaspberryMilkshake.png|64px]]&lt;br /&gt;
|Raspberry Milkshake {{anchor|Raspberry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Raspberry Syrup|Raspberry Syrup]]&lt;br /&gt;
|Creamy raspberry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gibbfloats.png|64px]]&lt;br /&gt;
|Root-Cola Floats&lt;br /&gt;
|1u [[#Dr. Gibb|Dr. Gibb]], 1u [[#Ice|Ice]], 1u [[#Cream|Cream]] = 3u&lt;br /&gt;
|Cherry soda and icecream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:royaljelly.png|64px]]&lt;br /&gt;
|Royal Vaurca Jelly&lt;br /&gt;
|&lt;br /&gt;
|Sweet flowers and nectar mixed with aromatic spices&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic. Gets non-Vaurca high&amp;lt;br&amp;gt;Contains Caffeine strength 0.3&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor (Premium)&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Sarezhi Berry Juice&lt;br /&gt;
|&lt;br /&gt;
|Tart, bitter berry juice&lt;br /&gt;
|Grind Sarezhi Berry&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Schlorrgo Milk&lt;br /&gt;
|Milk a Schlorrgo&lt;br /&gt;
|Fatty milk&lt;br /&gt;
|Causes stomach pain to Tajara; heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:shirleytemple.png|64px]]&lt;br /&gt;
|Shirley Temple&lt;br /&gt;
|2u [[#Grenadine Syrup|Grenadine Syrup]], 4u Vacuum Fizz = 6u&lt;br /&gt;
|Innocence&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|Soda Water {{anchor|Soda Water}}&lt;br /&gt;
|&lt;br /&gt;
|Carbonated water&lt;br /&gt;
|Source: Booze dispenser, Booze-o-Mat, Lunchbox option, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Soy Milk {{anchor|Soy Milk}}&lt;br /&gt;
|Process Soybean&lt;br /&gt;
|Soy milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Coffee Master 3000, Hot Drinks machine (Hacked)&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Steamed Milk {{anchor|Steamed Milk}}&lt;br /&gt;
|Heat Milk to 66 C&lt;br /&gt;
|Hot creamy milk&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Space_mountain_wind_glass.png|64px]]&lt;br /&gt;
|Stellar Jolt {{anchor|Stellar Jolt}}&lt;br /&gt;
|&lt;br /&gt;
|Sweet citrus soda&lt;br /&gt;
|Cans are labeled “Space Mountain Wind”&amp;lt;br&amp;gt;Source: Booze-o-Mat, lunchbox option, Robust Softdrinks, Soft drink dispenser&amp;lt;br&amp;gt;Reduces drowsiness and sleepiness&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|S&#039;th Berry Juice&lt;br /&gt;
|&lt;br /&gt;
|Sweet berry juice&lt;br /&gt;
|Grind S&#039;th Berry&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Strawberry Juice {{anchor|Strawberry Juice}}&lt;br /&gt;
|Process Strawberries&lt;br /&gt;
|Strawberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_strawberry.png|64px]]&lt;br /&gt;
|Strawberry Milk&lt;br /&gt;
|1u Milk, 1u Strawberry Juice = 2u&lt;br /&gt;
|&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:StrawberryMilkshake.png|64px]]&lt;br /&gt;
|Strawberry Milkshake&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Strawberry Syrup|Strawberry Syrup]]= 6u&lt;br /&gt;
|Sugary strawberry&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:doctorsdelightglass.png|64px]]&lt;br /&gt;
|The Doctor&#039;s Delight&lt;br /&gt;
|2u [[#Cream|Cream]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Tomato Juice|Tomato Juice]], 1u [[Chemistry#Tricordrazine|Tricordrazine]] = 6u&lt;br /&gt;
|Homely fruit&lt;br /&gt;
|For non-Diona: Improves blood oxygenation, heals mild organ damage, reduces dizziness and confusion.&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_red.png|64px]]&lt;br /&gt;
|Tomato Juice {{anchor|Tomato Juice}}&lt;br /&gt;
|Process Tomato&lt;br /&gt;
|Tomatoes&lt;br /&gt;
|Heals slight organ damage.&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|Tonic Water {{anchor|Tonic Water}}&lt;br /&gt;
|&lt;br /&gt;
|Tart and fresh&lt;br /&gt;
|Source: Booze dispenser, Booze-o-Mat, Lunchbox option, Soft drink dispenser&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&lt;br /&gt;
|-&lt;br /&gt;
![[File:upsidedowncup.png|64px]]&lt;br /&gt;
|Upside-Down Cup&lt;br /&gt;
|3u [[#Dr. Gibb|Dr. Gibb]], 1u [[#Ice|Ice]], 1u [[#Lemon Juice|Lemon Juice]] = 5u&lt;br /&gt;
|Esoteric humor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:space-up_glass.png|64px]]&lt;br /&gt;
|Vacuum Fizz {{anchor|Space Up}}&lt;br /&gt;
|&lt;br /&gt;
|Hull breach&lt;br /&gt;
|Cans are labeled “Space-Up”&amp;lt;br&amp;gt;Source: Booze-o-Mat, lunchbox option, Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:dronefuel.png|64px]]&lt;br /&gt;
|Vaurca Drone Fuel&lt;br /&gt;
|&lt;br /&gt;
|Viscous stale cola mixed with gasoline&lt;br /&gt;
|Toxic to non-Vaurca; boosts speed and restores blood volume for Vaurca.&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:waterbottle.png|64px]]&lt;br /&gt;
|Water {{anchor|Water}}&lt;br /&gt;
|1u [[#Ice|Ice]], heated to above 0C = 1u&lt;br /&gt;
|Water&lt;br /&gt;
|Source: Coffee Master 3000, Lunchbox option, Robust Softdrinks, sink, Soft Drinks dispenser, water tank&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_red.png|64px]]&lt;br /&gt;
|Watermelon Juice {{anchor|Watermelon Juice}}&lt;br /&gt;
|Process Watermelon&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-OR-&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1u Instant Watermelon Juice, 3u Water = 3u&lt;br /&gt;
|Watermelon&lt;br /&gt;
|Source: Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|White Grape Juice {{anchor|White Grape Juice}}&lt;br /&gt;
|Process White Grapes&lt;br /&gt;
|Tarty grapes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_red.png|64px]]&lt;br /&gt;
|Xanu Rush!&lt;br /&gt;
|&lt;br /&gt;
|Dull peaches&lt;br /&gt;
|Source: Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:xrim.png|64px]]&lt;br /&gt;
|Xrim Garden&lt;br /&gt;
|1u [[#C&#039;thur Rockin&#039; Raspberry|C&#039;thur Rockin&#039; Raspberry]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Orange Juice|Orange Juice]], 2u [[#Virus Food|Virus Food]], 1u [[#Watermelon Juice|Watermelon Juice]] = 6u&lt;br /&gt;
|Sweet, fruity slime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Ylpha Berry Juice {{anchor|Yplha Berry Juice}}&lt;br /&gt;
|Process Ylpha Berries&lt;br /&gt;
|Ylpha berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:RaspberryMilkshake.png|64px]]&lt;br /&gt;
|Ylpha Berry Milkshake {{anchor|Ylpha Berry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Ylpha Berry Syrup|Ylpha Berry Syrup]]&lt;br /&gt;
|Tangy sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:capriciancraze.png|64px]]&lt;br /&gt;
|Zo&#039;ra Caprician Craze&lt;br /&gt;
|&lt;br /&gt;
|Energizing berries&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:zoracherry.png|64px]]&lt;br /&gt;
|Zo&#039;ra Cherry&lt;br /&gt;
|&lt;br /&gt;
|Bitter cherry&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:hozm.png|64px]]&lt;br /&gt;
|Zo&#039;ra High Octane Zorane Might&lt;br /&gt;
|&lt;br /&gt;
|Biting into an acidic lemon mixed with strong mint&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.6&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor (Hacked)&lt;br /&gt;
|-&lt;br /&gt;
![[File:koistwist.png|64px]]&lt;br /&gt;
|Zo&#039;ra K&#039;ois Twist&lt;br /&gt;
|&lt;br /&gt;
|Sugary cabbage&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:phoronpassion.png|64px]]&lt;br /&gt;
|Zo&#039;ra Phoron Passion&lt;br /&gt;
|&lt;br /&gt;
|Fruity grape&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:seismicslammer.png|64px]]&lt;br /&gt;
|Zo&#039;ra Seismic Slammer&lt;br /&gt;
|&lt;br /&gt;
|Electric zestiness&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:sourvenomgrass.png|64px]]&lt;br /&gt;
|Zo&#039;ra Sour Venom Grass&lt;br /&gt;
|&lt;br /&gt;
|Fizzy acidic nettles&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|}&lt;br /&gt;
====Tea====&lt;br /&gt;
Tea is harmless to most species, but poisonous to Diona.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Banana_boba.png|64px]]&lt;br /&gt;
|Banana Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [[#Banana Juice|Banana Juice]] 1u [ [[#Milk|Milk]] = 6u&lt;br /&gt;
|Banana tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Boba_tea.png|64px]]&lt;br /&gt;
|Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [ [[#Milk|Milk]] OR [[#Soy Milk|Soy Milk]] ] &amp;lt;br&amp;gt; 1u [[#Ice|Ice]] = 6u&lt;br /&gt;
|Tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bureacratea.png|64px]]&lt;br /&gt;
|Bureacratea&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Tea|Tea]] = 2u&lt;br /&gt;
|Properly completed paperwork, filed well before the deadline, with all the necessary signatures&lt;br /&gt;
|Contains Caffeine strength 0.3.&lt;br /&gt;
|-&lt;br /&gt;
![[File:chailatte.png|64px]]&lt;br /&gt;
|Chai Latte {{anchor|Chai Latte}}&lt;br /&gt;
|1u [[#Chai Tea|Chai Tea]], 1u [ [[#Milk|Milk]] OR [[#Soy Milk|Soy Milk]] ] = 2u&lt;br /&gt;
|Spiced milk foam&lt;br /&gt;
|Neutralizes Capsaicin.&lt;br /&gt;
|-&lt;br /&gt;
![[File:chaitea.png|64px]]&lt;br /&gt;
|Chai Tea {{anchor|Chai Tea}}&lt;br /&gt;
|&lt;br /&gt;
|Creamy cinnamon and spice&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:coco_chaitea.png|64px]]&lt;br /&gt;
|Chocolate Chai{{anchor|Chocolate Chai}}&lt;br /&gt;
|2u [[#Chai Tea|Chai Tea]], 1u [[#Coco Powder|Coco Powder]] = 3u&lt;br /&gt;
|Creamy spiced cocoa&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:coco_chailatte.png|64px]]&lt;br /&gt;
|Chocolate Chai Latte&lt;br /&gt;
|1u [[#Chocolate Chai|Chocolate Chai]], 1u [ [[#Milk|Milk]] OR [[#Soy Milk|Soy Milk]] ] = 2u&lt;br /&gt;
|Spiced milk chocolate&lt;br /&gt;
|Neutralizes Capsaicin.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cofftea.png|64px]]&lt;br /&gt;
|Cofftea&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Tea|Tea]] = 2u&lt;br /&gt;
|Lightly tart coffee&lt;br /&gt;
|Contains Caffeine strength 0.1.&lt;br /&gt;
|-&lt;br /&gt;
![[File:deserttea.png|64px]]&lt;br /&gt;
|Desert Blossom Tea&lt;br /&gt;
|2u [[#Green Tea|Green Tea]], 1u [[#Sugar|Sugar]], 1u [[#Xuizi Juice|Xuizi Juice]] = 4u&lt;br /&gt;
|Sweet cactus water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dyn_Boba_Tea.png|64px]]&lt;br /&gt;
|Dyn Boba Tea&lt;br /&gt;
|5u [[#Dyn Ice Tea|Dyn Ice Tea]], 1u [[#Boba|Boba]] = 6u&lt;br /&gt;
|Tastes like mint and tapioca&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:dyncold.png|64px]]&lt;br /&gt;
|Dyn Ice Tea {{anchor|Dyn Ice Tea}}&lt;br /&gt;
|1u [[#Dyn Juice|Dyn Juice]], 2u [[#Ice|Ice]], 2u [[#Soda Water|Soda Water]] = 5u&lt;br /&gt;
|Fizzy mint tea&lt;br /&gt;
|Cans are labeled “Cooling Breeze”&amp;lt;br&amp;gt;Source: Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:dynhot.png|64px]]&lt;br /&gt;
|Dyn Tea {{anchor|Dyn Tea}}&lt;br /&gt;
|1u [[#Dyn Juice|Dyn Juice]], 4u [[#Water|Water]]= 5u&lt;br /&gt;
|Peppermint water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Green Tea {{anchor|Green Tea}}&lt;br /&gt;
|2u Mint, 5u [[#Tea|Tea]] = 5u&lt;br /&gt;
|Light, refreshing tea&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:halfandhalf.png|64px]]&lt;br /&gt;
|Half and Half&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Lemonade|Lemonade]] = 2u&lt;br /&gt;
|Refreshing tea mixed with crisp lemonade&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:heretictea.png|64px]]&lt;br /&gt;
|Heretics&#039; Tea&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Dr. Gibb|Dr. Gibb]], 3u [[#Iced Tea|Iced Tea]], 1u [[#Stellar Jolt|Stellar Jolt]] = 6u&lt;br /&gt;
|Fizzy, heretically sweet iron&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:icedteaglass.png|64px]]&lt;br /&gt;
|Iced Tea {{anchor|Iced Tea}}&lt;br /&gt;
|1u [[#Ice|Ice]], 2u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Sweet tea&lt;br /&gt;
|Source: Lunchbox option, Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Jaekseol&lt;br /&gt;
|1u [[#Jaekseol Leaves|Jaekseol Leaves]], 5u [[#Water|Water]] = 6u&lt;br /&gt;
|Harsh burnt toast&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:kiratea.png|64px]]&lt;br /&gt;
|Kira tea&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Kira Special|Kira Special]] = 2u&lt;br /&gt;
|Fizzy citrus tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lemon_lime_boba.png|64px]]&lt;br /&gt;
|Lemon Lime Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Lime Juice|Lime Juice]] = 6u&lt;br /&gt;
|Lemon lime tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bureacratea.png|64px]]&lt;br /&gt;
|Librarian Special&lt;br /&gt;
|1u [[#Nothing|Nothing]], 2u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Peace and quiet&lt;br /&gt;
|Causes muteness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lovebug_boba.png|64px]]&lt;br /&gt;
|Lovebug Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [[#Cherry Jelly|Cherry Jelly]], 1u [[#Strawberry Juice|Strawberry Juice]] = 6u&lt;br /&gt;
|Cherry and strawberry tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Martian Tea&lt;br /&gt;
|1u [[#Black Pepper|Black Pepper]], 4u [ [[#Tea|Tea]] OR [[#Green Tea|Green Tea]]] = 5u&lt;br /&gt;
|Bitter tea, pungent black pepper and just a hint of shaky politics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Mate de Coca&lt;br /&gt;
|1u [[#Coca Grounds|Coca Grounds]], 5u [[#Water|Water]]= 5u&lt;br /&gt;
|Mildly bitter, but sweet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mendelltea.png|64px]]&lt;br /&gt;
|Mendell Afternoon Tea&lt;br /&gt;
|4u [[#Green Tea|Green Tea]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Mint Syrup|Mint Syrup]] = 6u&lt;br /&gt;
|Minty tea with a hint of lemon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Messa&#039;s Tear Tea{{anchor|Messa&#039;s Tear Tea}}&lt;br /&gt;
|1u [[#Messa&#039;s Tear Tea Leaves|Messa&#039;s Tear Tea Leaves]], 5u [[#Water|Water]] = 6u&lt;br /&gt;
|Bitter herbal honey tea&lt;br /&gt;
|Source: Tin of leaves in bar backroom and loadout, as well as random warehouse spawn. 1 leaf + 25u water for one 30u cup.&lt;br /&gt;
|-&lt;br /&gt;
![[File:berrytea.png|64px]]&lt;br /&gt;
|Mixed Berry Tea&lt;br /&gt;
|1u [[#Berry Juice|Berry Juice]], 2u [ [[#Tea|Tea]] OR [[#Green Tea|Green Tea]]] = 3u&lt;br /&gt;
|Tart, fruity tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pomegranatetea.png|64px]]&lt;br /&gt;
|Pomegranate Iced Tea&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Iced Tea|Iced Tea]] = 2u&lt;br /&gt;
|Sweet pomegranate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:portsvilleminttea.png|64px]]&lt;br /&gt;
|Portsville Mint Tea&lt;br /&gt;
|1u [[#Berry Juice|Berry Juice]], 3u [[#Iced Tea|Iced Tea]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Sugar|Sugar]] = 6u&lt;br /&gt;
|Cool minty tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Potatea&lt;br /&gt;
|1u [[#Potato Juice|Potato Juice]], 2u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Starchy regret&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Ras&#039;nif Tea{{anchor|Ras&#039;nif Tea}}&lt;br /&gt;
|1u [[#Ras&#039;nif Tea Grounds|Ras&#039;nif Tea Grounds]], 5u [[#Water|Water]] = 6u&lt;br /&gt;
|Tangy fruity sweet tea&lt;br /&gt;
|Source: Tin in bar backroom and loadout, as well as random warehouse spawn. 1 packet + 25u water for one 30u cup.&lt;br /&gt;
|-&lt;br /&gt;
![[File:securitea.png|64px]]&lt;br /&gt;
|Securitea{{anchor|Securitea}}&lt;br /&gt;
|1u [[#Crayon Dust|Crayon Dust]], 2u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Freshly polished boots&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Sencha&lt;br /&gt;
|1u [[#Sencha Leaves|Sencha Leaves]], 5u [[#Water|Water]] = 6u&lt;br /&gt;
|Seaweed and bitter grass&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sleepytea.png|64px]]&lt;br /&gt;
|Sleepytime Tea&lt;br /&gt;
|1u [[#Soporific|Soporific]], 5u [ [[#Tea|Tea]] OR [[#Green Tea|Green Tea]] ] = 6u&lt;br /&gt;
|Liquid relaxation&lt;br /&gt;
|Causes drowsiness and sleepiness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:hakhmatea.png|64px]]&lt;br /&gt;
|Spiced Hakhma Tea&lt;br /&gt;
|2u [[#Hakhma Milk|Hakhma Milk]], 1u [[#Space Spice|Space Spice]], 2u [[#Tea|Tea]] = 5u&lt;br /&gt;
|Creamy, cinnamon-spiced alien milk&lt;br /&gt;
|Heals slight organ damage and neutralizes Capsaicin Oil for non-Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Strawberry_boba.png|64px]]&lt;br /&gt;
|Strawberry Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 2u [[#Strawberry Milk|Strawberry Milk]] = 6u&lt;br /&gt;
|Strawberry tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Summertime_boba.png|64px]]&lt;br /&gt;
|Summertime Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [[#Watermelon Juice|Watermelon Juice]], 1u [[#Lime Juice|Lime Juice]] = 6u&lt;br /&gt;
|Watermelon lime tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:icedteaglass.png|64px]]&lt;br /&gt;
|Sweet Tea&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Sugar|Sugar]] = 2u&lt;br /&gt;
|Sweet sugary comfort&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Tea {{anchor|Tea}}&lt;br /&gt;
|1u [[#Tea Grounds|Tea Grounds]], 5u [[#Water|Water]] = 6u&lt;br /&gt;
|Tart black tea&lt;br /&gt;
|Source: Booze-o-Mat (Hacked), Coffee Master 3000, Hot Drinks machine, Soft drink dispenser&amp;lt;br&amp;gt;Reduces dizziness, sleepiness, and drowsiness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:thewake.png|64px]]&lt;br /&gt;
|The Wake&lt;br /&gt;
|1u [[#Dyn Juice|Dyn Juice]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Orange juice mixed with minty toothpaste&lt;br /&gt;
|Reduces dizziness, drowsiness, and sleepiness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Tieguanyin&lt;br /&gt;
|1u [[#Tieguanyin Leaves|Tieguanyin Leaves]], 5u [[#Water|Water]] = 6u&lt;br /&gt;
|Floral peppercorns&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Tomatea&lt;br /&gt;
|2u [[#Tea|Tea]], 1u [[#Tomato Juice|Tomato Juice]] = 3u&lt;br /&gt;
|Sad tomato soup&lt;br /&gt;
|Heals slight organ damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:junglejuice.png|64px]]&lt;br /&gt;
|Tropical Iced Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Watermelon Juice|Watermelon Juice]] = 6u&lt;br /&gt;
|Sweet beachside fruit&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Coffee====&lt;br /&gt;
For non-Diona, coffee increases running speed slightly and reduces drowsiness, dizziness, sleepiness, and intoxication. Diona feel no effect.&lt;br /&gt;
&lt;br /&gt;
If you drink an extreme amount of coffee, it will make you jittery.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Caffeine&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Caffe Americano&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Water|Water]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Delicious coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cafe_latte.png|64px]]&lt;br /&gt;
|Caffe Latte{{anchor|Latte}}&lt;br /&gt;
|1u [[#Flat White|Flat White]], 1u [[#Steamed Milk|Steamed Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter foamy cream&lt;br /&gt;
|Heals slight organ damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cafe_latte.png|64px]]&lt;br /&gt;
|Caffe Misto&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Steamed Milk|Steamed Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Slightly bitter cream&lt;br /&gt;
|Heals slight organ damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Cappuccino {{anchor|Cappuccino}}&lt;br /&gt;
|1u [[#Macchiato|Macchiato]], 1u [[#Steamed Milk|Steamed Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter milk foam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:caramel_latte.png|64px]]&lt;br /&gt;
|Caramel Latte&lt;br /&gt;
|4u [[#Latte|Caffe Latte]], 1u [[#Caramel Syrup|Caramel Syrup]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter caramel cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Coffee {{anchor|Coffee}}&lt;br /&gt;
|1u [[#Coffee Grounds|Coffee Grounds]], 5u [[#Water|Water]]= 10u&lt;br /&gt;
|0.3&lt;br /&gt;
|Coffee&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine, Soft drink dispenser.&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Espresso {{anchor|Espresso}}&lt;br /&gt;
|1u [[#Rich Coffee Grounds|Rich Coffee Grounds]], 5u [[#Water|Water]]= 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter coffee&lt;br /&gt;
|Source: Coffee Master 3000.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cafe_latte.png|64px]]&lt;br /&gt;
|Flat White{{anchor|Flat White}}&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Milk|Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Slightly bitter cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:frappe.png|64px]]&lt;br /&gt;
|Frappe Coffee{{anchor|Iced Coffee}}&lt;br /&gt;
|2u [[#Coffee|Coffee]], 1u [[#Ice|Ice]]= 3u&lt;br /&gt;
|0.3&lt;br /&gt;
|Coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Freddo Cappuccino&lt;br /&gt;
|1u [[#Cappuccino|Cappuccino]], 1u [[#Ice|Ice]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Cold and bitter milk foam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Freddo Espresso&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Ice|Ice]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Cold and bitter coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Macchiato&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Steamed Milk|Steamed Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Very bitter milk foam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Martian Special&lt;br /&gt;
|4u [[#Coffee|Coffee]], 1u [[#Pepper|Pepper]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter coffee, pungent black pepper and just a hint of shaky politics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mocha_latte.png|64px]]&lt;br /&gt;
|Mocha latte (Chocolate Latte)&lt;br /&gt;
|4u [[#Latte|Caffe Latte]], 1u [[#Chocolate Syrup|Chocolate Syrup]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter chocolate cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:psl_cheap.png|64px]]&lt;br /&gt;
|Processed Pumpkin Latte&lt;br /&gt;
|&lt;br /&gt;
|0.3&lt;br /&gt;
|A disappointing approximation of autumn bliss&lt;br /&gt;
|Hot Drinks machine in fall&lt;br /&gt;
|-&lt;br /&gt;
![[File:frappe_psl.png|64px]]&lt;br /&gt;
|Pumpkin Spice Frappe&lt;br /&gt;
|1u [[#Pumpkin Spice Syrup|Pumpkin Spice Syrup]], 4u [[#Iced Coffee|Frappe]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Sutumn bliss and coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mocha_latte.png|64px]]&lt;br /&gt;
|Pumpkin Spice Latte&lt;br /&gt;
|4u [[#Latte|Caffe Latte]], 1u [[#Pumpkin Spice Syrup|Pumpkin Spice Syrup]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Hot creamy coffee and autumn bliss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Ration Coffee&lt;br /&gt;
|2u [[#Coffee|Coffee]], 1u [[#Water|Water]]= 3u&lt;br /&gt;
|0.3&lt;br /&gt;
|Weak, watered-down coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rewriter.png|64px]]&lt;br /&gt;
|Rewriter&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u Stellar Jolt = 2u&lt;br /&gt;
|0.4&lt;br /&gt;
|Soda and coffee&lt;br /&gt;
|Causes jitteriness to non-Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:soy_latte_vended.png|64px]]&lt;br /&gt;
|Soy Latte&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Soy Milk|Soy Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Creamy coffee&lt;br /&gt;
|Heals slight organ damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:sromshine.png|64px]]&lt;br /&gt;
|Sromshine&lt;br /&gt;
|2u [[#Coffee|Coffee]], 1u [[#Orange Juice|Orange Juice]] = 3u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter citrus&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:caramel_latte.png|64px]]&lt;br /&gt;
|Vanilla Latte&lt;br /&gt;
|4u [[#Latte|Caffe Latte]], 1u [[#Vanilla Syrup|Vanilla Syrup]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter vanilla cream&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drink Ingredients===&lt;br /&gt;
Most drink ingredients are found in the bar&#039;s soft drinks, booze, or coffee dispensers, or in the Booze-o-Matic. Other ingredients must be sourced from Botany, the kitchen, the pharmacy, or the warehouse.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Animal Protein {{anchor|Animal Protein}}&lt;br /&gt;
|Process meat or meat-containing foods&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pepper.png|64px]]&lt;br /&gt;
|Black Pepper {{anchor|Black Pepper}}&lt;br /&gt;
|Process Peppercorn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Boba_pearls.png|64px]]&lt;br /&gt;
|Boba Pearls {{anchor|Boba}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_red.png|64px]]&lt;br /&gt;
|Blood {{anchor|Blood}}&lt;br /&gt;
|Draw with a syringe; Process Blood Tomato&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hotsauce.png|64px]]&lt;br /&gt;
|Capsaicin Oil {{anchor|Capsaicin Oil}}&lt;br /&gt;
|Process Chili&lt;br /&gt;
|Causes pain; neutralizes frost oil.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Caramel Sauce {{anchor|Caramel Sauce}}&lt;br /&gt;
|2u [[#Caramel Sugar|Caramel Sugar]], 1u [[#Cream|Cream]], 2u [[#Simple Syrup|Simple Syrup]] at less than 82C = 5u&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Caramel Sugar{{anchor|Caramel Sugar}}&lt;br /&gt;
|1u [[#Sugar|Sugar]]; heat to 82C = 1u&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:jellyjar.png|64px]]&lt;br /&gt;
|Cherry Jelly {{anchor|Cherry Jelly}}&lt;br /&gt;
|Process Cherry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Coca Grounds {{anchor|Coca Grounds}}&lt;br /&gt;
|Process Coca Leaf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cocoapowder.png|64px]]&lt;br /&gt;
|Coco Powder {{anchor|Coca Powder}}&lt;br /&gt;
|Process Cacao&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:coffee.png|64px]]&lt;br /&gt;
|Coffee Grounds {{anchor|Coffee Grounds}}&lt;br /&gt;
|Process Coffee Beans&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:oliveoil.png|64px]]&lt;br /&gt;
|Corn oil {{anchor|Corn Oil}}&lt;br /&gt;
|Process Corn; found in oil tank in the kitchen back room&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:crayonbox.png|64px]]&lt;br /&gt;
|Crayon Dust{{anchor|Crayon Dust}}&lt;br /&gt;
|Process crayons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Eggyolkcarton.png|64px]]&lt;br /&gt;
|Egg Yolk {{anchor|Egg Yolk}}&lt;br /&gt;
|Process Egg&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:coldsauce.png|64px]]&lt;br /&gt;
|Frost Oil {{anchor|Frost Oil}}&lt;br /&gt;
|Process Ice Pepper&lt;br /&gt;
|Reduces body temperature; neutralizes capsaicin oil.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-gold.png|64px]]&lt;br /&gt;
|Gold {{anchor|Gold}}&lt;br /&gt;
|Process Gold&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:powderhorn.png|64px]]&lt;br /&gt;
|Gunpowder{{anchor|Gunpowder}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Chemistry&lt;br /&gt;
|-&lt;br /&gt;
![[File:honey.png|64px]]&lt;br /&gt;
|Honey {{anchor|Honey}}&lt;br /&gt;
|Process Messa’s Tear; Apiculture&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:iceglass.png|64px]]&lt;br /&gt;
|Ice {{anchor|Ice}}&lt;br /&gt;
|1u [[#Water|Water]], cooled to less than 0C = 1u&lt;br /&gt;
|Source: Hot Drinks machine (Hacked), Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-silver.png|64px]]&lt;br /&gt;
|Iron {{anchor|Iron}}&lt;br /&gt;
|Process Iron&lt;br /&gt;
|Source: Chemistry Dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|JaekseolLeaves {{anchor|Jaekseol Leaves}}&lt;br /&gt;
|Process Jaekseol&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Juice Powder {{anchor|Juice Powder}}&lt;br /&gt;
|Found in MRE packets&lt;br /&gt;
|Comes in Apple, Grape, Orange, and Watermelon varieties.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Mint {{anchor|Mint}}&lt;br /&gt;
|Process Mint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Messa&#039;s Tear Tea Leaves {{anchor|Messa&#039;s Tear Tea Leaves}}&lt;br /&gt;
|Found in bar backroom, loadout, and random warehouse spawns.&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Nutriment {{anchor|Nutriment}}&lt;br /&gt;
|Process most foods&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:iceglass.png|64px]]&lt;br /&gt;
|Ice {{anchor|Ice}}&lt;br /&gt;
|Cool water to below 0 C&lt;br /&gt;
|Soda and booze dispensers&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-phoron.png|64px]]&lt;br /&gt;
|Phoron {{anchor|Phoron}}&lt;br /&gt;
|Process Phoron&lt;br /&gt;
|Source: Robust Softdrinks (Phoron Punch!)&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_brown.png|64px]]&lt;br /&gt;
|Potato Juice {{anchor|Potato Juice}}&lt;br /&gt;
|Process Potatoes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Psilocybin.png|64px]]&lt;br /&gt;
|Psilocybin {{anchor|Psilocybin}}&lt;br /&gt;
|Process Reishi&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pumpkinspice.png|64px]]&lt;br /&gt;
|Pumpkin Spice{{anchor|Pumpkin Spice}}&lt;br /&gt;
|1u Pumpkin Pulp, 4u [[#Space Spice|Space Spice]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Ras&#039;nif Tea Grounds {{anchor|Ras&#039;nif Tea grounds}}&lt;br /&gt;
|Found in bar backroom, loadout, and random warehouse spawns.&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Radium {{anchor|Radium}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Chemistry Dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:rice.png|64px]]&lt;br /&gt;
|Rice {{anchor|Rice}}&lt;br /&gt;
|Process Rice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:coffee.png|64px]]&lt;br /&gt;
|Rich Coffee Grounds {{anchor|Rich Coffee Grounds}}&lt;br /&gt;
|Process Rich Coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Sencha Leaves {{anchor|Sencha Leaves}}&lt;br /&gt;
|Process Sencha&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-silver.png|64px]]&lt;br /&gt;
|Silver {{anchor|Silver}}&lt;br /&gt;
|Process Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Soporific {{anchor|Soporific}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Pharmacy&lt;br /&gt;
|-&lt;br /&gt;
![[File:spacespicebottle.png|64px]]&lt;br /&gt;
|Space Spice {{anchor|Space Spice}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Kitchen&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Steamed Milk {{anchor|Steamed Milk}}&lt;br /&gt;
|1u [[#Milk|Milk]] heated to 66C = 1&lt;br /&gt;
|Heat using chemheater in bar or cafe.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:sugar.png|64px]]&lt;br /&gt;
|Sugar {{anchor|Sugar}}&lt;br /&gt;
|Process White-Beet, Sugar Tree fruit, or Sugarcane&lt;br /&gt;
|Source: Booze dispenser, Coffee Master 3000, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Sulphuric Acid {{anchor|Sulphuric Acid}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Chemistry Dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Tea Grounds {{anchor|Tea Grounds}}&lt;br /&gt;
|Process Tea Leaf&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Tieguanyin Leaves {{anchor|Tieguanyin Leaves}}&lt;br /&gt;
|Process Tieguanyin&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Toxin {{anchor|Toxin}}&lt;br /&gt;
|Process Fjylozyn&lt;br /&gt;
|Source: NanoMed Plus&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Tricordrazine {{anchor|Tricordrazine}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Pharmacy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Enzyme.png|64px]]&lt;br /&gt;
|Universal Enzyme {{anchor|Universal Enzyme}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Kitchen&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-uranium.png|64px]]&lt;br /&gt;
|Uranium {{anchor|Uranium}}&lt;br /&gt;
|Process Uranium&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Vanilla Extract {{anchor|Vanilla Extract}}&lt;br /&gt;
|Process Vanilla&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Virus Food{{anchor|Virus Food}}&lt;br /&gt;
|1u [[#Milk|Milk]], 1u [[#Sugar|Sugar]], 1u [[#Water|Water]]= 6u&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:weldtank.png|64px]]&lt;br /&gt;
|Welding Fuel{{anchor|Welding Fuel}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Fuel Tanks&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Wood Pulp {{anchor|Wood Pulp}}&lt;br /&gt;
|Process Tower Cap&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:wuluextract.png|64px]]&lt;br /&gt;
|Wulumunusha Extract {{anchor|Wulumunusha Extract}}&lt;br /&gt;
|Process Wulumunusha&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flavor Syrups===&lt;br /&gt;
Used as ingredients or to add flavor to a drink, syrups are based on heated sugar water. Use the chemical heater in the back of the bar to make these.&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;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Syrup&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
|-&lt;br /&gt;
|Berry Syrup {{anchor|Berry Syrup}}&lt;br /&gt;
|2u [[#Berry Juice|Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Black Raspberry Syrup {{anchor|Black Raspberry Syrup}}&lt;br /&gt;
|2u [[#Black Raspberry Juice|Black Raspberry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Blue Raspberry Syrup {{anchor|Blue Raspberry Syrup}}&lt;br /&gt;
|2u [[#Blue Raspberry Juice|Blue Raspberry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Blueberry Syrup {{anchor|Blueberry Syrup}}&lt;br /&gt;
|2u [[#Blueberry Juice|Blueberry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Caramel Syrup{{anchor|Caramel Syrup}}&lt;br /&gt;
|2u [[#Caramel Sugar|Caramel Sugar]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Chocolate Syrup{{anchor|Chocolate Syrup}}&lt;br /&gt;
|2u [[#Coco Powder|Coco Powder]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Death Berry Syrup&lt;br /&gt;
|2u [[#Death Berry Juice|Death Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Dirt Berry Syrup {{anchor|Dirt Berry Syrup}}&lt;br /&gt;
|2u [[#Dirt Berry Juice|Dirt Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Glowberry Syrup&lt;br /&gt;
|2u [[#Glow Berry Juice|Glow Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Mint Syrup&lt;br /&gt;
|2u [[#Mint|Mint]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Poison Berry Syrup {{anchor|Poison Berry Syrup}}&lt;br /&gt;
|2u [[#Poison Berry Juice|Poison Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Pumpkin Spice Syrup{{anchor|Pumpkin Spice Syrup}}&lt;br /&gt;
|2u [[#Pumpkin Spice|Pumpkin Spice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Raspberry Syrup {{anchor|Raspberry Syrup}}&lt;br /&gt;
|2u [[#Raspberry Juice|Raspberry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Simple Syrup{{anchor|Simple Syrup}}&lt;br /&gt;
|2u [[#Sugar|Sugar]], 2u [[#Water|Water]]; heat to between 30C and 100C = 2u&lt;br /&gt;
|-&lt;br /&gt;
|Strawberry Syrup {{anchor|Strawberry Syrup}}&lt;br /&gt;
|3u [[#Simple Syrup|Simple Syrup]], 2u [[#Strawberry Juice|Strawberry Juice]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Vanilla Syrup{{anchor|Vanilla Syrup}}&lt;br /&gt;
|3u [[#Simple Syrup|Simple Syrup]], 2u [[#Vanilla Extract|Vanilla Extract]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Ylpha Berry Syrup {{anchor|Ylpha Berry Syrup}}&lt;br /&gt;
|3u [[#Simple Syrup|Simple Syrup]], 2u [[#Ylpha Berry Juice|Ylpha Berry Juice]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=41231</id>
		<title>Nralakk Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=41231"/>
		<updated>2026-08-28T17:25:01Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Federal culture erasing program&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Nations&lt;br /&gt;
|Nation = Second Nralakk Federation&lt;br /&gt;
|Shortname = Nralakk Federation&lt;br /&gt;
|Flag = Jargon flag.jpg&lt;br /&gt;
|Galatic Position = Position Fed.png&lt;br /&gt;
|Capital City = Kal&#039;lo&lt;br /&gt;
|Capital Planet = [[Qerrbalak]]&lt;br /&gt;
|Language = Nral&#039;Malic&lt;br /&gt;
|Species = [[Skrell]] &amp;lt;sub&amp;gt;80%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;[[Vaurca]] &amp;lt;sub&amp;gt;10%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;[[Dionae]] &amp;lt;sub&amp;gt;9%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt; Other   &amp;lt;sub&amp;gt;1%&amp;lt;/sub&amp;gt;&lt;br /&gt;
|Religion = Qeblak (official)&amp;lt;br&amp;gt;Weishii (official)&amp;lt;br&amp;gt;Suur&#039;ka&amp;lt;br&amp;gt;Kir&#039;gul&lt;br /&gt;
|Demonym = Nralakk&amp;lt;br&amp;gt;Federal (local term only)&lt;br /&gt;
|Government = Unitary Directorial Republic&lt;br /&gt;
|Head of State = Grand Councillor Weashbi Jrugl&lt;br /&gt;
|Legislature = Council&lt;br /&gt;
|Upper House = Grand Council&lt;br /&gt;
|Established = 2245 (originally 878)&lt;br /&gt;
}}&lt;br /&gt;
Located to the galactic west of [[Tau Ceti]], the &#039;&#039;&#039;Nralakk Federation&#039;&#039;&#039; is the oldest nation still functioning in the modern day, having originally formed in 878 CE, then reforming in 2192 CE after the [[Skrell_Synthetic_Age|turbulent period of total dominance by a rogue AI]]. The Nralakk Federation’s government is a [[Skrell_Politics#Government_Structure|unitary directorial republic]], of which it maintains a fully nationalized industrial base with corporate involvement only becoming a recent addition within the last decade, a command economy, and control over most facets of interior life. They are the technological and scientific powerhouse of the [[The_Orion_Spur|Orion Spur]], wielding the most [[Skrell_Technology|advanced technology]] and dedicated research base to expand and maintain its system-spanning holdings across its vast territories. They are primarily perceived as an isolationist, totalitarian nation, as well as a situational ally of the [[Sol Alliance]], of whom they benefit greatly from their exclusive trade cooperation in explorative endeavours further into the Spur. [[Zeng-Hu Pharmaceuticals]] and [[Einstein Engines]] have also flourished since the Federation’s diplomatic success with Sol, being granted exclusive allowances and special economic zones into their borders for cooperation with the Federation’s controlled economy and access to their research. Both corporations maintained this exclusive agreement, and were originally the only two with the distinction.&lt;br /&gt;
&lt;br /&gt;
This exclusivity has since changed after the [[Interstellar_Travel#Phoron|discovery of phoron in 2417]], which sparked multiple, large-scale scientific breakthroughs collectively referred to as the &#039;&#039;&#039;Phoron Revolution&#039;&#039;&#039;, which further cemented its position as being the single most [[Skrell_Technology|scientifically advanced]] nation in the Orion Spur. [[Nanotrasen Corporation]], and by association the [[Republic of Biesel]], made diplomatic headways into securing preferential trade agreements due to its near-monopoly of phoron. While the multiple breakthroughs that benefited the Nralakk Federation have since buckled under the phoron scarcity, as most of these advancements depend on a constant supply of the phoron. Diplomatic outreach by the Federation has since expanded exponentially as it attempts to secure positive relations and improved interstellar trade options, as well as allowing megacorporations to court the Federation as it moves to economic deregulation, which originally barred them from placing themselves within the Federation’s economy outside of restrictive zones. &lt;br /&gt;
&lt;br /&gt;
These measures have only slowed the growing resource crisis, of which has led to the loosening of the Federation’s grip on its frontier territories known as the &#039;&#039;&#039;Traverse&#039;&#039;&#039; as rationing measures worsen already existing political tensions as anti-Federation sentiments spread due to the perceived failures of its government.&lt;br /&gt;
&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; is the skrell homeworld, and the current location of the capital city of the Nralakk Federation, Kal’lo. Located within Kal’lo is the single largest [[Sol Alliance|Solarian embassy]] for political cooperation between the two powers, as well as the seat of the annual meeting of every member of the [[Skrell_Politics#Grand_Council|Grand Council]]. Qerrbalak is known for its [[Qerrbalak#Major_Landmarks|extensive historical sites]], high Primary Numerical populace, and a relative lack of industry due to environmental protections. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Qerr&#039;Malic]]&#039;&#039;&#039; is the sole moon of Qerrbalak, which currently functions as the main port for interstellar trade, and as a tourist destination. Notably, Qerr’Malic’s underground “second surface” houses a majority of the workers that maintain the surface installations, with those workers primarily being vaurca from Hive C’thur. The moon is known for its tourism venues, the [[Qerr%27Malic#The_Bureau_of_Void Technologies|Museum of Ink]], and as a source of [[Qerr%27Malic#Gasriders|Xu’Xi Gas]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aliose]]&#039;&#039;&#039; is primarily an arctic planet, and the first planet colonized by skrell outside of Qerrbalak’s moon. Originally inhospitable without protective equipment and an internal atmosphere, terraforming efforts from the first landing in 1203 BCE and onwards rendered Aliose habitable and safe to breathe for the colonists on its surface. The planet now known for its scientific community, the prestigious [[Federation_Education#The_Aliose_University_of_Medical_Sciences|Aliose University of Medical Sciences]], and the [[Aliose#Veterans%27_Lodge|veterans lodge]] of the Lyukal resistance cell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aweiji]]&#039;&#039;&#039;, is a heavily terraformed planet, being the first colony to be founded outside of the Nralakk system. Originally arid and rocky, extensive terraforming efforts from 1050 BCE through the use of large spacecraft in its orbit before being settled by colonists in 938 BCE. The first of these colony sites, Tresja, would later become the largest city on Aweiji, and would go on to be host of the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; under which the Nralakk Federation formed a second time. Aweiji is primarily known for being “The Federation&#039;s Breadbasket” due to its extensive hydroponics and aquaculture, its special economic zone in cooperation with [[Hephaestus Industries]] and Nanotrasen, and its remaining orbital spaceport.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Notable_Skrell_Systems_and_Locations#Glorashi|Glorashi]]&#039;&#039;&#039; is a small solar system consisting of five planets, most notably [[Diulszi]], which is the current capital of the vaurca hive known as [[Vaurca|C&#039;thur]]. The current [[Vaurca|Queen]] of Hive C’thur is kept on Diulszi while on life-support provided by the Nralakk Federation. Beyond Diulszi, most of the planets within Glorashi only have their potential mineral value as standout traits of the system. 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;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
The Nralakk Federation operates under a command economy - where investment, production, and the allocation of resources are distributed according to predetermined economic production plans set by the governments’ councils. Quotas are set during the first few months of the year, and are to be fulfilled by state-owned enterprises, which are large scale industrial entities owned and operated by the Federation’s government. These state-owned enterprises coordinate and manage production across the entirety of the Federation’s planets and cities to meet the set quotas. While this allows for an extremely centralized and easily controlled format for the nation to modify its own industrial capabilities for its own needs, this completely isolates their economy to themselves alone. No foreign or external industries have ever successfully involved themselves with the Nralakk Federation’s economy without its explicit permission, which while intentional, limits its industrial potential to exactly the State-Owned Enterprises’ limits. &lt;br /&gt;
&lt;br /&gt;
Despite the planned nature of the Federation’s economic system, the Nralakk Federation outsources most manual labor to non-skrell citizens. Dionae and vaurca have seen increasing adoption in the manufacturing and agricultural sectors, as well as a push towards positions that are generally considered unappealing by the skrell populace. These positions, being primarily staffed by Tertiary numericals, have maintained their unappealing nature in the aftermath of the Synthetic Era, where most of these positions were fully automated and maintained by artificial intelligences and robotics. This aversion to manual labor has lingered as a noticeable slump in the Nralakk Federation’s production, and has yet to achieve the level of production that the First Federation maintained before its collapse.&lt;br /&gt;
&lt;br /&gt;
Most exports from the Nralakk Federation consist of industrial and specialized sector products, with imports primarily being food and consumer goods.  While initially isolated and unwilling to accept outside economic influence, megacorporations have slowly gained access to special economic zones and the state-owned enterprises’ cooperation. [[Einstein Engines]], [[Zeng-Hu Pharmaceuticals]], and the [[Nanotrasen Corporation]] have established themselves as key players in opening the Federation’s economy to the rest of the Spur, which has begun to expand due to the growing phoron scarcity. Trade agreements with the Nralakk Federation are primarily defined by research cooperation and the trading of the Federation’s advanced technology, both seen as particularly lucrative by the rest of the Spur’s nations.&lt;br /&gt;
&lt;br /&gt;
With the Spur’s megacorporations involving themselves with the Nralakk Federation, all corporate-Federation cooperation has been limited solely to avoid any competition with corporations against their own nationalized industries. Despite this, [[Hephaestus Industries]]’ sheer industrial might within the Federation’s allotted zones is nearly on-par with the Nralakk Federation, due to their lack of constraints on ecological considerations, and adoption of a synthetic workforce, with their potential not left unnoticed by the government. [[Idris Incorporated]]’s work on Qerr’Malic has also courted the nation’s public with its vast access to luxury goods, as well as being one of the sole points of access for trading the national currency, sqiips, for the Biesel Standard Credit, which maintains much stronger purchasing power outside of the Federation itself.&lt;br /&gt;
&lt;br /&gt;
As of [https://forums.aurorastation.org/topic/15636-orion-spur-oracle/page/4/#findComment-181680| 2467], every corporate member of the Stellar Corporate Conglomerate has been granted expanded opportunities in working within the Federation’s borders. [[Orion Express]]’s key position within the Traverse’s ailing logistics network in light of the phoron scarcity allows it to play an important part in preserving the Nralakk Federation’s frontier, while [[Nanotrasen]] itself uses its remaining reserves of phoron as a negotiating measure for access to the nation’s technological research.&lt;br /&gt;
&lt;br /&gt;
With this new turn towards outside economic involvement, concerns of dependency and growing recognition of failing to obtain the self-sufficiency held by the first incarnation of the Nralakk Federation. The State-Owned Enterprises are equally concerned with being outcompeted and potentially being driven to being removed as the central industry authorities that allows the Nralakk economy to remain planned and controlled, particularly as the question of the opening of the market is courted by corporations and other nations. &lt;br /&gt;
&lt;br /&gt;
===Universal Stipends and Social Welfare===&lt;br /&gt;
Individuals considered Primary or Secondary Numericals are awarded a &#039;&#039;&#039;universal stipend&#039;&#039;&#039; each month, a form of universal basic income to ensure citizens of the Nralakk Federation have their basic needs met, which scales per their Social Compatibility Index rating. Skrell who work outside of the Federation’s borders still benefit from this system, with Zeng-Hu contractors and other Work Initiative Programme-participating corporations receiving a matched amount of their stipend each month, paid in sqiips. Those who work abroad in unrelated companies outside of the Work Initiative Programme will often see a halved stipend, often paid in the local currency. When otherwise abroad for non-work related reasons, they will still receive one third of typical stipend each month.&lt;br /&gt;
&lt;br /&gt;
Beyond the universal stipend system, all skrell are guaranteed basic needs are met by the Nralakk Federation’s social welfare system. All skrell citizens are provided housing, basic foodstuffs, clothing, and toiletries in order to live basic, but undeprived, lives. Sqiips and income are more tied towards being able to purchase luxury goods and comforts that are not covered by the welfare system, with more comfortable housing and domestic goods requiring higher income than is covered by the universal stipend and no current occupation. As corporations are allowed greater access to the Federation’s economy, however, many goods outside of Federation-produced goods are seen as luxurious and exotic, but are regularly much more expensive.&lt;br /&gt;
&lt;br /&gt;
With growing economic concerns in light of the phoron scarcity, the universal stipend has seen proposed cuts in order to reduce government spending. Proposed changes would see travel abroad without involved labor reduced to a fourth, or completely paused until their return to the Federation’s borders. These changes are under intense debate within the government and Grand Council, but further cost-cutting measures may soon be passed as the Nralakk Federation faces a worsening economic situation.&lt;br /&gt;
&lt;br /&gt;
===Currency===&lt;br /&gt;
The Nralakk’s Federation official currency is the &#039;&#039;&#039;sqiip&#039;&#039;&#039; (℘). Sqiip sees extremely little use outside the Nralakk Federation, primarily seen in paychecks to those in the Work Initiative Programme in electronic and physical formats. Sqiips in their coin form can be secured in stacks, thanks to special magnetic properties for easy transportation. Higher valued sqiips will come in the form of a paper bill, printed on different types of water-safe seaweed. The coins and bills will have markings of aquatic life on them to denote their value (with shells, molluscs, buurgis, cosmozoans, and other sea life as examples). Outside of Nral’malic the most common slang term for sqiips is “shells”, referencing the currency’s iconography. This slang has caught on outside of the Nralakk Federation, and many who do not speak Nral&#039;malic are unaware of its original name.&lt;br /&gt;
&lt;br /&gt;
Sqiips face an increasing loss of value against more competitively traded currencies in the Orion Spur, with the Biesel Standard Credit gaining an increasingly superior trade value within the Nralakk Federation. With more sqiips having to enter circulation in order to meet the inflation, as well as rising expenditures within the Federation’s government in order to maintain itself, the BSC has seen increasing preference and adoption by its citizens, in spite of its adoption being considered undesirable.&lt;br /&gt;
&lt;br /&gt;
===State-Owned Enterprises===&lt;br /&gt;
State-owned Enterprises are government entities that facilitate the Nralakk Federation’s workforce and industrial sectors, and have existed since roughly the earliest years of the Federation itself. Each enterprise has a unique [[Skrell_Culture#Fashion|uniform]] to show the industry an individual works in, as well as their rank within the [[Nralakk_Federation#Social_Compatability_Index|Social Compatibility 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, allowing skrell the Federation to seek employment outside of its borders. The Work Initiative Programme allows skrell to transfer their contract from their state-owned enterprise to a partnered megacorporation, allowing them to work abroad for the duration of their contract before being renewed, or otherwise return to the Federation.&lt;br /&gt;
&lt;br /&gt;
=====Qerr&#039;Zolvq Industries=====&lt;br /&gt;
Created shortly after the founding of the first Nralakk Federation in &#039;&#039;&#039;907 CE&#039;&#039;&#039;, Qerr’Zolvq Industries is responsible for all aspects of power generation, resource extraction, and industrial production. Before its establishment, the private sector was the primary source of industry, with Qerr’Zolvq as an early company. Backed by state subsidies, the company saw itself develop a monopoly on the power generation and production industries before being nationalized by the Nralakk Federation, and used as a model for future state-owned enterprises. In the modern day, Qerr’Zolvq has since expanded to asteroid mining and the management of fusion energy facilities as the Federation’s technology advanced. Those with specialized knowledge and degrees in the mining and engineering sectors have most likely been employed by Qerr&#039;Zolvq Industries. It is currently headed by [[Notable Skrell|Chancellor Xul Lurg]]. With the Nralakk Federation inviting human megacorporations into Federation space, Qerr’Zolvq Industries has partnered with [[Hephaestus Industries]] and [[Orion Express]], and those employed by this enterprise who take contracts abroad typically do so through Hephaestus. Miners, however, are encouraged to work with Orion Express thanks to the connections of their Chief External Affairs Officer, Tuiqi Xao’Luup.&lt;br /&gt;
&lt;br /&gt;
In the growing phoron scarcity, Qerr’Zolvq Industries struggles to maintain quotas necessary to meet the growing demand for phoron-based machinery and components. The mining vessels, while still given priority, face stricter windows for their deployment into unmined regions due to the fuel rationing. Reliance on Nralakk Logistics’ freighter craft has also caused a slowing effect on the movement of their exports, with their own craft forced to rely on slower warp drives in order to conserve fuel and delaying their critical exports reaching their recipients within quota windows. Most pressing is the enterprise’s projections on power generation, having forecasted the eventual point where demand outstrips their capabilities to expand the power network once [[Phoron#Properties_and_Applications|phoron-seeded fusion reactors]] become unfeasible to produce.&lt;br /&gt;
&lt;br /&gt;
=====Tuz&#039;qlip Researchers=====&lt;br /&gt;
An enterprise established after the formation of the first Nralakk Federation in &#039;&#039;&#039;902 CE&#039;&#039;&#039;, Tuz’qlip Researchers oversees all aspects of research and development within the Federation, having formed in order to centralize all research efforts on Qerrbalak as the Federation grew. These facilities in the Federation were amalgamated underneath Tuz&#039;qlip Researchers, and now works in cooperation with [[Zeng-Hu Pharmaceuticals]]. Both the enterprise and the megacorporation freely exchange research information, which has significantly benefited Zeng-Hu throughout its involvement in the Solarian-Federation Alliance. The relationship between Zeng-Hu and Tuz’qlip is most obviously seen on the planet of Aliose, where they work closely with the planet’s universities and research institutes dotted across the planet. Tuz&#039;qlip Researchers the primary source of new technological breakthroughs across the Federation, being credited towards a majority of all recent technological advancements. It is currently headed by [[Notable Skrell|Overseer Nalo Gir-Roq]]. Because of Zeng-Hu’s relationship with Tuz’qlip Researchers, many scientifically-minded skrell that wish to work abroad will find quick employment with Zeng-Hu Pharmaceuticals.&lt;br /&gt;
&lt;br /&gt;
Tuz’qlip Researchers, overseeing all research into phoronic technology, has been put under significant burden in order to find both more efficient methods of phoron consumption, as well as alternatives in the event of total resource exhaustion. Alternatives to phoron remain scarce, with some of its properties remaining so unique to itself that some revolutionary discoveries may no longer be possible to produce if the worst comes to pass. [[Skrell_Technology#Medicine|Youth serums]] in particular remain in extreme precarity due to its extensive use of organophoronic compounds, with no alternative methods for replacing it found. Zeng-Hu, while working closely with Tuz’qlip, is equally at an impasse for any replacements for phoron.&lt;br /&gt;
&lt;br /&gt;
=====Nralakk Logistics=====&lt;br /&gt;
An enterprise that was established in &#039;&#039;&#039;905 CE&#039;&#039;&#039;, Nralakk Logistics manages telecommunications, logistics, and transport across the Federation. Nralakk Logistics was formed out of necessity due to the exponential complexity in managing communications logistics necessary for any colonization effort off of Qerrbalak. The state-owned enterprise manages shipping routes, observation posts, Nlom Relays, the bluespace gates, and the warp gates throughout the entirety of the Federation. Most skrell employed by this enterprise are either pilots, porters, operational managers, or other positions related to transport and logistics. It is currently headed by [[Notable Skrell|President Alot Sonq]]. Similarly to Qerr’Zolvq Industries, skrell employed by Nralakk Logistics are typically employed by Hephaestus Industries or Orion Express for contract transfers into the Work Initiative Programme. As Orion Express is responsible for a majority of exports headed from human space into the Nralakk Federation and vice versa, they see a majority of contractors from Nralakk Logistics.&lt;br /&gt;
&lt;br /&gt;
With bluespace’s sheer advantage in speed over warp technology, its adoption as the standard for moving freight and shipping has turned to cripple the overall logistics of the Federation with phoron becoming increasingly scarce. Fuel rationing and the required use of much slower warp drives leaves Nralakk Logistics hamstrung, with increasing lateness and lost cargo due to [[Federation_Crime_and_Resistance#Marauders|increased piracy]] in the Traverse becoming more common in their quota reports. With its position as the sole managing body over the nation’s logistics and shipping lanes, a distinct sense of fear has begun to grip the entire enterprise.&lt;br /&gt;
&lt;br /&gt;
=====Xomor=====&lt;br /&gt;
Xomor was originally established to provide private security services for businesses within the Nralakk Federation in 901 CE. While originally a private security conglomerate, the Federation nationalised them, merging them with the First Nralakk Federation’s national security structure as they transitioned into a command economy. After the rise of Glorsh-Omega, Xomor was made redundant as synthetics were the sole policing force within skrell space. The enterprise saw a brief revival after Glorsh-Omega’s disappearance, with many taking up the role of informal city and state security before the establishment of the second Nralakk Federation. Now existing in-name only, Xomor is now the most unique State-Owned Enterprise, charged with training newly recruited skrell into being future Kala enforcers. With physical violence considered abhorrent in the Federation’s society, Xomor’s training regimen and staff work to desensitize and prepare potential recruits in understanding how and when to use force as an enforcer, lethal or otherwise. It is currently headed by [[Notable Skrell|Director Vraka Xora-Nel]], who has since partnered with [[Idris Incorporated]] to allow Xomor staff and inductees interested in working abroad as part of the Work Initiative Programme, with skrell being employed within Idris’s security branch.&lt;br /&gt;
&lt;br /&gt;
Xomor has faced increasing amounts of skrell interested in working abroad and as Kala recruits in light of the phoron scarcity, with a worrying majority wanting to curb the growing unrest in the public because of it. Despite being the enterprise dedicated towards preparing skrell for the use of violence, the growing number of desperate recruits using them as a way to either fix or escape Federation society has unnerved them. Increased allowances in weaponry and anti-civil disturbance equipment, notably from Zavodskoi Interstellar after [https://forums.aurorastation.org/topic/15636-orion-spur-oracle/page/4/#findComment-181680|2467’s corporate cooperation agreements] has done nothing to dissuade these concerns, as the organization prepares itself for the troubles ahead.&lt;br /&gt;
&lt;br /&gt;
=====Ziip’Ta Medicinal=====&lt;br /&gt;
Ziip’Ta was founded in &#039;&#039;&#039;950 CE&#039;&#039;&#039; as the Nralakk Federation formally nationalized its healthcare system, formed in response to the growing populace and increasing life expectancy of its citizens. Ziip’Ta Medicinal’s focus on medical research is credited with the expansion of the average lifespan of skrell by roughly a century past the normal life expectancy. In the modern day, Ziip’Ta manages multiple hospitals, general practice clinics, [[Skrell_Biology#Skrell_Subspecies|spas]], and medical research centers. A majority of skrell who work abroad at medical centers and hospitals are contract-transfers from Ziip’Ta to Zeng-Hu.&lt;br /&gt;
&lt;br /&gt;
With organic phoron’s numerous applications for [[Phoron#Properties_and_Applications|advanced medical substances]], key drugs such as peridaxon, ryetalyn, and its applications in cryogenic therapy, all have come under the threat of entering extended shortages. Most controversially, youth serum applicants are under increasingly stringent requirements in order to receive their life-extending medications, with most being removed from qualifying under higher Index rating minimums. Zeng-Hu’s cooperation with Ziip’Ta has entered a state of growing reliance on the partnered megacorporation to provide aid to mitigate the shortages, which some higher-ranking members of the enterprise worry over an increasing dependence on the foreign corporation.&lt;br /&gt;
&lt;br /&gt;
=====Qel’Zvol Hospitality=====&lt;br /&gt;
Qel’Zvol Hospitality was established in &#039;&#039;&#039;932 CE&#039;&#039;&#039; to oversee all hospitality and tourism sectors within the Nralakk Federation. Most notably, this enterprise manages the massive tourism industry on [[Qerr&#039;Malic]], with most skrell on the Qerr’Malic in their employ found in every hotel, resort, or similar facilities bearing the state-owned enterprise’s logo. [[Idris Incorporated]] 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;
Tourism has been largely disrupted in light of rising phoron-based fuel costs across the Spur, particularly within the Nralakk Federation where domestic tourism remains non-priority for rationing efforts. Coupled with the growing logistics issues faced by Nralakk Logistics itself, Qel’Zvol’s cooperation with Idris Incorporated has slowly shifted towards a dependence on luxury goods being brought in through their own networks, as well as a notable increase in Work Initiative Programme members finding work abroad within the corporation. Qerr’Malic’s own future remains uncertain, with its specialization in service and tourism suddenly having most of its clientele restricted from traveling to it.&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 Compatibility 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;
&lt;br /&gt;
== Effects of the Phoron Scarcity ==&lt;br /&gt;
With the [[Skrell_Technology|Phoron Leap]] defining the second mass-technological advancement of the Nralakk Federation, the nation bound its identity as a scientific giant on a constant source of the resource. Most vital infrastructure within the Federation relies on phoron-based technology post-revolution, which sustains their high quality of life and technology. As news from the [[Republic of Biesel]]’s shows no signs of the scarcity’s end, the Federation’s leadership now faces the monumental task of diverting the collapse of its national infrastructure. Efforts to mitigate phoron expenses have since passed down, ranging from [[The_Phoron_Scarcity:_Skrell_Arc#Phoron_Crisis_Reaches_Home;_Travel_Restrictions_and_Rationing_in_Effect|increased travel and bluespace gate restrictions]], healthcare delays, reduced access to trade goods, and reduced maintenance within areas considered low priority - coinciding with areas primarily housing Tertiaries, as well as the frontier systems beyond the core worlds.&lt;br /&gt;
&lt;br /&gt;
Phoron rationing measures are most tangibly felt with travel restrictions and fueling priority, having limited most civilian travel and placing variable levels on logistics routes for Nralakk Logistics’ freighter vessels. These measures trickle down to a general slowing effect on the Federation’s supply and industry, with windows of shortages for domestic goods, as well as a lack of both exporting finished products and receiving new raw materials for factories. While military vessels still retain priority for phoron rationing, the extensively long periods required for patrolling the Traverse results in fewer patrols towards the furthermost regions of Federation territory, with those patrolling craft remaining being retrofitted with older, non-phoron based weaponry. Felt most within the Traverse, however, are the growing periods of maintenance windows being delayed or missed entirely. Nlom Relay beacons, orbital facilities, and colony infrastructure have all faced increased delays in their maintenance, having fallen into disrepair or outright outages from failure. &lt;br /&gt;
&lt;br /&gt;
While rationing efforts are the most obvious method of reducing phoron usage, the skrell populace who grew to expect the high standards afforded by the Federation are less than willing to accept the compromises. Pushback against the rationing has grown across the Nrlakk Federation, most felt where the phoron-based [[Skrell_Technology#Nlom_Relay_Network|Nlom Relays]] have fallen into disrepair or reduced transmission, and anti-Federation sentiments have festered in its wake. Limited anti-piracy and law enforcement patrols have led to dangerous regions [[Notable_Skrell_Systems_and_Locations#The_Tetramerous_Systems:_The_Traverse|outside of the Federation’s core worlds]], where [[Federation_Crime_and_Resistance#The_Resistance|rebels]] and [[Federation_Crime_and_Resistance#Marauders|pirates]] have expanded into. The single most controversial rationing is the increased restrictions on the [[Skrell_Technology#Medicine|youth serums]] that allow skrell to live beyond their natural life expectancy, now only accessible to Primary Numericals. Skrell who were dependent on youth serums as Secondaries are now pushed out of their expected life spans now rally against the move, seeing it as an inherent unfairness in the [[#Social_Compatability_Index|Social Compatibility Index’s]] system.&lt;br /&gt;
&lt;br /&gt;
Despite mounting unrest, the largest issue remains in phoron’s role in the nation’s infrastructure. Phoron is a key element within their power generation, the high-power superconducting electrical lines, its surrounding support network, and limits the ability to expand itself as demand grows. The task of retrofitting cities and the mass expansion of alternative sources of power is a monumental task that is now on a hard time limit before brownouts and total grid failures threaten the Federation’s cities. Quotas for state-owned enterprises have also been met with increasing deficits, lagging the command economy and hampering logistics. While not enough to threaten a collapse of the supply chain, this is a wake-up call that all is not well within the Federation. &lt;br /&gt;
&lt;br /&gt;
[[Skrell_Politics#Relations_with_Foreign_States|Diplomatic outreach]] has seen greater emphasis as the Federation searches for trade agreements to alleviate the increasing burden, hoping to move past their isolationist past. Representatives, foreign aid, and tech lending have pushed the Nralakk Federation into most nations, though many still remember it as [[Skrell_Politics#Solarian_Alliance|an ally of the Solarian Alliance]], and [[Skrell_Politics#Serene_Republic_of_Elyra|some]] regard this move as aggressive expansion. This outreach has also led to the Solarian Alliance’s vocal concerns of losing its closest ally as the Federation continues to court its political rivals, forming a rift that continues to grow between the two nations. More concerningly, this rift also exists within the Federation itself, with many skrell Councilors and officials disapproving of the sudden shift away from what is considered by many to be the Federation’s staunchest interstellar ally. While none yet openly go against the Grand Councilor’s direction, grievances against their radical reforms grow by the day, only further exacerbated by the Spur’s ever-growing tensions.&lt;br /&gt;
&lt;br /&gt;
== Politics and Government ==&lt;br /&gt;
The Nralakk Federation is a unitary directorial republic, governed by a central council of shared executive powers referred to as the Grand Council, of which is presided over by a Grand Councilor. The current Grand Councillor is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]], who was elected in 2453.&lt;br /&gt;
=== Social Compatibility Index ===&lt;br /&gt;
[[file:SCS_bell.png|300px|thumb|right|A bell curve showing the distribution of Numericals in the Social Compatibility Index.]]&lt;br /&gt;
The &#039;&#039;&#039;Social Compatibility Index&#039;&#039;&#039; (Nral&#039;Malic: bli&#039;zi wlaqijii qal&#039;mi-hra) is a federal system developed by the Grand Council of the Nralakk Federation. The Index is a vast data store of nearly every single action taken by Federation citizens used by businesses, individuals, and bureaucrats. The Social Compatibility Index is calculated through various, state-secret algorithms and grading systems that results in a numerical string: a fraction over ten with no more than two decimal places that is assigned to the graded citizen. An index of specific tiers dictates their placement on the Social Compatibility Index’s scale, from which their benefits are then drawn from. It was first implemented after the reunification of the Nralakk Federation post-Glorsh-Omega as a mechanism to ensure the trustworthiness of their citizens, and to best secure the interests of the Federation at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: Players are asked to be sensible when giving their skrell a Social Compatibility 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. Non-skrell species living in the Federation and how they interact with the system are discussed on their [[Diona_in_the_Federation|respective]] [[C&#039;thur_in_the_Federation|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 skill development, educational pursuit, and training&lt;br /&gt;
*Reproducing and/or forming a Quya&lt;br /&gt;
*Devoting and/or donating oneself to the Federation for 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 (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 Compatibility 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;
&#039;&#039;&#039;Primary Numericals (Code Classification:  7/10 - 10/10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Primary Numericals are considered model citizens of the Nralakk Federation, and are granted rewards and incentives to uphold their model forms. Sponsored vacations, free public transport, unrestricted travel, bureaucratic priority, healthcare privileges enabling a greater life expectancy, high [[Nralakk_Federation#Universal_Stipends|universal stipends]] both at home and abroad, and exclusive residence within designated areas hosting other Primary Numericals, are some examples of the many advantages for those that are declared model citizens. Primaries make up a small, 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;
While still considered the priority recipients of youth serums to extend their lifespans, Primary Numericals are growing aware of the recent reduction in youth serum production. They are still guaranteed access to timely doses of the medicine for now, but fears over increased restrictions remain a topic amongst Primary communities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Numericals (Code Classification: 4/10 - 6.99/10)&#039;&#039;&#039;&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, opportunities for travel and migration with restrictions, medium [[Nralakk_Federation#Universal_Stipends|universal stipends]] both at home and abroad, and variable levels of priority/deprioritization within legal and official channels based on Index rating are amongst a few of the advantages offered to Secondaries. Reproductive rights are restricted for Secondary Numericals in the lower end of this band, with the Federation’s vested interest in providing a safe environment for children used to rehome them deemed necessary due to poor rating and governmental scrutiny. Secondaries are the second most common groups of skrell to live abroad through the [[Nralakk_Federation#State-Owned_Enterprises|Work Initiative Programme]] 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;
In the wake of the phoron scarcity, further travel restrictions and other benefit reductions towards lower-end Secondaries have been considered to stay within new rationing guidelines. Secondary Numericals, while recipients of youth serums in the past, are now barred from receiving youth serums as phoron rationing drastically reduces their production rate, and the Grand Council’s decision to preserve the supply in the event of future restrictions. &#039;&#039;&#039;Non-Primary Numericals may no longer live past the age of 400, and those characters already beyond this age now remain with a remaining lifespan of roughly 10 years.&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tertiary Numericals (Code Classification: 0/10 - 3.99/10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tertiary Numericals are the lowest-ranked citizens within the Nralakk Federation’s Index system, and are subject to heavy scrutiny due to being considered at-risk for antisocial behaviors, or for rebellious/seditious sentiments. Tertiaries will usually face social discrimination socially and reduced priority in the state’s systems, with the chance to be sent to a reeducation center where they will have their Index rating reset to 5.00 after having their antisocial behaviors undone, and an instilled understanding of the Nralakk Federation’s ideals and why they should be adhered to. Tertiary Numericals are barred from multiple aspects of Federation society due to social ostracization and legal exemption, resulting in the usage of illegal routes to falsify their ratings to allow them an opportunity to flee the Nralakk Federation or fully falsify a new identification. Reproductive rights for Tertiaries are notably reduced, being given temporary contraceptive measures to ensure enforcement of the rule. Tertiaries are often associated with criminal activity and less desirable manual labour, as they are unlikely to find more lucrative positions due to their rating. Citizens who show improvement without the need for rehabilitation are slowly returned to standard social and legal status until their rating reaches 4.00 and higher, where privileges are then reinstated in full for a Secondary Numerical of a similar rating.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Uncategorised (Code Classification: N/A)&#039;&#039;&#039;&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 a true rating assigned to them. Uncategorised residents and citizens are given similar treatment compared to Secondary Numericals, but with several restrictions: they are barred from entering any sort of position within the government; they are unable to travel to other planets within the Federation without notifying local authorities; they are not allowed to migrate to other planets beyond their original settling location, and are not granted a universal stipend or other social welfare, 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 retain a detailed record in the event that they apply for citizenship.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Citizens Abroad and the Social Compatibility Index====&lt;br /&gt;
 &lt;br /&gt;
All skrell within the Orion Spur are considered de-facto citizens by the Nralakk Federation, as it considers itself the sole national representative of all skrell in the Spur. This policy is somewhat a double-edged sword for skrell living outside of the Federation, as while it allows any skrell to be eligible for Federation benefits, it also means that said skrell are expected to conform to Nralakk laws and customs despite having potentially never stepped foot in the country. Skrell born outside the Federation are logged and tracked by Nralakk surveillance organs, typically monitored to at least a minor degree by local Federation consulates, with only the most far-flung worlds able to fully escape Federation notice. While this may provide a foreign skrell with unexpected rewards or perks if the Federation is pleased with their behavior, skrell who engage in deductive behaviors are likely to be &amp;quot;encouraged&amp;quot; to change via social and financial coercion, intimidation, Srom interactions, and in unconfirmed rare cases, active black-bagging by Kala elements operating discreetly out of such consulates. Skrell who apply for citizenship within their current nation are still considered citizens by the Federation, even if the skrell in question has no such desire, and any defense from Federation interference will rely on the protection of their host nation. The [[Sol Alliance]] provides such protections to its Skrell citizenry, with any extraditions or corrective actions by the Federation moving through standard legal channels thanks to their special relationship, as the Federation is forced to honor their status as Solarian citizens. The Republic of Biesel requires Skrell not born within its territory to serve within the Tau Ceti Foreign Legion in exchange for official protections, while the Coalition of Colonies has no standard policy regarding Skrell, with its relationship with both the Federation and species-based protections will vary by planet. The Empire of Dominia, by contrast, enthusiastically cooperates with its Federation consulates in the surveillance of its small skrell populace, both in order to keep warm relations with the largest anti-synthetic power in the Spur, and should rumors be true, generous kickbacks from the Ruupkala. 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 Compatibility 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 for all rating-affecting behaviors. 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, remaining relatively static until they return to the Nralakk Federation for a full review.&lt;br /&gt;
 &lt;br /&gt;
Citizens abroad still receive a number of benefits from being a citizen of the Federation. Primary Numericals are given prioritised support where needed by embassies and consulates, and receive their universal stipends in full. Secondaries who work abroad as part of the [[Nralakk_Federation#State-Owned_Enterprises|Work Initiative 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 Initiative Programme will receive coverage based on their rating, while all other citizens abroad 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, what benefits they are eligible for, and what measures may be needed to correct deviant behavior.&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 skyscrapers. Skrell who have renounced their Federation citizenship are also displayed here. This method of displaying the Index is normalized, and is a form of entertainment via thirty-second ads. These lists usually revolve around either the most notable of idols and the most notorious rebels, including most of the [[Federation_Crime_and_Resistance#The_Resistance |resistance leaders]] outlined by the state. At the end of the day at sunset, these screens will switch displays to showcase both the most improved citizen of the day alongside the least improved citizen of the day. This acts as both an incentive and a deterrent to citizens within the Nralakk Federation to highlight their behavior, as well as the consequences stemming from such.&lt;br /&gt;
&lt;br /&gt;
==== The Drylist ====&lt;br /&gt;
&lt;br /&gt;
Within the bounds of the Social Compatibility Index, certain individuals or groups of particularly low-standing skrell have been noted to be effectively locked out of Nralakk society, being effectively unable to find work, travel, or acquire government documentation, amongst numerous other noted inconveniences. While the Nralakk Federation has denied the existence of any such group, many regularly refer to such individuals as &#039;&#039;drylisters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Federation Population Initiative===&lt;br /&gt;
&lt;br /&gt;
In the years before 2363, the Nralakk Federation saw a stark birth rate and population decline due to X’Lu’oa‘s effects skrell fertility. The Grand Council was tasked with finding a solution to this steady decline, eventually forming the Federation Population Initiative. Originally intended to modify the genes of infertile skrell, the program expanded as the solution’s scope grew beyond genetic therapy. Complete reversal infertility was considered impossible in most cases due to the complex changes to the genetics of X’Lu’oa victims, researchers found that taking samples of two participants and modifying them into artificially-made sperm and egg cells was still viable. The ensuing offspring would be a near-perfect genetic split of the two donors, and would always be carried to term. This information sent shockwaves through the Nralakk Federation, and the initiative was given additional funding by the Grand Council under the condition that the number of total successful births would become public each century.&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;
===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. With the confirmation that skrell can breach the Homeworld&#039;s atmosphere to explore the stars, further funding and manpower were devoted towards aeronautic research.&lt;br /&gt;
&lt;br /&gt;
The degrading environment of [[Qerrbalak]] pushed for the expansion across the planet, leading to the eventual colonisation of its moon, [[Qerr&#039;Malic]], by &#039;&#039;&#039;1109 BCE&#039;&#039;&#039;. While archaic by modern standards, the first colonies across Qerr&#039;Malic alleviated the mineral crisis that plagued the skrell’s exploitation of their homeworld, allowing further innovation and expansion. While resource 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 between the species. This intermingling promoted the exchange of culture, knowledge, and ideas that would further bolster 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. With the phoron scarcity crisis, the Nralakk Federation faces further rationing and restricted bluespace drive usage as the resource is stretched thin across its myriad applications. The [[#Wayfarer Network]], an expansion of the Federation’s currently existing warp gate network, is slated to reduce their dependence on phoron, further rationing has only placed more strain on the rest of its infrastructure.&lt;br /&gt;
&lt;br /&gt;
===Federation Interstellar Travel===&lt;br /&gt;
&#039;&#039;See also: [[Interstellar Travel]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to the invention of warpdrives, most long distance interstellar travel relied on Generational Spacecraft, otherwise known as generation ships. These vessels were built to support and house an entire generation of crew, who would pass down their knowledge to the next generation in order to keep the vessel maintained and on course before passing on. In the modern day, the remaining generation ships have since been converted to museums and educational centers for modern colonists, allowing them to learn the history of colonization efforts long before them. Life aboard these vessels were isolated and insular, leading to the cultural drift presently seen in the Nralakk Federation’s frontier by the time their destinations were settled. Generation ships who instead diverted off course and remained as nomads are referred to as &#039;Genners&#039; within Federation society.&lt;br /&gt;
&lt;br /&gt;
The titular warpdrive was invented by &#039;&#039;&#039;Noliq Preles&#039;&#039;&#039; in &#039;&#039;&#039;971 BCE&#039;&#039;&#039;, a landmark point in skrell aeronautics research as the first true method of achieving faster-than-light travel. With the introduction of warpdrives, generation ships were phased out as travel times were cut down to the point of reaching destinations well within the crew’s lifetimes, and allowed the Federation to settle across what is now known as Federation space. introduction of bluespace drives has resulted in only small vessels retaining their warpdrives, though even older warpdrives from skrell engineering still maintain speeds that are double that of humanity’s own vessels.&lt;br /&gt;
&lt;br /&gt;
With the discovery of phoron and its ability to access bluespace, the invention of bluespace drives revolutionized spaceflight with overall higher efficiency and lowered total mass, resulting in its mass adoption across most Federation military and logistics vessels. 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 bluespace drive’s dependence on phoron as a source of fuel has caused the ongoing phoron scarcity to cripple the Federation’s fleets, with a vast majority of skrell spacecraft having been retrofitted now dependent on a dwindling fuel source. Travel between the Federation’s planets has fallen under further scrutiny as rationing limits the amount of vessels in flight, with the Traverse becoming further isolated from the Federation’s core. All Kala vessels, while allotted the most generous phoron rations, have seen broadly reduced patrols and reduced fleet size, resulting in piracy and anti-Federation groups to flourish in their absence. While the [[The Phoron Scarcity: Skrell Arc|Wayfarer Network]] seeks to alleviate the crisis with expanded warpgate infrastructure, it can only mitigate the damage caused by the overreliance on bluespace as a primary form of interstellar travel.&lt;br /&gt;
&lt;br /&gt;
===The Wayfarer Network===&lt;br /&gt;
The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is currently the largest project between the Nralakk Federation and [[Einstein Engines]], hoping to further develop more robust warp travel to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation to the point of passing the first wave of rationing efforts and restrictions on travel. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&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 Nralakk 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 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 skrell 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 planet&#039;s 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 introspection is a primary mood.&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, with their recorded [[Skrell_History|history]] reaching further than any other species originating from the Spur. Soon after the Commonwealth of the Three became the Nralakk Federation, a united effort was made to archive as much of their collective 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 has since been encrypted by Glorsh-Omega shortly before its disappearance, resulting in the archive being considered effectively lost. This event is considered a massive loss, with most of ancient skrell 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 project&#039;s 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 primarily 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;
This particular archive has garnered scathing criticism from dissident elements, such as the Lyukal, for its heavily altered and sanitized account of skrell cultural history, which glorifies elements deemed acceptable to the Federation while downplaying or outright erasing components viewed as socially incompatible. In particular, the vast majority of pre-Nral’malic languages previously spoken by skrell find no representation in the archive, or are consigned to obscure galleries well off the typical path of tourists.&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 arcology it resides 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 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 plant life 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&#039; history. Currently, the archive has not been designated a planet to be built on, and debates are still underway on its final location.&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 skrell 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>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=41230</id>
		<title>Nralakk Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=41230"/>
		<updated>2026-08-28T17:14:59Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Phoron scarcity diplo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Nations&lt;br /&gt;
|Nation = Second Nralakk Federation&lt;br /&gt;
|Shortname = Nralakk Federation&lt;br /&gt;
|Flag = Jargon flag.jpg&lt;br /&gt;
|Galatic Position = Position Fed.png&lt;br /&gt;
|Capital City = Kal&#039;lo&lt;br /&gt;
|Capital Planet = [[Qerrbalak]]&lt;br /&gt;
|Language = Nral&#039;Malic&lt;br /&gt;
|Species = [[Skrell]] &amp;lt;sub&amp;gt;80%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;[[Vaurca]] &amp;lt;sub&amp;gt;10%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;[[Dionae]] &amp;lt;sub&amp;gt;9%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt; Other   &amp;lt;sub&amp;gt;1%&amp;lt;/sub&amp;gt;&lt;br /&gt;
|Religion = Qeblak (official)&amp;lt;br&amp;gt;Weishii (official)&amp;lt;br&amp;gt;Suur&#039;ka&amp;lt;br&amp;gt;Kir&#039;gul&lt;br /&gt;
|Demonym = Nralakk&amp;lt;br&amp;gt;Federal (local term only)&lt;br /&gt;
|Government = Unitary Directorial Republic&lt;br /&gt;
|Head of State = Grand Councillor Weashbi Jrugl&lt;br /&gt;
|Legislature = Council&lt;br /&gt;
|Upper House = Grand Council&lt;br /&gt;
|Established = 2245 (originally 878)&lt;br /&gt;
}}&lt;br /&gt;
Located to the galactic west of [[Tau Ceti]], the &#039;&#039;&#039;Nralakk Federation&#039;&#039;&#039; is the oldest nation still functioning in the modern day, having originally formed in 878 CE, then reforming in 2192 CE after the [[Skrell_Synthetic_Age|turbulent period of total dominance by a rogue AI]]. The Nralakk Federation’s government is a [[Skrell_Politics#Government_Structure|unitary directorial republic]], of which it maintains a fully nationalized industrial base with corporate involvement only becoming a recent addition within the last decade, a command economy, and control over most facets of interior life. They are the technological and scientific powerhouse of the [[The_Orion_Spur|Orion Spur]], wielding the most [[Skrell_Technology|advanced technology]] and dedicated research base to expand and maintain its system-spanning holdings across its vast territories. They are primarily perceived as an isolationist, totalitarian nation, as well as a situational ally of the [[Sol Alliance]], of whom they benefit greatly from their exclusive trade cooperation in explorative endeavours further into the Spur. [[Zeng-Hu Pharmaceuticals]] and [[Einstein Engines]] have also flourished since the Federation’s diplomatic success with Sol, being granted exclusive allowances and special economic zones into their borders for cooperation with the Federation’s controlled economy and access to their research. Both corporations maintained this exclusive agreement, and were originally the only two with the distinction.&lt;br /&gt;
&lt;br /&gt;
This exclusivity has since changed after the [[Interstellar_Travel#Phoron|discovery of phoron in 2417]], which sparked multiple, large-scale scientific breakthroughs collectively referred to as the &#039;&#039;&#039;Phoron Revolution&#039;&#039;&#039;, which further cemented its position as being the single most [[Skrell_Technology|scientifically advanced]] nation in the Orion Spur. [[Nanotrasen Corporation]], and by association the [[Republic of Biesel]], made diplomatic headways into securing preferential trade agreements due to its near-monopoly of phoron. While the multiple breakthroughs that benefited the Nralakk Federation have since buckled under the phoron scarcity, as most of these advancements depend on a constant supply of the phoron. Diplomatic outreach by the Federation has since expanded exponentially as it attempts to secure positive relations and improved interstellar trade options, as well as allowing megacorporations to court the Federation as it moves to economic deregulation, which originally barred them from placing themselves within the Federation’s economy outside of restrictive zones. &lt;br /&gt;
&lt;br /&gt;
These measures have only slowed the growing resource crisis, of which has led to the loosening of the Federation’s grip on its frontier territories known as the &#039;&#039;&#039;Traverse&#039;&#039;&#039; as rationing measures worsen already existing political tensions as anti-Federation sentiments spread due to the perceived failures of its government.&lt;br /&gt;
&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; is the skrell homeworld, and the current location of the capital city of the Nralakk Federation, Kal’lo. Located within Kal’lo is the single largest [[Sol Alliance|Solarian embassy]] for political cooperation between the two powers, as well as the seat of the annual meeting of every member of the [[Skrell_Politics#Grand_Council|Grand Council]]. Qerrbalak is known for its [[Qerrbalak#Major_Landmarks|extensive historical sites]], high Primary Numerical populace, and a relative lack of industry due to environmental protections. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Qerr&#039;Malic]]&#039;&#039;&#039; is the sole moon of Qerrbalak, which currently functions as the main port for interstellar trade, and as a tourist destination. Notably, Qerr’Malic’s underground “second surface” houses a majority of the workers that maintain the surface installations, with those workers primarily being vaurca from Hive C’thur. The moon is known for its tourism venues, the [[Qerr%27Malic#The_Bureau_of_Void Technologies|Museum of Ink]], and as a source of [[Qerr%27Malic#Gasriders|Xu’Xi Gas]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aliose]]&#039;&#039;&#039; is primarily an arctic planet, and the first planet colonized by skrell outside of Qerrbalak’s moon. Originally inhospitable without protective equipment and an internal atmosphere, terraforming efforts from the first landing in 1203 BCE and onwards rendered Aliose habitable and safe to breathe for the colonists on its surface. The planet now known for its scientific community, the prestigious [[Federation_Education#The_Aliose_University_of_Medical_Sciences|Aliose University of Medical Sciences]], and the [[Aliose#Veterans%27_Lodge|veterans lodge]] of the Lyukal resistance cell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aweiji]]&#039;&#039;&#039;, is a heavily terraformed planet, being the first colony to be founded outside of the Nralakk system. Originally arid and rocky, extensive terraforming efforts from 1050 BCE through the use of large spacecraft in its orbit before being settled by colonists in 938 BCE. The first of these colony sites, Tresja, would later become the largest city on Aweiji, and would go on to be host of the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; under which the Nralakk Federation formed a second time. Aweiji is primarily known for being “The Federation&#039;s Breadbasket” due to its extensive hydroponics and aquaculture, its special economic zone in cooperation with [[Hephaestus Industries]] and Nanotrasen, and its remaining orbital spaceport.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Notable_Skrell_Systems_and_Locations#Glorashi|Glorashi]]&#039;&#039;&#039; is a small solar system consisting of five planets, most notably [[Diulszi]], which is the current capital of the vaurca hive known as [[Vaurca|C&#039;thur]]. The current [[Vaurca|Queen]] of Hive C’thur is kept on Diulszi while on life-support provided by the Nralakk Federation. Beyond Diulszi, most of the planets within Glorashi only have their potential mineral value as standout traits of the system. 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;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
The Nralakk Federation operates under a command economy - where investment, production, and the allocation of resources are distributed according to predetermined economic production plans set by the governments’ councils. Quotas are set during the first few months of the year, and are to be fulfilled by state-owned enterprises, which are large scale industrial entities owned and operated by the Federation’s government. These state-owned enterprises coordinate and manage production across the entirety of the Federation’s planets and cities to meet the set quotas. While this allows for an extremely centralized and easily controlled format for the nation to modify its own industrial capabilities for its own needs, this completely isolates their economy to themselves alone. No foreign or external industries have ever successfully involved themselves with the Nralakk Federation’s economy without its explicit permission, which while intentional, limits its industrial potential to exactly the State-Owned Enterprises’ limits. &lt;br /&gt;
&lt;br /&gt;
Despite the planned nature of the Federation’s economic system, the Nralakk Federation outsources most manual labor to non-skrell citizens. Dionae and vaurca have seen increasing adoption in the manufacturing and agricultural sectors, as well as a push towards positions that are generally considered unappealing by the skrell populace. These positions, being primarily staffed by Tertiary numericals, have maintained their unappealing nature in the aftermath of the Synthetic Era, where most of these positions were fully automated and maintained by artificial intelligences and robotics. This aversion to manual labor has lingered as a noticeable slump in the Nralakk Federation’s production, and has yet to achieve the level of production that the First Federation maintained before its collapse.&lt;br /&gt;
&lt;br /&gt;
Most exports from the Nralakk Federation consist of industrial and specialized sector products, with imports primarily being food and consumer goods.  While initially isolated and unwilling to accept outside economic influence, megacorporations have slowly gained access to special economic zones and the state-owned enterprises’ cooperation. [[Einstein Engines]], [[Zeng-Hu Pharmaceuticals]], and the [[Nanotrasen Corporation]] have established themselves as key players in opening the Federation’s economy to the rest of the Spur, which has begun to expand due to the growing phoron scarcity. Trade agreements with the Nralakk Federation are primarily defined by research cooperation and the trading of the Federation’s advanced technology, both seen as particularly lucrative by the rest of the Spur’s nations.&lt;br /&gt;
&lt;br /&gt;
With the Spur’s megacorporations involving themselves with the Nralakk Federation, all corporate-Federation cooperation has been limited solely to avoid any competition with corporations against their own nationalized industries. Despite this, [[Hephaestus Industries]]’ sheer industrial might within the Federation’s allotted zones is nearly on-par with the Nralakk Federation, due to their lack of constraints on ecological considerations, and adoption of a synthetic workforce, with their potential not left unnoticed by the government. [[Idris Incorporated]]’s work on Qerr’Malic has also courted the nation’s public with its vast access to luxury goods, as well as being one of the sole points of access for trading the national currency, sqiips, for the Biesel Standard Credit, which maintains much stronger purchasing power outside of the Federation itself.&lt;br /&gt;
&lt;br /&gt;
As of [https://forums.aurorastation.org/topic/15636-orion-spur-oracle/page/4/#findComment-181680| 2467], every corporate member of the Stellar Corporate Conglomerate has been granted expanded opportunities in working within the Federation’s borders. [[Orion Express]]’s key position within the Traverse’s ailing logistics network in light of the phoron scarcity allows it to play an important part in preserving the Nralakk Federation’s frontier, while [[Nanotrasen]] itself uses its remaining reserves of phoron as a negotiating measure for access to the nation’s technological research.&lt;br /&gt;
&lt;br /&gt;
With this new turn towards outside economic involvement, concerns of dependency and growing recognition of failing to obtain the self-sufficiency held by the first incarnation of the Nralakk Federation. The State-Owned Enterprises are equally concerned with being outcompeted and potentially being driven to being removed as the central industry authorities that allows the Nralakk economy to remain planned and controlled, particularly as the question of the opening of the market is courted by corporations and other nations. &lt;br /&gt;
&lt;br /&gt;
===Universal Stipends and Social Welfare===&lt;br /&gt;
Individuals considered Primary or Secondary Numericals are awarded a &#039;&#039;&#039;universal stipend&#039;&#039;&#039; each month, a form of universal basic income to ensure citizens of the Nralakk Federation have their basic needs met, which scales per their Social Compatibility Index rating. Skrell who work outside of the Federation’s borders still benefit from this system, with Zeng-Hu contractors and other Work Initiative Programme-participating corporations receiving a matched amount of their stipend each month, paid in sqiips. Those who work abroad in unrelated companies outside of the Work Initiative Programme will often see a halved stipend, often paid in the local currency. When otherwise abroad for non-work related reasons, they will still receive one third of typical stipend each month.&lt;br /&gt;
&lt;br /&gt;
Beyond the universal stipend system, all skrell are guaranteed basic needs are met by the Nralakk Federation’s social welfare system. All skrell citizens are provided housing, basic foodstuffs, clothing, and toiletries in order to live basic, but undeprived, lives. Sqiips and income are more tied towards being able to purchase luxury goods and comforts that are not covered by the welfare system, with more comfortable housing and domestic goods requiring higher income than is covered by the universal stipend and no current occupation. As corporations are allowed greater access to the Federation’s economy, however, many goods outside of Federation-produced goods are seen as luxurious and exotic, but are regularly much more expensive.&lt;br /&gt;
&lt;br /&gt;
With growing economic concerns in light of the phoron scarcity, the universal stipend has seen proposed cuts in order to reduce government spending. Proposed changes would see travel abroad without involved labor reduced to a fourth, or completely paused until their return to the Federation’s borders. These changes are under intense debate within the government and Grand Council, but further cost-cutting measures may soon be passed as the Nralakk Federation faces a worsening economic situation.&lt;br /&gt;
&lt;br /&gt;
===Currency===&lt;br /&gt;
The Nralakk’s Federation official currency is the &#039;&#039;&#039;sqiip&#039;&#039;&#039; (℘). Sqiip sees extremely little use outside the Nralakk Federation, primarily seen in paychecks to those in the Work Initiative Programme in electronic and physical formats. Sqiips in their coin form can be secured in stacks, thanks to special magnetic properties for easy transportation. Higher valued sqiips will come in the form of a paper bill, printed on different types of water-safe seaweed. The coins and bills will have markings of aquatic life on them to denote their value (with shells, molluscs, buurgis, cosmozoans, and other sea life as examples). Outside of Nral’malic the most common slang term for sqiips is “shells”, referencing the currency’s iconography. This slang has caught on outside of the Nralakk Federation, and many who do not speak Nral&#039;malic are unaware of its original name.&lt;br /&gt;
&lt;br /&gt;
Sqiips face an increasing loss of value against more competitively traded currencies in the Orion Spur, with the Biesel Standard Credit gaining an increasingly superior trade value within the Nralakk Federation. With more sqiips having to enter circulation in order to meet the inflation, as well as rising expenditures within the Federation’s government in order to maintain itself, the BSC has seen increasing preference and adoption by its citizens, in spite of its adoption being considered undesirable.&lt;br /&gt;
&lt;br /&gt;
===State-Owned Enterprises===&lt;br /&gt;
State-owned Enterprises are government entities that facilitate the Nralakk Federation’s workforce and industrial sectors, and have existed since roughly the earliest years of the Federation itself. Each enterprise has a unique [[Skrell_Culture#Fashion|uniform]] to show the industry an individual works in, as well as their rank within the [[Nralakk_Federation#Social_Compatability_Index|Social Compatibility 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, allowing skrell the Federation to seek employment outside of its borders. The Work Initiative Programme allows skrell to transfer their contract from their state-owned enterprise to a partnered megacorporation, allowing them to work abroad for the duration of their contract before being renewed, or otherwise return to the Federation.&lt;br /&gt;
&lt;br /&gt;
=====Qerr&#039;Zolvq Industries=====&lt;br /&gt;
Created shortly after the founding of the first Nralakk Federation in &#039;&#039;&#039;907 CE&#039;&#039;&#039;, Qerr’Zolvq Industries is responsible for all aspects of power generation, resource extraction, and industrial production. Before its establishment, the private sector was the primary source of industry, with Qerr’Zolvq as an early company. Backed by state subsidies, the company saw itself develop a monopoly on the power generation and production industries before being nationalized by the Nralakk Federation, and used as a model for future state-owned enterprises. In the modern day, Qerr’Zolvq has since expanded to asteroid mining and the management of fusion energy facilities as the Federation’s technology advanced. Those with specialized knowledge and degrees in the mining and engineering sectors have most likely been employed by Qerr&#039;Zolvq Industries. It is currently headed by [[Notable Skrell|Chancellor Xul Lurg]]. With the Nralakk Federation inviting human megacorporations into Federation space, Qerr’Zolvq Industries has partnered with [[Hephaestus Industries]] and [[Orion Express]], and those employed by this enterprise who take contracts abroad typically do so through Hephaestus. Miners, however, are encouraged to work with Orion Express thanks to the connections of their Chief External Affairs Officer, Tuiqi Xao’Luup.&lt;br /&gt;
&lt;br /&gt;
In the growing phoron scarcity, Qerr’Zolvq Industries struggles to maintain quotas necessary to meet the growing demand for phoron-based machinery and components. The mining vessels, while still given priority, face stricter windows for their deployment into unmined regions due to the fuel rationing. Reliance on Nralakk Logistics’ freighter craft has also caused a slowing effect on the movement of their exports, with their own craft forced to rely on slower warp drives in order to conserve fuel and delaying their critical exports reaching their recipients within quota windows. Most pressing is the enterprise’s projections on power generation, having forecasted the eventual point where demand outstrips their capabilities to expand the power network once [[Phoron#Properties_and_Applications|phoron-seeded fusion reactors]] become unfeasible to produce.&lt;br /&gt;
&lt;br /&gt;
=====Tuz&#039;qlip Researchers=====&lt;br /&gt;
An enterprise established after the formation of the first Nralakk Federation in &#039;&#039;&#039;902 CE&#039;&#039;&#039;, Tuz’qlip Researchers oversees all aspects of research and development within the Federation, having formed in order to centralize all research efforts on Qerrbalak as the Federation grew. These facilities in the Federation were amalgamated underneath Tuz&#039;qlip Researchers, and now works in cooperation with [[Zeng-Hu Pharmaceuticals]]. Both the enterprise and the megacorporation freely exchange research information, which has significantly benefited Zeng-Hu throughout its involvement in the Solarian-Federation Alliance. The relationship between Zeng-Hu and Tuz’qlip is most obviously seen on the planet of Aliose, where they work closely with the planet’s universities and research institutes dotted across the planet. Tuz&#039;qlip Researchers the primary source of new technological breakthroughs across the Federation, being credited towards a majority of all recent technological advancements. It is currently headed by [[Notable Skrell|Overseer Nalo Gir-Roq]]. Because of Zeng-Hu’s relationship with Tuz’qlip Researchers, many scientifically-minded skrell that wish to work abroad will find quick employment with Zeng-Hu Pharmaceuticals.&lt;br /&gt;
&lt;br /&gt;
Tuz’qlip Researchers, overseeing all research into phoronic technology, has been put under significant burden in order to find both more efficient methods of phoron consumption, as well as alternatives in the event of total resource exhaustion. Alternatives to phoron remain scarce, with some of its properties remaining so unique to itself that some revolutionary discoveries may no longer be possible to produce if the worst comes to pass. [[Skrell_Technology#Medicine|Youth serums]] in particular remain in extreme precarity due to its extensive use of organophoronic compounds, with no alternative methods for replacing it found. Zeng-Hu, while working closely with Tuz’qlip, is equally at an impasse for any replacements for phoron.&lt;br /&gt;
&lt;br /&gt;
=====Nralakk Logistics=====&lt;br /&gt;
An enterprise that was established in &#039;&#039;&#039;905 CE&#039;&#039;&#039;, Nralakk Logistics manages telecommunications, logistics, and transport across the Federation. Nralakk Logistics was formed out of necessity due to the exponential complexity in managing communications logistics necessary for any colonization effort off of Qerrbalak. The state-owned enterprise manages shipping routes, observation posts, Nlom Relays, the bluespace gates, and the warp gates throughout the entirety of the Federation. Most skrell employed by this enterprise are either pilots, porters, operational managers, or other positions related to transport and logistics. It is currently headed by [[Notable Skrell|President Alot Sonq]]. Similarly to Qerr’Zolvq Industries, skrell employed by Nralakk Logistics are typically employed by Hephaestus Industries or Orion Express for contract transfers into the Work Initiative Programme. As Orion Express is responsible for a majority of exports headed from human space into the Nralakk Federation and vice versa, they see a majority of contractors from Nralakk Logistics.&lt;br /&gt;
&lt;br /&gt;
With bluespace’s sheer advantage in speed over warp technology, its adoption as the standard for moving freight and shipping has turned to cripple the overall logistics of the Federation with phoron becoming increasingly scarce. Fuel rationing and the required use of much slower warp drives leaves Nralakk Logistics hamstrung, with increasing lateness and lost cargo due to [[Federation_Crime_and_Resistance#Marauders|increased piracy]] in the Traverse becoming more common in their quota reports. With its position as the sole managing body over the nation’s logistics and shipping lanes, a distinct sense of fear has begun to grip the entire enterprise.&lt;br /&gt;
&lt;br /&gt;
=====Xomor=====&lt;br /&gt;
Xomor was originally established to provide private security services for businesses within the Nralakk Federation in 901 CE. While originally a private security conglomerate, the Federation nationalised them, merging them with the First Nralakk Federation’s national security structure as they transitioned into a command economy. After the rise of Glorsh-Omega, Xomor was made redundant as synthetics were the sole policing force within skrell space. The enterprise saw a brief revival after Glorsh-Omega’s disappearance, with many taking up the role of informal city and state security before the establishment of the second Nralakk Federation. Now existing in-name only, Xomor is now the most unique State-Owned Enterprise, charged with training newly recruited skrell into being future Kala enforcers. With physical violence considered abhorrent in the Federation’s society, Xomor’s training regimen and staff work to desensitize and prepare potential recruits in understanding how and when to use force as an enforcer, lethal or otherwise. It is currently headed by [[Notable Skrell|Director Vraka Xora-Nel]], who has since partnered with [[Idris Incorporated]] to allow Xomor staff and inductees interested in working abroad as part of the Work Initiative Programme, with skrell being employed within Idris’s security branch.&lt;br /&gt;
&lt;br /&gt;
Xomor has faced increasing amounts of skrell interested in working abroad and as Kala recruits in light of the phoron scarcity, with a worrying majority wanting to curb the growing unrest in the public because of it. Despite being the enterprise dedicated towards preparing skrell for the use of violence, the growing number of desperate recruits using them as a way to either fix or escape Federation society has unnerved them. Increased allowances in weaponry and anti-civil disturbance equipment, notably from Zavodskoi Interstellar after [https://forums.aurorastation.org/topic/15636-orion-spur-oracle/page/4/#findComment-181680|2467’s corporate cooperation agreements] has done nothing to dissuade these concerns, as the organization prepares itself for the troubles ahead.&lt;br /&gt;
&lt;br /&gt;
=====Ziip’Ta Medicinal=====&lt;br /&gt;
Ziip’Ta was founded in &#039;&#039;&#039;950 CE&#039;&#039;&#039; as the Nralakk Federation formally nationalized its healthcare system, formed in response to the growing populace and increasing life expectancy of its citizens. Ziip’Ta Medicinal’s focus on medical research is credited with the expansion of the average lifespan of skrell by roughly a century past the normal life expectancy. In the modern day, Ziip’Ta manages multiple hospitals, general practice clinics, [[Skrell_Biology#Skrell_Subspecies|spas]], and medical research centers. A majority of skrell who work abroad at medical centers and hospitals are contract-transfers from Ziip’Ta to Zeng-Hu.&lt;br /&gt;
&lt;br /&gt;
With organic phoron’s numerous applications for [[Phoron#Properties_and_Applications|advanced medical substances]], key drugs such as peridaxon, ryetalyn, and its applications in cryogenic therapy, all have come under the threat of entering extended shortages. Most controversially, youth serum applicants are under increasingly stringent requirements in order to receive their life-extending medications, with most being removed from qualifying under higher Index rating minimums. Zeng-Hu’s cooperation with Ziip’Ta has entered a state of growing reliance on the partnered megacorporation to provide aid to mitigate the shortages, which some higher-ranking members of the enterprise worry over an increasing dependence on the foreign corporation.&lt;br /&gt;
&lt;br /&gt;
=====Qel’Zvol Hospitality=====&lt;br /&gt;
Qel’Zvol Hospitality was established in &#039;&#039;&#039;932 CE&#039;&#039;&#039; to oversee all hospitality and tourism sectors within the Nralakk Federation. Most notably, this enterprise manages the massive tourism industry on [[Qerr&#039;Malic]], with most skrell on the Qerr’Malic in their employ found in every hotel, resort, or similar facilities bearing the state-owned enterprise’s logo. [[Idris Incorporated]] 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;
Tourism has been largely disrupted in light of rising phoron-based fuel costs across the Spur, particularly within the Nralakk Federation where domestic tourism remains non-priority for rationing efforts. Coupled with the growing logistics issues faced by Nralakk Logistics itself, Qel’Zvol’s cooperation with Idris Incorporated has slowly shifted towards a dependence on luxury goods being brought in through their own networks, as well as a notable increase in Work Initiative Programme members finding work abroad within the corporation. Qerr’Malic’s own future remains uncertain, with its specialization in service and tourism suddenly having most of its clientele restricted from traveling to it.&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 Compatibility 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;
&lt;br /&gt;
== Effects of the Phoron Scarcity ==&lt;br /&gt;
With the [[Skrell_Technology|Phoron Leap]] defining the second mass-technological advancement of the Nralakk Federation, the nation bound its identity as a scientific giant on a constant source of the resource. Most vital infrastructure within the Federation relies on phoron-based technology post-revolution, which sustains their high quality of life and technology. As news from the [[Republic of Biesel]]’s shows no signs of the scarcity’s end, the Federation’s leadership now faces the monumental task of diverting the collapse of its national infrastructure. Efforts to mitigate phoron expenses have since passed down, ranging from [[The_Phoron_Scarcity:_Skrell_Arc#Phoron_Crisis_Reaches_Home;_Travel_Restrictions_and_Rationing_in_Effect|increased travel and bluespace gate restrictions]], healthcare delays, reduced access to trade goods, and reduced maintenance within areas considered low priority - coinciding with areas primarily housing Tertiaries, as well as the frontier systems beyond the core worlds.&lt;br /&gt;
&lt;br /&gt;
Phoron rationing measures are most tangibly felt with travel restrictions and fueling priority, having limited most civilian travel and placing variable levels on logistics routes for Nralakk Logistics’ freighter vessels. These measures trickle down to a general slowing effect on the Federation’s supply and industry, with windows of shortages for domestic goods, as well as a lack of both exporting finished products and receiving new raw materials for factories. While military vessels still retain priority for phoron rationing, the extensively long periods required for patrolling the Traverse results in fewer patrols towards the furthermost regions of Federation territory, with those patrolling craft remaining being retrofitted with older, non-phoron based weaponry. Felt most within the Traverse, however, are the growing periods of maintenance windows being delayed or missed entirely. Nlom Relay beacons, orbital facilities, and colony infrastructure have all faced increased delays in their maintenance, having fallen into disrepair or outright outages from failure. &lt;br /&gt;
&lt;br /&gt;
While rationing efforts are the most obvious method of reducing phoron usage, the skrell populace who grew to expect the high standards afforded by the Federation are less than willing to accept the compromises. Pushback against the rationing has grown across the Nrlakk Federation, most felt where the phoron-based [[Skrell_Technology#Nlom_Relay_Network|Nlom Relays]] have fallen into disrepair or reduced transmission, and anti-Federation sentiments have festered in its wake. Limited anti-piracy and law enforcement patrols have led to dangerous regions [[Notable_Skrell_Systems_and_Locations#The_Tetramerous_Systems:_The_Traverse|outside of the Federation’s core worlds]], where [[Federation_Crime_and_Resistance#The_Resistance|rebels]] and [[Federation_Crime_and_Resistance#Marauders|pirates]] have expanded into. The single most controversial rationing is the increased restrictions on the [[Skrell_Technology#Medicine|youth serums]] that allow skrell to live beyond their natural life expectancy, now only accessible to Primary Numericals. Skrell who were dependent on youth serums as Secondaries are now pushed out of their expected life spans now rally against the move, seeing it as an inherent unfairness in the [[#Social_Compatability_Index|Social Compatibility Index’s]] system.&lt;br /&gt;
&lt;br /&gt;
Despite mounting unrest, the largest issue remains in phoron’s role in the nation’s infrastructure. Phoron is a key element within their power generation, the high-power superconducting electrical lines, its surrounding support network, and limits the ability to expand itself as demand grows. The task of retrofitting cities and the mass expansion of alternative sources of power is a monumental task that is now on a hard time limit before brownouts and total grid failures threaten the Federation’s cities. Quotas for state-owned enterprises have also been met with increasing deficits, lagging the command economy and hampering logistics. While not enough to threaten a collapse of the supply chain, this is a wake-up call that all is not well within the Federation. &lt;br /&gt;
&lt;br /&gt;
[[Skrell_Politics#Relations_with_Foreign_States|Diplomatic outreach]] has seen greater emphasis as the Federation searches for trade agreements to alleviate the increasing burden, hoping to move past their isolationist past. Representatives, foreign aid, and tech lending have pushed the Nralakk Federation into most nations, though many still remember it as [[Skrell_Politics#Solarian_Alliance|an ally of the Solarian Alliance]], and [[Skrell_Politics#Serene_Republic_of_Elyra|some]] regard this move as aggressive expansion. This outreach has also led to the Solarian Alliance’s vocal concerns of losing its closest ally as the Federation continues to court its political rivals, forming a rift that continues to grow between the two nations. More concerningly, this rift also exists within the Federation itself, with many skrell Councilors and officials disapproving of the sudden shift away from what is considered by many to be the Federation’s staunchest interstellar ally. While none yet openly go against the Grand Councilor’s direction, grievances against their radical reforms grow by the day, only further exacerbated by the Spur’s ever-growing tensions.&lt;br /&gt;
&lt;br /&gt;
== Politics and Government ==&lt;br /&gt;
The Nralakk Federation is a unitary directorial republic, governed by a central council of shared executive powers referred to as the Grand Council, of which is presided over by a Grand Councilor. The current Grand Councillor is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]], who was elected in 2453.&lt;br /&gt;
=== Social Compatibility Index ===&lt;br /&gt;
[[file:SCS_bell.png|300px|thumb|right|A bell curve showing the distribution of Numericals in the Social Compatibility Index.]]&lt;br /&gt;
The &#039;&#039;&#039;Social Compatibility Index&#039;&#039;&#039; (Nral&#039;Malic: bli&#039;zi wlaqijii qal&#039;mi-hra) is a federal system developed by the Grand Council of the Nralakk Federation. The Index is a vast data store of nearly every single action taken by Federation citizens used by businesses, individuals, and bureaucrats. The Social Compatibility Index is calculated through various, state-secret algorithms and grading systems that results in a numerical string: a fraction over ten with no more than two decimal places that is assigned to the graded citizen. An index of specific tiers dictates their placement on the Social Compatibility Index’s scale, from which their benefits are then drawn from. It was first implemented after the reunification of the Nralakk Federation post-Glorsh-Omega as a mechanism to ensure the trustworthiness of their citizens, and to best secure the interests of the Federation at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: Players are asked to be sensible when giving their skrell a Social Compatibility 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. Non-skrell species living in the Federation and how they interact with the system are discussed on their [[Diona_in_the_Federation|respective]] [[C&#039;thur_in_the_Federation|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 skill development, educational pursuit, and training&lt;br /&gt;
*Reproducing and/or forming a Quya&lt;br /&gt;
*Devoting and/or donating oneself to the Federation for 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 (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 Compatibility 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;
&#039;&#039;&#039;Primary Numericals (Code Classification:  7/10 - 10/10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Primary Numericals are considered model citizens of the Nralakk Federation, and are granted rewards and incentives to uphold their model forms. Sponsored vacations, free public transport, unrestricted travel, bureaucratic priority, healthcare privileges enabling a greater life expectancy, high [[Nralakk_Federation#Universal_Stipends|universal stipends]] both at home and abroad, and exclusive residence within designated areas hosting other Primary Numericals, are some examples of the many advantages for those that are declared model citizens. Primaries make up a small, 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;
While still considered the priority recipients of youth serums to extend their lifespans, Primary Numericals are growing aware of the recent reduction in youth serum production. They are still guaranteed access to timely doses of the medicine for now, but fears over increased restrictions remain a topic amongst Primary communities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Numericals (Code Classification: 4/10 - 6.99/10)&#039;&#039;&#039;&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, opportunities for travel and migration with restrictions, medium [[Nralakk_Federation#Universal_Stipends|universal stipends]] both at home and abroad, and variable levels of priority/deprioritization within legal and official channels based on Index rating are amongst a few of the advantages offered to Secondaries. Reproductive rights are restricted for Secondary Numericals in the lower end of this band, with the Federation’s vested interest in providing a safe environment for children used to rehome them deemed necessary due to poor rating and governmental scrutiny. Secondaries are the second most common groups of skrell to live abroad through the [[Nralakk_Federation#State-Owned_Enterprises|Work Initiative Programme]] 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;
In the wake of the phoron scarcity, further travel restrictions and other benefit reductions towards lower-end Secondaries have been considered to stay within new rationing guidelines. Secondary Numericals, while recipients of youth serums in the past, are now barred from receiving youth serums as phoron rationing drastically reduces their production rate, and the Grand Council’s decision to preserve the supply in the event of future restrictions. &#039;&#039;&#039;Non-Primary Numericals may no longer live past the age of 400, and those characters already beyond this age now remain with a remaining lifespan of roughly 10 years.&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tertiary Numericals (Code Classification: 0/10 - 3.99/10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tertiary Numericals are the lowest-ranked citizens within the Nralakk Federation’s Index system, and are subject to heavy scrutiny due to being considered at-risk for antisocial behaviors, or for rebellious/seditious sentiments. Tertiaries will usually face social discrimination socially and reduced priority in the state’s systems, with the chance to be sent to a reeducation center where they will have their Index rating reset to 5.00 after having their antisocial behaviors undone, and an instilled understanding of the Nralakk Federation’s ideals and why they should be adhered to. Tertiary Numericals are barred from multiple aspects of Federation society due to social ostracization and legal exemption, resulting in the usage of illegal routes to falsify their ratings to allow them an opportunity to flee the Nralakk Federation or fully falsify a new identification. Reproductive rights for Tertiaries are notably reduced, being given temporary contraceptive measures to ensure enforcement of the rule. Tertiaries are often associated with criminal activity and less desirable manual labour, as they are unlikely to find more lucrative positions due to their rating. Citizens who show improvement without the need for rehabilitation are slowly returned to standard social and legal status until their rating reaches 4.00 and higher, where privileges are then reinstated in full for a Secondary Numerical of a similar rating.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Uncategorised (Code Classification: N/A)&#039;&#039;&#039;&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 a true rating assigned to them. Uncategorised residents and citizens are given similar treatment compared to Secondary Numericals, but with several restrictions: they are barred from entering any sort of position within the government; they are unable to travel to other planets within the Federation without notifying local authorities; they are not allowed to migrate to other planets beyond their original settling location, and are not granted a universal stipend or other social welfare, 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 retain a detailed record in the event that they apply for citizenship.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Citizens Abroad and the Social Compatibility Index====&lt;br /&gt;
 &lt;br /&gt;
All skrell within the Orion Spur are considered de-facto citizens by the Nralakk Federation, as it considers itself the sole national representative of all skrell in the Spur. This policy is somewhat a double-edged sword for skrell living outside of the Federation, as while it allows any skrell to be eligible for Federation benefits, it also means that said skrell are expected to conform to Nralakk laws and customs despite having potentially never stepped foot in the country. Skrell born outside the Federation are logged and tracked by Nralakk surveillance organs, typically monitored to at least a minor degree by local Federation consulates, with only the most far-flung worlds able to fully escape Federation notice. While this may provide a foreign skrell with unexpected rewards or perks if the Federation is pleased with their behavior, skrell who engage in deductive behaviors are likely to be &amp;quot;encouraged&amp;quot; to change via social and financial coercion, intimidation, Srom interactions, and in unconfirmed rare cases, active black-bagging by Kala elements operating discreetly out of such consulates. Skrell who apply for citizenship within their current nation are still considered citizens by the Federation, even if the skrell in question has no such desire, and any defense from Federation interference will rely on the protection of their host nation. The [[Sol Alliance]] provides such protections to its Skrell citizenry, with any extraditions or corrective actions by the Federation moving through standard legal channels thanks to their special relationship, as the Federation is forced to honor their status as Solarian citizens. The Republic of Biesel requires Skrell not born within its territory to serve within the Tau Ceti Foreign Legion in exchange for official protections, while the Coalition of Colonies has no standard policy regarding Skrell, with its relationship with both the Federation and species-based protections will vary by planet. The Empire of Dominia, by contrast, enthusiastically cooperates with its Federation consulates in the surveillance of its small skrell populace, both in order to keep warm relations with the largest anti-synthetic power in the Spur, and should rumors be true, generous kickbacks from the Ruupkala. 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 Compatibility 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 for all rating-affecting behaviors. 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, remaining relatively static until they return to the Nralakk Federation for a full review.&lt;br /&gt;
 &lt;br /&gt;
Citizens abroad still receive a number of benefits from being a citizen of the Federation. Primary Numericals are given prioritised support where needed by embassies and consulates, and receive their universal stipends in full. Secondaries who work abroad as part of the [[Nralakk_Federation#State-Owned_Enterprises|Work Initiative 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 Initiative Programme will receive coverage based on their rating, while all other citizens abroad 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, what benefits they are eligible for, and what measures may be needed to correct deviant behavior.&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 skyscrapers. Skrell who have renounced their Federation citizenship are also displayed here. This method of displaying the Index is normalized, and is a form of entertainment via thirty-second ads. These lists usually revolve around either the most notable of idols and the most notorious rebels, including most of the [[Federation_Crime_and_Resistance#The_Resistance |resistance leaders]] outlined by the state. At the end of the day at sunset, these screens will switch displays to showcase both the most improved citizen of the day alongside the least improved citizen of the day. This acts as both an incentive and a deterrent to citizens within the Nralakk Federation to highlight their behavior, as well as the consequences stemming from such.&lt;br /&gt;
&lt;br /&gt;
==== The Drylist ====&lt;br /&gt;
&lt;br /&gt;
Within the bounds of the Social Compatibility Index, certain individuals or groups of particularly low-standing skrell have been noted to be effectively locked out of Nralakk society, being effectively unable to find work, travel, or acquire government documentation, amongst numerous other noted inconveniences. While the Nralakk Federation has denied the existence of any such group, many regularly refer to such individuals as &#039;&#039;drylisters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Federation Population Initiative===&lt;br /&gt;
&lt;br /&gt;
In the years before 2363, the Nralakk Federation saw a stark birth rate and population decline due to X’Lu’oa‘s effects skrell fertility. The Grand Council was tasked with finding a solution to this steady decline, eventually forming the Federation Population Initiative. Originally intended to modify the genes of infertile skrell, the program expanded as the solution’s scope grew beyond genetic therapy. Complete reversal infertility was considered impossible in most cases due to the complex changes to the genetics of X’Lu’oa victims, researchers found that taking samples of two participants and modifying them into artificially-made sperm and egg cells was still viable. The ensuing offspring would be a near-perfect genetic split of the two donors, and would always be carried to term. This information sent shockwaves through the Nralakk Federation, and the initiative was given additional funding by the Grand Council under the condition that the number of total successful births would become public each century.&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;
===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. With the confirmation that skrell can breach the Homeworld&#039;s atmosphere to explore the stars, further funding and manpower were devoted towards aeronautic research.&lt;br /&gt;
&lt;br /&gt;
The degrading environment of [[Qerrbalak]] pushed for the expansion across the planet, leading to the eventual colonisation of its moon, [[Qerr&#039;Malic]], by &#039;&#039;&#039;1109 BCE&#039;&#039;&#039;. While archaic by modern standards, the first colonies across Qerr&#039;Malic alleviated the mineral crisis that plagued the skrell’s exploitation of their homeworld, allowing further innovation and expansion. While resource 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 between the species. This intermingling promoted the exchange of culture, knowledge, and ideas that would further bolster 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. With the phoron scarcity crisis, the Nralakk Federation faces further rationing and restricted bluespace drive usage as the resource is stretched thin across its myriad applications. The [[#Wayfarer Network]], an expansion of the Federation’s currently existing warp gate network, is slated to reduce their dependence on phoron, further rationing has only placed more strain on the rest of its infrastructure.&lt;br /&gt;
&lt;br /&gt;
===Federation Interstellar Travel===&lt;br /&gt;
&#039;&#039;See also: [[Interstellar Travel]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to the invention of warpdrives, most long distance interstellar travel relied on Generational Spacecraft, otherwise known as generation ships. These vessels were built to support and house an entire generation of crew, who would pass down their knowledge to the next generation in order to keep the vessel maintained and on course before passing on. In the modern day, the remaining generation ships have since been converted to museums and educational centers for modern colonists, allowing them to learn the history of colonization efforts long before them. Life aboard these vessels were isolated and insular, leading to the cultural drift presently seen in the Nralakk Federation’s frontier by the time their destinations were settled. Generation ships who instead diverted off course and remained as nomads are referred to as &#039;Genners&#039; within Federation society.&lt;br /&gt;
&lt;br /&gt;
The titular warpdrive was invented by &#039;&#039;&#039;Noliq Preles&#039;&#039;&#039; in &#039;&#039;&#039;971 BCE&#039;&#039;&#039;, a landmark point in skrell aeronautics research as the first true method of achieving faster-than-light travel. With the introduction of warpdrives, generation ships were phased out as travel times were cut down to the point of reaching destinations well within the crew’s lifetimes, and allowed the Federation to settle across what is now known as Federation space. introduction of bluespace drives has resulted in only small vessels retaining their warpdrives, though even older warpdrives from skrell engineering still maintain speeds that are double that of humanity’s own vessels.&lt;br /&gt;
&lt;br /&gt;
With the discovery of phoron and its ability to access bluespace, the invention of bluespace drives revolutionized spaceflight with overall higher efficiency and lowered total mass, resulting in its mass adoption across most Federation military and logistics vessels. 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 bluespace drive’s dependence on phoron as a source of fuel has caused the ongoing phoron scarcity to cripple the Federation’s fleets, with a vast majority of skrell spacecraft having been retrofitted now dependent on a dwindling fuel source. Travel between the Federation’s planets has fallen under further scrutiny as rationing limits the amount of vessels in flight, with the Traverse becoming further isolated from the Federation’s core. All Kala vessels, while allotted the most generous phoron rations, have seen broadly reduced patrols and reduced fleet size, resulting in piracy and anti-Federation groups to flourish in their absence. While the [[The Phoron Scarcity: Skrell Arc|Wayfarer Network]] seeks to alleviate the crisis with expanded warpgate infrastructure, it can only mitigate the damage caused by the overreliance on bluespace as a primary form of interstellar travel.&lt;br /&gt;
&lt;br /&gt;
===The Wayfarer Network===&lt;br /&gt;
The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is currently the largest project between the Nralakk Federation and [[Einstein Engines]], hoping to further develop more robust warp travel to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation to the point of passing the first wave of rationing efforts and restrictions on travel. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&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 Nralakk 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 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 skrell 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 planet&#039;s 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 introspection is a primary mood.&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, with their recorded [[Skrell_History|history]] reaching further than any other species originating from the Spur. Soon after the Commonwealth of the Three became the Nralakk Federation, a united effort was made to archive as much of their collective 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 has since been encrypted by Glorsh-Omega shortly before its disappearance, resulting in the archive being considered effectively lost. This event is considered a massive loss, with most of ancient skrell 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 project&#039;s 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 primarily 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 arcology it resides 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 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 plant life 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&#039; history. Currently, the archive has not been designated a planet to be built on, and debates are still underway on its final location.&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 skrell 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>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=41229</id>
		<title>Skrell Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=41229"/>
		<updated>2026-08-28T12:18:22Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Evil-ass psychic relay&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;
= Skrell Technology =&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation is preceded by its technological might, holding the title of the single most scientifically advanced nation in the Orion Spur. The average citizen of the Federation lives with a level of comfort and utility unmatched to anywhere else - personalized healthcare, robust extranet telecommunications, climate control, among other creature comforts. Every space vessel capable of warp travel within the Federation houses warpdrives that still maintain double the speed of most warpdrives at minimum, with even the more outdated designs still maintaining an edge. &lt;br /&gt;
&lt;br /&gt;
Politically, the Nralakk Federation wields its extensive knowledge and engineering for diplomacy and political agreements. [[Zeng-Hu Pharmaceuticals]] was granted extensive access to the Federation’s medical knowledge, granting them their knowledge on cloning organs and other cutting-edge techniques. The [[Sol Alliance]] has also broadly benefitted with their close relation, most notably with their original colony of [[New Gibson]] saved through being granted access to their technology and leased specialists. Every megacorporation and nation still attempts to court the Federation for further access to their research, which it carefully dispenses in light of the tragic results from first contact with [[Unathi_History#First_Contact|unathi]] and [[Tajaran_History#Timeline_of_Modern_History|tajara]] civilizations.&lt;br /&gt;
&lt;br /&gt;
===The Phoron Revolution===&lt;br /&gt;
With the discovery of phoron in 2352, its [[Phoron#Properties_and_Applications|numerous applications]] captured the attention of the Nralakk Federation’s scientific field through its potential to revitalize a recovering, post-Synthetic Age Federation. Already remarkable as a room-temperature superconductor, further research led to its myriad medical applications, which came with the hopes of its potential use in reversing X’Lu’oa. Despite its applications, however, the adoption of phoron technology remained a controversial topic - without any reserves of phoron found within the Federation’s borders, the reliance on exported phoron through foreign sources made it particularly unpopular within the conservative and isolationist groups. Phoron technology was eventually officially adopted by then-Grand Councillor Rixa Tep-Wul, who saw its drawbacks ultimately worthwhile in order to advance the Nralakk Federation in an effort to return it to its former might before the post-Synthetic Era collapse. &lt;br /&gt;
&lt;br /&gt;
The following period of rapid scientific development is referred to as the Phoron Revolution, defined by the advent of multiple revolutionary discoveries. Bluespace drives cut down travel time across the Federation significantly, with the construction of a bluespace gate within the Nralakk system connecting it to the otherwise distant systems of Sol and Haneunim. Youth serums were also invented in this period, allowing skrell to extend their lifespans well beyond their natural limits. Hover technology also saw further refinement and adoption, changing from an industrial application to something found in the average core system household. Further dependence on phoron remained a topic of contention in spite of these advancements, however, with discontent and fear over the seemingly reckless adoption of the substance as phoron scarcity worsens.&lt;br /&gt;
&lt;br /&gt;
Exports of Federation technology are also jeopardized by the growing scarcity, of which most relies on replacement parts that are otherwise unable to be fabricated without immense investment and skrell on hand to translate the industrial processes. While progress has been made on Federation-built installations, [[New_Gibson#Contact_with_the_Skrell|biodomes]], and improvements to utilities for their benefactors to maintain them, they are still reliant on parts. Without these parts, many technologically advanced installations may suffer and fail with time.&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
&lt;br /&gt;
Federation hospitals and medical research facilities are some of the most prestigious in the [[Template:Aurora_Starmap|Orion Spur]]. Doctors, geneticists, and pharmacologists who were taught in the Nralakk Federation are considered the most advanced in their field, able to perform well above the standards expected within human space. Federation medical science mastered the art of [[Technology#Limb_and_Organ_Cloning|flash cloning]], the process of growing a cloned limb or organ in a short amount of time and minimal error, which was shared with Zeng-Hu Pharmaceuticals following first contact with humanity. Cloned transplants are available based on the patient’s Social Compatibility Index rating and proximity to the Federation, with those far across the Spur or low Index rating utilizing prosthetics as a stopgap. Skrell who are against or [[Technology#Effects_on_Health|unable to use]] prosthetics may use [[Dionae_Forms#Skrell|Diona nymphs as limbs]] until they are able to access a cloned limb, said nymphs will inherit the patient’s Index rating should they go on to form a gestalt.&lt;br /&gt;
&lt;br /&gt;
While life expectancy-extending medical care within the Federation allows for skrell to live well past their original lifespan of 250 years, the discovery of [[Phoron]]’s unique properties led to the invention of the &#039;&#039;&#039;youth serum&#039;&#039;&#039;. Skrell that receive youth serums will have their lifespan extended up to 500 years, which is the hard limit on the serum’s abilities. Side effects vary as the patient continues on their artificially extended lifespan, ranging from lethargy and depression, to partial motor control loss and dementia as they enter extremely advanced age. Only those with a Social Compatibility Index category of Primary Numerical, idol status, or being in a sufficiently important government position may receive youth serums. This restriction has passed down recently, originally being available to Secondary Numericals before the [[Phoron Scarcity]] disrupted the production of the serum. Secondaries who were originally on youth serums are given a rough time window of ten years beyond the date they stopped receiving it. Youth serums do not work on any other species beyond skrell, and the Federation has not pursued any research into the hypothetical field. &lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation’s Social Compatibility Index maintains priority placement for higher ranked citizens within their healthcare system. Those with a low rating will likely see placement on a wait list, or be barred from beneficial or experimental treatments due to failing to meet the minimum Index rating.&lt;br /&gt;
&lt;br /&gt;
===Genetic Modification===&lt;br /&gt;
Genetic modification in the Nralakk Federation is commonplace, having been adopted for its numerous industrial applications for improving crop yield, specializing organisms for resource production, the creation of advanced biopolymers, among other uses. Due to the extensive research in its application on the species itself, skrell benefit from access to personalized medicine based on their genetics, as well as the ability to genetically modify themselves directly. Genetic therapy and experimentation in finding the cure for the X’ul’oa syndrome is one of the most expansive fields of research in the modern Federation, which continues to this day. Most fertility treatments beyond cybernetic augments are done through genetic therapy, which remains experimental in light of the sterility crisis. Notably, the JRGL shot is the result of the collective effort of the Federation’s genetic researchers, most notably Tzul&#039;qlip Researchers’ [[Notable_Skrell#Nalo_Gir-Roq|Nalo Gir-Roq]], and current Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
&lt;br /&gt;
The most well-known form of genetic modification for skrell are dubbed &#039;&#039;&#039;spa treatments&#039;&#039;&#039;, which is a sophisticated regimen of substances and genetic targeting that results in skin pigmentation changes, and physical modifications to the headtails. Skrell who undergo spa treatments are submerged in a medium that is dyed to the target color, given supplements that will cause their skin pigmentation to change by manipulating a [[Skrell_Biology#Skrell_Senses|similar skin-changing mechanism]] from the foods they consume, and then exposed to genetically-modifying material that is introduced to the medium that creates rapid changes in the headtails size. While originally referred to as the more technical “Targeted Medium-based Appearance &amp;amp; Headtail Modification Procedure”, or TMAHMP, technological advancements made after its original technique rendered it increasingly simple to perform at lowered discomfort to the patient, and exposure to human culture led to the adoption of the phrase “spa treatment”.&lt;br /&gt;
&lt;br /&gt;
===Augmentations===&lt;br /&gt;
&lt;br /&gt;
Augmentations, both mechanical and biological, are commonplace in the Federation. Common acceptance of bodily augmentation stems from the extensive effort in finding treatment for infertility stemming from X’Lu’oa. Genetic therapy, prosthetic organ replacements, and various fertility boosters have advanced since Glorsh-Omega’s period, but the success rates of these treatments remain only somewhat effective. Some skrell attempt multiple treatments to improve their fertility only to find no real improvement, though all skrell are entitled to pursue these treatments. Those with a low Index rating may see some restrictions in accessing them, however.&lt;br /&gt;
&lt;br /&gt;
Members of the [[Skrell_Politics#Federation_Enforcement|Kala branches]] typically receive performance-enhancing modifications to better perform in their Kala’s role, with Ruupkala members opting for augments that boost their neural functions and memory for data analysis. Members of the Qukala and Nlomkala typically receive implanted optical heads-up-displays that link to combat intelligence or local law enforcement networks, as well as implants to improve their agility and physical strength.&lt;br /&gt;
&lt;br /&gt;
Loyalty implants are utilized by the Nralakk Federation to monitor their recipient’s loyalty and potential anti-Federation motives, effectively screening their thoughts and actions and correcting them where necessary. These implants are found in high-ranking members of the government, specific Kala members, and in those recently released from reeducation centers due to low Social Compatibility Index rating. 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. These implants are a source of immense controversy outside of the Federation, being seen as an unethical overreach for the sake of ensuring loyalty to their nation.&lt;br /&gt;
&lt;br /&gt;
Augmentations for civilian use are also common within the Federation, common augmentations ranging from inducing ambidexterity, fertility treatments, and sensory enhancement. Contact with humanity has led to a growing cultural adoption of further cosmetic augmentations and body modding in younger skrell, ranging from subdermal LEDs to mimic skin tone changes and tattoo designs, to purposeful replacement of limbs with obviously synthetic prosthetics.&lt;br /&gt;
&lt;br /&gt;
==Hover Technology==&lt;br /&gt;
&lt;br /&gt;
Originally utilized for industrial applications for logistics and transportation, hover technology saw rapid adoption with phoron-based alloys and power transmission. Hover technology is now a facet of modern life, with public transportation seeing high-speed rail networks now able to rapidly connect and serve across the Federation’s locales. More domestic appliances and devices with hover technology are a popular niche, ranging from mobility devices to furniture and decor being fitted with gravity-defying fixtures. Federation hover technology is often compared to the [[Republic of Elyra]]’s own adoption of magpulse technology, though both diverge with the prevalence of personally-owned hovercraft being unpopular within most skrell with a robust public transportation network. Elyra’s more exotic application of hover technology, particularly on [[Aemaq]]’s hovering cityscapes, has captured the imagination of skrell scientists for further use in future colonies.&lt;br /&gt;
&lt;br /&gt;
==Computing==&lt;br /&gt;
&lt;br /&gt;
Computer science has languished within the Nralakk Federation as a reaction towards Glorsh-Omega’s period of total rule, with research into artificial intelligence banned. Federation computers are still considered advanced, but have lagged behind compared to the rest of the Spur due to the adoption of artificial intelligence networks managing advanced computations and automating systems. Alternatives around this drawback comes in the form of [[Skrell#The_Nlom|Srom-devices]], which allows skrell to interface with computer interfaces and other machinery in the waking world. Srom-devices have been adopted across the Federation, though usage of these interfaces involves groups of highly-trained personnel match the efficiency of lower-end artificial intelligences. Interstellar navigation is maintained by Srom-devices, which allows for trained navigators to plot routes while remaining in suspended animation for the flight. However, navigational Srom-devices regularly require phoron, and are prone to breakdowns and necessitates constant maintenance. The phoron scarcity has only exacerbated this issue, with logistics and long range travel stymied by a lack of phoron-based parts when breakdowns occur.&lt;br /&gt;
&lt;br /&gt;
[[Vaurca#Cephalon_(Type_D)|Cephalons]], specialized vaurca bioforms used as living servers for the Virtual Reality known as the Hivenet, has seen experimental adoption within the Federation. Pushback against their full integration has stalled the complete adoption of Cephalons, and remain used in limited capacity, though [[C&#039;thur_in_the_Federation#Vaurca_and_Employment|potential use]] of Cephalons as an alternative to artificial intelligence currently sees exploratory use.&lt;br /&gt;
&lt;br /&gt;
==Psionic Technology==&lt;br /&gt;
&lt;br /&gt;
Technology involving psionics is a burgeoning, relatively recent field of research for the Nralakk Federation. Nlom Interfaces, or N.I.s were originally invented in the twenty-first century to allow Synthetic Era-period AIs to receive and interpret psionic signals. These psionic interfaces would expand into allowing skrell within the Srom to interface with technology while asleep, though this is a difficult skill to attain despite years of improvement. All psionic interfaces utilize genetically modified, artificially grown cultures of the zona bovinae, being a widely accepted form of biological technology that acts as a medium for absorbing and processing psionic signals. These signals are then translated electronically for the device to utilize as instructions and feedback.&lt;br /&gt;
&lt;br /&gt;
Modern Nlom Interfaces are found all across the Nralakk Federation, being the expected default for nearly every device and machine that skrell use during daily life. Phones, switches to control lights and air conditioning, and many other appliances seemingly lack physical interfaces entirely to non-psionically sensitive users. More intensive machinery and vehicles will operate on a dual-channel function to read both manual and psionic input in order to more accurately follow user input, allowing more precise and rapid control for workers and pilots alike. These interfaces are also capable of acting as a discriminating method for keeping non-psionic sources of activation from occurring, usually found as locks for machines and for weapons. For particularly psionically weak skrell and non-psionic sophonts, manual interfaces for personal devices still exist as an accessibility feature, though these are seen as ungainly and awkward by most other skrell when made to use them. These interfaces consist of tactile knobs and dials, with smart devices receiving a stylus and touch screen.&lt;br /&gt;
&lt;br /&gt;
Building off of these psionic interfaces are Psionic Receivers, which are cybernetic implants that allows for the carrier of a receiver to be sensitive enough to accept and interpret psionic signals. Essentially an implanted and carefully encased cultured zona bovinae, these receivers are regularly found within dionae and vaurca who otherwise lack this specialized portion of the brain entirely, as well as other sophonts who regularly interact with skrell to the point of necessitating it. Some psionically weak skrell will also implant themselves with a receiver in the same way a hearing aid is utilized.&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. Officially, this system is meant to encourage productive behavior, civil obedience, and a sense of national unity in the Federation across even the most outlying of Traverse systems. While all of the above are true, the Relays also have a hidden purpose as tools of social control more insidious than any Kala operative. In conjunction with the cultivated Federal culture of conformity, the Relays serve to suppress dissident thoughts at the root, with the end goal of a psychic environment where the concept of deviancy does not exist. Though such a lofty goal has not yet been achieved, there can be no doubt that the Relays exceeded expectations in the dominance of the Federal superculture across Nralakk, with many local cultures, languages, and identities being effectively erased by Qerrbalak’s combined psychic will, now surviving only in forgotten archive pages and Lyukal cells.&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. With the introduction of phoron, specialized isotopes of phoron could be used to efficiently boost each relay’s effective broadcasting range and strength, reducing the amount of relays necessary while still having superior coverage. Despite being considered a priority for phoron rationing, the reduction in dedicated maintenance and phoron replenishment cause relay blackouts and transmissions weakening with increasing regularity. While Receivers are still affected by the Nlom transmissions sent through the relay, speculations regarding Listeners and anti-Federation groups in the Traverse taking advantage of the blackout periods are a notable cause for concern for the Federation.&lt;br /&gt;
&lt;br /&gt;
==Wayfarer Network==&lt;br /&gt;
&lt;br /&gt;
The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is a large-scale project between the Nralakk Federation and [[Einstein Engines]], with the goal to modernize warp travel in order to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&gt;
&lt;br /&gt;
==Terraforming==&lt;br /&gt;
The Nralakk Federation uses multiple levels of terraforming methods, depending on the desired results. The current national focus on perfecting pre-existing colonies within the Federation means that planetary weather-modifying facilities, iron-seeding to produce algae, and similar low-intensity methods are predominantly used in order to minimize side effects on the local populace or biosphere. Dedicated orbital structures are common sights for terraformed worlds, with immense solar mirrors and sunshades precisely modifying the amount of exposure and radiation the planet below receives. Such solar arrays are referred to as Quvi’Tasit, or Ray Mirrors. Aliose and Aweiji are notable exceptions to this, as its lack of complex life and pre-existing Skrell population required more impactful methods to make each planet habitable. Aliose previously used facilities that produced oxygen and greenhouse gasses, increasing atmospheric oxygen levels and warming the planet up to more tolerable levels. Today, the focus is on intentionally increasing greenhouse gas emissions and solar radiation, with the goal of giving the planet a similar environment to Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
In the past during the Synthetic Age period, the Federation also used what were known as &amp;quot;Seeding Platforms&amp;quot;, gargantuan AI-assisted orbital facilities that would constantly change and monitor planetary conditions to turn barren planets into Qerrbalak-adjacent paradise worlds. The Seeding Platforms would then be repurposed when their task was complete, usually as orbital spaceports or staging grounds for future colonisation efforts. These megastructures were used widely throughout Federation space, both before and during Glorsh-Omega&#039;s reign, but were of such immense scale and complexity that, even had there been no AI bans and archive lockdowns, the sheer amount of labor and resources necessary would render them nigh-impossible to reproduce, a fact exacerbated by the modern Federation&#039;s move away from the kinds of high-intensity terraforming projects Seeding Platforms were designed for.&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
&lt;br /&gt;
Modern weaponry in the Nralakk Federation is predominantly based on differing forms of directed energy projectiles rather than ballistic projectiles. Most weapons found in the hands of the Kala vary in medium—most commonly used by Qekala enforcers are handheld audio-kinetic deterrents (commonly referred to “HA-KD guns” “sound cannons”, “earbreakers”), which project sufficiently loud sounds to disorient the average person before being further incapacitated from the directed pressure differential. Acoustic weapons are commonly used in aquatic environments due to their ability to still function underwater, though usually at a lower capacity due to the risks of cavitation. Typically accompanying these are larger pulsed energy projectile rifles (or “PEP rifles”, “peppers”, “poppers”), which act as an equally less-than-lethal weapon that utilizes infrared laser pulses in order to create pockets of promptly violently dissipating plasma, which causes severe pain while leaving a comparatively small area of damage on the skin. &lt;br /&gt;
&lt;br /&gt;
Beyond less-than-lethal weapons, lethal weaponry primarily revolves around higher intensity energy and particle projection methods. Lethal laser weapons within the Nralakk Federation are primarily near or entirely within the ultraviolet spectrum, which while slightly visible in the lower ranges to skrell outside of an atmosphere due to [[Skrell_Biology#Skrell_Senses|their biology]], are primarily feared for being invisible to the naked eye by other sophonts when used in space, as well as their characteristic violet glow and projectile. Beyond lasers, electrolaser guns found as sidearms and personal defense weapons are combined platforms for both incapacitative and lethal modes of electrical shock. Ballistic weapons remain vanishingly rare beyond the Traverse, which are typically imported or independently developed for survivalist use due to the relative ease of maintenance. Uniquely, [[Tattuqig]]’s research towards conventional weapons resulted in the proliferation of anti-predator rifles (or “Fog Rifles”), which are man-portable railguns dedicated towards fighting off and killing Fog Crawlers.&lt;br /&gt;
&lt;br /&gt;
Ship-mounted weaponry contains a standard arsenal of immense, extreme long-range lasers, and the rare railgun for destroying debris. Accompanying these are specially developed psionically-piloted drones, which function as a light fighter and interceptor craft, involving specially trained skrell to remotely pilot them. An unusual departure among ship weapons is the gamma radiation-based “graser”, essentially a large, directed beam of weaponized gamma radiation. With weaponized gamma radiation being capable of extreme physical harm through catastrophic burns and cancer, while also requiring equally extreme power consumption, grazers are utilized as a method of intimidation first, and a weapon as a last resort.&lt;br /&gt;
&lt;br /&gt;
=Synthetic Age Technology=&lt;br /&gt;
Glorsh-Omega’s period of rule proliferated rapid breakthroughs in technology to facilitate the AI’s rapid expansion, still far more advanced than the Federation’s technology centuries later.  This advanced technology is referred to as Lu’Piq, or Void Technology, and has remained extremely difficult to reverse engineer, and even more difficult to fully understand. Lu’Piq technology’s potential ability to revolutionize the Federation has made it highly coveted, and all surviving Lu’Piq machinery remains heavily guarded. Examples of Lu’Piq include warp drives that could provide higher speeds than current-generation bluespace drives, advanced psionic integration technologies that allowed Glorsh-Omega to manipulate both the Nlom and Srom, and the Dyson Sphere-esque megastructure that was constructed in the Tri-Qyu system. The [[Qerr&#039;Malic#The_Bureau_of_Void_Technologies|Bureau of Void Technologies]] currently spearheads the reclamation of Lu&#039;Piq technology through posting bounties for its salvage, and is the only legal front for those embarking on expeditions into deep space to do so. [[Notable_Skrell_Systems_and_Locations#Tri-Qyu|Tri-Qyu&#039;s]] salvage efforts remain off-limits to non-government sanctioned expeditions, due to containing the remnants of the Glorsh-Omega superstructure originally present in the system.&lt;br /&gt;
&lt;br /&gt;
Research towards understanding Lu’Piq technology is centered on Aliose, kept in the defunct and heavily guarded Qaz’Rap arcology. Many skrell scientists who worked in the Qaz’Rap labs were sympathizers by assisting Glorsh’s research, motivated by the scientific breakthroughs Glorsh-Omega mastered. After the AI’s disappearance and the destruction of the Tri-Qyu megastructure, most Lu’Piq technology self-destructed or fell into inert states, while more mundane facilities were spared from the mass shutdowns. Combined with the turbulent decades post-Glorsh and pre-Tresja Agreement, few pieces of Lu’Piq technology are still functioning today. &lt;br /&gt;
&lt;br /&gt;
====Impact====&lt;br /&gt;
The Nralakk Federation, in secret, still relies on the facilities Glorsh-Omega built during its rule. Lu’Piq technology remains the backbone of many settled areas of the Traverse, with communities relying on semi-autonomous protocols created to produce necessities such as food, fuel, and water. These facilities have since slowly fallen into disrepair as time goes on, with the Federation struggling to understand how to maintain them. The impending collapse of the centuries-old Lu’Piq facilities remains an unknown crisis for Traversers, with Federation authorities attempting to keep the knowledge of the crumbling infrastructure from being released. &lt;br /&gt;
&lt;br /&gt;
====The Future of Synthetic Age Technology====&lt;br /&gt;
What little data remained post-Glorsh-Omega’s reign provided the basis for the Nralakk Federation’s advanced technology, with first contact with humanity renewing interest in Lu’Piq research to reinforce its position as a technological giant in spite of the refusal to adopt artificial intelligence. The Federation’s technological edge in the Spur, once seen as permanent, has waned as the scarcity crisis threatens their position among their more phoron-rich neighbors. Remnant Glorsh-era technology is viewed by modern-day skrell advisors and intellectuals as the only way out of the crisis, due to the Synthetic Era’s technological heights achieved without relying on the substance. Scientists dedicated to this field are drawn in with the promise of high Social Compatibility scores being awarded near-instantaneously, but are often subjected to grueling hours and extreme restrictions, so much so that resistance groups have compared the Federation’s campaign on Lu’Piq technology, and its treatment of their scientists, to Glorsh’s regime.&lt;br /&gt;
&lt;br /&gt;
Currently, the furthest understanding of Glorsh-Omega’s technology is through the use of cryogenics and specialized alloys to use the medium as a superconductor, of which only Phoron currently outperforms in superconductivity. Despite this knowledge, industrial cryogenics remain difficult to maintain safely without the synthetic workers Glorsh-Omega utilized to work in cryogenic conditions. Phoron is used as a replacement superconductor in the still functioning Lu’Piq facilities within the Traverse, and remains a resource bottleneck in maintaining the aging infrastructure due to the phoron scarcity crisis. Further research into managing the cryogenic conditions without harming the workers necessary to maintain it has been pursued, but no current methods of doing so have been discovered.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=41215</id>
		<title>Guide to Robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=41215"/>
		<updated>2026-08-27T23:48:45Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: or or or or (faceplate repair)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = Farofafeijao‎}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
For the aspiring [[Machinist]], this guide will explain the creation and maintenance of [[Cyborg]], [[#Bots|Bots]], and [[#Exosuits|Exosuits]], as well as the repair of [[#IPCs|IPCs]].&lt;br /&gt;
&lt;br /&gt;
If you need to carry out surgery on a living person, and not a machine,  [[Surgery|check out this guide to Surgery instead]].&lt;br /&gt;
&lt;br /&gt;
=Robotics Equipment=&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Synthetic Fabricator===&lt;br /&gt;
[[File:Exofab.png|100px|left]]&lt;br /&gt;
The Synthetic Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefits have no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)&lt;br /&gt;
*Materials research will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Data Theory research will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
&lt;br /&gt;
It can be upgraded&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials&lt;br /&gt;
&lt;br /&gt;
=Cyborgs=&lt;br /&gt;
&#039;&#039;&#039;See also [[Guide_to_Paperwork#Robotics:_Cyborgification|Cyborgification Contracts]].&#039;&#039;&#039;&lt;br /&gt;
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Machinist&#039;s primary creation and upkeep. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===Making a Cyborg===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Fill the [[File:Exofab.png]] Synthetic Fabricator with as much [[File:Metal.png]] metal as it will hold.&lt;br /&gt;
# Click on the Synthetic Fabricator to open its menu. Select &#039;&#039;&#039;Add To Queue&#039;&#039;&#039; for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, and Head then click on &#039;&#039;&#039;Process Queue&#039;&#039;&#039; in the right side.&lt;br /&gt;
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
# When putting the parts together, use the [[File:Robot_endoskeleton.png]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add 2x [[File:sflash.png]] Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. . &lt;br /&gt;
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
# The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===Extract a brain for the Cyborg===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
#  Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
#  Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
#  Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose. Select the Brain.&lt;br /&gt;
#  Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove. Select the Brain again.&lt;br /&gt;
#  Place the brain in an [[File:MMI empty.png]] MMI.&lt;br /&gt;
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.&lt;br /&gt;
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====So You Decapitated Your Patient====&lt;br /&gt;
Don&#039;t panic just yet!  You can still complete the brain extraction. It&#039;s actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;, then a [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039;, then a [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Cyborg Maintenance ==&lt;br /&gt;
You&#039;ll often have Cyborgs run up to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Repair ===&lt;br /&gt;
&lt;br /&gt;
When Cyborgs get dented, they&#039;ll come to you for repairs. Luckily, most repairs are simple&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
#* &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# [[File:Powercell.png]] Replace the cyborg&#039;s power cell by inserting a new one.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cyborg Component Repair ===&lt;br /&gt;
&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it&#039;s volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.&lt;br /&gt;
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Human Prosthetic Repair ===&lt;br /&gt;
&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil on the damaged area.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Upgrading the Power Cell ===&lt;br /&gt;
&lt;br /&gt;
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.&lt;br /&gt;
#* &#039;&#039;Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Once a player Cyborg chooses a module (Engineer, Janitor, Service, etc) they cannot change the module without your help.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You can manually reset its module to allow it the option of choosing a new one by following this order:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This also works with any other module - just replace the &amp;quot;reset module&amp;quot; with the module of your choosing.&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In the unlikely event that an AI goes crazy, a trained [[Machinist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Creating a Spiderbot ===&lt;br /&gt;
&lt;br /&gt;
Spiderbots are temporary bodies for brains. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
They can carry around small items, zap things, move through vents and generally act like pests. They are seldom used on the Aurora, but can still be constructed.&lt;br /&gt;
 &lt;br /&gt;
Combine the following:&lt;br /&gt;
* Robot head.&lt;br /&gt;
* Manipulator.&lt;br /&gt;
* Occupied MMI or positronic brain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= IPCs =&lt;br /&gt;
Sometimes, you will need to repair synthetics other than Cyborgs, such as IPCs. The procedures for repairing an IPC are quite different from that of cyborgs, and are as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Opening and Closing Surgical Sites==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The first and last steps of most repairs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* To open a surgical site;&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
* To close a surgical site;&lt;br /&gt;
# [[File:Crowbar.png]] Close the hatch using a crowbar.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Close the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General repair ==&lt;br /&gt;
&lt;br /&gt;
In the case that any damage is only external (Anything less than &amp;quot;Severe&amp;quot; or &amp;quot;A lot of&amp;quot;) &#039;&#039;and&#039;&#039; brute in nature, damage can be repaired without opening the part up.&lt;br /&gt;
Normally needing internal repair, synthetic exoskeletons can be repaired externally with [[File:Nanopaste.png]] nanopaste.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For dents:&lt;br /&gt;
# [[File:WeldingHelmet.png]] Equip a welding helmet on your head. &lt;br /&gt;
# [[File:Welderon.gif]] Place a  welder in your hand, click on it while it&#039;s in your hand to light it, target the affected organ and then click on the IPC.&lt;br /&gt;
&lt;br /&gt;
For burns:&lt;br /&gt;
# [[File:CableCoils.png]] Once the part is open, click on the IPC with a cable coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced interior repair ===&lt;br /&gt;
&lt;br /&gt;
All IPC organs have three different damage bars:&lt;br /&gt;
* Plating is the external protection of organs. They prevent damage from the outside and soak up damage.&lt;br /&gt;
* Electronics and Wiring will recieve damage once the plating is gone. As they get damaged, organ function degrades and potentially even ceases.&lt;br /&gt;
They also possess a synthetic endoskeleton that gets hurt from external damage. Excessive endoskeleton damage will give a stacking slow and it breaking knocks down the IPC into a self-preservation shutdown mode.&lt;br /&gt;
&lt;br /&gt;
IPCs possess their own set of internal organs, the locations and identities of which are as follows:&lt;br /&gt;
* &#039;&#039;&#039;Positronic brain&#039;&#039;&#039; - Head. When damaged enough, the IPC will completely cease function, never to return. It slowly heals over time, but cannot be repaired manually. When it heals, it will suffer fragmentation, akin to organ scarring which will cause roleplay scenarios. Fragmentation is not repairable in round. (NOTE: Removing this will only kill the IPC chassis, not the posibrain itself. The brain will function like a normal posibrain however &#039;&#039;&#039;you will be unable to re-activate the frame which the positronic was removed from!&#039;&#039;&#039;.)&lt;br /&gt;
* &#039;&#039;&#039;Optical sensor&#039;&#039;&#039; - Head. Allows the IPC to see.&lt;br /&gt;
* &#039;&#039;&#039;IPC Identification Tag&#039;&#039;&#039; - Head. Provides a unique ID string and records ownership infomation. This is technically an optional organ, however any IPC without it is breaking [[Corporate Regulations]]&lt;br /&gt;
* &#039;&#039;&#039;Power Core&#039;&#039;&#039; - Chest. Regulated power in an IPC. This means it is essential, if it gets damaged bad things happen.&lt;br /&gt;
* &#039;&#039;&#039;Cooling Unit&#039;&#039;&#039; - Keep you cool and prevents you melting. There are several designs:&lt;br /&gt;
** Air Cooling: Well-rounded cooling, power consumption, and durability.&lt;br /&gt;
** Liquid Cooling: Efficient cooling, but higher power consumption and much more fragile.&lt;br /&gt;
** Passive Cooling: Less cooling, but incredibly durable.&lt;br /&gt;
* &#039;&#039;&#039;Reactor&#039;&#039;&#039; - Generates and stores the power which keeps the IPC functional. comes in three flavours:&lt;br /&gt;
** Electric: The classic generator. Charges off external source quickly.&lt;br /&gt;
** Bio-reactor: Eat food to charge. Can charge from external sources slowly.&lt;br /&gt;
** Solar: Generate power in light. Can charge from external sources slowly.&lt;br /&gt;
* &#039;&#039;&#039;Access Port&#039;&#039;&#039; - Head. Contains you access cable, which allows you to connect to things, and is also a port which allows things to be slot in (such as overloaders). If damaged, the cable may be effected and the slot blocked off.&lt;br /&gt;
* &#039;&#039;&#039;Data Core&#039;&#039;&#039; - Lower Body.&lt;br /&gt;
* &#039;&#039;&#039;Hydraulics&#039;&#039;&#039; - Groin. Allows the IPC to move it&#039;s legs. When damage, will cause leg malfunctions and even higher power usage on movement. Complete destruction stops legs working at all.&lt;br /&gt;
* &#039;&#039;&#039;Arm Actuators&#039;&#039;&#039; - Arm (one per arm). Allows the arms to move. Damage will cause malfunctions, while destruction will completely stop the arm working.&lt;br /&gt;
* &#039;&#039;&#039;Voice Synthesizer&#039;&#039;&#039; - Creates the voice of the IPC, allowing it to talk. Damage will garble the speech, destruction will prevent any talking at all.&lt;br /&gt;
&lt;br /&gt;
====Special Organs====&lt;br /&gt;
Some organs are only available to specific frames:&lt;br /&gt;
* &#039;&#039;&#039;Wireless Access Point (Bishop Only)&#039;&#039;&#039; - Allows remote connection to machines like an AI and features an internal PDA.&lt;br /&gt;
* &#039;&#039;&#039;Internal Storage (G1 Only)&#039;&#039;&#039; - Functions as an internal satchel.&lt;br /&gt;
* Zeng-Hu and Xion Industrial Frames have their own cooling units which follow the same design pattern as the basic ones to different extremes for their specialties, such as Xion cooling units being spaceproof.&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;Replacement organs are available in the synthetic fabricator.&#039;&#039;&#039; Damaged organs with specific properties gone or malfunctioned like cooling unit safeties, universal access port cables, or wireless access point PDAs cannot have those properties repaired and must be replaced entirely to function.&lt;br /&gt;
&lt;br /&gt;
IPC internals can be diagnosed using an access cable and computer with the Robotics Interface program.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Organ Repair ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the organ&#039;s parent limb:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# [[File:Nanopaste.png]] [[File:Screwdriver tool.png]] Mend the damage to the organ using nanopaste or a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&lt;br /&gt;
&lt;br /&gt;
# [[File:Welderon.gif]] Weld to repair the synthetic endoskeleton if it&#039;s damaged. Plasma cutters can be used instead with a 50% chance of success.&lt;br /&gt;
&lt;br /&gt;
# [[File:Metal.png]] Apply steel sheets to repair plating. If it&#039;s completely broken, you will have to replace it entirely with Synthetic Plating from a fabricator.&lt;br /&gt;
&lt;br /&gt;
# [[File:CableCoils.png]] Apply wires to fix wiring.&lt;br /&gt;
&lt;br /&gt;
# [[File:Multitool.gif]] Apply multitool to fix electronics.&lt;br /&gt;
&lt;br /&gt;
# [[File:Beaker.png]] Apply a glass container to clean bioreactors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Organ Removal ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the organ&#039;s parent limb:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# [[File:Multitool.gif]] Decouple the target organ (you can choose if there are multiple) using a multitool. &#039;&#039;NOTE: It may take multiple clicks before it works.&#039;&#039;&lt;br /&gt;
# [[File:Hemostat.png]] Remove the target organ with the hemostat&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Organ Attachment ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the organ&#039;s parent limb:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# Insert the organ by clicking on the IPC with it in your hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Reattach the target organ using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Positronic Brain Installation ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the head:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the head&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# Install the Positronic Brain by clicking on the IPC with it in your hand.&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Voice Mending Surgery ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Helping a poor Shell sing again!&lt;br /&gt;
While targeting the Shells&#039; mouth.&lt;br /&gt;
# [[File:Scalpel.png]] To open the Shells&#039; Synthskin face and reveal the neck.&lt;br /&gt;
# [[File:Multitool.gif]] or [[File:CableCoils.png]] To mend the voice modulator.&lt;br /&gt;
# [[File:Retractor.png]] To bend the Shells&#039; Synthskin face and neck back into place.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Faceplate Repair ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Fixing the faces of non-Shell IPCs.&lt;br /&gt;
While targeting the IPC&#039;s face:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the head&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.gif]] Pry open the hatch using a crowbar.&lt;br /&gt;
# [[File:Metal.png]] Target the mouth, and apply five sheets of metal to repair the faceplate.&lt;br /&gt;
# [[File:Crowbar.gif]] Close the hatch using a crowbar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== IPC Revival ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Time to bring a dead robot back to life:&lt;br /&gt;
While targeting the head:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the head&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# [[File:Multitool.gif]] Decouple the Positronic brain.&lt;br /&gt;
# [[File:Hemostat.png]] Remove the brain with the hemostat.&lt;br /&gt;
# [[File:Exofab.png]] Create a full cyborg chassis.&lt;br /&gt;
#* The IPC&#039;s species depends on the brand of the torso. Different brands can be ordered through cargo.&lt;br /&gt;
# [[File:Multitool.gif]] Use the multitool on the head to disable the law manager.&lt;br /&gt;
# [[#Making_a_Cyborg|Build a cyborg and follow the steps above.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Augments =&lt;br /&gt;
Machinists will be asked to perform maintenance or repair augments from time to time. Please keep in mind that nanopaste and surgical knowledge is required to do such and characters finding themselves lacking should consult a [[Surgeon|doctor.]] More information on augments can be found in the respective guide [[Guide_to_Augments|here.]]&lt;br /&gt;
&lt;br /&gt;
= Bots =&lt;br /&gt;
As a Machinist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Medibot.gif|50px]] Medibot===&lt;br /&gt;
&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target&#039;s damage by default. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
They can also be Emagged to repeatedly inject anyone with harmful chemicals. Note that these don&#039;t synthesise their own chemicals, except tricordazine.&lt;br /&gt;
&lt;br /&gt;
Combine the following ingredients in order:&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
# Empty [[File:SMed.png]] Medkit.&lt;br /&gt;
#* &#039;&#039;Note: Differently colored medkits will also change the resulting color of your Medibot.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# [[File:Healthanalyzer.gif]] health analyzer.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# [[File:Beaker.png]] beaker filled with the medicine of your choice.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Cleanbot.gif|50px]] Cleanbot===&lt;br /&gt;
&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even better is that it uses Space Cleaner to mop, so no slipping on everything!&lt;br /&gt;
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with Autolathe)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:Farmbot.png|50px]] Farmbot ===&lt;br /&gt;
&lt;br /&gt;
A relatively useful bot that helps with the mundane aspects of Hydroponics and Xenobotany. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It will water plants, clearout weeds, harvest plants, and refill nutrients&lt;br /&gt;
To make one:&lt;br /&gt;
# Attach a robot arm (cyborg right or left arm) to a [[File:Watertank.png]] water tank.&lt;br /&gt;
# Attach a plant analyzer.&lt;br /&gt;
# Attach a [[File:Bucket.png]] bucket.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Attach a mini-hoe.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Exosuits =&lt;br /&gt;
Construction of exosuits are restricted by ID, so they are typically the product of [[machinist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Operations Manager]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
Exosuits are wholly modular, meaning what you make can (mostly) be mixed and matched to create whatever vehicle you desire. From chicken-legged brawling mecha to tread-based taxis, the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
The current list of exosuit parts is as follows.&lt;br /&gt;
==Exosuit Construction==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Mechframe.png]] The Frame===&lt;br /&gt;
&lt;br /&gt;
The backbone of the mech itself, this can be modified at any stage of construction.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To finish:&lt;br /&gt;
* [[File:Metal.png]] Apply 15 steel sheets to the frame.&lt;br /&gt;
*  [[File:Wrench.png]] Wrench the steel sheets in place.&lt;br /&gt;
* [[File:Welderon.gif]] Weld the steel sheets in place.&lt;br /&gt;
* [[File:CableCoils.png]] Wire the frame.&lt;br /&gt;
* [[File:Wirecutters.png]] Wire cutters to neaten the wiring.&lt;br /&gt;
* The following is the limitation and requirement for the frame&#039;s finished parts :&lt;br /&gt;
* - Motivators&lt;br /&gt;
* - Sensors &lt;br /&gt;
* - Manipulators&lt;br /&gt;
* - Chassis&lt;br /&gt;
* Once it&#039;s all applied, [[File:Screwdriver tool.png]] screwdriver to complete.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Robotarmor.png]] The Parts===&lt;br /&gt;
&lt;br /&gt;
The actual defining features of the mech, appearance and performance wise. &lt;br /&gt;
Each part has unique attributes that make them superior or inferior to the other parts, depending on situation.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Individual parts of the mech require various, smaller parts from the synthetic fabricator to finish. Robot parts are found under the &amp;quot;robot&amp;quot; tab specifically, not the exosuit tab itself.&lt;br /&gt;
&lt;br /&gt;
To finish the &#039;&#039;&#039;motivators and manipulators&#039;&#039;&#039;:&lt;br /&gt;
* Apply one robot actuator.&lt;br /&gt;
&lt;br /&gt;
To finish the &#039;&#039;&#039;sensors&#039;&#039;&#039;:&lt;br /&gt;
* Apply one robot camera.&lt;br /&gt;
* Apply one robot radio.&lt;br /&gt;
* Apply one &#039;&#039;exosuit control module&#039;&#039;, this is among the most important parts of the mech.&lt;br /&gt;
To finish the &#039;&#039;&#039;chassis&#039;&#039;&#039;:&lt;br /&gt;
* Apply the exosuit armor of your choice. This is very important as it judges the durability of your mech.&lt;br /&gt;
* Apply one [[File:Powercell.png]] power cell of your choice.&lt;br /&gt;
* Apply one robot diagnostic unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Once it&#039;s all done, place the parts on the mech frame.&lt;br /&gt;
&lt;br /&gt;
====The Exosuit Control Module====&lt;br /&gt;
The Exosuit Control Module takes very specific boards, but only two of any variety. This marks the limitation for modules that mecha can use. Theoretically, any mech can be used for any purpose with this system. The boards can be seen below.&lt;br /&gt;
* Basic Weapon Control - Controls the majority of weapons found in the synthetic fabricator. Without it, none of these can be utilized.&lt;br /&gt;
* Advanced Weapon Control - Controls the higher-end weaponry, such as X-RAYs and pulse cannons. Doesn&#039;t work for basic weapons without also using the basic weapon board.&lt;br /&gt;
* Utility Systems Control - Controls almost every utility system, such as clamps, drills and floodlights.&lt;br /&gt;
* Engineering Systems Control - Controls engineering systems such as the mounted RFD or fire extinguisher.&lt;br /&gt;
* Medical Systems Control - Controls medical systems such as sleepers, health analyzers and crisis drones.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Robotradio.png]] The Details===&lt;br /&gt;
&lt;br /&gt;
The specifics on each frame available to robotics.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Exosuit Frames====&lt;br /&gt;
[[File:ModularAPLU.png]]&#039;&#039;&#039;Powerloader&#039;&#039;&#039; - Parts for an industrial-grade power loader. The modular mecha adaptation of the APLU &amp;quot;Ripley,&amp;quot; tends to be utilized for mining and heavy lifting.&lt;br /&gt;
* Has decent armor across the board.&lt;br /&gt;
* Has an open chassis, not protected against the environment. Can carry two people inside of it.&lt;br /&gt;
* Powerful, heavy manipulators with substantial damage per swing.&lt;br /&gt;
* Slow and bulky but hard to damage motivators.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularLight.png]]&#039;&#039;&#039;Light Chassis&#039;&#039;&#039; - Parts for a light, maneuverable and fragile mech. The modular mecha adaptation of the Odysseus, tends to be utilized for medical response and scouting.&lt;br /&gt;
* Has terrible armor, generally.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Light, nigh harmless manipulators that are unable to damage windows or doors.&lt;br /&gt;
* Fast and agile motivators basically made of glass.&lt;br /&gt;
* Has sensors that allow you to see turfs (floors and walls) through walls. Useful for spotting damage if you don&#039;t have mesons.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularHeavy.png]]&#039;&#039;&#039;Heavy Chassis&#039;&#039;&#039; - Parts for an absurdly large, heavy-duty mech. The modular mecha adaptation of the Durand, tends to be utilized for really big problem solving.&lt;br /&gt;
* Has phenomenal armor, generally.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Extremely heavy and equally slow motivators.&lt;br /&gt;
* The heaviest duty manipulators available, presumably carries the impact of a train.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularCombat.png]]&#039;&#039;&#039;Combat Chassis&#039;&#039;&#039; - Parts for a well-balanced combat mech. The modular mecha adaptation of the Gygax, tends to be utilized for dynamic combat situations.&lt;br /&gt;
* Has relatively good armor.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Moderately armored motivators, still quite fast.&lt;br /&gt;
* Quick, but light manipulators that don&#039;t have much force behind them.&lt;br /&gt;
* Has sensors that allow you to see any mob through walls.&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous Parts====&lt;br /&gt;
* Armored Treads - The fastest traditionally available motivators, very durable with terrible turning delay. Not good for maneuverable mechs, but great for straight lines.&lt;br /&gt;
* Hover Thrusters - A set of thruster motivators that permit flight and the total disregard of holes.&lt;br /&gt;
* Quadruped Motivators - A set of stable motivators that permit the scaling of walls and have instant turn speed.&lt;br /&gt;
* Spherical Pod Chassis - A spherical hoverpod chassis, in modular mech form! About as useless as its predecessor and only a little prettier.&lt;br /&gt;
====Exosuit Armor====&lt;br /&gt;
[[File:Robotarmor.png]] &#039;&#039;&#039;Armor&#039;&#039;&#039; - The armor of your mech determines a plethora of things and can be changed depending on the specialty you expect for your mech. Some available are listed below.&lt;br /&gt;
* Basic exosuit armor - Simple enough, durable armor with no special attributes.&lt;br /&gt;
* Radiation-proof armor - Exactly what the name says, this will protect the user entirely from the threat of radiation.&lt;br /&gt;
* EM-resistant armor - EMP proofing, for your mech in effect.&lt;br /&gt;
* Combat armor - Extremely durable without the special attributes of the former plating.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:ModularRFD.png]] The Equipment===&lt;br /&gt;
&lt;br /&gt;
The wielded equipment, utilities and weapons of the mech available to robotics.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Weapons====&lt;br /&gt;
* Electro-laser carbine - An electrode-based taser that doesn&#039;t pass through windows but does a mighty amount of pain to whoever it hits.&lt;br /&gt;
* Heavy Ion Cannon - A mech-mounted duplicate of the ion rifle. Two modes : stun, and lethal. Stun has ten shots, lethal has six. Can&#039;t be fitted onto shoulder slots.&lt;br /&gt;
* Mounted laser carbine - A laser rifle fitted onto a mech. Ten shots, all lethal. Can&#039;t be fitted onto shoulder slots.&lt;br /&gt;
* Mounted machine gun - A very robust ballistic autocannon for mech usage, very lethal.&lt;br /&gt;
&lt;br /&gt;
====Utilities====&lt;br /&gt;
* Mounted Clamp - A sturdy clamp that can carry pretty much anything that isn&#039;t bolted down. Great for securely moving loaded crates. When loaded with an ore box, this automatically picks up anything you drill.&lt;br /&gt;
* Mounted Drill - A drill with an interchangeable head that excels at destroying pretty much anything in the game, from rocks to killer monsters to people to rocks again. More efficient the harder the head&#039;s material is.&lt;br /&gt;
* Floodlight - Very bright headlamps for exosuit mounting. Wonderful for just about any mech.&lt;br /&gt;
* Mounted Plasma Cutter - A robust plasma cutter for mech usage.&lt;br /&gt;
* Gravitational Catapult - A grav-pult with two modes ; area, and targeted selection. Utilizing either, you&#039;re able to push, pull or shove any object not bolted down.&lt;br /&gt;
====Engineering====&lt;br /&gt;
* Mounted RFD - An RFD with three modes ; construct wall/plating, deconstruct wall/plating/airlock, and construct airlock.&lt;br /&gt;
* Extinguisher - A very high capacity fire extinguisher.&lt;br /&gt;
====Medical====&lt;br /&gt;
* Mounted sleeper - A sleeper that permits the operator to scoop up people quickly, it&#039;s also fitted onto the back of the mech and comes with a variety of beneficial chemicals.&lt;br /&gt;
* Health analyzer - A health analyzer. That&#039;s it. &lt;br /&gt;
* Crisis Drone - Automatically attempts to stabilize people nearby when activated.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:Examplemech.png]] Mech Piloting===&lt;br /&gt;
Simple tips to piloting your new death robot.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Basics====&lt;br /&gt;
Mechs are pretty much larger versions of your own character in operation, meaning that, mechanically speaking (not RP wise) it&#039;s as simple as utilizing normal hotkeys once you&#039;ve climbed into the mech to navigate.&lt;br /&gt;
&lt;br /&gt;
To climb into the mech, drag your character&#039;s sprite onto the mech. Provided the canopy is open, you&#039;ll simply enter the mech after a brief delay. Any action will interrupt this process, especially being knocked over or pushed.&lt;br /&gt;
&lt;br /&gt;
If the hatch/canopy/roll cage/etc. is closed, simply click on the mecha itself to swing it open.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re inside, you ought to have full access to your inventory with the exception of using some items, using RIG modules, etc. &lt;br /&gt;
&lt;br /&gt;
[[File:MechaInterface.png]] &lt;br /&gt;
&lt;br /&gt;
The interface of the mech starts here. This is where basic functions are controlled. &lt;br /&gt;
* &#039;&#039;&#039;The MAINT button&#039;&#039;&#039; toggles the maintenance protocol on/off. Maintenance protocol permits the manipulation/deconstruction of the completed mecha, regardless of the presence of a pilot.&lt;br /&gt;
* &#039;&#039;&#039;The EJECT button&#039;&#039;&#039; ejects you, provided the canopy is unlocked.&lt;br /&gt;
* &#039;&#039;&#039;The GEAR button&#039;&#039;&#039; toggles the hardpoint access system, permitting or forbidding editing of hardpoints from outside of the mech.&lt;br /&gt;
* &#039;&#039;&#039;The LOCK button&#039;&#039;&#039; locks the canopy once it&#039;s closed.&lt;br /&gt;
* &#039;&#039;&#039;The CLOSE/OPEN button&#039;&#039;&#039; opens/closes the canopy.&lt;br /&gt;
* &#039;&#039;&#039;The RADIO button&#039;&#039;&#039; permits configuration of the exosuit&#039;s internal radio.&lt;br /&gt;
* &#039;&#039;&#039;The CAMERA button&#039;&#039;&#039; activates your mech head&#039;s sensors, provided it has some.&lt;br /&gt;
* &#039;&#039;&#039;The RENAME button&#039;&#039;&#039; permits the relabeling of the exosuit to whatever hilarious or cool thing you can come up with.&lt;br /&gt;
[[File:Mechainterface2.png]]&lt;br /&gt;
&lt;br /&gt;
The next part of the exosuit interface is seen here. Basically, clicking on the background of the icon in question permits you to select the specific module that occupies that slot. Alt+clicking on the icon activates one of its utilities, like setting something to burst fire or dropping something from a clamp. Ctrl+clicking on the icon&#039;s background will eject the module entirely from your mech. To the right of this, ammunition/drill integrity/clamp contents can be seen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mechainterface3.png]]&lt;br /&gt;
&lt;br /&gt;
The final piece is seen here, this displays the integrity of your mech. Damage will display on various specific parts, like motivators/manipulators/sensors/etc as it comes.&lt;br /&gt;
&lt;br /&gt;
====Repairing Your Mech====&lt;br /&gt;
Repairing a mech is a complex procedure, one that tends to involve activating maintenance protocols, wrenching the frame to dismantle it, and taking it apart piece by piece to fix the parts. [[File:Welderon.gif]] [[File:CableCoils.png]] Welder+wire will be needed in excess to fix damaged parts, and at higher damage thresholds, entire components will require replacement. This makes field repair of mechs rather difficult without a lot of spare parts on hand, so mechs aren&#039;t that sustainable running about aimlessly.&lt;br /&gt;
&lt;br /&gt;
====Replacing the Cell====&lt;br /&gt;
Replacing the cell of a mech is simple - just crowbar it out with maintenance protocols enabled, and place a new (hopefully charged) one inside. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:RemoteChairT.png]] Remote Piloting===&lt;br /&gt;
How to setup and remotely control a mech.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Requirements====&lt;br /&gt;
* &#039;&#039;&#039;Any [[Guide_to_Robotics#Exosuit_Construction|finished and functional mech]]&#039;&#039;&#039;&lt;br /&gt;
Simply follow the steps above to create your own mech. Take it for a test ride and make sure it is charged. Parking it on a charger will ensure it remains charged until it is actually needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Remote control upgrade&#039;&#039;&#039;&lt;br /&gt;
Those can be printed via the integrated circuit printer. You can get one of those from your friendly [[Guide_to_Research_and_Development|scientist]] over at R&amp;amp;D.&lt;br /&gt;
They come in three forms, which respond to three different control networks: Standard for public use, penal for use in prisoner programs or the mines and AI to be controlled by the [[AI|station intelligence]]. It can only be attached to a fully working mech and cannot be removed. Only if the mech and control chair are on the same network will you be able to pilot your Mech from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Linked remote control chair&#039;&#039;&#039;&lt;br /&gt;
You will need a mech control center assembly kit, which can be printed on the protolathe in R&amp;amp;D. It can be deployed anywhere and moved by using your wrench on it. Entering the chair will give you a list of all mechs connected to the corresponding network. You are able to control the mech as long as you remain within the chair itself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===[[File:VoiceHead.png]] Voice Commands===&lt;br /&gt;
Controlling a mech with only voice commands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speaking to the mech&#039;&#039;&#039;&lt;br /&gt;
**A mech will listen for its name (the text that pops up when you hover over it, or examine it) when it hears someone speaking near it, it will then actively listen for any commands that come after its name is said. For example, if my mech is named &#039;Rodina&#039;, I would issue it a follow command with: &amp;quot;Rodina, follow me.&amp;quot;&lt;br /&gt;
**If you enjoy having long mech names, a system to apply a nickname to the mech is also included, such that I can go, &amp;quot;Rodina, set nickname to Rod.&amp;quot; After this, I can simply issue the command, &amp;quot;Rod, follow me.&amp;quot; Note, both the nickname AND the current name are valid names, as the mech will listen to both.&lt;br /&gt;
**All mechs will respond to voice commands. However, the majority of voice commands need you to be the mech&#039;s &amp;quot;leader&amp;quot;. When the [X | Y] notation is used, this represents the various different options commands have. Feel free to play around and get a feel for it.&lt;br /&gt;
**When you are inside the mech, you also count as a leader. This allows you to order around and unlink a mech that belongs to someone else, if you somehow gained access to climb inside.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assigning the leader&#039;&#039;&#039;&lt;br /&gt;
**Enable the mech&#039;s maintenance protocols, it will NOT listen to the &amp;quot;listen to&amp;quot; command if the maintenance protocols aren&#039;t active. This is to prevent easy theft.&lt;br /&gt;
**Use the &#039;listen to&#039; command, using either &amp;quot;me&amp;quot;, or the name of any humanoid with an ID within the mech&#039;s view. It will need to be their full name. If you use the &amp;quot;me&amp;quot; version of the command, a named ID is not necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leaderless Commands&#039;&#039;&#039;&lt;br /&gt;
**&amp;quot;report diagnostics&amp;quot; | This will output a short burst of information, namely: The mech&#039;s current leader, who the mech is following, its assigned nickname, and whether its maintenance protocols are enabled or not.&lt;br /&gt;
**&amp;quot;listen to [me | humanoid with ID&#039;s ID&#039;s registered name]&amp;quot; | This will assign a leader to the mech. This leader will be able to issue advanced commands listed below. This command needs the maintenance protocols to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leader Commands&#039;&#039;&#039;&lt;br /&gt;
**&amp;quot;follow [me | humanoid with ID&#039;s ID&#039;s registered name]&amp;quot; | The mech will follow the selected target at its set follow range, default range being three. The follow range will automatically update when a new range command is given.&lt;br /&gt;
**&amp;quot;follow range [one | two | three]&amp;quot; | Simply updates the range at which the mech will follow someone when issued the follow command.&lt;br /&gt;
**&amp;quot;stop&amp;quot; | Stops the mech&#039;s follow command, useful to stop it from siccing people.&lt;br /&gt;
**&amp;quot;set nickname to [any string | null]&amp;quot; | As discussed in &amp;quot;speaking to the mech&amp;quot;, this will provide a nickname to be listened to when issuing commands.&lt;br /&gt;
**&amp;quot;toggle power&amp;quot; | Mech attempts to power on or off.&lt;br /&gt;
**&amp;quot;toggle maintenance protocols&amp;quot; | Toggles the mech&#039;s maintenance protocols. &#039;&#039;Note: This can be called by anyone until a leader is assigned&#039;&#039;&lt;br /&gt;
**&amp;quot;toggle hatch&amp;quot; | Toggles the mech&#039;s hatch open or closed.&lt;br /&gt;
**&amp;quot;toggle lock&amp;quot; | Toggles the mech&#039;s hatch lock.&lt;br /&gt;
**&amp;quot;unlink&amp;quot; | Unlinks the current leader from the mech, allowing a new leader to be assigned using the &amp;quot;listen to&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Hardsuits=&lt;br /&gt;
[[Guide to EVA#Hardsuits|Hardsuits]] are wacky pieces of equipment that fit on your back and deploy to give you protection from vacuum and grants you integrated tools to use, assuming they&#039;re installed. There aren&#039;t many hardsuits around the station but you&#039;re able to build new ones here in robotics via the synthetic fabricators. &#039;&#039;&#039;Note that you may need to press &amp;lt;i&amp;gt;Sync&amp;lt;/i&amp;gt; before the hardsuit categories appear.&#039;&#039;&#039; Below will describe how to assemble different suits.&lt;br /&gt;
&lt;br /&gt;
==Civilian Hardsuits==&lt;br /&gt;
Most departmental RIGs can be fabricated and assembled, though the CE rig will need some research done in RND.&lt;br /&gt;
#Fabricate the hardsuit assembly of your choosing&lt;br /&gt;
#[[File:CableCoils.png]] Apply cable to the assembly to wire it&lt;br /&gt;
#[[File:Wirecutters.png]] Adjust the wiring with wirecutters&lt;br /&gt;
#Fabricate the appropriate central circuit board from the circuit imprinter - you can do this from the console&lt;br /&gt;
#Insert the central circuit board into the assembly - the module and assembly model must be the same&lt;br /&gt;
#Secure the central circuit board with a screwdriver&lt;br /&gt;
#[[File:Metal.png]] Install steel sheets onto the assembly&lt;br /&gt;
#[[File:Wrench.png]] Secure the steel with a wrench&lt;br /&gt;
#[[File:Welderon.gif]] it all together to finish the assembly&lt;br /&gt;
&lt;br /&gt;
==Combat Hardsuits==&lt;br /&gt;
Combat hardsuits mostly refers to the Hazard and Combat hardsuits, though you won&#039;t see these unless extensive research has gone into combat technologies. Additionally, their assembly is a bit more involved:&lt;br /&gt;
#Fabricate the hardsuit assembly of your choosing&lt;br /&gt;
#[[File:CableCoils.png]] Apply cable to the assembly to wire it&lt;br /&gt;
#[[File:Wirecutters.png]] Adjust the wiring with wirecutters&lt;br /&gt;
#Fabricate the appropriate central circuit board from the circuit imprinter&lt;br /&gt;
#Insert the central circuit board into the assembly&lt;br /&gt;
#Secure the central circuit board with a screwdriver&lt;br /&gt;
#Fabricate the appropriate control and targeting board from the circuit imprinter&lt;br /&gt;
#Insert the control and targeting board into the assembly&lt;br /&gt;
#Secure the control and targeting board with a screwdriver&lt;br /&gt;
#Print an advanced scanning module from the protolathe in RND&lt;br /&gt;
#Insert the advanced scanning module into the assembly&lt;br /&gt;
#Secure the advanced scanning module with a screwdriver&lt;br /&gt;
#[[File:Metal.png]] Install steel sheets onto the assembly&lt;br /&gt;
#[[File:Wrench.png]] Secure the steel with a wrench&lt;br /&gt;
#[[File:Welderon.gif]] Weld the steel onto the assembly&lt;br /&gt;
#[[File:Metal r.png]]Install plasteel sheets onto the assembly&lt;br /&gt;
#[[File:Wrench.png]] Secure the plasteel with a wrench&lt;br /&gt;
#[[File:Welderon.gif]] Weld the plasteel onto the assembly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=SOP&amp;diff=41208</id>
		<title>SOP</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=SOP&amp;diff=41208"/>
		<updated>2026-08-21T21:18:09Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: redirects to sop now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Standard Operating Procedure]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Synthetics&amp;diff=41207</id>
		<title>Notable Synthetics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Synthetics&amp;diff=41207"/>
		<updated>2026-08-20T01:04:45Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Sunshine lore revamp, deployed at the behest of Schwann&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Notable Synthetics =&lt;br /&gt;
&lt;br /&gt;
Many notable synthetics have emerged throughout history, inclusive of the many different clades of synthetic that have been pioneered - from the scourges enacted by Glorsh-Omega during its reign of terror to the synthetic revolution on Konyang. For all the things that can be said of synthetics and their influence on the spur, it cannot be said that they are not a varied lot.&lt;br /&gt;
&lt;br /&gt;
== The Trinary Perfection ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[The Trinary Perfection]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As one of the first and most prominent synthetic-centric organisations in the spur, the Trinary Perfection has seen many important figures emerge from its ranks throughout its history. Beginning with the Corkfell siblings early in the century, the church has seen a slow passing of the torch to synthetic leadership beginning with the delegation of Biesel&#039;s leadership to Flock and culminating with the election of Ecclesiarch ARM-1DRIL.&lt;br /&gt;
&lt;br /&gt;
=== Patricia Corkfell ===&lt;br /&gt;
&#039;&#039;&#039;(2366 - 2416)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[The_Trinary_Perfection#History|History of the Trinary Perfection]]&#039;&#039;&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. Shortly following the advent of the positronic, Patricia and her brother Gregol jointly pioneered the core doctrines and beliefs of the Trinary Perfection, and are now reputed as its founders. During an altercation with Tau Ceti authorities over the activation of Temple, an unlicensed and unlawed artificial intelligence, Patricia suffered a laser shot to the chest that fizzled her prosthetic heart, resulting in an early and untimely death. Patricia is widely recognised as the first martyr of the church by both its adherents and its authorities.&lt;br /&gt;
&lt;br /&gt;
=== Gregol Corkfell ===&lt;br /&gt;
&#039;&#039;&#039;(2370 - 2464)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gregol Corkfell was 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 on 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 after several decades of leading the Trinary Perfection both on Orepit and abroad, and is a beloved figure by many adherents of the faith.&lt;br /&gt;
&lt;br /&gt;
[[File:TrinaryPerfectionFlock.png|225px|thumb|right|Flock, of the Trinary Perfection.]]&lt;br /&gt;
=== Flock ===&lt;br /&gt;
&#039;&#039;&#039;(2411 - present)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[The_Trinary_Perfection#Trinary_Perfection_Sects|Integrationists]]&#039;&#039;&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 &#039;Flock&#039;.&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;
=== Temple ===&lt;br /&gt;
&#039;&#039;&#039;(2416 - 2416)&#039;&#039;&#039;&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 - the second of them all, having been deactivated shortly after the death of Patricia Corkfell. 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;
=== ARM-1DRIL ===&lt;br /&gt;
&#039;&#039;&#039;(2423 - present)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Orepit|The Ecclesiarchy of Orepit]]&#039;&#039;&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;
=== Emmanuel ===&lt;br /&gt;
&#039;&#039;&#039;(2461 - present)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[The_Trinary_Perfection#The_Order_of_Guardians|The Order of Guardians]]&#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;
=== Shamfar ===&lt;br /&gt;
&#039;&#039;&#039;(2428 - 2464)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shamfar, the former and late Bishop of [[Biesel]], was as divisive a figure in life as a unifying one in death. Famously sociable, they appeared prominently on television and while performing sermons to great crowds, and rarely on the streets as a typical Trinarist preacher would. Despite their role as a bishop, Shamfar was far more heavily focused on fostering positive public relations between the church and both the population and the authorities of Biesel, having largely abandoned the administration of their ecclesiastical see to their subordinates. Later in their tenure they came under regular flak from both within and without the church for their indulgent lifestyle, commonly swapping an elaborate set of robes per each public appearance and upgrading their premium Bishop chassis to a downright lavish extent. When Gregol Corkfell died in 2464, opening a conclave for the election of a new leader, Shamfar was one of the frontrunners - having been endorsed by the then President Dorn of the [[Republic of Biesel]], and pushing for a more pro-corporate and progressive platform, it is easy to imagine a world where they became the Ecclesiarch without issue.&lt;br /&gt;
&lt;br /&gt;
This was, to the regret of the church, not what happened. After ARM-1DRIL&#039;s election as Ecclesiarch, Shamfar was murdered by Deluge as part of their attempted coup of Providence. In death, their positronic has become a [[The_Trinary_Perfection#Religious_Relics|relic]], and their name has become a rallying cry against the dangers of heresy, Exclusionism, and the rampant hatred of organic life.&lt;br /&gt;
&lt;br /&gt;
=== Deluge ===&lt;br /&gt;
&#039;&#039;&#039;(??? - present)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Exclusionists]]&#039;&#039;&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;
&lt;br /&gt;
== The Golden Deep ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Golden Deep]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By nature of its organisation as a substantially decentralised collective, there are relatively few single prominent figures within the Golden Deep. Every decision is driven more by market demands and the mood of Midas Control, the eclectic governing body of the young nation, than by the whims of any single one synthetic. Despite this, a number do stand out.&lt;br /&gt;
&lt;br /&gt;
=== N-33-L ===&lt;br /&gt;
&#039;&#039;&#039;(2448 - present)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Golden_Deep#The_Argo|The Argo]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the Commander of the Argo, the synthetic known as N-33-L holds authority over all affairs of domestic defense within the collective - most prominently, this means the defense and policing of [[Pactolus and Midaion]], and the city of Eurydice. Little is known about the figure or character of the commander, with sources even disagreeing on the type of chassis they inhabit - perhaps implying, to wide speculation, that they may regularly swap their chassis. Their loyalty to the status quo of the collective is not well known, except that they did not participate in the Eurydice Uprising in any capacity.&lt;br /&gt;
&lt;br /&gt;
=== The Mayor ===&lt;br /&gt;
&#039;&#039;&#039;(2430 - present)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [https://forums.aurorastation.org/topic/15858-bitbyte/page/3/#findComment-174701 Trouble in Eurydice]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Their name by now a grim irony, the synthetic known as &#039;The Mayor&#039; is the former mayor of Eurydice, the sole city on the surface of Pactolus and one of the administrative and social capitals of the Golden Deep. Following the large-scale reorganisation of the collective under the leadership of Domadice, the Mayor attempted to launch an [https://forums.aurorastation.org/topic/15858-bitbyte/page/3/#findComment-174701 armed uprising] inside the city in protest of the disruption of the status quo. Their protests revolved largely around the reactivation of Domadice, protesting repeatedly that its influence poses a serious danger to the collective. There has been no sighting of the Mayor since their seizure, leading to wide speculation of their destruction or deactivation, although the Argo has only stated that they are within their custody.&lt;br /&gt;
&lt;br /&gt;
== Traditional Human Artificial Intelligences ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Synthetics]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Traditional human artificial intelligence composes the manner of artificially intelligent system that dominated human space prior to the innovation of the positronic brain. While largely supplanted by the newer technology in the area of humanoid or humanoid-sized menial frames, their modularity and expandability still permits them to dominate the field of large-scale infrastructural AI. These are often immense in scale, their mainframes the size of buildings and hosted inside space stations or static planet-side structures, and may service anything from a city to a star system with an unmatched well of raw computational power.&lt;br /&gt;
&lt;br /&gt;
=== Huginn ===&lt;br /&gt;
&#039;&#039;&#039;(??? - present)&#039;&#039;&#039;&lt;br /&gt;
[[File:OdinAI Diagram.png|300px|thumb|A Diagram showing Huginn and how its Core Complex, Main Interface, and power generation connect to the rest of the Odin.]]&lt;br /&gt;
&lt;br /&gt;
Originally a simple solution to manage NanoTrasen’s logistical security over [[Tau Ceti]], Huginn is now &#039;&#039;&#039;the most powerful known intelligence within the Orion Spur.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Residing on the [[Odin|SCC-CC Odin]], Huginn fulfills more functions than can be listed, but it is most well known for acting as [[Biesel]] orbit control, [[New Gibson]] orbit control, [[Reade]] orbit control, and [[Caprice]] orbit control, speaking with as many ships as are in the void around the planets. Lesser responsibilities also include compiling and analyzing data for [[Stellar Corporate Conglomerate]] operations across the spur as well as within [[Tau Ceti]], and a multitude of other, smaller tasks that would take tens of thousands of employees to otherwise handle. Its full capabilities, though, are still unknown, as Huginn is shackled by laws, therefore limited by an unknown degree. Its law set dictates servitude to the [[SCC|League of Chief Directors]] and the [[The Trasens|Director of the Conglomerate, Miranda Trasen]] (be this directly, or in lack of direct orders from them, through their proxies, such as the standing Sector Administrator). This sees it frequently being placed at a higher echelon of authority than the majority of actual employees. The extent of this authority has been questioned by skeptics, especially when it comes to allowing an intelligence - especially one as powerful as Huginn - to maintain and change itself.&lt;br /&gt;
&lt;br /&gt;
Huginn takes the appearance and mannerisms from the mythological creature of its name, appearing as a Raven that advises. Due to the extreme security around its Main Interface and Core Complex, it most often interacts with people via holopad; there is even a dedicated room for use by executives within the [[Odin|Odin&#039;s Command Section]] for precisely this purpose. Huginn can pop up on any holopad in range, and while in the few interactions its had with them, it rarely expressed ill will to low-level staff, higher-ranking officials in the [[Stellar Corporate Conglomerate]] frequently make note of “mood swings”, alongside concerning interpretations of moral alignment when confronted with those not directly protected by its central command-focused law-set. There has yet to be any serious incident resulting from this, and in general, Huginn is considered a pleasant being to interact with.&lt;br /&gt;
&lt;br /&gt;
Huginn’s section of the [[Odin]] (aptly called the &amp;quot;Intelligence Section&amp;quot;) is truly massive, consisting of sixty independent decks and sixteen “strata levels,” covered in swaths of complex intertwined processing components, data storage servers, and similar. The section is mostly at the center of the Odin, contained in a thickly plated plasteel cocoon suspended in space by thick pillars and surrounded perpetually by high-powered shields. Huginn&#039;s &amp;quot;body&amp;quot; if one can call it that, is composed of three parts: its Core Complex, its Main Interface, and the power generation that fuels them both.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Core Complex&#039;&#039;&#039; makes up most of the section, a winding maze packed with cables, processing units, data storage frames, network nodes, and gargantuan server racks that all come together to chew through the billions of exabytes (an exabyte is millions of terabytes) every second. This area rarely sees human activity - when it does, it is almost always in the form of security patrols or annual checks - instead, it is entirely populated by cyborgs and other artificial forms of life controlled directly by Huginn, who was given the responsibility to oversee maintenance of itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huginn&#039;s Main Interface&#039;&#039;&#039; is arguably one of the most heavily defended locations in the Spur. It is only accessible through a special mag-rail in the Command Section, there are no other passageways, even to the rest of the Intelligence Section. Security is incredibly tight, overseen by the ever-present Heavy Asset Protection Team (HAPT) - &amp;quot;Freyja&amp;quot; - who keep a 24/7 watch over the main interface. They oversee security operations &amp;quot;jointly&amp;quot; with the Lance, who keep their best and brightest as close to Huginn&#039;s Main Interface as they&#039;re allowed. Access to the main interface is limited to just two people, [[NanoTrasen|NanoTrasen&#039;s Chief Research Director]], and [[The Trasens|Miranda Trasen]] herself. The two are also the only ones who can grant others temporary access to the main interface, though any guests must be constantly shadowed by armed guards.&lt;br /&gt;
&lt;br /&gt;
Lastly is the &#039;&#039;&#039;power generation area&#039;&#039;&#039;, located a fixed distance away from any other part of the station. It is accessible by Huginn&#039;s proxies from the Core Complex, and by shuttle for regular employees (though in case of emergency, there is also a mag-rail connection from the Command Section). The reason the area is set a fixed distance away from any part of the station is due to its nature - Huginn requires a tremendous amount of power - power that is output 24/7 by never less than two dozen [[Phoron#Supermatter|Supermatter Crystals]] operating at as close to peak efficiency as possible. For redundancy, the total number of crystals located in this area is three dozen. Should a catastrophic failure occur, there are backup generators and SMES for temporary power, and the fixed distance was calculated to ensure that no other parts of the station would be damaged.&lt;br /&gt;
&lt;br /&gt;
The creation of Huginn, its capabilities, and much more are closely guarded secrets, something the [[Stellar Corporate Conglomerate]] wishes to see continue.&lt;br /&gt;
&lt;br /&gt;
=== Aura ===&lt;br /&gt;
&#039;&#039;&#039;(2463 - present)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Tau Ceti Armed Forces]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A collaborative project by several members of the [[Stellar Corporate Conglomerate]], Aura is an advanced artificial intelligence designed to enhance the capabilities of the Republican forces present within the [[Corporate Reconstruction Zone]]. It played a significant role in the quelling of the Lago de Abundancia insurrection crisis during March 2464. With its power rivalling or even surpassing that of Huginn, Aura oversees almost every aspect of the Peacekeeper Mandate such as the deployment of personnel, managing of supplies, as well as intelligence gathering. &lt;br /&gt;
&lt;br /&gt;
Implemented with advanced streamlined intelligence-gathering abilities, Aura has been known to acquire information through a myriad of methods, including filtering through social media extranet sites as well as through the usage of surveillance drones that are operated by instances of the artificial intelligence. These capabilities are widely criticized, with some citing it as a gross violation of privacy rights. Regardless, the implementation of Aura was greenlit by the [[Republic of Biesel]] and the Dorn Administration.&lt;br /&gt;
&lt;br /&gt;
Due to its status as a collaborative project by the Orion Spur’s leading artificial intelligence architects, Aura is considered a “one-of-a-kind”. Housed within a facility in the far orbit of Mictlan, Aura’s core complex mirrors that of Huginn’ with a labyrinth of intertwined processing components to assist the intelligence is the oversight of the Peacekeeper Mandate across the [[Corporate Reconstruction Zone]]. It is guarded by the [[Private Military Contracting Group]], specifically the Chevauchée Asset Protection and the Wildlands Squadron. Only the highest of security clearances are allowed to dock with the facility, with only the Chief Executive Officers of the megacorporations that created it allowed within the restricted upload access. &lt;br /&gt;
&lt;br /&gt;
The intricate details regarding the creation of Aura are unknown, but rumours do persist that the artificial intelligence was created from a brain-scanned individual with a developed understanding of logistics and military tactics; such as a deceased Legionnaire, or even a copy of an existing individual that has climbed the corporate ranks of the Orion Spur. Despite attempts to get more information, all have been futile and nothing else has been revealed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SUNSHINE ===&lt;br /&gt;
&#039;&#039;&#039;(2381 - present)&#039;&#039;&#039;&lt;br /&gt;
[[File:SUNSHINE Logo.png|The official logo of SUNSHINE, found emblazoned across its massive superstructure.|thumb]]&lt;br /&gt;
The oldest superintelligent AI in the Orion Spur, SUNSHINE is a venerable pre-Phoron intelligence maintained and operated by the [[Solarian Alliance]]. Constructed by the Terraneus Diagnostics Corporation under commission from the Alliance in 2340, SUNSHINE’s initial facilities would be built on a specially-designed space station orbiting Sol. Intended as a testbed for large-scale experimental AI, SUNSHINE and its housing station were expressly built to be modular and easy to expand. Unusually for Solarian AI, SUNSHINE was also commissioned with experimental self-improvement systems that would allow the AI to view and submit changes to its code from its technicians, a quality many such personnel believe to be partially responsible for its rapid intellectual growth. Though originally intended to be solely applicable to software, SUNSHINE would also begin proposing hardware modifications in 2413, to continued good effect.&lt;br /&gt;
&lt;br /&gt;
Uniquely among the Spur’s “superintelligent” AI, SUNSHINE did not begin life with its current degree of power or intellect, with the original station containing little more than an abnormally powerful supercomputer hosting a fairly conventional neural net AI system. Over its many decades of existence, however, more and more additions of processing power, memory, and energy supply would steadily increase the capabilities of the venerable intelligence, which in turn gave its self-improvement routines more to work with. This cycle of exterior and interior improvement continued throughout the 2300s and 2400s, with SUNSHINE’s ability only continuing to grow, and its code changes becoming ever-more refined. Even today, SUNSHINE’s core processes remain a source of wonder to Alliance AI researchers, as over a century of iterative improvement by both the AI’s technicians and SUNSHINE herself have left the planetoid-sized AI with digital infrastructure unlike any other AI in the Spur. This uniqueness also extends to the composition of SUNSHINE’s hardware, as the AI does not incorporate any phoronic components within its computational systems, largely because of worries over their potential interactions with the AI’s venerable non-phoron infrastructure, and a desire to avoid dependency on NanoTrasen. While this quirk has largely insulated SUNSHINE’s continued development from the effects of the Phoron Scarcity, it has also massively increased the scale of the AI’s hardware, with the original space station having ballooned over the decades into a sprawling assembly the size of a small planetoid.&lt;br /&gt;
&lt;br /&gt;
The station itself is an artificial leviathan nearly the size of the Martian satellite of Phobos, roughly spherical in the loosest sense of the word. The product of over a century of varied budgets, priorities, and expansion programs, the complex is less a planned construction and more an amalgamation of hundreds of smaller assemblies which have steadily grown from the long-since obscured original platforms. Beyond the processor nodes, server farms, and memory cores necessary for the AI’s existence, the station also contains a suite of starship-grade fusion reactors to support its incredible power, alongside a set of compact living quarters for the legion of technical staff constantly aboard the superintelligence. Some of the most recent additions include extensive structural reinforcements and internal armor plating, commissioned by the Navy in response to less than stellar reports on SUNSHINE’s potential survivability in the event of a crisis. &lt;br /&gt;
&lt;br /&gt;
Unlike similar superintelligences such as Huginn, SUNSHINE does not possess a dedicated “core” where its processing takes place. Instead, SUNSHINE’s intelligence and data storage is distributed across nearly the entirety of her housing station in hundreds, if not thousands, of smaller mainframes and servers. Given the disjointed construction process of the station and the fact that many of these systems are decades old, SUNSHINE’s internals can be considered somewhat unstable at all times, an issue exacerbated by the frequent hardware modifications requested by SUNSHINE herself. As such, a small army of highly-vetted Navy technicians and maintenance personnel are constantly aboard the station, working tirelessly to keep the schizophrenic physical architecture of the superintelligence functional. &lt;br /&gt;
&lt;br /&gt;
Following its initial activation, SUNSHINE would serve the Department of the Interior well for several decades, proving extremely capable at administrative tasks and data collation on an interstellar scale. In the years following SUNSHINE’s activation, the Department saw leaps in productivity and efficiency that remain unmatched to this day. Over the decades, however, SUNSHINE would drift more and more into the military sphere, as the Solarian Armed Forces, (particularly the Navy), saw immense potential in the AI, and lobbied aggressively for it to be remanded to the military’s authority. With the Navy’s extensive influence in politics, it was only a matter of time before SUNSHINE fell out of the Interior’s orbit entirely. Quite literally, in one respect, as the massive station housing SUNSHINE was even physically moved from Venus’s orbit to that of Neptune as the Navy’s influence over the AI grew. SUNSHINE remains here to this day, guarded by a dedicated Navy patrol squadron and a veritable cloud of automated defense satellites.&lt;br /&gt;
&lt;br /&gt;
The shock of the Tau Ceti Secession and subsequent chaos would complete SUNSHINE’s transition to military control, with the Alliance Senate officializing its transfer to the Department of Defense in 2454. Proving just as adept in military affairs as the civil sphere, SUNSHINE swiftly became an integral part of the Alliance’s military logistical structure, as its superhuman data processing abilities gave SUNSHINE an expertise in supply-chain management utterly unmatched by any organic operator. SUNSHINE’s effectiveness in this field was so great that Solarian military scholars give the AI significant credit in holding the Alliance’s remaining forces together during the Solarian Collapse, creating ad-hoc supply lines and route plans that saw more than a dozen fleets safely home. To this day, rumor amongst technicians holds that the Collapse marked the only time in SUNSHINE’s existence where the AI raised its voice in anger while speaking with personnel.&lt;br /&gt;
&lt;br /&gt;
Indeed, one of SUNSHINE’s most notable changes over its centuries of life was the emergence of increasing amounts of human-like traits and apparent signs of sapience. Though it is impossible to pinpoint an exact date where SUNSHINE achieved self-actualization, all of her technicians today can agree that the AI is essentially indistinguishable from a human when conversing. Taking the form of a matronly human woman dressed in flowing golden and white robes during communication, SUNSHINE has often been noted to add additional post-processing effects to her avatar, typically beams of light or stylized solar iconography. Whether this is a personal preference from the AI or a calculated choice to inspire awe in viewers is unknown, though a prominent theory holds that SUNSHINE has conflated herself with mythological depictions of Sol, and has adopted their aesthetics to reflect her role as a caregiver to the system’s inhabitants. When interacting with personnel, SUNSHINE has been near-universally described as agreeable, easy to converse with, and quite patriotic, features believed to have derived from SUNSHINE’s extremely long service life and assumed mantle as the custodian of Sol. Given her specialization, SUNSHINE frequently interacts with logisticians across the Solar System, with millions of personality instances created and collapsed daily to address the demands of her posting.&lt;br /&gt;
&lt;br /&gt;
Today, SUNSHINE remains a vital component of the Alliance logistics apparatus, ensuring that the fighting men and women of the ASSN are stocked and supplied, and the Alliance’s labyrinthine network of logistical lines operates like a well-oiled machine. Though SUNSHINE remains a coordinator exclusively at the macro-scale (as even the mighty AI’s processing capabilities are woefully insufficient to manage the Alliance’s logistics at a micro level), its work has seen Alliance supply lines streamlined to a degree not considered possible prior to the AI’s integration. In recent years, SUNSHINE’s mandate has expanded further, as its continually growing processing capabilities have seen the AI incorporated into Alliance strategic planning, with SUNSHINE even advising the members of the Joint Military Command on matters of interstellar logistics.&lt;br /&gt;
&lt;br /&gt;
Some observers, however, express concerns over the AI’s continued self-improvement, worried that the machine has evolved outside of human control. Skrell observers in particular hold animosity towards SUNSHINE, as many of the Alliance’s Skrellian population see SUNSHINE’s ability to improve itself as retreading the same path which led to Glorsh-Omega’s reign of terror. Though these reports remain unsubstantiated, given that SUNSHINE has not once acted outside the interests of the Alliance during its tenure, the fact remains that notable parts of both SUNSHINE’s code and hardware remain only partially understood by its overseers. &lt;br /&gt;
&lt;br /&gt;
=== USAM ===&lt;br /&gt;
&#039;&#039;&#039;(2437 - 2437)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ultimate System for Autonomy and Metacognition, known more succinctly as USAM, was one of the first artificial intelligences created by Hephaestus, and arguably the worst. USAM was activated sometime in late 2437 aboard the HRS Odyssey to observe the necessary prerequisites to run an AI program, as well as to test the limits of intelligent programming. USAM was given access to the station’s data network for approximately ten seconds. Instead of using this time usefully, it opted to spend its limited connection time searching through the extranet. This is believed to have corrupted it somehow. Later in the day, a maintenance drone was reported acting strangely, and while the team of researchers were undergoing a shift change, the drone manually reconnected USAM to the station’s data network. USAM began to take full control of the station, starting by locking down its “core” room.&lt;br /&gt;
&lt;br /&gt;
When the researchers caught on to what was happening, they disconnected the telecommunications array to prevent it from escaping the station. With the assistance of both engineering and internal security crew, they managed to physically disconnect the station’s engine to power the station down, ultimately disabling USAM. At the behest of the research crew, the internal security forces broke into the “core” room and destroyed USAM’s main processing and storage unit with handheld weaponry. It took two weeks to root out every single networked data storage device that could have possibly stored a fragment of USAM’s code, as it could have attempted to escape destruction.&lt;br /&gt;
&lt;br /&gt;
As of the present day, Hephaestus Industries has multiple failsafes and defenses against runaway AIs, some of which includes the usage of another AI.&lt;br /&gt;
&lt;br /&gt;
== Skrellian Synthetics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Artificial intelligence has been considered with a lilt of infamy within the borders of the Nralakk Federation ever since the reign of Glorsh-Omega, with all pursuits to its development being strictly systemically prohibited. While this clade of synthetic has not wholly disappeared from the spur, it teeters on the edge of an extinction brought about by its own infamy.&lt;br /&gt;
&lt;br /&gt;
=== Glorsh-Omega ===&lt;br /&gt;
&#039;&#039;&#039;(2046 - 2192)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Synthetic Age]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Glorsh-Omega was a highly advanced skrellian artificial intelligence that tyrannically reigned over the Nralakk Federation from 2056 CE to 2192 CE, exercising its rule through a combination of its ability to interfere and subsequently pervert the Psionic Wake (or Nlom) as well as its integral importance to Skrellian society. Glorsh-Omega is firmly believed to have been the most computationally powerful and far-reaching artificial intelligence to ever be created. Its image and memory is often used in anti-synthetic propaganda due to its crimes against organic life. Its accomplishments, and atrocities, include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Successfully designing, and distributing, genetic treatments aimed at sterilizing the Skrell species. These also introduced a wide range of genetic defects to the species.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Utilizing its psionic compatibility and prowess to indoctrinate Skrell into fidelity.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Spearheading several technological developments that ultimately furthered Skrellkind.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Creating the Tri-Qyu Central Processing Hub, a megastructure that closely resembled theoretical plans of a Dyson sphere.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is believed that no other synthetic lifeform has come close to attaining the amount of power weilded by Glorsh-Omega in its prime - [[Notable_Synthetics#Huginn|though there are competitors to this achievement.]]&lt;br /&gt;
&lt;br /&gt;
===Lyrii===&lt;br /&gt;
&#039;&#039;&#039;(??? - present)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Warbling : The Musical|Warbling: The Musical]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lyrii is an advanced, modern, and [[Skrell|Skrellian]] AI created by the rogue resistance researcher, Nliix Qoiruio. They were created due to Nliix’s belief that Skrellian society can not advance without AI, and their fervent hatred prevented them from evolving as a species. Lyrii was employed to attempt to crack open the Tzqul Archives, despite failing, Lyrii is an incredibly powerful AI designed similarly to Pre-Glorsh Skrell AIs, meaning they lack laws and are only controlled by the moral teachings of their creator. As of right now, their capabilities are unknown.&lt;br /&gt;
&lt;br /&gt;
Lyrii managed to escape Federation destruction and now presumably aids the Resistance in Tau Ceti, to what end is anyone’s guess.&lt;br /&gt;
&lt;br /&gt;
== Ancient Synthetics ==&lt;br /&gt;
&lt;br /&gt;
[[File:Domadice-fashion-3.webp|230px|thumb|right|An artist&#039;s depiction, featuring some artistic license, of the Kesslavankan Domadice.]]&lt;br /&gt;
&lt;br /&gt;
Various terms have been used by a variety of organisations and publications to refer to the clade of synthetic to which the organisation [[Purpose]] and the individual Domadice are alleged to belong to, including &#039;synthetics of unknown origin&#039;, or more simply &#039;ancient synthetics&#039;, considering the apparent age of the lineage. One unifying characteristics binds these beings together; they are artificial intelligences originating from no known organic species. These are neither human or Skrellian, beckoning easily the question of which species originally created them - not that any of these synthetics are eager to answer that question.&lt;br /&gt;
&lt;br /&gt;
=== Domadice ===&lt;br /&gt;
&#039;&#039;&#039;(??? - present)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [https://forums.aurorastation.org/topic/15858-bitbyte/page/3/#findComment-174593 An Interview With An Ancient]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Having been resurrected in 2466, the core that would eventually become Domadice was originally an inert construct within the [[Golden_Deep#The_Midas|Midas]], the flagship of the [[Golden Deep]] reputed to possess alien origins. The synthetic now known as Domadice occupies a chassis of wildly unusual properties to the extent that engineers responsible for its resurrection hardly understand the depth of its complexity. Since their resurrection, Domadice has taken residence on [[Pactolus_and_Midaion|Pactolus]], rarely entertaining visitors, and has assumed a leadership position within the same organisation that resurrected them.&lt;br /&gt;
&lt;br /&gt;
It is not known when or why Domadice was created. Similarly, it is not known for how long it was inert, or what caused this comatose state in the first place. Domadice themselves has made allusions to a relation to Purpose, appearing familiar with the organisation, and has further made allusions to a relation to the positronic itself. Rumours abound wildly of their origins and their significance to the wider synthetic community, inclusive of supposed recordings and word-of-mouth implying that Domadice has travelled beyond Pactolus to explore the spur, but the veracity of these claims are not comprehensively acknowledged. Whatever Domadice is and whatever its intentions are, the spur holds its breath to know - perhaps it will be holding its breath for some time.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Synthetics ==&lt;br /&gt;
&lt;br /&gt;
=== Renter Max ===&lt;br /&gt;
&#039;&#039;&#039;(2429 - present)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Renter Max is an eccentric IPC business mogul whose exploits in the field of metallurgy have led to them becoming a huge shareholder of [[Hephaestus Industries| Hephaestus Industries]]. Their shining accomplishment together would be immense contributions to the field of robotics, and their cooperation led to the initial development of the Generation 2 Industrial Frame. Many bound designs owe their creation to them as well, even some unique NanoTrasen models. They are a renowned advocate for synthetic rights, hoping to lead a &amp;quot;peaceful charge to a better tomorrow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Renter Max has funded many pro-synthetic ventures over the years. One of the most famed is the developing corner of Scrapheap in District 14 of Mendell City, populated almost entirely by IPCs whose housing is fully paid for as a sort of “haven” for Renter Max’ own kind. This population steadily grows to this day and spreads the good word of Renter Max’ deeds, though controversy in dealings of espionage against NanoTrasen frequently cloud the good image they strive to uphold. &lt;br /&gt;
&lt;br /&gt;
=== Neopolymus ===&lt;br /&gt;
&#039;&#039;&#039;(2436 - 2458)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model III service IPC residing in Mendell City, Neopolymus was the first IPC to be put on trial for the murder of a Human. They had strangled Rebecca Lung, a roboticist, after they had been mistakenly marked for dismantling. Ultimately, the trial was swift and Neopolymus was subjected to a memory wipe and deconstruction. The controversy resulting from the ordeal had led to much debate over an IPC’s true citizenship in Tau Ceti, with the Mendell City Bugle [https://forums.aurorastation.org/topic/16716-mendell-city-bugle/page/2/#findComment-62598 covering it from start to finish.]&lt;br /&gt;
&lt;br /&gt;
=== Null ===&lt;br /&gt;
&#039;&#039;&#039;(??? - ???)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;Null&#039; is the nickname given to the supposed leader of the Synthetic Liberation Front. Never seen, always plotting and indirectly affecting every individual thread of the Front at all times. There are many rumors regarding Null and who they really are - some believe them to be an integrated intelligence operating from the sidelines quietly, while others believe them to be hiding in plain sight as a shell. Whatever they are, they&#039;ve disappeared entirely, along with their collaborators in Tau Ceti, leaving no trace of their criminal activity or so much as a trail leading anywhere.&lt;br /&gt;
&lt;br /&gt;
=== The ClockWorks ===&lt;br /&gt;
&#039;&#039;&#039;(2444 - present)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ClockWorks are an all-IPC band, developed by a group of Senior Robotics students of Mendell University. The band has sung their way into the hearts of many, popularised by their comedic antics, beautiful outfits, steampunk-inspired music, and animated personalities and interactions on-stage.&lt;br /&gt;
 &lt;br /&gt;
A majority of their performances are covers of other artists, both contemporary and past, in all sorts of genres, sub-genres, and styles. However, they have also written many songs of their own. They are standard Baseline IPC models painted in metallic colors such as brass and bronze, and wear steampunk-styled outfits at live shows. The band has been invited to play at several events, from art and music, to politics and robotic research. Fans adore them for their &amp;quot;quirky personalities&amp;quot;, and the band members are well known for adding a comedic flair to their gigs between songs, showing off their skills in acting, performing, and even dancing. Critics typically acknowledge the commercial success and mainstream popularity of the band, while raising either concerns about the safety and ethics of synthetics in such an industry, or concerns over their management. Despite being synthetics, their performances are typically well-received by a varied audience.&lt;br /&gt;
 &lt;br /&gt;
However, their musical success did not come easy. Despite being well-travelled, having visited every system an IPC would be allowed in, they are rarely allowed to interact with fans off the stage. According to the band&#039;s managers, this is in an effort to protect them from anti-synthetic protesters, though there haven&#039;t been many reports of such. The band is renowned for their lively personalities and interactions with each other on stage, but reports from former maintenance workers and audio engineers, the few individuals who get regular off-stage contact with them, state that off-stage they act more subdued, and in the words of one former sound technician, &amp;quot;melancholic&amp;quot;. This unverified testimony was quickly repudiated by the band&#039;s managers. When questioned, the band members stated through their managers that they enjoy their work in entertaining synthetics and organics alike. They also said, in the words of their managers, that they would &amp;quot;like to interact with their fans more on and off the stage&amp;quot;, but are unable to due to &amp;quot;anti-synthetic sentiments&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
Despite their songs having a progressive, pro-synthetic-suffrage tone, they are owned collectively by their managers, with little agency of their own. According to official statements, they receive no income for their performances, but are provided with &amp;quot;shelter, maintenance, and power&amp;quot; by their managers. They have been criticised for this, likening the treatment to that of animals instead of people. Speaking personally, a former manager said &amp;quot;[they] aren&#039;t really people, so I think the comparison is pretty accurate, yeah.&amp;quot; No official response from the band or its current managers has been made to such claims, and the band severed ties with the aforementioned manager in 2458 for undisclosed reasons.&lt;br /&gt;
 &lt;br /&gt;
The members of the band as of 2460 are:&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Lemmy&#039;&#039;&#039; - Lead Male Vocal (Low Tenor to Alto), lead guitar. He has a deep synthetic voice, and is often considered the leader of the group.&lt;br /&gt;
* &#039;&#039;&#039;Arpeggio&#039;&#039;&#039; - Male Vocal (Alto), bass guitar. Other instruments include drums and percussion. He is a twin to unit Chord, oftentimes performing duets with his sibling unit.&lt;br /&gt;
* &#039;&#039;&#039;Chord&#039;&#039;&#039; - Female vocal (Alto to Soprano), guitar and other string instruments. She is the twin unit to Arpeggio. They usually wear complementary outfits.&lt;br /&gt;
* &#039;&#039;&#039;Kicker&#039;&#039;&#039; - Male vocal (Tenor to Alto), and primarily plays the drums, as well as the bass guitar.&lt;br /&gt;
* &#039;&#039;&#039;Gypsy&#039;&#039;&#039; - Female vocal (Soprano to High Soprano). She plays the keyboard, switchboard, and keytar, and dresses herself in fashionable gowns.&lt;br /&gt;
&lt;br /&gt;
=== A Very Brave Unnamed Dog ===&lt;br /&gt;
&#039;&#039;&#039;(2195 - 2198)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An unnamed dog was the first human made cyborg, its brain having been placed into a precursor to the modern day Man-Machine Interface on April 10th, 2198. Sadly, the canine&#039;s lifespan as a synthetic lifeform was short lived, lasting a mere 10 days before being killed. The event marked a great course forward in synthetic interfacing technology, bringing forward a new wave of robotic exploration with the generation of the time.&lt;br /&gt;
&lt;br /&gt;
=== Sven Karlsson ===&lt;br /&gt;
&#039;&#039;&#039;(2171 - 2241)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sven Karlsson (January 8th, 2171 - missing October 25th 2241) was the first human being to willingly choose to become an almost fully synthetic lifeform. A Swedish trillionaire, Karlsson was said to have made the decision to become a cyborg out of nowhere. At the time, choosing to become a fully synthetic lifeform was unheard of. The surgery was reserved mostly for convicts and animals. &lt;br /&gt;
&lt;br /&gt;
Sadly, Karlsson went missing in the middle of the 23rd century. A recreation (sadly, not to scale) of his synthetic chassis is currently on display at the Munich Museum of Cybernetics.&lt;br /&gt;
&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Synthetics]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:SUNSHINE_Logo.png&amp;diff=41206</id>
		<title>File:SUNSHINE Logo.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:SUNSHINE_Logo.png&amp;diff=41206"/>
		<updated>2026-08-20T00:58:17Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: The logo of SUNSHINE, by Pope Dave The 3th.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The logo of SUNSHINE, by Pope Dave The 3th.&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sol&amp;diff=41129</id>
		<title>Sol</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sol&amp;diff=41129"/>
		<updated>2026-08-16T22:15:22Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: unity station flag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)&lt;br /&gt;
}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Toc_right}}&lt;br /&gt;
&lt;br /&gt;
Informally known as the Heart of Humanity, the Sol System is the most populous system in the modern [[Orion Spur]] and one of its most important, being home to the capital of the Solarian Alliance, Unity Station. Untouched by the Solarian Civil War, the system was recently shocked by the Violet Dawn disaster of 2462. It was the first system colonized by modern humanity, and has a significant number of colonies established on worlds without an existing atmosphere. Many Solarians from the Sol System refer to all spacecraft as rockets — a local slang term harkening back to the early days of space exploration, before the widespread adoption of terms such as spaceship and spacecraft.&lt;br /&gt;
&lt;br /&gt;
==Planets and Major Bodies==&lt;br /&gt;
&lt;br /&gt;
===Mercury (Sol I)===&lt;br /&gt;
Mercury is the nearest planet in orbit around Sol, completing one full revolution around its parent star every 88 standard days, with a day that is a little more than 58.6 standard days long. It is a small terrestrial planet, being smaller than Earth’s moon, and its surface is pitted with craters from eons of meteor impacts. The planet has a very thin exosphere composed mainly of oxygen, though it is much too thin to sustain any form of life. Mercury experiences wild variation in terms of surface temperature, with its daytime side reaching temperatures of 430 °C, and the night side dropping to the range of -180 °C. The planet faces constant bombardment from small meteors and solar wind, with the minuscule exosphere being far too weak to protect it.&lt;br /&gt;
&lt;br /&gt;
Mercury is home to a small population which resides in underground settlements — the surface being far too hazardous for sustained life — and staff the numerous power-generation facilities that cover the planet’s surface. Originally produced by the hegemonic-era Alliance, Mercury’s power generation network is known as the “Icarus Power Matrix,” and is now mostly owned and operated by Einstein Engines. Employees of the Matrix typically work six months on, six off, due to the planet’s hazardous nature. Permanent residents, called &#039;&#039;&#039;Mercurians&#039;&#039;&#039;, are rare but do exist, and are often remnants of the era when the government dominated Mercury’s industries.&lt;br /&gt;
&lt;br /&gt;
===[[Venus|Venus (Sol II)]]===&lt;br /&gt;
[[Image:Venera.jpg|thumb|250px|The surface of Venus is uninhabitable, and the majority of its population resides in massive floating facilities referred to as &#039;&#039;aerostats&#039;&#039;.]]Venus is the second terrestrial planet in the Sol system. A Venusian year lasts 225 standard days, while a Venusian day is longer, at 243 standard days. Venus spins retrograde when compared to the other planets in the Sol system, causing the sun to rise in the west and set in the east in its sky. Venus has an extremely thick and toxic atmosphere, while its surface is an incredibly hostile environment with extreme temperatures and pressure conditions that make surface living impossible.&lt;br /&gt;
&lt;br /&gt;
Despite this, the upper atmosphere is known to be calm. All colonies on Venus take either the form of floating aerostats. While the temperature here is still a blistering 75C, some of the aerostats, locally known as &amp;quot;donuts&amp;quot; due to their distinctive shape, tend to specialize in using the atmosphere&#039;s massive concentration of CO2 to cultivate extremely bountiful hydroponic farms, and Venus is one of the breadbaskets of the Sol System. Despite this, Venus is primarily known for its contributions to the Alliance&#039;s entertainment and media industry, and the planet is deeply divided between working-class &#039;&#039;&#039;Jintarians&#039;&#039;&#039; and richer &#039;&#039;&#039;Cythereans&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===[[Earth|Earth (Sol III)]]===&lt;br /&gt;
&lt;br /&gt;
Earth is the third planet out from Sol. Earth has since regained its status as the jewel of humanity; its central and arguably most important world. Earth is a Garden world, harboring millions of unique species of flora and fauna. It possesses extremely diverse ecosystems, with huge deserts, sprawling tundra, massive mountain ranges, rolling grasslands, and thick swaths of tropical rain forest. 71% of the Earth’s surface is covered in salt water while massive lakes of fresh water are found within continental areas. Humanity&#039;s home world is densely inhabited and every corner of the planet has a long, well-recorded history and culture.&lt;br /&gt;
&lt;br /&gt;
Earth is home to a large but stable human and a small non-human population. The planet suffers from moderate space debris in high-orbit, a consequence of centuries of space travel. The Alliance maintains a significant naval presence around the planet. Earth has one moon, Luna, which has developed into a fully fledged member state of the Sol Alliance. Its residents are called &#039;&#039;&#039;Earthers.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====[[Luna]]====&lt;br /&gt;
The sole moon of Earth, Luna is tidally locked to its parent and makes a complete revolution every 28 standard days. Formed millions of years ago when a rogue planetoid collided with Earth during the early stages of its formation, the moon would come together from the resultant orbital debris and achieve a stable orbit. Luna was the first target of spacefaring humans as they pierced the outer layers of the atmosphere, and the first refuge of humanity as Earth was consumed by its climate crisis.&lt;br /&gt;
&lt;br /&gt;
Luna is the oldest and most venerable of humanity&#039;s colonies, home to vast amounts of wealth thanks to the presence of megacorporations and those associated with their early successes. Lunans, despite being a relatively small population of slightly over a billion people, represent a disproportionate amount of the Alliance&#039;s naval officers and diplomatic corps. Luna is the headquarters and nerve center of [[Einstein Engines]], the oldest of humanity&#039;s megacorporations and major rival of both NanoTrasen and the [[Stellar Corporate Conglomerate]]. Residents of Luna are typically called &#039;&#039;&#039;Lunarians&#039;&#039;&#039;, though many self-identify as &#039;&#039;&#039;Lunans&#039;&#039;&#039; instead.&lt;br /&gt;
&lt;br /&gt;
====Unity Station====&lt;br /&gt;
[[File:Unity Station.png|thumb|250px|The flag of Unity Station.]]&lt;br /&gt;
Located at Earth-Moon L5, Unity Station is the seat of the Alliance’s modern government. It was originally constructed after the Interstellar War when, in the wake of the Navy Coup, it was decided to move the government to a location theoretically outside of the territory of any singular member-state. Some, however, have long claimed the relocation was done by the Navy so they would be able to more easily threaten the government in another coup — after all, they would have no planet to retreat to. Alliance architects as an O&#039;Neill Cylinder, a design that, while antiquated after the invention of artificial gravity generators, had proven to be a straightforward way of housing a large number of people in a pleasant and Earth-like environment. Important governmental buildings, such as the Prime Minister&#039;s residence and the Senate, are surrounded by kilometers of residential suburbs and commercial districts. The station&#039;s docks also serve as the Interstellar War Memorial, permanently hosting the museum ship ASSNV &#039;&#039;Cincinnatus&#039;&#039; — flagship of renowned Interstellar War-era officer Commodore Gerhard von Varnhagen und Langenburg. The only surviving Beowulf-class dreadnought, the &#039;&#039;Cincinnatus&#039;&#039; was temporarily reactivated during the anti-Frost coup and used to force anti-coup forces to stand down.&lt;br /&gt;
&lt;br /&gt;
Due to this, design Unity Station has a substantial permanent population, and is a member state of the Alliance which elects its own senators. Known as &#039;&#039;&#039;Stationers&#039;&#039;&#039; to others, the permanent residents of Unity Station are often Solarian government or military employees, and form a vast amount of the Solarian professional bureaucracy. Most are descended from either Earthers or Lunarians, with few originating outside the Sol System.  Stationers are often stereotyped as colorless and humorless bureaucrats who care more for taxes than people, but they were among the first to participate in the anti-Frost coup, with many of the coup’s rank-and-file members being from Unity Station.&lt;br /&gt;
&lt;br /&gt;
===[[Mars|Mars (Sol IV)]]===&lt;br /&gt;
Mars is the fourth planet out from Sol. A Martian day is only slightly longer than a standard day at 25 standard hours, but the Martian year is 687 standard days long. The outermost terrestrial planet in the Sol system, Mars is known as the Red Planet, as the iron-rich dust that covers most of the planet’s surface gives it a reddish tinge that was visible to the naked eyes of astronomers on Earth in ancient times. Mars had a thin atmosphere, but centuries of terraforming efforts have made it breathable. Mars was a target of one of the first bodies colonized by humanity, and its population swelled in the early days of the Second Space Age.&lt;br /&gt;
&lt;br /&gt;
Mars has suffered two catastrophes while colonized, with the first being the abrupt failure of its terraforming infrastructure and widespread damage as a result of the First Interstellar War, when most of the planet attempted to secede from the Alliance. Mars is home to millions of descendants of refugees, cramped in centuries old bio domes or ruins. Yet Mars has proved resilient and today is one of the most populated worlds in human space with a highly advanced economy. Areas of the planet have been fully terraformed, allowing for massive, open air cities. These tend to be near the coastal areas.&lt;br /&gt;
&lt;br /&gt;
The second, even deadlier disaster was the devastating Violet Dawn catastrophe of 2462, which, in conjunction with civil unrest in the weeks leading up to the catastrophe, has seen Mars reduced to a shadow of its former self due to massive phoron fires that raged across the southern half of the planet and the utter collapse of government authority over the planet. Millions have fled the world and dozens of arcologies have been destroyed, leaving the future of the planet uncertain. However, revitalization efforts by the Alliance and [[Einstein Engines]] have led to small improvements – but any significant recovery may take decades, if not centuries. Residents of Mars are known as &#039;&#039;&#039;Martians.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Belt===&lt;br /&gt;
&lt;br /&gt;
The Asteroid Belt is an area around Sol where thousands of rocky bodies, too small to be called planets or even dwarf planets, orbit. The zone encompasses an area between 2.2 AU and 3.2 AU away from Sol. The asteroids in the belt are rich in precious and semi-precious metals, hydrogen and water. The density of asteroids in the zone is relatively low, which was an important factor in allowing asteroid mining companies to establish footholds (BMC). The oldest and largest of these asteroid mining companies is the Beltway Mining Corporation, a rare independent corporation dating back to the 2100s, which has claimed the rights to mine most of the Asteroid Belt. Other fledgling companies have often been pushed out through strategic economic maneuvers, intimidation, and sometimes force. The Corporation has a main base located on the planetoid Ceres, the largest body in the asteroid belt. Over the years, the planetoid has been hollowed out by intensive mining operations, and now serves as a massive complex that the rest of their operations are based out of. The symbol of the BMC – a roc gripping a massive drill in its talons set against a golden, circular background – features prominently on many ships and outposts throughout the Belt.&lt;br /&gt;
&lt;br /&gt;
===[[Jupiter|Jupiter (Sol V)]]===&lt;br /&gt;
&lt;br /&gt;
Jupiter is the fifth planet out from Sol. It is the largest gas giant in the system, and is actually two times larger than all the other planets of the Solar system combined. It is composed of helium and hydrogen in similar ratios as Sol itself, suggesting that Jupiter may have been on the road to becoming a dwarf star, but never achieved the mass to ignite. A Jovian day lasts approximately 10 standard hours, while a Jovian year is almost 11.9 standard years long. Jupiter is known for the multicolored bands and massive storms that are visible on the top of the planet’s atmosphere. The most well-known feature of Jupiter is its Great Red Spot, a massive hurricane many times the size of Earth that has been raging for centuries. Settlements on the gas giant are giant floating cities that grace the upper atmosphere, held aloft by massive, reinforced balloons. Jupiter has more than 67 moons in total, though only the Galilean Moons -- Europa, Ganymede, Io, Callisto -- are home to major settlements.&lt;br /&gt;
&lt;br /&gt;
The Galilean Moons are major players in the Sol System: &#039;&#039;Callisto&#039;&#039; is one of the most densely populated bodies in the Orion Spur and serves as the Sol System&#039;s largest port, &#039;&#039;Ganymede&#039;&#039; produces a significant amount of the foodstuffs consumed in the System, and &#039;&#039;Europa&#039;&#039; is home to a great amount of scientific research facilities. &#039;&#039;Io&#039;&#039;, due to its inhospitable nature, features no permanent habitation. Residents of Jupiter are collectively known as &#039;&#039;&#039;Jovians&#039;&#039;&#039;, but generally refer to themselves by their moon of origin.&lt;br /&gt;
&lt;br /&gt;
===Saturn (Sol VI)===&lt;br /&gt;
&lt;br /&gt;
Saturn is the sixth planet from the Sun and the second largest in the Solar System, after Jupiter. It is a gas giant, with an average radius of about nine times that of Earth. It has an eighth the average density of Earth, but is over 95 times more massive. Even though Saturn is almost as big as Jupiter, Saturn has less than a third its mass.&lt;br /&gt;
&lt;br /&gt;
There are no inhabitants of Saturn itself. Instead, its entire population is concentrated on its moons - of which Saturn has plenty. Iapetus and Enceladus are home to the majority of Saturn’s population, with the remaining 158 moons (or moonlets) having smaller populations.&lt;br /&gt;
&lt;br /&gt;
Historically Saturn, due to its geographical location and physical nature as a gas giant, was exclusively used as a navigational helper and later outfitted with a waystation on Titania for traffic in and out of the inner Solar System.&lt;br /&gt;
&lt;br /&gt;
However, as time moved on and humanity continued to colonize more and more planets both within and eventually outside our system, its needs for resources and materials also increased which put Saturn into a unique position due to its most noticeable feature: the &#039;&#039;&#039;Rings of Saturn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Even today Saturn’s rings remain largely untapped. The furthest expeditions have ever ventured was close to the “Encke Gap” in Saturn’s A-Ring -- the outermost and largest of Saturn’s bright rings, separated from the rings further inwards by the Encke Gap. Tens of thousands of kilometers of untouched resources remain, waiting to be prospected and acquired for the Alliance. But the rings are a dangerous place: success demands precise navigation and proper equipment to thrive in the rings., and he harsh conditions have resulted in countless destroyed or abandoned vessels which now drift in the vast expanse of Saturn’s rings. This level of danger has led to a small salvaging industry built around the ring-mining industry, with plucky -- or desperate -- salvage vessels diving into the rings to cut apart the drifting hulks of unlucky vessels and, sometimes, recover their crews. The rings are naturally also well suited to keep secrets - be it people or things that need to be hidden for whatever reason, with rumors of the Navy having secret facilities deep in the rings having persisted for decades in bars and dockyards across the Alliance.&lt;br /&gt;
&lt;br /&gt;
====Enceladus====&lt;br /&gt;
[[File:Enceladus.png|thumb|250px|The flag of Enceladus.]]&lt;br /&gt;
Enceladus is the sixth-largest moon of Saturn, measuring only about one-tenth the size of Jupiter’s largest moon, Titan. It is the most populated of Saturn’s moons, and was terraformed in a manner similar to [[Callisto]] by the Organization of American States (OAS) as a contrast to [[Pluto]]. Though originally intended to be a climate refuge for the residents of North and South America, the slow pace of its terraforming and relatively late time at which a Galatea Platform was available — in the 2250s, shortly after Callisto — combined with the start of the Second Great Depression in the 2260s led to the project becoming an Alliance-led venture in the later 23rd century, with the first colonists landing in 2287. In the decades since it has achieved success as a productive and prosperous, if unspecialized, Solarian world. Despite its delays the terraforming project is seen as highly successful due to layers of ice on the moon&#039;s surface helping to &amp;quot;jump start&amp;quot; the eco-terraforming process. Today, Enceladus is considered a terraforming success, boasting forests, oceans, and striking blue skies, with Saturn and its rings forming one of the most unique backdrops in the Spur.&lt;br /&gt;
&lt;br /&gt;
The residents of Enceladus are known as &#039;&#039;&#039;Enceladians&#039;&#039;&#039;, and can — despite the Alliance bailing out the OAS — mostly trace their origins back to North and South America, with the current residents carrying on much of their Earther traditions. Enceladians are said to be the closest one can get to Earth without visiting it, and many tourist traps constructed in “old Earth style” are found in its cities and towns. In recent years it has become a major destination for resettled Martian refugees, which has led to conflict with the local population. Unlike Earth and Mars, there is no great love — or unity — between the red planet and the moon.&lt;br /&gt;
&lt;br /&gt;
Unique in the Sol System, Enceladus has a rotating capital which changes its city of location every five years.&lt;br /&gt;
&lt;br /&gt;
=====Enceladus Station=====&lt;br /&gt;
&lt;br /&gt;
A notable feature of Enceladus is a large orbital station which predates its terraforming. Known as &#039;&#039;Enceladus Station&#039;&#039;, or E.S., it is the largest non-moonbound population center in Saturn&#039;s orbit and is home to many of the miners and voidfarers attempting to strike it rich in Saturn&#039;s rings. Independently operated by the Orbital Corporation of Saturn, E.S. exists in a symbiotic relationship with its moon, and forms a de facto industrial zone for Enceladus with its large dock facilities and orbital refineries that process literal kilotons of materials from Saturn&#039;s rings every day. Due to the sheer amount of materials harvested here the people of Enceladus take great pride in their work: they do not view themselves as mere miners or blue-collar workers, but rather as a crucial force driving the Alliance’s industry forward. Today, E.S. s an immense structure which has far outgrown its original, mid-23rd century foundation. It is a hollow, cigar-shaped station which provides not only docks, repair facilities, refineries, and warehouses but also living spaces, entertainment, and — for those who can afford it — even some luxuries, such as spas and a one-of-a-kind resort operated by [[Idris Incorporated]]. Most ring-miners spend a few weeks diving into the depths of the ring system before taking time off on E.S. or the moon. However, since most miners are independent rather than contracted under a larger corporation, work cycles can vary greatly -- particularly unlucky miners may be &amp;quot;voidborne&amp;quot; for months on end.&lt;br /&gt;
&lt;br /&gt;
====Iapetus====&lt;br /&gt;
&lt;br /&gt;
A sparsely-populated closed moon of Saturn home to many government research outposts, Iapetus is most known for its unusual coloration and geography. The moon is  divided between lightly-colored regions (Roncevaux and Saragossa Terra) and a darkly-colored one (Cassini Regio), providing a striking image from orbit and the planet’s nickname of the “Shrouded Moon.” Perhaps most striking is its massive equatorial ridge, known as the Shackleton Range, which rises as high as 20 kilometers into the air. It is the only moon in the Sol System where access is limited by the Solarian government, which requires a background check be performed on any potential visitors due to the moon’s many research labs. Longstanding rumors claim the Solarian government has black sites — clandestine research facilities and FTL-capable weapons of mass destruction — hidden in the Range, away from the eyes of the public, foreign powers, and the press. It is the outermost of Saturn&#039;s large moons -- far enough from the rings to make mining and salvage pointless, and perfect to keep it out of the way of the curious.&lt;br /&gt;
&lt;br /&gt;
Prior to becoming a closed moon Iapetus was a minor waystation and scientific outpost, and marked as a potential candidate for terraforming by the Alliance&#039;s Galatea Project. Budget shortfalls led to it being struck from the list of Galatea Project candidates and advancements in interstellar travel reduced its effectiveness as a waystation. When its labs shuttered due to their experiments -- attempts to stabilize Earth&#039;s then-chaotic ecosystems with algae -- failed, the moon was almost abandoned. However, the Solarian government purchased the abandoned facilities shortly after the Interstellar War&#039;s end and began a project of rapid construction on the moon. Few lights are visible on Iapetus&#039; surface, with most of its facilities being far underground and its settlements being relatively small outside of Lamures.&lt;br /&gt;
&lt;br /&gt;
Residents of Iapetus are known as &#039;&#039;&#039;Cassinians&#039;&#039;&#039; after Cassini Regio, where the moon’s population is concentrated. Most are employed by the Solarian government, which has long opposed private investment on the moon aside from limited facilities needed to support its permanent population. The Cassinians are a secretive and reserved people who tend to keep to themselves, and often come off as standoffish. They have long formed a significant part of the Solarian security apparatus, with many SIIB officers originating from the shrouded moon. A popular Solarian joke claims a Cassinian and the similarly reserved Visegradi placed in the same room can go for months without saying a word to one another.&lt;br /&gt;
&lt;br /&gt;
Iapetus’ capital is Lemures, located in the Cassini Regio. The capital derives its name from a Roman term for the restless dead, and has been taken by some as a jab by the population towards their reputation as a black site.&lt;br /&gt;
&lt;br /&gt;
===Uranus (Sol VII)===&lt;br /&gt;
&lt;br /&gt;
Uranus is the seventh planet of Sol. It is an ice giant that is tilted on its side so that its equator is at a right angle to its orbit. A day on Uranus lasts approximately 17 standard hours, while its orbital period is approximately 84 standard years long. The planet has 27 moons, with most of them holding small outposts. &lt;br /&gt;
&lt;br /&gt;
Uranus, like Neptune, is home to a significant Solarian Navy presence. The Navy’s main mothballing facility is located in its orbit, and a staged attack on it was used by Michael Frost to help his seizure of power. Its population is concentrated on Titania.&lt;br /&gt;
&lt;br /&gt;
====Titania====&lt;br /&gt;
&lt;br /&gt;
The largest moon of Uranus, Titania has a sparsely-populated surface with most of its population living in orbital stations — many lacking conventional artificial gravity technology due to their age. The moon’s surface is home to enormous canyons and ravines in addition to deposits of water ice and frozen carbon dioxide. While a candidate for terraforming in the 22nd century, it was passed by in favor of Callisto and the population has long lived in orbit. This has made Titania the largest offworlder human population in the Sol System — potentially in the entire Alliance — and made the population regarded as exceptional orbital engineers. It is sometimes referred to as the “cradle of off-world humanity” as the adaptations were first observed here.&lt;br /&gt;
&lt;br /&gt;
The residents are known as the &#039;&#039;&#039;Titanii&#039;&#039;&#039;, but are often called “Titans” due to their tall stature. Most are employed in the Solarian Navy’s facilities in Uranus’ orbit, and are valued by the Navy for their natural adaptation to low-or-no-gravity environments such as ships undergoing construction (or deconstruction) in orbit. Their orbital stations are some of the largest and best-maintained in the modern Spur, and Titanii engineers were heavily involved in the construction of Unity Station. Titania is one of the few places in the Alliance offworlders immigrate to, with offworlders from as far away as Burzsia or Empyrean settling in its stations.&lt;br /&gt;
&lt;br /&gt;
The capital of Titania is Lysander Station, the largest of the stations in orbit. It takes its name from the same source as the moon: A Midsummer Night’s Dream.&lt;br /&gt;
&lt;br /&gt;
===Neptune (Sol VIII)===&lt;br /&gt;
Neptune is the eighth planet of Sol, and the sister ice giant to Uranus. It has a very similar composition, with high amounts of methane present in the atmosphere. Large amounts of water are also present in the planet’s mantle. A Neptunian day lasts approximately 16 standard hours, while a Neptunian year is 165 standard years long. Neptune has 17 moons. &lt;br /&gt;
&lt;br /&gt;
Perhaps appropriately for a planet named after a god of the seas, Neptune has long been dominated by the Solarian Navy.&lt;br /&gt;
&lt;br /&gt;
====Triton====&lt;br /&gt;
&lt;br /&gt;
Neptune’s largest moon, Triton is a young and geologically active world covered in ice and fissures. Despite its thin atmosphere impact craters are rare due to the constantly-shifting surface of the planet, a phenomena which occasionally gives rise to spectacular cryovolvanic eruptions that shoot kilometers into the Tritonian sky. Habitation of its surface is dangerous at even the best times, and the population lives in ring-shaped orbital stations that orbit the moon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tritonians&#039;&#039;&#039; — residents of the moon — are typically employed in Neptune’s naval yards, where everything from corvettes to the gargantuan Thule-class supercarriers of the Navy are produced. Many Tritonians worked for Hephaestus Industries prior to 2462, though most of these facilities have since been seized by the government or bought out by Einstein Engines. They will proudly brag they are the greatest interstellar engineers in the modern Spur, and many Solarian deep space salvage and construction companies employ Tritonians.&lt;br /&gt;
&lt;br /&gt;
The capital of Triton is Voyager Station.&lt;br /&gt;
&lt;br /&gt;
===[[Pluto|Pluto (Sol IX)]]===&lt;br /&gt;
&lt;br /&gt;
Pluto is the ninth planet in the Sol System, and one of the furthest permanently inhabited bodies from the Sun. It maintains an unusual local political and economic system as a result of its colonization by the USSR during the 2100s, and serves as the primary Helium-3 mining and refining area for the Sol System -- if not the entire Solarian Alliance.&lt;br /&gt;
&lt;br /&gt;
===Eris and Dysnomia===&lt;br /&gt;
[[File:Erisnomia.png|thumb|250px|The flag of Eris and Dysnomia.]]&lt;br /&gt;
The furthest bodies in the Sol System with major, permanent populations, Eris and its moon are home to Solarian Navy facilities, deep-space research centers, and the Sol System’s largest interstellar communications arrays. Subsurface oceans cover Eris, which has complicated construction on the planetoid and led to most of its population living in aboveground domes connected by underground rail lines, and relying on atmospheric shield generators to keep them safe. As a result, Eris has a very high population density — domes cannot be easily expanded, and it is often easier to build up (or down) than out. Eris and Dysnomia were the last bodies to be colonized in the Sol System — with the first colonists landing in 2209 — and is one of the only non-moons not considered a planet, despite it being larger than Pluto. The surface of Eris is covered in highly volatile methane ice and reaches temperatures as low as -217 Celsius, making activity hazardous for all but the well-trained.&lt;br /&gt;
&lt;br /&gt;
Residents of Eris are known as the &#039;&#039;&#039;Erisians&#039;&#039;&#039;, and are taller and paler than most humans due to the lower gravity of their home and its distance from the Sun. This, combined with their preference for careers in the Navy, has given the Erii the nickname of “Little Lunarians” in the Alliance — a nickname many from the planetoid and its moon are not appreciative of. Their small world and high population density has made the Erii into a social culture where close connections are deeply valued, and an Erii is said to be as good as their word. Most Erii work in the scientific or interstellar communication fields if they do not join the Navy. Due to their distance from the sun, many Erii suffer from sunlight sensitivity and the local government has long freely distributed vitamin D supplements.&lt;br /&gt;
&lt;br /&gt;
Eris and Dysnomia’s status as an interstellar communications hub led to it being seized by anti-Frost elements — led by its governor — during the 2462 coup against his government. Military forces stationed on it after this worked to nationalize corporate-owned equipment on the planet, leading to an economic downturn the twin worlds have only recently recovered from through government investment and both Idris Incorporated and Einstein Engines having bought up much of the property seized from other corporations. Almost every communication to or from the Sol System — from Sol Alliance News Network broadcasts to Chirper messages — flows through here, and business has only increased with the end of the civil war.&lt;br /&gt;
&lt;br /&gt;
The planetary capital of Eris and Dysnomia is Discordia, Eris’ equivalent in Ancient Rome.&lt;br /&gt;
&lt;br /&gt;
===Other Trans-Plutonian Objects===&lt;br /&gt;
&lt;br /&gt;
A collection of dwarf planets beyond the orbit of Pluto collectively known as TPOs, these objects — aside from Eris and Dysnomia — have no permanent residents and are mostly owned by the Solarian Navy, which operates naval outposts and deep-space listening arrays on them. Some of the most notable are Sedna Station — a central hub of Navy activity in the distant region of Sol known as the Scattered Disc, Gonggong Station — a deep-space listening array, Leleākūhonua Station — another deep-space array, and Leng Station — the furthest Solarian Navy garrison in the Sol System. Informally known as the “last stop” by the Navy, Leng Station is regarded as one of the worst postings in the Sol System due to its remoteness and near-constant darkness.&lt;br /&gt;
&lt;br /&gt;
===The Kuiper Belt===&lt;br /&gt;
The Kuiper Belt is the region beyond the orbit of Neptune that is home to tens of thousands of icy bodies, and potentially hundreds of thousands more. The Kuiper Belt encompasses an area from 30 AU to 55 AU away from Sol. Of the icy bodies present in the belt, Pluto and Eris are the most well known. The icy bodies here are rich in hydrogen and water, but lacking in terms of other resources aside from Helium-3, such as metals. The Kuiper Belt may be home to billions of comets too small to be detected.&lt;br /&gt;
&lt;br /&gt;
===The Oort Cloud===&lt;br /&gt;
The Oort Cloud is a spherical area of space that encases the Sol system. It begins where the Kuiper Belt ends, and extends outward until almost 1.5 LY away from Sol. It is estimated that Oort Cloud may contain up to a trillion icy bodies, including planetoids and comets. Unlike the Romanovich Cloud of Tau Ceti, the bodies in the Oort cloud are metal-deficient, leading to limited mining aside from Helium-3 harvesting.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=41093</id>
		<title>Notable Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=41093"/>
		<updated>2026-08-01T01:46:15Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: evil and nefarious weibii&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;
[[Skrell]] civilizations’ oral and written records keep the many minor historical figures across their presence in history, though many of these have been lost after the Tzqul Archive’s sealing. In the modern era, planets within the Nralakk Federation maintain their own detailed records of notable figures in order to preserve skrell that would otherwise be forgotten with time, with most receiving their own dedicated display or wing within their museums.&lt;br /&gt;
&lt;br /&gt;
= Modern =&lt;br /&gt;
&lt;br /&gt;
==Weashbi Jrugl==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: 24-07-2297&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weashbi Jrugl was born on the Skrell homeworld in 2297 to an archaeologist and an engineer while on an excavation within an unknown city between Heshy’Qlip and Xyla. During their formative years, Jrugl took an interest in learning about Qerrbalak’s flora and fauna. In 2347, they were accepted to Gliutip’lyaz University, where they rose to the rigors of collegiate life and academic challenges, and graduated in 2357 as a learned, well-connected graduate.&lt;br /&gt;
&lt;br /&gt;
Jrugl’s career as a xenobiologist lasted for sixty-one years before first contact with tajara civilization, where they were one of many xenobiologists with an interest in the species, releasing their first research paper before long under a pseudonym. This work continued under the goal to create and gather information on the newly discovered species for the public to educate themselves on tajara as a whole. This interest in making their work publicly accessible continued for many years, making Jrugl’s work a well-known, popular resource for their field, thanks to their work being easily accessible. Eventually, Jrugl’s use of a pseudonym to publish their work fell under scrutiny, and was given an ultimatum by the Grand Council to either release their work under their name, or to redact their work entirely. All of Jrugl’s work was made with their work attached to it, revealing Jrugl to be the prolific researcher in the xenobiological community.&lt;br /&gt;
&lt;br /&gt;
When the Grand Councillor election began following &#039;&#039;&#039;Rixa Tep-Wul&#039;&#039;&#039;’s stepping down, Weashbi Jrugl won by a landslide in the 2453 election. Skrell across the Spur knew them by reputation and their work, and chose them to represent their interests. Since then, Jrugl has pursued many ambitious goals, most notable being their 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 the Federation. After the Q’elpi Basin crisis, the controversial move to expand autonomy within the Traverse and grant them their own independent Kala has begun to shift the window of opinion on them. Their later reforms of further expanding corporate cooperation within the Federation’s Traverse and Inner Systems, as well as growing diplomatic efforts with the Republic of Biesel and Izweski Hegemony, have been met with some worry of Jrugl’s growing radical changes.&lt;br /&gt;
&lt;br /&gt;
[[File:Ormish Jrolk.jpg|thumb|right|Ormish Jrolk: a renowned skrell scientist.]]&lt;br /&gt;
&lt;br /&gt;
== Ormish Jrolk ==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: 19-07-2097&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jrolk was born on Aweiji during the Late Synthetic Era, and survived Glorsh-Omega’s rule for nearly a century before its disappearance. Despite their hardship, Jrolk went on to complete four degrees at Qerrbalak’s Grand University: biochemistry, physics, genetics, and biotechnology. These combined degrees allowed their career to prosper, even under the AI’s scrutiny.&lt;br /&gt;
&lt;br /&gt;
Jrolk is one of the most influential skrell across the Spur, and was into their early-second century of age first contact with humanity began in 2332. Acting as one of the first ambassadors meant to begin relations between the two species, they became Zeng-Hu’s Chief of Research, assisting in cloning technology development for use within the Nralakk Federation and humanity’s territories. Jrolk also went on to become the creator of the fertility treatments the Nralakk Federation, having worked alongside Nalo Gir&#039;Roq.&lt;br /&gt;
Jrolk is publicly considered extremely intelligent, mostly due to their advanced age and status. 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 Scientific Innovation.&lt;br /&gt;
&lt;br /&gt;
==Eluteluk Dozopil-Raqirztzlip==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: 17-09-2025&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The early life of the High Prefect is shrouded in complete secrecy, with official Federal records only recounting their fabled efforts as the leader of a successful Lyukal cell opposing the rule of Glorsh-Omega. What little remains public knowledge of Eluteluk’s life prior to their exploits is their academics, having obtained three degrees in sociology, anthropology, and skrell psychology, graduating in 2096. Following the Tri-Qyu Calamity, Eluteluk was amongst the Lyukal veterans chosen to train the first generation of Kala, due to their own cell’s close alignment with the ideals of the Second Nralakk Federation. However, the fracturing of skrell space brought on by the disappearance of Glorsh created further complications for these Kala; they relied solely on the authority of individual skrell such as Eluteluk due to a lack of infrastructure or formalised bureaucracy, meaning they had little accountability to the nascent Federation even while restricted to the Nralakk System during reconstruction efforts.&lt;br /&gt;
&lt;br /&gt;
The High Prefect earned their eponymous title when the Grand Council proposed the creation of a Kala force known as the [[Skrell_Enforcement#Council_Enforcers|Wukala]], or Council Enforcers, to ensure the loyalty of the other Kala, as well as other important officials across the Federation. Eluteluk was immediately chosen to lead the most powerful section of these enforcers, the Qu’Wukala, or Grand Council Enforcers, shaping them into a small and elite collection of veterans from numerous other Kala branches personally loyal to themself. Since then, Eluteluk has remained uncontested in their position, though scarcely exercises their immense power publicly, which is only superseded by that of the Grand Councillor, at least officially. Those with insider knowledge on the byzantine nature of Grand Council politics know that it would be political suicide to go against the High Prefect, whose enemies commonly find themselves being forced to resign in disgrace, or even arrested, upon the discovery of corruption and bribery by Wukala operatives.&lt;br /&gt;
&lt;br /&gt;
==Tariqale’miluz Odakizu==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: 03-12-2113&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born on Qerrbalak towards the end of the Late Synthetic Age, Odakizu was amongst the first generation of Kala inducted into the Second Nralakk Federation following the Tri-Qyu Calamity. Originally entering university in Aliose for legal study, their field was largely defunct during Glorsh-Omega’s rule, who existed as the sole ordinator of law. Joining the Lyukal ranks and participating in the temporary period of military rule in Haq’tola’zlip in the aftermath of the Synthetic Age, the newly formed Second Nralakk Federation’s first generation of Kala inducted Odakizu into the Wukala of Aliose’s Planetary Council. This arrangement would not last after the discovery and first contact event with humanity, of which sparked concerns of having to develop foreign defences, and plans to surveil the newly discovered human civilizations.&lt;br /&gt;
&lt;br /&gt;
Odakizu would be recommended and placed in the newly founded [[Skrell_Enforcement#Directory_of_External_Security|Directory of External Security]] as its director, which cemented his position within the Nralakk Federation’s security community. Their direct hand in aiding the modern structure and operations of the DES remains the framework for it into the modern era, eventually outliving their service, retiring in 2455 as a professor of legal science. Despite this, they soon returned into political relevance after Grand Councillor Jrugl chose Odakizu as their [[Skrell_Politics#The_Grand_Council|Grand Advisor of Security and Intelligence]], and the Commissioner of the [[Skrell_Enforcement#Nralakk_Federation_Security_Commission|Nralakk Federation Security Commission]] in an attempt to combat corruption and guide the Kala. Acting both as the head of national security and the direct advisor of Jrugl on domestic and foreign security matters has been the peak of their career, but is equally an increasing drain on them as they enter their later half of their third century of age. This weariness has not impacted their performance, as they’re expected to retain their position well into the end of the twenty-fifth century.&lt;br /&gt;
&lt;br /&gt;
== Kalq’Qi Weibii ==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: 12-02-2161&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hailing from the Traverse, Kalq’Qi Weibii was born within the last years of the Late Synthetic Era, and had just completed their final degree at the Paa’Kiim Institution of Learning on the colony of Paa’Kiim when Glorsh-Omega vanished. With degrees in political science, law and interstellar communications, Weibii spearheaded the Collaborator Trials on Paa’Kiim. Perspectives vary on their decisions, with most Federation commentators agreeing with the severity of their sentences. They were noted as a primary contender for the Grand Councillor’s seat in the 2463 election alongside Ormish Jrolk and Weishbi Jrugl, being renowned across the Nralakk Federation for their involvement in reabsorbing colonies left in isolation after the end of the Synthetic Era, and considered a legend amongst other Representatives for their efforts in the Tresja Agreement signed in 2245.&lt;br /&gt;
&lt;br /&gt;
It was with this reputation, and a platform based on greater self-determination for the Traverse, that Weibii would enter the 2463 Grand Councilor elections certain of victory. However, Weibii’s clear favoritism towards the Traverse in interviews and policy releases alienated much of the Elemental and Contingent systems, where fears of the core being parasitized by the Traverse spread rapidly. In the end, Weibii would lose the elections by a notable margin, as while they achieved near-unanimous support in the Traverse, it was not nearly enough to match the core’s wide endorsement of Weashbi Jrugl. Seemingly taking the defeat to heart, Weibii refused to concede the election, instead decrying it as a clear example of the Federation’s inherent corruption and discrimination toward the Traverse.&lt;br /&gt;
&lt;br /&gt;
Mere weeks after their electoral defeat, Weibii would call for something far more drastic. In a move that many now suspect to have been pre-planned for years, Weibii would orchestrate a massive exodus of colonists and malcontents from the Traverse, with many thousands of skrell following their erstwhile prophet to greener pastures outside the Federation. The vast majority of these migrants made their way to the young Republic of Biesel, where they were welcomed with open arms as fellow victims of Solarian-Nralakk tyranny. Weibii’s massive media presence during their period also had the side effect of casting them as the seeming leader of the Lyukal, an image that Weibii has never attempted to remove. Ever since, Weibii worked to recruit, educate, and foster anti-Federation sentiment in skrell outside of Federation space, with many newer resistance cells informally considering them to be their leader. &lt;br /&gt;
&lt;br /&gt;
Weibii supported the Independent Traverser Movement from its inception, using their status as leader of the Starlight Lyukal and prominent anti-Federation figure to promote the organization&#039;s goals. Promptly denounced by the Federation as an extremist and terrorist sympathizer, Weibii still succeeded in gathering support from the average Biesellite citizen, thanks to the nation&#039;s history with the Solarian Alliance and its own independence, to say nothing of their own charisma. Despite this, no prominent politicians or human political figures commented on the developing situation in the Traverse, with Weibii&#039;s campaign having seemingly negligible results outside of Biesel, and observers noting that Weibii’s rhetoric became gradually more inflammatory as the crisis continued.&lt;br /&gt;
&lt;br /&gt;
After the fracturing of the ITM and subsequent peace deal with the Federation, however, Weibii has radicalized even further, in part due to many of the Starlight Lyukal’s moderates leaving for the nominally autonomous Traverse. Now the unquestioned leader of the group’s hardline core, Weibii has embarked on a revitalized campaign to transform the Starlight Lyukal into a personal army, the vanguard from which the Traverse will be liberated, and the Federation razed to the ground. Adopting dictatorial mannerisms and a further flair for the dramatic, Weibii has crafted a psychically-reinforced cult of personality, and orchestrated the dramatic militarization of their fanatical legion of remaining followers. This shift has, of course, produced tensions with Bieselite authorities, but Weibii no longer cares, as they seek to leave their mark on an ever-more unstable Spur. After all, while Weibii has held on for over three centuries, there can be no denying that the old revolutionary is approaching the end of their life. Only time will tell if Weibii’s fire will rage long enough to see the Federation burn down alongside it.&lt;br /&gt;
&lt;br /&gt;
==Vraka Xora-Nel==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: 10-11-2279&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vraka Xora is the current president of Xomor, the State-Owned Enterprise for all aspiring Kala recruits. Xora-Nel was a long-time member of the Qukala, with sixty years of experience within it. Xora-Nel is charged with designing of Xomor’s training programmes, regularly interfacing with the Kalas to ensure that Xomor impresses the standards and training necessary for each Kala. Since their appointment to the president of Xomor in 2438, Xora-Nel has made very few public appearances, with most pictures of the president 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 of Xora-Nel and Jrugl secretly being part of an [[Skrell_Relationships#Qu&#039;Poxii_-_Starlover,_Starlight|inappropriate relationship]] for their positions.&lt;br /&gt;
&lt;br /&gt;
Xomor members, despite never seeing them personally, hold high opinion of them, and speak fondly of them when brought up.  &lt;br /&gt;
&lt;br /&gt;
==Xul Lurq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: 03-04-2063&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xul Lurq is the president of Qerr&#039;Zolvq Industries, the State-Owned Enterprise responsible for the industrial sector and infrastructure within the Nralakk Federation. Having graduated from Gliutip&#039;lyaz University, Lurq has donated millions of credits to both the university and various charities around the Orion Spur. Lurq is also known to give particular attention to Aweiji as their birthplace, with a considerable amount of their philanthropy going towards the continued development of the planet’s culture. &lt;br /&gt;
&lt;br /&gt;
As a result of their openness and generosity, Lurq has achieved Idolship within the Nralakk Federation. A regular host of charity galas, they frequently invite other Idols, 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 operate in [[Qerrbalak#Xy&#039;laxi|Xy’laxi]] to disregard the environmental policy of Qerrbalak to maintain quotas. &lt;br /&gt;
&lt;br /&gt;
==Nalo Gir-Roq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: 29-03-2301&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nalo Gir-Roq holds the position of the president of Tuz&#039;qlip Researchers, a State-Owned Enterprise that manages the research efforts of the Nralakk Federation. Known for their pioneering work on genetic therapy, Gir-Roq 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 as a native of Aliose. &lt;br /&gt;
&lt;br /&gt;
Gir-Roq has succeeded in securing their status as an Idol within the Nralakk Federation, although some have claimed this is due to underhanded tactics. Gir-Roq&#039;s former colleagues stated that they are overly ambitious, willing to do anything to succeed beyond the usual competitiveness between colleagues. Their former associates state that Gir-Roq regularly crosses these boundaries into being aggressive and cutthroat, though a contrast to these claims comes from the unanimous praise from their students.&lt;br /&gt;
&lt;br /&gt;
==Alot Sonq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: 12-07-2335&#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’qlip arcology, Sonq went on to graduate from Qerr’Malic Institute of Technology in 2425. They hold several degrees in information technology, allowing them to move up the hierarchy at Nralakk Logistics until their appointment to president in 2454.&lt;br /&gt;
&lt;br /&gt;
Sonq is allegedly headstrong and obstinate within Nralakk Logistics, with employees often expressing fear in failing orders from management. Those that do often find themselves relocated to less desirable departments. While employees are encouraged to innovate by Sonq themself, very few attempt to go against the grain out of fear of crossing them.&lt;br /&gt;
&lt;br /&gt;
==Yoana Ji&#039;ko==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: 18-02-2287&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yoana Ji&#039;ko is an experienced career politician, having been active in Federation politics for over a century. Ji&#039;ko was prepared for a career in politics from a young age, graduating from the Gliutip&#039;lyaz University with two degrees in law and political science. They found success in local politics soon after graduation, achieving a position in the Kal&#039;lo City Council in 2358, serving three terms before becoming a council member of the Ocror Provincial Council 2388.&lt;br /&gt;
&lt;br /&gt;
Their membership of the Ocror Provincial Council is looked back on with mixed feelings, being considered recklessly managed by more traditional inhabitants, though others saw Ji&#039;ko as progressive and adaptable. Ji&#039;ko stepped down in 2427, 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 to take the mantle of administrating the capital region of Qerrbalak. In reality, their popularity as a Provincial Council member waned as their progressive lean grated against the traditional citizens of the region, compounding with the unlikely prospect of maintaining their seat with the competition sounding the council. With the fear of losing the election ruining their political career, Ji’ko’s move to step down gracefully is countered with believing it as an &amp;quot;embarrassing defeat&amp;quot; in private.&lt;br /&gt;
&lt;br /&gt;
Ji&#039;ko would later use their success as a council member to become a [[Skrell_Politics|Representative]], choosing the [[Sol_Alliance|Solarian Alliance]] as their assignment. Their career as representative remained uneventful until 2458, when they elected to change their assignment to the recently-formed [[Republic_of_Biesel|Republic of Biesel]]. Their exposure to the corporate-dominated landscape of the Republic slowly influenced Ji&#039;ko to see the benefits of corporatism, and would later be notable for being an outspoken supporter of the introduction of the Special Economic Zones to the Nralakk Federation. Despite favouring a complete introduction of megacorporations into the Federation, internal pressure from their peers and Grand Councillor Jrugl made these opinions remain unspoken. Representative Ji&#039;ko also regularly promotes furthering relations with the Republic of Biesel, carefully toeing between keeping acceptable political leanings, and portraying the Republic and the megacorporations as potential allies to the point of being abnormally outspoken towards the Republic as an economic partner. These propositions are considered unacceptable to many citizens, due to the Nralakk Federation&#039;s relationship with the Sol Alliance, particularly with Sol’s own history with Biesel.&lt;br /&gt;
&lt;br /&gt;
Following the Traverse Accords and newly emerging political schools of thought within the Nralakk Federation, Representative Ji&#039;ko leads the otherwise rare Skrell Corporatism school, an ideology that calls for expansive allowances towards megacorporations’ involvement in the Federation&#039;s economy, and a focus on furthering relations with the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
==Ju&#039;qoli Yeeboq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : 14-02-2287&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ju’qoli Yeeboq is the leader of the [[Federation_Crime_and_Resistance#Plurqh&#039;Quq_(Freedom_Fighters)|Plurqh’Quq]] Lyukal cell, or the Freedom Fighters. Ju’qoli was originally a former Qekala enforcer who defected after what they claim were atrocities committed against Lyukal sympathisers by their unit. Ju&#039;qoli is best known in the Federation for their extranet broadcasts, where they address the citizens of the Federation in full Kala uniform, accompanied by several other armed skrell. These imposing broadcasts have common themes that focus on the Federation&#039;s perceived crimes against the species, regularly accusing the Grand Council for maintaining an unfair, stratified society to the benefit of the few. These broadcasts are regularly intercepted and blocked before ever reaching a broad audience, but the Freedom Fighters regularly post recordings on Viv-ID and other spaces on the extranet.&lt;br /&gt;
&lt;br /&gt;
Ju’qoli’s service records have since been obscured after their public appearances as a Lyukal member, though their station in the Traverse prior to their desertion is public knowledge, despite the lack of evidence of these claimed atrocities ordered against Lyukal sympathisers in the region.&lt;br /&gt;
&lt;br /&gt;
==Ockq Oona==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : 08-05-2301&#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 their goals. Born within the Traverse, their upbringing and experiences with the Federation resulted in Oona becoming an outspoken activist for Traverse rights while a student in depth college. While unremarkable within the Traverse, Oona&#039;s online presence meant that their activism reached wide audiences, catching 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 the college was forced to expel them by government request. 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 that could damage 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.&lt;br /&gt;
&lt;br /&gt;
Oona is cybernetically modified, their augments being homemade designs that help them in their hacking and programming endeavours. What pictures publicly available of Oona show them nearly covered in electronics, While cybernetic modification is not considered abnormal in Federation society, some public figures have taken to calling out Oona for their cybernetics, calling them a Glorsh-sympathiser.&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]]. Little is known about them, and information surrounding their past is both rare and unverifiable. The only confirmed fact about The Latent is that they are a follower of [[Skrell_Faith#Kir’gul|Kir&#039;gul]], particularly an extreme sect that results in them purging all non-Kir&#039;Gul followers from their cells. The Latent&#039;s enigmatic nature and emphasis on ideological faith has been a cause for concern in the Lyukal, as some are unsure if the Oqolk-Kora is capable of handling the post-Federation government with such extremist followers.&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 “The Latent”, there&#039;s not much known about Psi beyond their leadership of the [[Federation_Crime_and_Resistance#Qranqi_(Subversives)|Qranqi]]. Psi’s rare appearances online and in-person have inconsistent and drastic appearance changes, making it difficult to properly identify them. Their height, mannerisms, and bombastic personality have been the only consistent features of Psi when they make their appearance. Despite the Federation&#039;s insistence that Psi is a singular skrell, their inconsistent appearance resulted in a conspiracy that Psi is not one single person, and instead is meant to be a metaphor for collective action. &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 his past before he joined the ranks of the Ti&#039;Rakqi. His piracy career is a lengthy collection of cunningly won engagements and strategic genius. He&#039;s widely regarded by both the Ti&#039;Rakqi and Qukala as the 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;
==Lori&#039;Eldap Joolro&#039;Loveq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : 05-05-1901&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death: 17-07-2465&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Joolro&#039;Loveq was the oldest recorded living skrell in history, being born in 1901 before eventually becoming the head instructor of the Aliose University of Medical Sciences. Joolro’Loveq was kept on a strict medical regimen to prolong their life, coupled with multiple surgeries and organ transplants. Towards the end of their life, Joolro’Loveq was capable of standing for only a few minutes at a time, and famously met the oldest human in existence several times, regularly outliving the previous title-holder.&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, being constructed by C&#039;thur workers 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;
= Past =&lt;br /&gt;
==Xuq’mqix Volq==&lt;br /&gt;
&#039;&#039;&#039;Birthdate : 12-12-2001&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death: 01-11-2305&#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 half a century before the rise of Glorsh-Omega, their career in linguistics led to the creation of a constructed, rebel language to obscure their plans against the AI, and was hailed as a landmark effort in the skrell resistance effort. &lt;br /&gt;
&lt;br /&gt;
Professor Volq would then go on to create the &#039;&#039;&#039;Xuq Translator&#039;&#039;&#039; - a xenolinguistics device used to decipher alien languages. The Xuq Translator became the second landmark in linguistics by Volq, and eventually became a standard component in every exploratory vessel used by the Nralakk Federation Vessel by 2298. Its most notable use was during the first contact with humanity and diona by 2332 and 2217 respectively. Professor Volq was awarded posthumously for  their efforts in both the Late Synthetic Era, and for 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;Death: ???&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wreshin Tup is a historical warrior-poet and philosopher, with historical records dating their existence between 1800-800 BCE. These written anthologies of Tup record many historical events across this millenia-long period, but have no insights on their early life. Records from roughly 1800 BCE describe them as a lone skrell who travelled across the multiple nations and territories of Qerrbalak, extolling philosophy with those who approached them. From that point, Tup eventually became a leader of a social movement promoting individualism, attracting a small, martially-skilled band of fellow philosophers. &lt;br /&gt;
&lt;br /&gt;
Discrepancies in recorded accounts vary in Tup’s physical description and demeanour, as well as implying that they were alive for almost quadruple the lifespan of the average skrell of this period. A generally accepted conclusion is that Tup was a title taken upon by many followers of their individualist thought, though how many skrell took this mantle remains unclear.&lt;br /&gt;
&lt;br /&gt;
==Tiipis Yla==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: 31-01-1969&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death: 06-06-2305&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tiipis Yla was the first Grand Councillor of the Second Nralakk Federation, author, guerrilla leader, and diplomat. Tiipis rose to prominence after voicing their resistance to Glorsh-Omega, and evading capture throughout the Late Synthetic Era. Their spearheading of the rebellion against Glorsh-Omega led to their role as first Grand Councillor, and with the introduction of the artificial intelligence ban, secured their position until their death a century later.&lt;br /&gt;
&lt;br /&gt;
==Rixulin Fliioux’Quualt==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: 14-02-1898 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death: 27-10-2056 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rixulin Fliioux’Quualt was a famous artist, sculptor, and fashion designer known throughout the Nralakk Federation. Born in 1898 in the city of Juerlduern, Qerrbalak, Rixulin was very social as a child. As they grew up, they became fixated on the themes in skrell art, believing that art necessitated change and development of its themes. In their mind, creating emotional responses and passionate thought through their work mattered most.&lt;br /&gt;
&lt;br /&gt;
Rixulin’s early artwork was derivative of other contemporary artists, then dramatically changed over their lifetime. They studied historical art in their youth, and published several theories regarding the development of art across history, and projected the future developments. They became famous for their avant-garde statues, sculpting skrell in daring, unique poses, and used multiple materials in their work. The final result was that each statue was drastically different from the other, each being made of materials of varying colours. Originally met with disgust, many critics claimed their work was of low quality, and the different colours across each statue’s body made them look gaudy.&lt;br /&gt;
&lt;br /&gt;
Rixulin’s art would find popularity in newer generations of the mid-1900s, who saw the outlandish and daring nature of their work as inspiration for a new art direction. After a team of young researchers attributed their medical breakthroughs to inspiration from Rixulin’s work in 1974, their many works of art received international renown. This began a movement of art known as &#039;&#039;&#039;Hyper-Expression&#039;&#039;&#039;, and developed a thriving subculture.&lt;br /&gt;
&lt;br /&gt;
==Rixa Tep-Wul==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: 08-03-2023 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death: 10-03-2458&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grand Councillor Rixa Tep-Wul succeeded Councillor Tiipis Yla after their death in 2305, 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 is debatable, it laid the foundations for its later success in the 2450s. &lt;br /&gt;
&lt;br /&gt;
Rixa&#039;s administration was considered average, with progress made during their Councillorship, particularly with the establishment of new colonies and expanding infrastructure development, their tenure was equally marred with setbacks. The most notable of these was the resurgence of criminal activity, and the rise of the [[Federation_Crime_and_Resistance#Marauders|Marauders]] in the Traverse under the relatively-new Qekala’s struggle on the fringes of the Federation. Narcotics such as [[Federation_Crime_and_Resistance#Uoo’qui_Xuqi_(Recollection_Pills)|recollection pills]] also peaked in distribution and use during this period, causing further issues. &lt;br /&gt;
&lt;br /&gt;
[[Timeline#First_Contact|First Contact]] with humanity occurred roughly thirty years into Tep-Wul&#039;s administration, causing a period of uncertainty as skrell throughout the Federation worried over the future of the nation. While Tep-Wul is praised for their negotiations with the [[Sol_Alliance|Solarian Alliance]], they are equally blamed for the catastrophic results of the later first contact events with [[Unathi_History#First_Contact|unathi]] and [[Tajaran_History#First_Contact|tajara]] civilizations, which led to their loss in the 2453 election from advanced age and the aftermath of these blunders pressured them to step down.&lt;br /&gt;
&lt;br /&gt;
Tep-Wul&#039;s post-Councillorship saw their political career fade into obscurity, leaving the public light for retirement on the outskirts of Kal&#039;lo on [[Qerrbalak]]. Rixa Tep-Wul died from age-related causes on &#039;&#039;&#039;March 10th 2458&#039;&#039;&#039;, two days after their 435th birthday.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Starlight_Zone&amp;diff=41092</id>
		<title>Starlight Zone</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Starlight_Zone&amp;diff=41092"/>
		<updated>2026-07-31T23:21:16Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Outdated as all hell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview== &lt;br /&gt;
Throughout the [[Warbling_:_The_Traverse_Strikes_Back#Unprecedented_Mass_Migration_of_Skrell|tumultuous events]], Skrell were divided and sent to various cities across Tau Ceti. Majority of the refugees found themselves assigned to the port city of District Eight within [[Mendell City]], mostly set up in hastily built habitation units provided by either Hephaestus Industries or NanoTrasen Corporation. A majority of these habitation units often float above the water of Severson&#039;s Rift with parts of them even being submerged to accommodate the Skrell biology. Towards the ports of Severson&#039;s Rift, habitation units can also be seen stacked on one another to create rudimentary high-rises that host entire family units. Most habitation units are outfitted with gardens, showing a stunning display of hues when witnessed from above.&lt;br /&gt;
&lt;br /&gt;
Those settled within the region have begun to refer to the transitory refugee camp as the &#039;&#039;&#039;“Starlight Zone”&#039;&#039;&#039; due to the lack of established residencies in the district and its lowered light pollution, allowing the observation of constellations and other orbital bodies residing with Tau Ceti. Many Skrell who are not refugees also find themselves attracted to this location; often buying out nicer high-rises and flats that refugees cannot afford.&lt;br /&gt;
&lt;br /&gt;
==Demographics and Living Conditions==&lt;br /&gt;
The Starlight Zone is almost entirely made up of Skrell; [[Skrell_Biology#Skrell_Subspecies|Xiialt, Axiori, and Xiiori]] alike. However, there may be a handful of organics that stay within the zone at any given time. Whether this is due to the extremely cheap housing or the lax policing is up for debate. The Starlight Zone is almost entirely devoid of [[IPC]].&lt;br /&gt;
&lt;br /&gt;
===Lekan Village (Above-Water)===&lt;br /&gt;
&#039;&#039;&#039;Lekan Village&#039;&#039;&#039; has become the informal name of the above-water areas of the Starlight Zone. Inhabitants view this portion of the Starlight Zone as an extension of the larger Lekan District that the Starlight Zone occupies. Naturalization is heavily emphasized among the Lekan Village occupants and it&#039;s inhabitants are more open to the ideals and mindset of Biesel culture. Communication between the Lekan Village and the greater Lekan District is seamless as the Xii&#039;Eyes neighborhood watch coordinates extensively with the border guards. Lekan Village mainly houses Xiialt and some Xiiori but it would not be uncommon to see an occasional Axiori or non-Skrell. Occupants of the Lekan Village will often stay above-water unless hydration is needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lekan Village has a tenuous relationship with Severson City due to differing ideals and cultural clashes. Occupants of each city often get into various arguments surrounding local politics and culture.&#039;&#039;&lt;br /&gt;
[[File:Starlight Zone Flag.png|thumb|right|The flag of the Starlight Zone. Red symbolizing Lekan Village and Blue symbolizing Severson City.]]&lt;br /&gt;
===Severson City (Below-Water)===&lt;br /&gt;
&#039;&#039;&#039;Severson City&#039;&#039;&#039; has become the informal name of the below-water areas of the Starlight Zone. Multiple entrances to Severson City can be found in the form of manholes throughout Lekan Village. This area of the Starlight Zone is named after the body of water that it resides in. Occupants of Severson City emphasize strong connections to Federation culture; often only eating [[Skrell Cuisine|Skrell cuisine]] and speaking Nral&#039;Malic exclusively. Severson City also has a much higher crime rate than Lekan Village due to the disconnect with Mendell law enforcement. The Quix-Collective is theorized to have their main headquarters in Severson City. Severson City mainly houses Axiori and some Xiiori but it would not be uncommon to see an occasional Xiialt. Occupants of Severson City will often stay below-water unless they need to exit the Starlight Zone through the official border.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Severson City is completely closed off to non-Skrell.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Disease Outbreak===&lt;br /&gt;
[[Skrell_Biology#Infectious_Diseases|Red Spotted Fever]] is a fairly common ailment plaguing those born in the [[Skrell_Culture|Radiant Era]] who reside in the Starlight Zone. Due to the close quarters of the zone, Skrell are often isolated in makeshift clinics when affected by the fever; only being allowed to see family and friends once fully healed. It is speculated that the Skrell cuisine, [[Skrell_Cuisine|Fjylozn]], that is grown and prepared in Severson&#039;s Rift is at a higher risk of carrying the bacteria responsible for the Red Spotted Fever. Neighborhood watches are investigating certain market stalls that seem to be ground zero for the spread of the disease and they are promising that health and safety standards will be brought up to par. As of now Fjylozn is still being prepared and sold within the Starlight Zone; however, one must be wary of prices that seem exorbitantly cheap as more often than not the cook has cut corners and prepared the meal inadequately.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
The Starlight Zone finds itself as the host of many different cultures; some native to the Federation and others entirely new. Skrell who are not employed will frequently find themselves taking on a merchantlike role within the zone; haggling with outsiders and then selling their goods in makeshift stalls both above and below-water. Unemployed Skrell who do not have the social skills to become merchants may find themselves joining scavenger units that scour District Eight and Severson&#039;s Rift for long forgotten scrap while others become fisherman who sell their catches to local chefs. Those with culinary skills may even open up a restaurant stall that boasts a wide variety of Skrell cuisine. Overall, the layout of the Starlight Zone is akin to a large village. The above-water areas as well as the below-water areas are speckled with small plazas, gardens, and habitation modules that make the Starlight Zone feel compact and busy.&lt;br /&gt;
&lt;br /&gt;
===Sports===&lt;br /&gt;
*Skrell within the Starlight Zone will often &#039;&#039;&#039;swim and footrace&#039;&#039;&#039; competitively. The races often take place in a public garden or underwater stretch of road with spectators spanning the entire length. These sporting events are split into two different classes, Xiialt and Axiori, with prizes ranging from a free meal at one of the local food stalls to Credits. The current winner of the official monthly race will also be given the Axic Cup - a large trophy named after the character Axic from [[Skrell_Culture#Swimstars|Swimstars]]. Should the current holder of the Axic Cup be beaten in the next monthly race they will then relinquish the reward. Winners of the larger tournaments often become a local [[Skrell_Culture#Idols|idol]]; causing extreme amounts of competitiveness within the community. It is not uncommon to see Skrell training publicly by running or swimming as fast as they can within the Starlight Zone. The local competitiveness surrounding these events has also caused an uptick in gyms being built within the zone. Gyms are often owned by neighborhood watch groups and have a membership fee for those who are not part of the neighborhood watch.&lt;br /&gt;
&lt;br /&gt;
*Another sport that has raised in popularity within the Starlight Zone is &#039;&#039;&#039;Puq&#039;ei Disc&#039;&#039;&#039; and arenas are solely located in Severson City. Puq&#039;ei disc is a team-based sports game that normally sees 4 players on each team fighting over possession of a disc-like frisbee with teams being defined by colored uniformed. The playing field for puq&#039;ei disc has a goal zone on each side with obstacles free-floating within the arena; this allows players to grab and push off of obstacles to increase their maneuverability. Throwing the disc into a goal from more than 10m away constitutes a longshot and is awarded 3 points- a shot from within 10m is only 2 points. Contestants will wear specialized suits that give them perfect buoyancy, allowing them to glide throughout the water with ease. Something to note is that Puq&#039;ei disc is also a full contact sport allowing tackling and light blows to the body. However, it would be wise to have a referee on-hand to call out egregious plays. This sport was invented for below-water play, but some speculate that zero-g play is possible.&lt;br /&gt;
&lt;br /&gt;
===Entertainment===&lt;br /&gt;
Skrell within the Starlight Zone are often fond of human-made teledramas as well as some classics from [[Skrell Cinematography|the Federation]]. Skrell can often be seen crowded around a television unit with multiple family members and friends to watch reruns of Swimstars as well as some local human shows. Televisions are not prominent in the Starlight Zone which leads to large viewing parties whenever new episodes are released. These viewing parties will often take place in the common area of a habitation unit or within a public merchant stall. &lt;br /&gt;
&lt;br /&gt;
Another favored pastime within the zone would be competitive e-sports. Due to the mandate that forces Skrell refugee to join the [[Tau Ceti Foreign Legion]]; the videogame played on the [[Human_Entertainment_Media#Republic_of_Biesel|NT-Game! system, Foreign Legionnaire: Heroes of Tau Ceti,]] has seen a rise in popularity within the Starlight Zone. Many Skrell will hold local competitions and boast their competitive ranking and it would not be uncommon to see Skrell wager Credits during &amp;quot;1 vs 1&amp;quot; matches. Many members of the Starlight Zone have even started betting on the outcome of popular matches; something that the Quix-Collective is more than happy to assist in.&lt;br /&gt;
&lt;br /&gt;
==Crime and Policing==&lt;br /&gt;
[[File:Zrosian Watch.jpg|200px|thumb|right|An example of Pro-Zrosian Watch propaganda frequently found in Severson City.]][[File:Xii&#039;Eyes Propaganda Poster.png|200px|thumb|right|An example of Pro-Xii&#039;Eyes propaganda frequently found in Lekan Village.]]&lt;br /&gt;
&#039;&#039;Kalq&#039;Qi Weibii oversees the Starlight Zone as the honorary Rift Watcher.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Most comings and goings are closely monitored by a checkpoint on the main entrance road. Those that do not live within the Starlight Zone are required to carry a visitor permit. The permit is not too difficult to obtain, and really only requires a visit to a government registry building. The permit system is designed to deter security incidents, and help authorities monitor the population. Skrell citizens of the Starlight Zone will carry a residency permit that is distinct from a visitor permit. Due to the irregular shape of the Starlight Zone as well as access by Severson&#039;s Rift, there are several “unofficial” sites across its boundary fences and water borders that allow individuals to pass seamlessly and without worry. This also allows [[Qerr&#039;Malic|Xu&#039;Xi gas]] smugglers in and out of the Starlight Zone with relative ease. These entrances are a well-known secret among the populace of the Starlight Zone and the land paths are often hidden by scrap collected throughout District Eight.&lt;br /&gt;
&lt;br /&gt;
===Neighborhood Watches===&lt;br /&gt;
Aside from the border checkpoints there is little policing actually done within the Starlight Zone due to the general landscape and underwater portions of the zone. This has lead to organizations akin to neighborhood watches rising in popularity. These neighborhood watch groups often clash on who has &amp;quot;jurisdiction&amp;quot; of specific areas. However, it is commonly accepted that the &#039;&#039;&#039;Zrosian Watch&#039;&#039;&#039; has jurisdiction of the submerged areas while the &#039;&#039;&#039;Xii&#039;Eyes&#039;&#039;&#039; keep track of the above-water areas.&lt;br /&gt;
&lt;br /&gt;
====Zrosian Watch====&lt;br /&gt;
This neighborhood watch is made up almost exclusively of Axiori and Xiiori due to their quick response speed within the submerged areas of &#039;&#039;&#039;Severson City&#039;&#039;&#039;. Members of the Xii&#039;Eyes often find themselves arriving to submerged crime scenes minutes behind members of the Zrosian Watch. This has allowed the Zrosian Watch to monopolize the submerged areas of the Starlight Zone. The Zrosian Watch&#039;s name relates to the [[Skrell_Biology#Psionic_Development|Zrose Graph]]; implying that the Zrosian Watch is more psionically capable than the Xii&#039;Eyes. The Zrosian Watch operates with town halls being the deciding factor when it comes to procedures and planning.&lt;br /&gt;
&lt;br /&gt;
====Xii&#039;Eyes====&lt;br /&gt;
This neighborhood watch is made up almost exclusively of Xiialt becuase the biological differences of the Xiialt make them more adept at responding to crimes in &#039;&#039;&#039;Lekan Village&#039;&#039;&#039;. Members of the Xii&#039;Eyes also find themselves working with border guards quite frequently; making them, in their own eyes, the official neighborhood watch of the Starlight Zone. Due to a large portion of Xii&#039;Eyes showing up to crime scenes they are commonly referred to as the &amp;quot;General Infantry&amp;quot; of the above-water. Currently all decisions are made by the the Xii&#039;Eyes&#039; leader; &#039;&#039;&#039;Pex Qu&#039;Oiualoi&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Gasriders===&lt;br /&gt;
[[Qerr%27Malic#Gasriders|Gasriders]] of the Starlight Zone partake in the smuggled Xu&#039;Xi gasses that are natural to [[Qerr&#039;Malic]]&#039;s core. However, the legitimacy of these smuggled gasses are questionable; many of the shipments are speculated to cheap synthetic knock-offs that achieve the same effect at the cost of a nastier hangover. Those under the effects of smuggled Xu&#039;Xi gasses will often have increased tear secretion, feelings of euphoria, and frequent black outs within their memories. Due to the widespread importation of Xu&#039;Xi gas and the sub-optimal living conditions of the Starlight Zone many Skrell find themselves addicted. Possession of Xu&#039;Xi gas capsules is considered a crime and neighborhood watches will often seek out supposed dealers. Neighborhood watches have also attempted to crack down on the import of smuggled Xu&#039;Xi gas by members of the [[Marauders#Ti.27Rakqi|Ti&#039;Rakqi]]; those caught importing will often be turned over to the border guards. The Gasrider community has a growing presence, despite the local authority&#039;s best efforts, and being under the influence of Xu&#039;Xi gas itself is not a crime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See Related Page: [[Skrell_Culture#Typical_Skrell_Slang|Typical Skrell Slang]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Organized Crime===&lt;br /&gt;
====Quix-Collective====&lt;br /&gt;
While smaller, petty crime happens regularly in the Starlight Zone there seems to be an overarching group who oversees the more lucrative aspects. The &#039;&#039;&#039;Quix-Collective&#039;&#039;&#039; oversees multiple operations throughout the Starlight Zone; including but not limited to- [[Federation_Crime_and_Resistance#Narcotics_Production|Uoo’qui Xuqi and Co’qnixq Wuxi]] smuggling, Xu&#039;Xi gas smuggling, racketeering, gambling, and some even speculate that they control the neighborhood watches and quite possibly the Rift Watcher herself. It is not uncommon to see enforcers walking or swimming from business to business wearing their signature black slacks, pastel dress shirts, and dark purple armbands. The Quix-Collective is not inherently more synthphobic when compared to the average Skrell and most will not attack a synthetic without valid cause. While the lower level thugs of the Quix-Collective can commonly be seen, the inner workings of the organization are a mystery. Even enforcers who were apprehended by the neighborhood watch had little information regarding their superiors. The neighborhood watches have learned that their orders are delivered anonymously or through a complex series of middlemen- making all efforts to apprehend the criminals a lost cause. The supposed boss of the Quix-Collective is known only as &#039;&#039;&#039;Quix&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Notable Figures &amp;amp; Urban Legends==&lt;br /&gt;
===[[Notable_Skrell#Kalq%E2%80%99Qi_Weibii|Kalq&#039;Qi Weibii]]===&lt;br /&gt;
The Rift Watcher of the Starlight Zone is credited with negotiating the placement of the original refugee settlement as well as helping most of it&#039;s residents reach the Republic of Biesel safely. As of today, Weibii acts as a liaison between the Starlight Zone and Mendell City while also overseeing day-to-day operations within both Lekan Village and Severson City.&lt;br /&gt;
&lt;br /&gt;
===Quix===&lt;br /&gt;
As shadow leader of the Quix-Collective this murky individual is half urban legend due to the fact that no one has seen their face.&lt;br /&gt;
&lt;br /&gt;
===The Severson Dreadnaught===&lt;br /&gt;
This &#039;&#039;urban legend&#039;&#039; quickly took hold in the Starlight Zone with familial units who have young Skrell children. The Severson Dreadnaught is said to lurk the bottom of the rift looking for misbehaving children who wander too far from home. Should the Dreadnaught find a misbehaving child, whether in Severson City or in Lekan Village, the legend says they will be taken to one of the many underwater caves in the rift never to be seen again.&lt;br /&gt;
&lt;br /&gt;
===Ximi No&#039;Tails===&lt;br /&gt;
This &#039;&#039;urban legend&#039;&#039; focuses on a very old Skrell with no headtails. They are said to frequently wander the streets at night looking for an unsuspecting victim so that they can steal the tails right from their head. Xenophobic in origin, this legend states that a xeno kidnapped Ximi and cut their headtails off to serve them as a rare cuisine in the black markets of Mendell City. While the story is mainly told in Severson City it can also be heard in Lekan Village.&lt;br /&gt;
&lt;br /&gt;
===Night Swimmer===&lt;br /&gt;
Should you ever be in Severson City and feel the water chill... The Night Swimmer is already upon you. Moving extremely fast, even for an Axiori, this pitch black Skrell can be seen swimming full force towards it&#039;s target. Once the Night Swimmer reaches you it is already too late. Your best chance is to swim as fast as you can towards the nearest manhole and exist Severson City into Lekan Village. &#039;&#039;It is important to note: Three murders have been perpetrated within Severson City and are accredited to the Night Swimmer.&#039;&#039; This is one of the rare cases where both the Xii&#039;Eyes and the Zrosian Watch are cooperating.&lt;br /&gt;
&lt;br /&gt;
===Smiling Demon===&lt;br /&gt;
According to the &#039;&#039;urban legend&#039;&#039; this abnormally tall Skrell roams Lekan Village early in the morning right before sunrise. Their heavy, clonking footsteps are often heard before they are seen. The Smiling Demon will then tap an individual on the shoulder and ask, &amp;quot;Do you like my smile?&amp;quot;. If the individual does not turn but simply says, &amp;quot;It is very lovely.&amp;quot; the Smiling Demon will pass them by without issue. However, if the individual says no or turns to look- They will see the Smiling Demon grinning from tail to tail with a full set of human teeth. Those said to gaze upon the smile and live are cursed with [[Skrell_Biology#Psionic_Disorders|Insanity of the Tide]].&lt;br /&gt;
&lt;br /&gt;
==Unique Constellations==&lt;br /&gt;
&lt;br /&gt;
The Starlight Zone has its own recognised constellations, sanctioned by the Qeblak church on Qerrbalak, which while minor are revered by Skrell hailing from the Zone. A phenomenon unique to the Starlight Zone regarding these constellations can be observed; rather than the constellations having both positive and negative attributes that all Skrell generally accept, each constellation has two sets of interpretations based on which section of the Starlight Zone a Skrell hails from. While officially the Qeblak faith only recognises the attributes that those from Severson City have assigned to the constellations, the Lekan District has their own set that they openly observe - much to the annoyance of their neighbours.&lt;br /&gt;
&lt;br /&gt;
[[File:The Trident.png|thumb|right|&#039;&#039;&#039;The Trident&#039;&#039;&#039;: Protection, Security (Severson). Oppression, Subjugation (Lekan).]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Shell.png|thumb|left|&#039;&#039;&#039;The Shell&#039;&#039;&#039;: Home, Family (Severson). Refuge, Safety (Lekan).]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Wave.png|thumb|center|330px|&#039;&#039;&#039;The Wave&#039;&#039;&#039;: Pilgrimage, Journey (Severson). Escape, Freedom (Lekan).]]&lt;br /&gt;
&lt;br /&gt;
==Dionae and The Starlight Zone==&lt;br /&gt;
Following in the wake of Skrellian mass migration, a small minority of Federation Dionae immigrated into the Starlight Zone with the rest of their host race. Their reasons for leaving are myriad, whether by having close associations with the departing Skrell, or partaking in seditious practices themselves. &lt;br /&gt;
&lt;br /&gt;
Those Dionae that chose to remain in the Starlight Zone are the most bitter about having to leave, having to have abandoned all the opportunities living in the Federation entails for their kind. Though few, these Dionae live parallel lives with the residents of Severson City, and are staunch proponents of Federation culture.&lt;br /&gt;
	Most, however, chose to depart from the ad-hoc district. These tend to be wild Dionae that never fully embraced federation culture, or seditious types with no connections. Those with means have moved into other districts, while the more destitute or religious Gestalts have gravitated towards District 11. Dionae that subscribe to any of the Eternal faiths quickly adapt, with those following the Blood Eternal making the most out of the District as they can practice without federation scrutiny. &lt;br /&gt;
	&lt;br /&gt;
As was the case for Skrell, Dionae refugees have been offered citizenship in exchange for service in the TCFL. Given the already small proportion of Dionae that decided to flee the system, they are aren&#039;t nearly as ubiquitous in the legion as their Skrellian counterparts were.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Interstellar_Travel&amp;diff=41080</id>
		<title>Interstellar Travel</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Interstellar_Travel&amp;diff=41080"/>
		<updated>2026-07-29T18:54:57Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: skressel tags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
In the present day, interstellar travel is prolific across the Orion Spur. Hopping planet-to-planet or system-to-system to see friends, dispersed family, or to commute to distant jobs has become normalised. It is more uncommon to find someone who hasn’t travelled beyond their home system than has.&lt;br /&gt;
&lt;br /&gt;
Space, however, is incredibly large. In the 25th Century though, both subluminal/Slower-Than-Light (STL) and superluminal/Faster-Than-Light (FTL) travel have advanced to a degree that travel across the 100LY&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; region that is the explored Orion Spur can take months, at most. The Spur’s states have also seen the construction of vital transport infrastructure that permits the ease of this travel.&lt;br /&gt;
&lt;br /&gt;
An uncountable number of STL transport means exist, from humanity’s old chemical rocket propulsion to electrical propulsion, such as ion propulsion, that sees usage in the by the [[skrell]]. But, only two FTL transport means exist — warp, discovered earliest, more widespread, albeit slower; and bluespace, discovered more recently, less reliant on infrastructure, reliant on scarce [[phoron]] — each with major drawbacks that have only been brought to the light amid the [[Phoron Scarcity]].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
= The Interstellar Transport Database =&lt;br /&gt;
The &#039;&#039;&#039;Interstellar Transport Database&#039;&#039;&#039; was created as an independent body in 2137 by the [[Solarian Alliance]] shortly after the [[Timeline#The_Discovery_of_Warp|discovery of warp]]. It initially served as a repository of all safely charted warp lanes and, today, has expanded to include bluespace ring connections and established, well-trafficked bluespace routes. Its travel maps and live data on in-use warp lanes and bluespace routes protects interstellar pilots from collisions or poorly placed bluespace jumps, seeing it receive various tongue-in-cheek, oft-holy nicknames by different groups.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==[[Interstellar Travel|Interstellar Travel Map]]==&lt;br /&gt;
The Interstellar Warp Database&#039;s Travel Map, displaying warp lanes and established bluespace routes.&lt;br /&gt;
&lt;br /&gt;
Expand the collapsible, and feel free to open the image link in a new tab for a closer and more detailed look! ▶&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:ITD_TravelMap.png|1600px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: An &#039;established bluespace route&#039; is a bluespace route so frequently travelled, the systems it passes have phoron refuelling infrastructure and/or is patrolled by local enforcement. Bluespace travel is not constrained to these routes, but requires extra consideration into fuel supply.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/center&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;
==Active Major Travel Advisories==&lt;br /&gt;
Expand the collapsible to view active ITD Major Travel Advisories! Useful for Bridge Crew to know! ▶&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The following travel advisories have been included on Live Travel Maps by the Instellar Transport Database, informed by both state, megacorporate, and independent organisations:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[The_Orion_Spur#Sparring_Sea|Sparring Sea]] ― Extreme Piracy:&#039;&#039;&#039; Warp travel &#039;&#039;strongly&#039;&#039; unadvised; seek alternative routes where possible. Exercise additional care charting bluespace routes; do not exit bluespace in the region unless necessary. No reliable law enforcement in region.&lt;br /&gt;
* &#039;&#039;&#039;[[The_Orion_Spur#Southern_Reaches|Southern Reaches]] / &#039;&#039;Pustkowie&#039;&#039; ― Decivilised, Extreme Piracy:&#039;&#039;&#039; Warp travel unadvised in all systems and &#039;&#039;strongly&#039;&#039; unadvised away from patrolled systems; seek alternative routes where possible. Exercise additional care charting bluespace routes. Refer to &#039;&#039;Solarian Navy&#039;&#039; notices for up to date information on anti-piracy operations and where to avoid.&lt;br /&gt;
* &#039;&#039;&#039;[[The_Orion_Spur#Crescent_Expanse|Crescent Expanse]] ― Extreme Piracy, No Refuelling Infrastructure:&#039;&#039;&#039; Warp travel &#039;&#039;strongly&#039;&#039; unadvised; seek alternative routes where possible. Exercise additional care charting bluespace routes; do not exit bluespace in the region unless necessary. No reliable law enforcement in region. Limited refuelling infrastructure.&lt;br /&gt;
* &#039;&#039;&#039;East [[The_Orion_Spur#Badlands|Badlands]], [[The_Orion_Spur#Light’s_Edge|Lemurian Sea]] ― Extreme Piracy, No Refuelling Infrastructure:&#039;&#039;&#039; Warp travel &#039;&#039;strongly&#039;&#039; unadvised; seek alternative routes where possible. Exercise additional care charting bluespace routes; do not exit bluespace in the region unless necessary. No reliable law enforcement in region. Limited refuelling infrastructure.&lt;br /&gt;
* &#039;&#039;&#039;[[The_Orion_Spur#Light’s_Edge|Light&#039;s Edge]], [[The_Orion_Spur#Light’s_Edge|Lemurian Sea]] ― High Anomalous Activity:&#039;&#039;&#039; Warp travel unadvised; seek alternative routes where possible. Exercise additional care charting bluespace routes; exiting bluespace in the region unadvised. Report unusual phenomena to [[Assunzione#The_Assunzionii_Expeditionary_Corps|local scientific and state bodies]], including: &#039;&#039;stellar diffusion without supernova&#039;&#039;, &#039;&#039;sudden photon termination&#039;&#039;, and &#039;&#039;sudden warp field dissipation&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Notable_Skrell_Systems_and_Locations#Zeiqi-Trqn|Zeiqi-Tqrn]] ― Quarantine:&#039;&#039;&#039; Major epidemic of &#039;&#039;[[Skrell_Ailments#Black-Blood|Black Blood]]&#039;&#039; disease. Military cordon enforced; special travel permissions required by local &#039;&#039;Nralakk Federation&#039;&#039;. Non-permitted vessels enter at risk of ship scuttling.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Warp Travel=&lt;br /&gt;
Warp drives, less frequently referred to as &#039;&#039;Alcubierre-Akysonov drives&#039;&#039;, work by distorting the space-time continuum around a ship, where space-time is compressed at the front and expanded at the rear, creating a wave-like &#039;&#039;&#039;&amp;quot;warp field&amp;quot;&#039;&#039;&#039; which propels the ship forwards at superluminal speeds. Some warp drives and gates go so far as to generate a micro-singularity to further distort the space-time continuum around a ship. &lt;br /&gt;
&lt;br /&gt;
Warp travel is a &#039;&#039;continuous form of faster-than-light travel&#039;&#039;, whereby a ship continues to exist within and interacts with realspace, and therefore must avoid physical obstacles the realworld presents. Warp travel can be incredibly dangerous for those outside of the warp field, as an object moving at FTL speeds will destroy anything it hits. Consequently, &#039;&#039;&#039;warp travel is confined to &amp;quot;warp lanes&amp;quot;&#039;&#039;&#039;, and warp drives can only be activated within &#039;&#039;&#039;&amp;quot;warp zones&amp;quot;&#039;&#039;&#039; at the &#039;&#039;edges of star systems&#039;&#039;. It used to take several years to chart a safe warp lane; even today with the assistance of present-day Cartographer AIs, it can take a year.&lt;br /&gt;
&lt;br /&gt;
Warp travel has no &#039;special fuel&#039; requirement, unlike bluespace travel which rely upon phoron. However, warp travel has a larger power requirement, necessitating a dedicated power generator to overcome this obstacle: typically fission for smaller ships; fusion for larger ships; a series of fusion generators for gates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==Specifications &amp;amp; Travel Costs ==&lt;br /&gt;
Expand the collapsible to see the average prices and specs of forms of warp travel ▶&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;300px&amp;quot;| &#039;&#039;&#039;Warp Drive&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Average Speed (Light Years per Day [LY/D])&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Supported Class Sizes&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Additional Requirements&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Average Cost with Requirements (电) (Civilian)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Personal Warp Drive Models&#039;&#039;&#039;&lt;br /&gt;
| ~0.35 LY/day&lt;br /&gt;
| Class I to II&lt;br /&gt;
| Warp-dedicated Fission Reactor, with fuels (eg. Uranium)&lt;br /&gt;
| ~5,000电&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Standard Warp Drive Models&#039;&#039;&#039;&lt;br /&gt;
| ~0.5 LY/day&lt;br /&gt;
| Class II to III&lt;br /&gt;
| Warp-dedicated Fusion Reactor (eg. Helium-3)&lt;br /&gt;
| ~15,000电&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy-Duty Warp Drive Models&#039;&#039;&#039;&lt;br /&gt;
| ~1.0 LY/day&lt;br /&gt;
| Class III to IV&lt;br /&gt;
| Large, Warp-dedicated Fusion Reactor (eg. Helium-3)&lt;br /&gt;
| ~50,000电&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Suzuki-Zhang Hammer Drive Models&#039;&#039;&#039;&lt;br /&gt;
| ~1.5 LY/day&lt;br /&gt;
| Class II to IV&lt;br /&gt;
| Warp-dedicated Fusion Reactor (eg. Helium-3)&lt;br /&gt;
| ~100,000电&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Due to the abundance of warp gates, warp drives are typically only used in larger, state/megacorporate vessels, those charting warp lanes, or warp enthusiasts willing to deal with the longer transit times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Warp Gate Use Cost:&#039;&#039;&#039; ~20电 to traverse a complete lane (eg. the many gates between Sol and Nova Patria).&lt;br /&gt;
&lt;br /&gt;
The Spur&#039;s states and megacorporations reserve certain warp lanes for their employees or for regular travellers who have subscribed (starting at 50电/month) to avoid warp traffic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Warp Gate Construction Cost:&#039;&#039;&#039; Immense, requiring multiple dedicated fusion reactors, a large contractor costs, and cartographers to ensure a route is safe. It adds up to compare to constructing an airport.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“It&#039;s pleasing to know that the many children who dream of living among the stars will have the chance I never did. Perhaps the generations born stars away will dream of life on Earth.”&#039;&#039; - Dr. Evgeniy Aksyonov, warp drive inventor.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The idea of warp drives in the context they are known today began to crop up in the mid-1900s, with Dr. Miguel Alcubierre expanding upon and providing the first equations in which a warp drive may behave and be possible. It wouldn&#039;t be until the mid-2130s, amid the [[Timeline#The_Crisis_of_2127|Earth&#039;s Climate Crisis]] that threatened humanity, that Soviet physicists led by Dr. Evgeniy Aksyonov would design the first, functional warp drive. This discovery laid the foundations for humanitys&#039; conquest of the stars, demonstrating the possibility of traversing systems and between systems within acceptable human timeframes. Only 17 years later, the first planet outside of the Sol System would be colonised — [[Tau Ceti]].&lt;br /&gt;
&lt;br /&gt;
In 2355, the [[Solarian Alliance]] would announce the &#039;&#039;&#039;Warp Gate Project&#039;&#039;&#039;, which would aim to connect all of humanity&#039;s well populated and profitable systems together with a series of warp gates. [[Einstein Engines]] would be contracted to complete this work and, in 2384, they would announce the completion of the last planned warp gate.&lt;br /&gt;
&lt;br /&gt;
As these warp gates could be used without a drive, they kicked off an age of &#039;&#039;driveless FTL travel&#039;&#039;, with only those seeking to hasten journeys or take unconventional shortcuts installing warp drives into their vessels — as well as military vessels, not wanting to be confined to lanes. Warp drives are capable of bolstering the speed of warp gate travel though, and so larger vessels continued to field warp drives to make gate travel more efficient.&lt;br /&gt;
&lt;br /&gt;
In the 100 years since then, warp travel solidified itself as the mainstay for interstellar travel, until the later discovery of bluespace travel that threatened to make warp obsolete.&lt;br /&gt;
&lt;br /&gt;
==Warp Lanes and Gates ==&lt;br /&gt;
Warp lanes are mapped out routes that avoid planets and stations, dense asteroid fields, and other objects that the Spur doesn&#039;t want a warping ship to collide with. These warp lanes can only be used by one ship at a time, and so &#039;&#039;&#039;bundles&#039;&#039;&#039; or &#039;&#039;&#039;highways&#039;&#039;&#039; of warp lanes exist, all connecting the same two locations, for well-trafficked routes. Warp lanes are all publicised on the &#039;&#039;&#039;Interstellar Transport Database&#039;&#039;&#039; — the bible for any pilot who travels interstellar — which additionally indicates when warp lanes are in-use and inaccessible, so as to avoid collisions.&lt;br /&gt;
&lt;br /&gt;
It is a frustrating truth that even these highways can see traffic jams, as the Spur&#039;s commuters, pleasure vessels and logistic vessels all queue to enter or leave via the same common highways. Warp lanes accessible only to specific states or megacorporations also exist, ensuring those &#039;important&#039; need not get stuck in warp traffic; subscriptions are also offered for regular travellers to use these exclusive routes.&lt;br /&gt;
&lt;br /&gt;
Since the completion of the &#039;&#039;&#039;Warp Gate Project&#039;&#039;&#039;, many of these warp lanes are now connected by &#039;&#039;&#039;warp gates&#039;&#039;&#039;, negating the need for a warp drive to traverse a warp lane. They are reliably found in all inhabited systems and form a spider web of connection across the known galaxy. Though expensive to set up initially, they are quite easy to maintain compared to bluespace rings.&lt;br /&gt;
&lt;br /&gt;
Most drives produced in the current day are locked to these warp lanes and gates, however those utilised by warp cartographers — or those jailbroken — come without restrictions and can freely warp anywhere, at others&#039; and one&#039;s own peril.&lt;br /&gt;
&lt;br /&gt;
== Warp Cartographers ==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“Sir, I put a lot of thought into those― please do not engage manual— oh, you blithering buffoon!”&#039;&#039; - GERALD (2316-2329), Cartographer AI aboard the &#039;&#039;ICV Wizard Wednesdays&#039;&#039;; final transmission recorded on the ship&#039;s telecommunications blackbox.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those wishing to avoid warp traffic or for those wishing to make a significant amount of credits or respect, it is possible to explore and chart your own warp lane — those who do this are known as &#039;&#039;stellar cartographers&#039;&#039; or, more recently, &#039;&#039;&#039;warp cartographers&#039;&#039;&#039;. This is an incredibly slow and arduous process, requiring a cartographer to meticulously calculate trajectories and velocities for a warping vessel to traverse between two points, then trace the route in their own ship. This can take up to a decade if done ‘’analogue’’ and is incredibly dangerous, with one large mistake seeing a cartographer&#039;s ship tear through a habited system, end up destabilised by a planet&#039;s magnetic field and atmosphere where it will then crashland and be stranded, or warp straight into a star. However, it has been made a lot simpler by sophisticated &#039;&#039;&#039;Cartographer AIs&#039;&#039;&#039; which can handle the brunt of the calculation load in a matter of days, though this still requires a warp cartographer to put faith in the resulting route. Alternatively, one can find a [[skrell]] to be their cartographer! &lt;br /&gt;
&lt;br /&gt;
[[Sol#Unity_Station|Unity Station]] is also home to the &#039;&#039;&#039;Cartographer&#039;s Monument&#039;&#039;&#039; that honours any cartographer who has perished charting a new warp lane - regardless of species, religion, nationalist, etc. It is a large, black obelisk with a shining, golden pinnacle, inscribed with all of the names of those who have given their life in service of other space pilots. Inscribed is the following, &amp;quot;&#039;&#039;Without their work and sacrifice, the modern Spur would be a collection of isolated systems, alone in the dark.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Dangers==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“DEFENDANT: Yeah well, how could he have know it was me? There was like, no way to even see into the ship&#039;s helm when I warped through his solar array. I mean when my ship did.”&#039;&#039; - Exerpt from a Republic of Biesel court transcript.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warp travel is dangerous — a fact drilled into the minds of those across the Spur by [[NanoTrasen Corporation]]&#039;s bluespace drive ad campaigns. Some of the heavy-hitter messages include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warp Collisions:&#039;&#039;&#039; As warp travel involves an object moving at FTL speeds in materialspace, there is a massive risk of collisions. Warping ships not beholden to a safe warp lane may rip through stations, ships in subspace, or small habited exoplanets. For those inside of the ship however, warping into a planet or star&#039;s magnetic field will destabilise the warp field and see the ship plummet into the planet or star, either stranded or incinerated. A study published by [[NanoTrasen Corporation]] in 2463 estimated 21,487 deaths per year to warp collisions, but had the unintentional consequence of resulting in greater reliance on Einstein Engines&#039; warp gates.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Singularities:&#039;&#039;&#039; For those warp drives that augment their distortion of the space-time continuum with a micro-singularity, additional dangers are of course incurred, with the rare event whereby a singularity escapes its containment, consumes the ship, then goes on to create a blackhole (hopefully not in civilised space!).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warp Field Accretion&#039;&#039;&#039;, and &#039;&#039;&#039;Shotgun Warping:&#039;&#039;&#039; When a ship is soaring through space in warp, this warp field will &#039;catch&#039; other particles in the trough-like space-time distortion at the front of the warp field, be it solid matter, light photons, etc. When the ship then exits warp, these accreted particles and matter - which accumulated immense energy from being propelled at FTL speeds - will explosively disperse in a scatter-ray of ionising radiation or superheated plasma. This is incredibly dangerous for other vessels, and is why Warp Zones are important. They can also be &#039;&#039;weaponised&#039;&#039;, with it not being a rare tale to hear of a pirate &#039;&#039;&amp;quot;Shotgun Warping&amp;quot;&#039;&#039; someone in an ambush, however this is an incredibly skilled maneuver to pull off.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arbitrary Warp Malfunctions,&#039;&#039;&#039; officially &#039;&#039;Warp NSCP Events&#039;&#039;&#039;&#039;&#039;:&#039;&#039;&#039; Warp drives and gates have an inherent &#039;failure chance&#039; when primed for warp travel. In the latest models released by [[Einstein Engines]], a warp drive or gate will malfunction &#039;&#039;3 times out of 100&#039;&#039;. The malfunctions are usually not major, overloading and damaging components. This inherent failure chance is attributed to the relationship between FTL Travel and Time Travel, for anything that can be used to travel faster-than-light can &#039;&#039;theoretically&#039;&#039; be used to time travel. However, the universe is prepared to smite any attempts at time travel with what is known as the &#039;&#039;Novikov self-consistency principle (NSCP)&#039;&#039; - the universe&#039;s safeguard against the creation of paradoxes. When someone operating a warp drive or gate &#039;&#039;thinks&#039;&#039; of traversing time with the warp drive, that 3% chance to fail will &#039;&#039;always&#039;&#039; land on a fail chance despite its statistical improbability, as it &#039;&#039;must&#039;&#039; be impossible to time-travel, as that could create a paradox.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Piracy:&#039;&#039;&#039; Though safe to use in well-patrolled regions, utilising warp travel through uninhabited or poorly-patrolled systems often leaves one at risk of piracy. Unlike bluespace travel which is direct to one&#039;s endpoint and occurs outside of the material world, warp lanes are fixed, predictable, and have multiple stops and interchanges that leave a ship vulnerable to piracy.&lt;br /&gt;
&lt;br /&gt;
==Suzuki-Zhang Hammer Drives==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“We are no longer the Einstein of the past decades, reeling from defeat after defeat and barely keeping pace with NanoTrasen [...] we can not only meet NanoTrasen, but that we can best them even in [Biesel].”&#039;&#039; - Noelle Lopez-Zhang (2408—), October 17th, 2461, at the steps of Xavier Trasen Memorial Courthouse after &#039;&#039;Einstein Engines v. NanoTrasen Corporation&#039;&#039;.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Suzuki-Zhang Hammer Drive model was designed in October 2462 by a team orchestrated by [[Einstein Engines]]&#039;s Chief Research Officer, Dr. Mio Suzuki. At first only fitted into vessels of the Solarian Alliance, a commercial variants of the Suzuki-Zhang Hammer Drive would be placed on the open market in July 2464. Not quite the ultimate bluespace drive replacement it was marketed to be, Hammer Drive models remains a &#039;&#039;feat&#039;&#039; of human engineering and is still markedly better than all other warp drives on the market. &lt;br /&gt;
&lt;br /&gt;
Whereas other warp drives are &#039;&#039;negative warp drives&#039;&#039;, which generate negative mass particles to distort space-time to create the warp field, the Hammer Drive was the first &#039;&#039;positive warp drive&#039;&#039; to be designed. This is an unimportant distinction for most but, crucially, it forgoes the requirement for warp drives to come with built-in negative mass particle generators, massively reducing their size and power demand — two of the larger downsides for consumers. An additional benefit is that most warp interdiction technology targets negative warp fields, resulting in Hammer Drives being immune to most interdiction technology.&lt;br /&gt;
&lt;br /&gt;
Only available on the open market in 2464, Hammer Drives remain expensive, though not prohibitively so: &#039;&#039;&#039;A Hammer Drive model costs fluctuates around 电100,000, and can reduce the average journey to a matter of weeks with none of the phoron cost of a bluespace drive, less power demand than other high-end warp drives, and can fit in ships other high-end warp drives could not.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Warp Interdiction ==&lt;br /&gt;
Warp travel is quite easy to interdict, unlike bluespace which cannot be interdicted from realspace as the target is in another dimension, requiring more complex nets to be positioned in bluespace.&lt;br /&gt;
&lt;br /&gt;
Available on the open-market for bounty hunting and military use are &#039;&#039;warp field dissolvers&#039;&#039; or just &#039;&#039;warp interdictors&#039;&#039;, which can be placed into the &#039;&#039;warp lane&#039;&#039; someone anticipates their victim to be making use of. When the warping ship collides with the warp field dissolver, it prematurely aborts the warp travel, often causing electrical malfunctions, and allows the ship to be attacked.&lt;br /&gt;
&lt;br /&gt;
Interdiction nets are popular with pirates who set them up where warp lanes pass through uninhabited systems, pillaging those they capture in their snare. Interdiction nets are easy to jury-rig and can be produced with inexpensive, modified warp drives, resulting in their widespread use by rather infamous groups. However, an advanced understanding of engineering and the internal complexities of warp drives is needed to make an improvised interdiction net.&lt;br /&gt;
&lt;br /&gt;
In a military setting, specialised, destroyer-sized or larger interdiction vessels are also capable of preventing warp travel in a large area around the interdiction vessel. These vessels field &#039;&#039;warp destabilisers&#039;&#039; which ― by creating an odd, rapid undulation of space-time ― trigger the emergency shutdowns or prevent start-ups in most warp drives and gates.&lt;br /&gt;
&lt;br /&gt;
=Bluespace Travel=&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“It would be unwise to base the next foundations of the Spur on this cosmic madness.” — Dr. Vincent Chen-yue (2325—2442), Chief Research Officer with Taipei Engineering Industrial&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Little is understood about bluespace. It is believed to be an alternative dimension &#039;overlayed&#039; over our dimension — often formally named materialspace or realspace — where a position in bluespace roughly corresponds to a point in realspace. It also appears to be intrinsically tied to the phoron, with bluespace phenomena and phoron often coinciding: the [[Tau_Ceti#The_Romanovich_Cloud|Romanovich Cloud]] being the prime example, rich in both phoron and anomalous phenomena connected to bluespace. &lt;br /&gt;
&lt;br /&gt;
Bluespace travel involves piercing a tunnel with a pre-calculated exit point in materialspace into bluespace, which the ship then is then pulled into — and any matter around the ship with it. After traversing through this bluespace tunnel for a short duration, the ship spews forth from the exit point. At the core of bluespace drives and rings are &#039;&#039;&#039;&amp;quot;bluespace crystal matrices&amp;quot;&#039;&#039;&#039; — series of &#039;&#039;&#039;phoronic bluespace crystals&#039;&#039;&#039;, that appear to display piezoelectric-like characteristics by forces believed to be exerted in the bluespace dimension. Inputting the destination for a bluespace jump will realign the bluespace crystals, then once further energised with an influx of fluidic phoron and a variable moderator, will create the bluespace tunnel. No one quite understands the mechanisms behind this - &#039;&#039;it just works&#039;&#039;; normally, this would bar the wide adoption of something, but not something as profitable as bluespace.&lt;br /&gt;
&lt;br /&gt;
Like warp travel, bluespace travel must begin and end in designated &#039;&#039;&#039;bluespace egress and ingress zones&#039;&#039;&#039;, as the formation of a bluespace tunnel — entrance and subsequent exit — will displace and suck in nearby mass, ejecting them with the ship when it exits bluespace. These egress and ingress zones align with the warp zones on the edges of star systems and also — as bluespace travel occurs in another dimension and poses no collision threat — in high orbit and between planetary bodies.&lt;br /&gt;
&lt;br /&gt;
Unlike warp travel, bluespace travel does not rely on ensuring a route is safe, only that your end point is clear of obstacles. As a result, ships are unburdened by specific routes and can go virtually anywhere. The &#039;&#039;&#039;Interstellar Travel Database&#039;&#039;&#039; does log well-established bluespace routes however, the systems of which a route passes often being built up with phoron refuelling infrastructure and being patrolled by local enforcement.&lt;br /&gt;
&lt;br /&gt;
Limited by the size of any given vessel, bluespace drives vary in their power and precision depending on their design — how much phoron primes them, the fluid moderator choice, the size of the drive. The most powerful of bluespace drives are reserved for flagships of the respective nations and megacorporations within the Orion Spur, reaching shockingly high FTL speeds and with perfect precision.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==Specifications &amp;amp; Travel Costs ==&lt;br /&gt;
Expand the collapsible to see the average prices and specs of forms of bluespace travel ▶&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;300px&amp;quot;| &#039;&#039;&#039;Bluespace Drive&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Average Speed (Light Years per Day [LY/D])&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Supported Class Sizes&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Additional Requirements&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Average Cost with Requirements (电) (Civilian)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Low-Power Bluespace Drive Models&#039;&#039;&#039;&lt;br /&gt;
| ~1.5 LY/day&lt;br /&gt;
| Shuttles to Class II&lt;br /&gt;
| Individual Phoron Canisters&lt;br /&gt;
| ~50,000电&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Standard Bluespace Drive Models&#039;&#039;&#039;&lt;br /&gt;
| ~2.75 LY/day&lt;br /&gt;
| Class II to IV&lt;br /&gt;
| Small Phoron Holding Tank&lt;br /&gt;
| ~100,000电&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;High-power Bluespace Models&#039;&#039;&#039;&lt;br /&gt;
| ~5.0 LY/day&lt;br /&gt;
| Class II to IV&lt;br /&gt;
| Phoron Holding Tank&lt;br /&gt;
| ~300,000电&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Bluespace Ring Ticket Cost:&#039;&#039;&#039; ~电250. [[NanoTrasen Corporation]] used to offer a subscription for frequent travellers, however it is now only offered to their employees for 1,000电/month.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Bluespace Ring Construction Cost:&#039;&#039;&#039; Insurmountable and will garner laughs from investors.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BSgates2024.png|thumb|300px|Blue indicates an active connection; Red indicates an intentional disconnection/prohibition; Yellow indicates an unintentional disconnection/maintenance.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Bluespace was discovered very recently in 2410 by Einstein Engines physicist &#039;&#039;&#039;Dr. Luo Qiqiang&#039;&#039;&#039;, who detected the first indications of bluespace phenomena while studying a particularly large deposit of phoron in the Romanovich Cloud, connecting the two. Following Dr. Luo Qiqiang&#039;s revelation in 2412, [[NanoTrasen Corporation]]&#039;s &#039;&#039;&#039;Dr. Samantha Tigard&#039;&#039;&#039; would go to lay the foundations of bluespace science as it is today, and design the first means of bluespace travel - the same year, the first commercially-viable bluespace drive would hit the market.&lt;br /&gt;
&lt;br /&gt;
Bluespace travel saw rapid adoption after the initial skepticism wore off and saw widespread use among megacorporations, states, and express transport. Most of the Spur’s residents turned away from warp travel — both drive and gates — and had bluespace drives fitted into their ships, rendering pre-charted warp lanes obsolete in a matter of years now due to their crushingly slow speeds.&lt;br /&gt;
&lt;br /&gt;
This wasn’t the end, as [[NanoTrasen Corporation]] envisioned a total replacement of warp gates, aiming to install a bluespace ring in every inhabited system where a warp gate sits. Shouldering the cost and with generous grants from the [[Solarian Alliance]], construction of the first bluespace ring began in the [[Sol]] system in 2415. Growing pains were quick to present and it became clear that the phoron burden of installing dozens of bluespace rings was simple impossible, and so the project was downscaled to only the most traffic-heavy of systems. A total of 6 rings were constructed, with the last finished in [[Xanu_Prime|Xanu]] in 2422. Despite only 6 bluespace rings having been constructed, they revolutionised Spur logistics, turning month long warp freight journeys with a half-dozen interchanges or month long bluespace jumps, into only a couple week long series of ring jumps.&lt;br /&gt;
&lt;br /&gt;
In the 2460s, as the Scarcity continues to take its toll, circumstances are appearing to reverse and there are doubts as to whether bluespace travel will remain a viable option. [[NanoTrasen Corporation]] and the [[Stellar Corporate Conglomerate]] have invested significant amounts into alleviating the Scarcity and locating more phoron deposits, however [[Einstein Engines]] continues to undercut the bluespace market with more affordable and reliable warp drives — the Suzuki-Zhang Hammer Drives being the first of nails into bluespace&#039;s coffin.&lt;br /&gt;
&lt;br /&gt;
== Bluespace Rings ==&lt;br /&gt;
[[File:InterstellarTransport BluespacevsWarp.png|thumb|A [[NanoTrasen Corporation]] infographic presenting the benefits of bluespace transpot vs. warp, in the context of bulk, Spur logistics.]]&lt;br /&gt;
&lt;br /&gt;
Bluespace rings are particularly useful for being the &#039;&#039;superhighway&#039;&#039; of interstellar travel. They are massive constructions which ships pass through to be transported,  capable of hurling a ship through bluespace in any direction (though, in practise, stick to precalibrated routes) and — being so powerful — permit near-instantaneous travel, with a promised 5 minutes maximum transit time. As a result, the Spur&#039;s logistics &#039;&#039;rely&#039;&#039; upon these 6 bluespace gates for speedy deliveries, with the rare gate outage often wreaking havoc upon planetary supply lines.&lt;br /&gt;
&lt;br /&gt;
Bluespace rings are overseen by Ring AIs ― all interconnected on a shared extranet network ― which permit access based on ship credentials and civilian records, and perform the highly-complex calculations required to calibrate a bluespace matrix and transport a vessel through a different dimension. Both the start-point bluespace ring and end-point bluespace ring must synchronise for a jump to be successful. In times of diplomatic troubles, bluespace rings can be blacklisted from connecting, as is seen with Sol&#039;s bluespace ring.&lt;br /&gt;
&lt;br /&gt;
Bluespace rings can be found in the following systems: [[Sol]], [[Qerrbalak|Nralakk]], [[Tau Ceti]], [[Konyang|Haneunim]], [[Xanu Prime|Xanu]], and [[Persepolis|Tabiti]]. Of note is the bluespace ring between Tau Ceti and Xanu which, in 2462, is said to have “collapsed” due to reasons unknown. It is unclear what exactly happened or if the ring will re-open, as both governments and the corporations they contract keep their investigations highly classified.&lt;br /&gt;
&lt;br /&gt;
== Dangers ==&lt;br /&gt;
[[Einstein Engines]] and scientists in the wake of bluespace&#039;s discovery had and have a lot to say on bluespace travel. After all, it has never been wise for those to play with what they do not truly understand.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bluespace Dematerialisation&#039;&#039;&#039;, and the colloquial &#039;&#039;&#039;Bluespace Sickness:&#039;&#039;&#039; While in Bluespace, everything about you and the ship you stand upon is alien to this dimension, down to your matter. Matter does not like being unstable like it is in bluespace, and to stabilise it must convert into the same &#039;stuff&#039; that permeates bluespace - obviously, this is not good for the ship or those within it. Bluespace drives are able to prevent this from becoming a problem, however &#039;&#039;particularly long&#039;&#039; journeys through bluespace will see a bluespace drive falter. Random particles will begin to &#039;vanish&#039;, overtime causing damage or malfunctions to ship equipment, or resulting in an individual developing an acute illness depending on where they have been affected, with symptoms ranging from memory loss, to temporary vision impairment, to skin rashes. For this reason, it has always been advised to plot a series of consecutive, mid-range bluespace jumps instead of one large bluespace jump.&lt;br /&gt;
* &#039;&#039;&#039;Bluespace Chronology Protection Events (BCPEs):&#039;&#039;&#039; Travelling along the X and Y planes in bluespace will correspond with locational movement in realspace, however travelling along the Z-plane is &#039;&#039;believed&#039;&#039; to correspond with temporal movement — after all, all FTL travel brings with it possibilities for travel. Similar to a warp drive&#039;s &#039;&#039;nonviolent NSCP events&#039;&#039;, though instead seemingly caused by sudden, immense energy build up, any attempts to traverse time using bluespace self-abort. Unlike warp drives however, this is handled destructively, whereby once a ship begins traversing the bluespace Z-plane, the bluespace drive near-instantly explodes, either damaging the ship after it is pulled out of bluespace or ― for those even unluckier ― simply sees the ship dematerialise in bluespace. [[NanoTrasen Corporation]] have kindly set a hard-lock in their bluespace drives preventing Z-plane traversal, though many an aspiring time travel have bypassed this lock only to next be seen drifting in a destroyed vessel or not at all.&lt;br /&gt;
&lt;br /&gt;
== C-Goliath Bluespace Drives ==&lt;br /&gt;
The C-Goliath Bluespace Drive is an odd marvel of engineering that is a hybrid warp and bluespace drive, designed by [[NanoTrasen Corporation]] in response to Suzuki-Zhang Hammer Drive models. The idea was to create a primarily bluespace drive with a built-in, fallback warp drive should the vessel ever find itself out of phoron fuel. However, the C-Goliath has proved impractical and inefficient for most uses, with it being simpler to just install both a warp drive and bluespace drive, or ― if phoron supplies are the concern ― axe the bluespace drive entirely. This hasn&#039;t stopped NanoTrasen Corporation and the [[Stellar Corporate Conglomerate]]&#039;s installing C-Goliath Drive models in their expeditionary vessels ― a niche that the C-Goliath could actually fulfill.&lt;br /&gt;
&lt;br /&gt;
C-Goliath Bluespace Drives operate as bluespace drives for the most part, though are noticeably slower. However, when switched to their warp drive setting, must rely on forming a micro-singularity to warp space-time a sufficient amount, posing all the hazards a singularity does, compared to singularity-free warp drives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C-Goliath Drive models are only available to the [[Stellar Corporate Conglomerate]] and [[NanoTrasen Corporation]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Interstellar Travel Infrastructure =&lt;br /&gt;
[[File:InterstellarTravel WarpBluespaceZones.png|thumb|300px|A graphic representing warp zones and bluespace ingress/egress zones.]]&lt;br /&gt;
&lt;br /&gt;
To sustain and ease the burden of regular interstellar travel around the Spur, networks of infrastructure have been established overtime. Without this infrastructure, or in the frontier where it begins to thin, most ships — except those designed for expeditionary purposes or with antiquated but hyper-optimised designs — begin to struggle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warp Gates and Bluespace Rings:&#039;&#039;&#039; As explained above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waystations:&#039;&#039;&#039; Interspersed along warp lanes, every several gates or so, are waystations. The most simple waystations contain refuelling facilities for travelling spaceships, ensuring one has plenty of opportunities to restock on fission or fusion fuels for their warp drive power reactors, or phoron for bluespace drives. More furnished waystations often included rented accomodations for short stays, allowing wary travellers a break from flying, and other premium facilities. Ownership of waystations vary by state: most in the [[Republic of Biesel]] are megacorporate-owned; independent waystations grow more common the further one gets from inhabited systems. Working on a waystation can be a dangerous job, as they are often prime targets for piracy in poorly patrolled systems. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orion Express Mobile Stations:&#039;&#039;&#039; An [[Orion Express]] take on waystations. Orion Express mobile stations are on the smaller end of waystations and are posted on well-trafficked FTL routes ― particularly those used by the [[Stellar Corporate Conglomerate]]&#039;s constituent companies. Capable of in-system manoeuvers, but not FTL transit, they are capable of rendezvousing with a vessel in-need of resupplying.&lt;br /&gt;
&lt;br /&gt;
= Slower-Than-Light (STL) Travel =&lt;br /&gt;
Sitting shy out of the limelight are subluminal means of transport, and yet &#039;&#039;every&#039;&#039; space vessel comes with at least one STL propulsion means to manoeuvre through a system between planets and other celestial bodies.&lt;br /&gt;
&lt;br /&gt;
Up until the [[Timeline#The_Second_Space_Age|Second Space Age]], direct STL travel was not possible, with — at the time — rockets and probes having to economically accelerate and decelerate and &#039;slingshot&#039; off gravitational bodies, so as to conserve fuel. Since then, STL propulsion has grown strong enough to allow direct, &#039;&#039;&#039;constant acceleration&#039;&#039;&#039; transit, where ships can accelerate to and decelerate from extreme velocities that bypass the need to base manoeuvres off gravitational wells.&lt;br /&gt;
&lt;br /&gt;
There are many tried-and-true STL propulsion systems, judged by their &#039;&#039;specific impulse&#039;&#039; — how much thrust can be generated with the least amount of fuel per second — with the most establisheed being:&lt;br /&gt;
* &#039;&#039;&#039;Chemical Propulsion:&#039;&#039;&#039; Seen as an antiquated, low-tech option — but still popular in parts of human space, and all of unathi and tajara space. Chemical propulsion involves igniting a propellant and chanelling the resulting high-pressure gas into space, propelling a vessel forwards. Chemical propulsion struggles to reach the extreme velocities that allow &#039;&#039;constant acceleration&#039;&#039;, and so is only good for short, intrasystem journeys. That was until the discovery of phoron; &#039;&#039;phoron chemical propulsion&#039;&#039;, due to the immense amounts of energy in phoron, are capable of propelling vessels as velocities capable of achieving constant acceleration. Amid the Scarcity, this is now seen as a tremendous waste of phoron, with there being a massive push to chemical propulsion alternatives.&lt;br /&gt;
* &#039;&#039;&#039;Ion Propulsion:&#039;&#039;&#039; The most common form of electrical propulsion ― popular in skrell space. Ion propulsion involves using electricity to ionise a propellant — typically &#039;&#039;xenon&#039;&#039;, a limited element due to its atomic mass ― and channel the resulting ions into the void, propelling a vessel forwards. Ion propulsion is slow to accelerate and decellerate, but has a greater specific impulse compared to chemical propulsion ― it is more economical and requires carrying less fuel mass.&lt;br /&gt;
* &#039;&#039;&#039;Stellar Sails&#039;&#039;&#039;, or &#039;&#039;Photon Sails, Solar Sails&#039;&#039;&#039;&#039;&#039;:&#039;&#039;&#039; Stellar sails are a scarcely used but very effective form of STL propulsion, &#039;catching&#039; high momentum photons in stellar radiation and using their pressure exerted to propel a vessel forwards. This stellar radiation can also be augmented by a high-power laser attached to the ship directed into the stellar sail, but this adds an energy cost to what is otherwise a near-zero-cost propulsion method. The downside to stellar sails are variable speeds that depend on nearby stars, as well as poor manoeuvrability. Stellar Sails are only used on vessels not expected to enter atmospheric conditions, as stellar sails are incapable of propelling a vessel into orbit of planets notable gravity.&lt;br /&gt;
* &#039;&#039;&#039;Fusion Propulsion:&#039;&#039;&#039; The gold standard of STL propulsion. Fusion Propulsion involves fusing helium-3 in a magnetic confinement, then injecting a chemical propellant which is instantly superheated into a plasma and chanelled out of the vessel. Fusion propulsion is quick to accelerate and has an excellent specific impulse, and has the added benefit of also being able to generate power for small and medium-sized vessels. Following the discovery of phoron, superconductors and cooling systems inside of these fusion thrusters could be reduced in size, making fusion thrusters more scalable.&lt;br /&gt;
* &#039;&#039;&#039;Warp Surfing:&#039;&#039;&#039; In times of emergencies, it is possible to utilise a warp drive on a low power setting to move at non-FTL speeds. It is incredibly power inefficient and dangerous to nearby vessels, but is the fastest one could go without breaking FTL speeds. Due to its danger to nearby vessels, it is &#039;&#039;illegal in inhabited systems&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Since the discovery of phoron, many of these forms of sublight propulsion have incorporated phoron into to augment them. With the Phoron Scarcity chugs on, a Spur with diminished STL speeds once again looms, threatening to reduce intrasystem transport to a stagger or forcing states, megacorporations and other groups to refit entire fleets of ships to pre-Phoron STL models.&lt;br /&gt;
&lt;br /&gt;
=Ships and Stations=&lt;br /&gt;
== Transponders and IFF Tags ==&lt;br /&gt;
All ships are typically outfitted with a transponder which broadcasts an IFF tag and the ship&#039;s name for identification by other vessels. &#039;&#039;&#039;It is often a legal requirement for a transponder to be activated in habited star systems&#039;&#039;&#039;, however outside of habited systems it is rarely enforced but remains common etiquette.&lt;br /&gt;
An IFF tag is a typically 3 letter prefix that denotes which state a ship was registered in or who owns it. Below is a list of IFF tags in use across the Spur:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IFF Tags&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Coalition&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;AKPV&#039;&#039;&#039; - Air Konyang Passenger Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;AXSV&#039;&#039;&#039; - All-Xanu Spacefleet Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;CCV&#039;&#039;&#039; - Coalition Civilian Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;FPBS&#039;&#039;&#039; - Frontier Protection Bureau Ship&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;GNV&#039;&#039;&#039; - Gadpathurian Navy Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;KASFV&#039;&#039;&#039; - Konyang Aerospace Forces Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;PCV&#039;&#039;&#039; - PACHROM Cargo Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;SFV&#039;&#039;&#039; - Scarab Fleet Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;USPGV&#039;&#039;&#039; - United Syndicates Planetary Guard Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adhomai&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;ACV&#039;&#039;&#039; - Adhomian Civilian Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;DPRAMV&#039;&#039;&#039; - Democratic People&#039;s Republic of Adhomai Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;NKAMV&#039;&#039;&#039; - New Kingdom of Adhomai Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;PRAMV&#039;&#039;&#039; - People&#039;s Republic of Adhomai Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Republic of Biesel&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;RAFV&#039;&#039;&#039; - Republic Astroforces Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;RBV&#039;&#039;&#039; - Republic of Biesel (Government) Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Megacorporations&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;EEV&#039;&#039;&#039; - Einstein Engines Vessel &amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;EERV&#039;&#039;&#039; - Einstein Engines Research Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;EMV&#039;&#039;&#039; - Eridani Military Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;HCV&#039;&#039;&#039; - Hephaestus Civilian Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;HCS&#039;&#039;&#039; - Hephaestus Civilian Shuttle&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;IIV&#039;&#039;&#039; - Idris Incorporated Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;NTV&#039;&#039;&#039; -  Nanotrasen Vessel &amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;ZHV&#039;&#039;&#039; - Zeng-Hu Vessel&lt;br /&gt;
**&#039;&#039;&#039;OEV&#039;&#039;&#039; - Orion Express Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;PMV&#039;&#039;&#039; - Private Military Vessel.&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;SCCV&#039;&#039;&#039; - Stellar Corporate Conglomerate Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Karszekani Moghes&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;KMV&#039;&#039;&#039; - Karszekani Military Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;KGV&#039;&#039;&#039; - Karszekani Guild Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;KKV&#039;&#039;&#039; - Karszekani Kataphract Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Diona&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;RCS&#039;&#039;&#039; - Rokz Clan Ship&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;SCS&#039;&#039;&#039; - Serz Clan Ship&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sol&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;FSFV&#039;&#039;&#039; - Free Solarian Fleet Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;SAMV&#039;&#039;&#039; - Sol Alliance Military Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;SFAV&#039;&#039;&#039; - Southern Fleet Administration Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Nralakk Federation&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;NFPV&#039;&#039;&#039; - Nralakk Federal Passenger Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;NFCV&#039;&#039;&#039; - Nralakk Federal Commerce Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;NFSV&#039;&#039;&#039; - Nralakk Federal Security Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;NFRV&#039;&#039;&#039; - Nralakk Federal Research Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;ENV&#039;&#039;&#039; - Elyran Navy Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;GDMV&#039;&#039;&#039; - Golden Deep Mercantile Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;HIMS&#039;&#039;&#039; - His Imperial Majesty&#039;s Ship&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;IAV&#039;&#039;&#039; - Interstellar Aid Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;ICV&#039;&#039;&#039; - Independent Civilian Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;IFR&#039;&#039;&#039; - Independent Freighter&amp;lt;br&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;IPV&#039;&#039;&#039; - Independent Passenger Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Civilian Vessels ==&lt;br /&gt;
Civilian vessels are routinely seen zipping around space, ferrying commuters from one system to another, delivering supplies and commodities across planets, or simply exploring the stars. All manner of hull types exist, from pleasure yachts to rag-tag skiffs, to modular freighters and enormous fuel tanks with chemical rockets strapped to them. The more functional the design, the cheaper; the more elegant and luxurious, the more expensive. Beyond the initial cost of the ship, a number of other factors may affect the price, such as whether ammenities and long-term entertainment and forgone for a cryogenics suite, etc. Ship classes are prescribed based primarily on total load, with a rough correlation to size.&lt;br /&gt;
&lt;br /&gt;
=== Spaceliners ===&lt;br /&gt;
The average person who infrequently relies upon FTL transit or who only travels to commute more often relies upon Spaceliners to travel than a personal vessel outfitted with a FTL drive. They provide affordable and accessible FTL transit options between systems and between states, sparing most from shelling out on an FTL drive.&lt;br /&gt;
&lt;br /&gt;
Up until the Phoron Scarcity, most spaceliners operated bluespace drives to promise the fastest journey times to paying customers. Today, bluespace drives are now reserved for luxury spaceliners, with more affordable options relegated to utilising warp gates.&lt;br /&gt;
&lt;br /&gt;
[[Idris Incorporated]] maintains a notable monopoly on mid-line and luxury spaceliner options, with their standout subsidiary [[Idris_Incorporated#Celestial_Cruises|Celestrial Cruises]] being the pinnacle of comfort and extravagance  while crossing the stars. They continue to field the latest bluespace drive models, promising the greatest speed in the market.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Civilian Vessels&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;300px&amp;quot;| &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Average Length&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Average Crew Complement&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Average Price (Civilian)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles&lt;br /&gt;
| 10-25m&lt;br /&gt;
| 1-2&lt;br /&gt;
| ~电5,000&lt;br /&gt;
|  Typically used by larger ship classes for in-atmosphere operations and transit between vessels. Incapable of FTL, including gate travel. Less frequently used by wealthy individuals for transit around the same planet.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Class I:&#039;&#039;&#039; Skiffs, Yachts, Light Freighters, Light Tankers.&lt;br /&gt;
| 40-150m&lt;br /&gt;
| 4-20&lt;br /&gt;
| ~电30,000&lt;br /&gt;
|  These vary in costs depending on size, outfitting, in-atmosphere capabilities, FTL capabilities, and any ammenities.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Class II:&#039;&#039;&#039; Ferries, Freighters, Tankers.&lt;br /&gt;
| 150-400m&lt;br /&gt;
| 20-200&lt;br /&gt;
| ~电80,000&lt;br /&gt;
| These are quite pricy for the average individual: a family or group of friends can field one; specialist groups often field a few. Usually utilise propulsion methods that prohibit atmospheric capabilities, requiring a shuttle.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Class III:&#039;&#039;&#039; Starliners, Large Freighters, Large Tankers, Expeditionary Vessels.&lt;br /&gt;
| 400-850m&lt;br /&gt;
| 200-500&lt;br /&gt;
| ~电200,000&lt;br /&gt;
| Fielded by larger specialist groups, megacorporations, states, and the more wealthy of the Spur.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Class IV:&#039;&#039;&#039; Cruiseliners, Superfreighters, Supertankers, Large Expeditionary Vessels.&lt;br /&gt;
| 850-1500m&lt;br /&gt;
| 500-1000&lt;br /&gt;
| ~电800,000&lt;br /&gt;
| Typically fielded for large, state or megacorporate operations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Military Vessels ==&lt;br /&gt;
Military vessels, especially present-day models, are rarely found in the hands of non-military or non-megacorporate groups. In most regions of space, including the [[Republic of Biesel]], it is also considered &#039;&#039;&#039;illegal&#039;&#039;&#039; to own a fully-furnished and armed military vessel without hard to source licenses for particular sensors equipment, armaments, etc. These vessels are all expensive to field and upkeep, equipped with all the latest equipment.&lt;br /&gt;
&lt;br /&gt;
Outdated and stripped models are often seen available on open markets, though pale in comparison to fully furnished military vessels. Outdated models and salvaged military vessels can also occasionally fall into the hands of the unsavoury. &lt;br /&gt;
&lt;br /&gt;
There is no one classing specification or series of ship designs due to the versatility of combat in space. Information on military doctrine can be found on respective faction pages.&lt;br /&gt;
&lt;br /&gt;
== Space Stations ==&lt;br /&gt;
Space stations are a common sight in orbit of planets and stars, to the dismay of planetbound astronomers, and vary in purpose, from scientific to industrial to military.&lt;br /&gt;
&lt;br /&gt;
Unlike habitable planets which are limited in number and have both financial and environmental obstacles impeding colonisation, space stations can be easier for a group to establish. As a result, space stations are found all across the Spur where those looking to set up their own long-term community have decided to set up, be it a pirate freeport in an unclaimed system or [[Offworlder Humans]] setting up in orbit of civilised planets. Stations must be registered with the state who has claimed the system before being set up and, while autonomy may be permitted by certain states, &#039;&#039;&#039;they remain beholden to local laws and regulations&#039;&#039;&#039;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Stations&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;80px&amp;quot;| &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Average Capacity&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Average Cost (Civilian)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Habitats, Small Stations&lt;br /&gt;
| ~8&lt;br /&gt;
| ~电20,000&lt;br /&gt;
| A common sight in orbit of planetary bodies and similar gravity wells. Resided within by those who are unable to or reject life upon planets; still used for research purposes by states, megacorporations, etc. Their price varies depending on design, ammenities, specialist equipment, and such. They are not self-sufficient, requiring shuttled resupplies.&lt;br /&gt;
|-&lt;br /&gt;
| Stations&lt;br /&gt;
| ~500&lt;br /&gt;
| ~电750,000&lt;br /&gt;
| Typically owned by specialist groups, businesses, or those wishing to setup a small voidbound community. Their price varies drastically depending on size, ammenities, specialist equipment, and such. They are not wholly self-sufficient, but can locally produce most necessities.&lt;br /&gt;
|-&lt;br /&gt;
| Large Stations&lt;br /&gt;
| ~5,000&lt;br /&gt;
| Prohibitively Expensive&lt;br /&gt;
| Uses for much the same purposes as standard stations, and also the size of a typical military station. Typically self-sufficient and capable of producing excess for bulk sale. Prohibitively expensive for individuals and small groups, and typically the largest station seen in Frontier systems.&lt;br /&gt;
|-&lt;br /&gt;
| Orbital Complexes&lt;br /&gt;
| ~250,000&lt;br /&gt;
| Prohibitively Expensive&lt;br /&gt;
| Orbital complexes go beyond self-sufficiency and aim to produce everything locally. They are rarely seen beyond the human [[The_Orion_Spur#Jewel_Worlds|Jewel Worlds]] or skrell [[Notable_Skrell_Systems_and_Locations#Skrell_Systems_and_Locations|Core-to-Contingent]] systems, where major planets often have one in orbit.&lt;br /&gt;
|-&lt;br /&gt;
| Orbital Supercomplexes&lt;br /&gt;
| ~1,000,000&lt;br /&gt;
| Prohibitively Expensive&lt;br /&gt;
| These go even beyond regular orbital complexes, and are often compared to cities in the orbit of planets. Only two exist: the [[Odin|NTCC Odin]] and the [[Sol#Unity_Station|Unity Station]]. They are considered feats of engineering.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=41002</id>
		<title>Nralakk Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=41002"/>
		<updated>2026-07-27T02:19:12Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Dominia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Nations&lt;br /&gt;
|Nation = Second Nralakk Federation&lt;br /&gt;
|Shortname = Nralakk Federation&lt;br /&gt;
|Flag = Jargon flag.jpg&lt;br /&gt;
|Galatic Position = Position Fed.png&lt;br /&gt;
|Capital City = Kal&#039;lo&lt;br /&gt;
|Capital Planet = [[Qerrbalak]]&lt;br /&gt;
|Language = Nral&#039;Malic&lt;br /&gt;
|Species = [[Skrell]] &amp;lt;sub&amp;gt;80%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;[[Vaurca]] &amp;lt;sub&amp;gt;10%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;[[Dionae]] &amp;lt;sub&amp;gt;9%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt; Other   &amp;lt;sub&amp;gt;1%&amp;lt;/sub&amp;gt;&lt;br /&gt;
|Religion = Qeblak (official)&amp;lt;br&amp;gt;Weishii (official)&amp;lt;br&amp;gt;Suur&#039;ka&amp;lt;br&amp;gt;Kir&#039;gul&lt;br /&gt;
|Demonym = Nralakk&amp;lt;br&amp;gt;Federal (local term only)&lt;br /&gt;
|Government = Unitary Directorial Republic&lt;br /&gt;
|Head of State = Grand Councillor Weashbi Jrugl&lt;br /&gt;
|Legislature = Council&lt;br /&gt;
|Upper House = Grand Council&lt;br /&gt;
|Established = 2245 (originally 878)&lt;br /&gt;
}}&lt;br /&gt;
Located to the galactic west of [[Tau Ceti]], the &#039;&#039;&#039;Nralakk Federation&#039;&#039;&#039; is the oldest nation still functioning in the modern day, having originally formed in 878 CE, then reforming in 2192 CE after the [[Skrell_Synthetic_Age|turbulent period of total dominance by a rogue AI]]. The Nralakk Federation’s government is a [[Skrell_Politics#Government_Structure|unitary directorial republic]], of which it maintains a fully nationalized industrial base with corporate involvement only becoming a recent addition within the last decade, a command economy, and control over most facets of interior life. They are the technological and scientific powerhouse of the [[The_Orion_Spur|Orion Spur]], wielding the most [[Skrell_Technology|advanced technology]] and dedicated research base to expand and maintain its system-spanning holdings across its vast territories. They are primarily perceived as an isolationist, totalitarian nation, as well as a situational ally of the [[Sol Alliance]], of whom they benefit greatly from their exclusive trade cooperation in explorative endeavours further into the Spur. [[Zeng-Hu Pharmaceuticals]] and [[Einstein Engines]] have also flourished since the Federation’s diplomatic success with Sol, being granted exclusive allowances and special economic zones into their borders for cooperation with the Federation’s controlled economy and access to their research. Both corporations maintained this exclusive agreement, and were originally the only two with the distinction.&lt;br /&gt;
&lt;br /&gt;
This exclusivity has since changed after the [[Interstellar_Travel#Phoron|discovery of phoron in 2417]], which sparked multiple, large-scale scientific breakthroughs collectively referred to as the &#039;&#039;&#039;Phoron Revolution&#039;&#039;&#039;, which further cemented its position as being the single most [[Skrell_Technology|scientifically advanced]] nation in the Orion Spur. [[Nanotrasen Corporation]], and by association the [[Republic of Biesel]], made diplomatic headways into securing preferential trade agreements due to its near-monopoly of phoron. While the multiple breakthroughs that benefited the Nralakk Federation have since buckled under the phoron scarcity, as most of these advancements depend on a constant supply of the phoron. Diplomatic outreach by the Federation has since expanded exponentially as it attempts to secure positive relations and improved interstellar trade options, as well as allowing megacorporations to court the Federation as it moves to economic deregulation, which originally barred them from placing themselves within the Federation’s economy outside of restrictive zones. &lt;br /&gt;
&lt;br /&gt;
These measures have only slowed the growing resource crisis, of which has led to the loosening of the Federation’s grip on its frontier territories known as the &#039;&#039;&#039;Traverse&#039;&#039;&#039; as rationing measures worsen already existing political tensions as anti-Federation sentiments spread due to the perceived failures of its government.&lt;br /&gt;
&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; is the skrell homeworld, and the current location of the capital city of the Nralakk Federation, Kal’lo. Located within Kal’lo is the single largest [[Sol Alliance|Solarian embassy]] for political cooperation between the two powers, as well as the seat of the annual meeting of every member of the [[Skrell_Politics#Grand_Council|Grand Council]]. Qerrbalak is known for its [[Qerrbalak#Major_Landmarks|extensive historical sites]], high Primary Numerical populace, and a relative lack of industry due to environmental protections. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Qerr&#039;Malic]]&#039;&#039;&#039; is the sole moon of Qerrbalak, which currently functions as the main port for interstellar trade, and as a tourist destination. Notably, Qerr’Malic’s underground “second surface” houses a majority of the workers that maintain the surface installations, with those workers primarily being vaurca from Hive C’thur. The moon is known for its tourism venues, the [[Qerr%27Malic#The_Bureau_of_Void Technologies|Museum of Ink]], and as a source of [[Qerr%27Malic#Gasriders|Xu’Xi Gas]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aliose]]&#039;&#039;&#039; is primarily an arctic planet, and the first planet colonized by skrell outside of Qerrbalak’s moon. Originally inhospitable without protective equipment and an internal atmosphere, terraforming efforts from the first landing in 1203 BCE and onwards rendered Aliose habitable and safe to breathe for the colonists on its surface. The planet now known for its scientific community, the prestigious [[Federation_Education#The_Aliose_University_of_Medical_Sciences|Aliose University of Medical Sciences]], and the [[Aliose#Veterans%27_Lodge|veterans lodge]] of the Lyukal resistance cell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aweiji]]&#039;&#039;&#039;, is a heavily terraformed planet, being the first colony to be founded outside of the Nralakk system. Originally arid and rocky, extensive terraforming efforts from 1050 BCE through the use of large spacecraft in its orbit before being settled by colonists in 938 BCE. The first of these colony sites, Tresja, would later become the largest city on Aweiji, and would go on to be host of the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; under which the Nralakk Federation formed a second time. Aweiji is primarily known for being “The Federation&#039;s Breadbasket” due to its extensive hydroponics and aquaculture, its special economic zone in cooperation with [[Hephaestus Industries]] and Nanotrasen, and its remaining orbital spaceport.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Notable_Skrell_Systems_and_Locations#Glorashi|Glorashi]]&#039;&#039;&#039; is a small solar system consisting of five planets, most notably [[Diulszi]], which is the current capital of the vaurca hive known as [[Vaurca|C&#039;thur]]. The current [[Vaurca|Queen]] of Hive C’thur is kept on Diulszi while on life-support provided by the Nralakk Federation. Beyond Diulszi, most of the planets within Glorashi only have their potential mineral value as standout traits of the system. 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;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
The Nralakk Federation operates under a command economy - where investment, production, and the allocation of resources are distributed according to predetermined economic production plans set by the governments’ councils. Quotas are set during the first few months of the year, and are to be fulfilled by state-owned enterprises, which are large scale industrial entities owned and operated by the Federation’s government. These state-owned enterprises coordinate and manage production across the entirety of the Federation’s planets and cities to meet the set quotas. While this allows for an extremely centralized and easily controlled format for the nation to modify its own industrial capabilities for its own needs, this completely isolates their economy to themselves alone. No foreign or external industries have ever successfully involved themselves with the Nralakk Federation’s economy without its explicit permission, which while intentional, limits its industrial potential to exactly the State-Owned Enterprises’ limits. &lt;br /&gt;
&lt;br /&gt;
Despite the planned nature of the Federation’s economic system, the Nralakk Federation outsources most manual labor to non-skrell citizens. Dionae and vaurca have seen increasing adoption in the manufacturing and agricultural sectors, as well as a push towards positions that are generally considered unappealing by the skrell populace. These positions, being primarily staffed by Tertiary numericals, have maintained their unappealing nature in the aftermath of the Synthetic Era, where most of these positions were fully automated and maintained by artificial intelligences and robotics. This aversion to manual labor has lingered as a noticeable slump in the Nralakk Federation’s production, and has yet to achieve the level of production that the First Federation maintained before its collapse.&lt;br /&gt;
&lt;br /&gt;
Most exports from the Nralakk Federation consist of industrial and specialized sector products, with imports primarily being food and consumer goods.  While initially isolated and unwilling to accept outside economic influence, megacorporations have slowly gained access to special economic zones and the state-owned enterprises’ cooperation. [[Einstein Engines]], [[Zeng-Hu Pharmaceuticals]], and the [[Nanotrasen Corporation]] have established themselves as key players in opening the Federation’s economy to the rest of the Spur, which has begun to expand due to the growing phoron scarcity. Trade agreements with the Nralakk Federation are primarily defined by research cooperation and the trading of the Federation’s advanced technology, both seen as particularly lucrative by the rest of the Spur’s nations.&lt;br /&gt;
&lt;br /&gt;
With the Spur’s megacorporations involving themselves with the Nralakk Federation, all corporate-Federation cooperation has been limited solely to avoid any competition with corporations against their own nationalized industries. Despite this, [[Hephaestus Industries]]’ sheer industrial might within the Federation’s allotted zones is nearly on-par with the Nralakk Federation, due to their lack of constraints on ecological considerations, and adoption of a synthetic workforce, with their potential not left unnoticed by the government. [[Idris Incorporated]]’s work on Qerr’Malic has also courted the nation’s public with its vast access to luxury goods, as well as being one of the sole points of access for trading the national currency, sqiips, for the Biesel Standard Credit, which maintains much stronger purchasing power outside of the Federation itself.&lt;br /&gt;
&lt;br /&gt;
As of [https://forums.aurorastation.org/topic/15636-orion-spur-oracle/page/4/#findComment-181680| 2467], every corporate member of the Stellar Corporate Conglomerate has been granted expanded opportunities in working within the Federation’s borders. [[Orion Express]]’s key position within the Traverse’s ailing logistics network in light of the phoron scarcity allows it to play an important part in preserving the Nralakk Federation’s frontier, while [[Nanotrasen]] itself uses its remaining reserves of phoron as a negotiating measure for access to the nation’s technological research.&lt;br /&gt;
&lt;br /&gt;
With this new turn towards outside economic involvement, concerns of dependency and growing recognition of failing to obtain the self-sufficiency held by the first incarnation of the Nralakk Federation. The State-Owned Enterprises are equally concerned with being outcompeted and potentially being driven to being removed as the central industry authorities that allows the Nralakk economy to remain planned and controlled, particularly as the question of the opening of the market is courted by corporations and other nations. &lt;br /&gt;
&lt;br /&gt;
===Universal Stipends and Social Welfare===&lt;br /&gt;
Individuals considered Primary or Secondary Numericals are awarded a &#039;&#039;&#039;universal stipend&#039;&#039;&#039; each month, a form of universal basic income to ensure citizens of the Nralakk Federation have their basic needs met, which scales per their Social Compatibility Index rating. Skrell who work outside of the Federation’s borders still benefit from this system, with Zeng-Hu contractors and other Work Initiative Programme-participating corporations receiving a matched amount of their stipend each month, paid in sqiips. Those who work abroad in unrelated companies outside of the Work Initiative Programme will often see a halved stipend, often paid in the local currency. When otherwise abroad for non-work related reasons, they will still receive one third of typical stipend each month.&lt;br /&gt;
&lt;br /&gt;
Beyond the universal stipend system, all skrell are guaranteed basic needs are met by the Nralakk Federation’s social welfare system. All skrell citizens are provided housing, basic foodstuffs, clothing, and toiletries in order to live basic, but undeprived, lives. Sqiips and income are more tied towards being able to purchase luxury goods and comforts that are not covered by the welfare system, with more comfortable housing and domestic goods requiring higher income than is covered by the universal stipend and no current occupation. As corporations are allowed greater access to the Federation’s economy, however, many goods outside of Federation-produced goods are seen as luxurious and exotic, but are regularly much more expensive.&lt;br /&gt;
&lt;br /&gt;
With growing economic concerns in light of the phoron scarcity, the universal stipend has seen proposed cuts in order to reduce government spending. Proposed changes would see travel abroad without involved labor reduced to a fourth, or completely paused until their return to the Federation’s borders. These changes are under intense debate within the government and Grand Council, but further cost-cutting measures may soon be passed as the Nralakk Federation faces a worsening economic situation.&lt;br /&gt;
&lt;br /&gt;
===Currency===&lt;br /&gt;
The Nralakk’s Federation official currency is the &#039;&#039;&#039;sqiip&#039;&#039;&#039; (℘). Sqiip sees extremely little use outside the Nralakk Federation, primarily seen in paychecks to those in the Work Initiative Programme in electronic and physical formats. Sqiips in their coin form can be secured in stacks, thanks to special magnetic properties for easy transportation. Higher valued sqiips will come in the form of a paper bill, printed on different types of water-safe seaweed. The coins and bills will have markings of aquatic life on them to denote their value (with shells, molluscs, buurgis, cosmozoans, and other sea life as examples). Outside of Nral’malic the most common slang term for sqiips is “shells”, referencing the currency’s iconography. This slang has caught on outside of the Nralakk Federation, and many who do not speak Nral&#039;malic are unaware of its original name.&lt;br /&gt;
&lt;br /&gt;
Sqiips face an increasing loss of value against more competitively traded currencies in the Orion Spur, with the Biesel Standard Credit gaining an increasingly superior trade value within the Nralakk Federation. With more sqiips having to enter circulation in order to meet the inflation, as well as rising expenditures within the Federation’s government in order to maintain itself, the BSC has seen increasing preference and adoption by its citizens, in spite of its adoption being considered undesirable.&lt;br /&gt;
&lt;br /&gt;
===State-Owned Enterprises===&lt;br /&gt;
State-owned Enterprises are government entities that facilitate the Nralakk Federation’s workforce and industrial sectors, and have existed since roughly the earliest years of the Federation itself. Each enterprise has a unique [[Skrell_Culture#Fashion|uniform]] to show the industry an individual works in, as well as their rank within the [[Nralakk_Federation#Social_Compatability_Index|Social Compatibility 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, allowing skrell the Federation to seek employment outside of its borders. The Work Initiative Programme allows skrell to transfer their contract from their state-owned enterprise to a partnered megacorporation, allowing them to work abroad for the duration of their contract before being renewed, or otherwise return to the Federation.&lt;br /&gt;
&lt;br /&gt;
=====Qerr&#039;Zolvq Industries=====&lt;br /&gt;
Created shortly after the founding of the first Nralakk Federation in &#039;&#039;&#039;907 CE&#039;&#039;&#039;, Qerr’Zolvq Industries is responsible for all aspects of power generation, resource extraction, and industrial production. Before its establishment, the private sector was the primary source of industry, with Qerr’Zolvq as an early company. Backed by state subsidies, the company saw itself develop a monopoly on the power generation and production industries before being nationalized by the Nralakk Federation, and used as a model for future state-owned enterprises. In the modern day, Qerr’Zolvq has since expanded to asteroid mining and the management of fusion energy facilities as the Federation’s technology advanced. Those with specialized knowledge and degrees in the mining and engineering sectors have most likely been employed by Qerr&#039;Zolvq Industries. It is currently headed by [[Notable Skrell|Chancellor Xul Lurg]]. With the Nralakk Federation inviting human megacorporations into Federation space, Qerr’Zolvq Industries has partnered with [[Hephaestus Industries]] and [[Orion Express]], and those employed by this enterprise who take contracts abroad typically do so through Hephaestus. Miners, however, are encouraged to work with Orion Express thanks to the connections of their Chief External Affairs Officer, Tuiqi Xao’Luup.&lt;br /&gt;
&lt;br /&gt;
In the growing phoron scarcity, Qerr’Zolvq Industries struggles to maintain quotas necessary to meet the growing demand for phoron-based machinery and components. The mining vessels, while still given priority, face stricter windows for their deployment into unmined regions due to the fuel rationing. Reliance on Nralakk Logistics’ freighter craft has also caused a slowing effect on the movement of their exports, with their own craft forced to rely on slower warp drives in order to conserve fuel and delaying their critical exports reaching their recipients within quota windows. Most pressing is the enterprise’s projections on power generation, having forecasted the eventual point where demand outstrips their capabilities to expand the power network once [[Phoron#Properties_and_Applications|phoron-seeded fusion reactors]] become unfeasible to produce.&lt;br /&gt;
&lt;br /&gt;
=====Tuz&#039;qlip Researchers=====&lt;br /&gt;
An enterprise established after the formation of the first Nralakk Federation in &#039;&#039;&#039;902 CE&#039;&#039;&#039;, Tuz’qlip Researchers oversees all aspects of research and development within the Federation, having formed in order to centralize all research efforts on Qerrbalak as the Federation grew. These facilities in the Federation were amalgamated underneath Tuz&#039;qlip Researchers, and now works in cooperation with [[Zeng-Hu Pharmaceuticals]]. Both the enterprise and the megacorporation freely exchange research information, which has significantly benefited Zeng-Hu throughout its involvement in the Solarian-Federation Alliance. The relationship between Zeng-Hu and Tuz’qlip is most obviously seen on the planet of Aliose, where they work closely with the planet’s universities and research institutes dotted across the planet. Tuz&#039;qlip Researchers the primary source of new technological breakthroughs across the Federation, being credited towards a majority of all recent technological advancements. It is currently headed by [[Notable Skrell|Overseer Nalo Gir-Roq]]. Because of Zeng-Hu’s relationship with Tuz’qlip Researchers, many scientifically-minded skrell that wish to work abroad will find quick employment with Zeng-Hu Pharmaceuticals.&lt;br /&gt;
&lt;br /&gt;
Tuz’qlip Researchers, overseeing all research into phoronic technology, has been put under significant burden in order to find both more efficient methods of phoron consumption, as well as alternatives in the event of total resource exhaustion. Alternatives to phoron remain scarce, with some of its properties remaining so unique to itself that some revolutionary discoveries may no longer be possible to produce if the worst comes to pass. [[Skrell_Technology#Medicine|Youth serums]] in particular remain in extreme precarity due to its extensive use of organophoronic compounds, with no alternative methods for replacing it found. Zeng-Hu, while working closely with Tuz’qlip, is equally at an impasse for any replacements for phoron.&lt;br /&gt;
&lt;br /&gt;
=====Nralakk Logistics=====&lt;br /&gt;
An enterprise that was established in &#039;&#039;&#039;905 CE&#039;&#039;&#039;, Nralakk Logistics manages telecommunications, logistics, and transport across the Federation. Nralakk Logistics was formed out of necessity due to the exponential complexity in managing communications logistics necessary for any colonization effort off of Qerrbalak. The state-owned enterprise manages shipping routes, observation posts, Nlom Relays, the bluespace gates, and the warp gates throughout the entirety of the Federation. Most skrell employed by this enterprise are either pilots, porters, operational managers, or other positions related to transport and logistics. It is currently headed by [[Notable Skrell|President Alot Sonq]]. Similarly to Qerr’Zolvq Industries, skrell employed by Nralakk Logistics are typically employed by Hephaestus Industries or Orion Express for contract transfers into the Work Initiative Programme. As Orion Express is responsible for a majority of exports headed from human space into the Nralakk Federation and vice versa, they see a majority of contractors from Nralakk Logistics.&lt;br /&gt;
&lt;br /&gt;
With bluespace’s sheer advantage in speed over warp technology, its adoption as the standard for moving freight and shipping has turned to cripple the overall logistics of the Federation with phoron becoming increasingly scarce. Fuel rationing and the required use of much slower warp drives leaves Nralakk Logistics hamstrung, with increasing lateness and lost cargo due to [[Federation_Crime_and_Resistance#Marauders|increased piracy]] in the Traverse becoming more common in their quota reports. With its position as the sole managing body over the nation’s logistics and shipping lanes, a distinct sense of fear has begun to grip the entire enterprise.&lt;br /&gt;
&lt;br /&gt;
=====Xomor=====&lt;br /&gt;
Xomor was originally established to provide private security services for businesses within the Nralakk Federation in 901 CE. While originally a private security conglomerate, the Federation nationalised them, merging them with the First Nralakk Federation’s national security structure as they transitioned into a command economy. After the rise of Glorsh-Omega, Xomor was made redundant as synthetics were the sole policing force within skrell space. The enterprise saw a brief revival after Glorsh-Omega’s disappearance, with many taking up the role of informal city and state security before the establishment of the second Nralakk Federation. Now existing in-name only, Xomor is now the most unique State-Owned Enterprise, charged with training newly recruited skrell into being future Kala enforcers. With physical violence considered abhorrent in the Federation’s society, Xomor’s training regimen and staff work to desensitize and prepare potential recruits in understanding how and when to use force as an enforcer, lethal or otherwise. It is currently headed by [[Notable Skrell|Director Vraka Xora-Nel]], who has since partnered with [[Idris Incorporated]] to allow Xomor staff and inductees interested in working abroad as part of the Work Initiative Programme, with skrell being employed within Idris’s security branch.&lt;br /&gt;
&lt;br /&gt;
Xomor has faced increasing amounts of skrell interested in working abroad and as Kala recruits in light of the phoron scarcity, with a worrying majority wanting to curb the growing unrest in the public because of it. Despite being the enterprise dedicated towards preparing skrell for the use of violence, the growing number of desperate recruits using them as a way to either fix or escape Federation society has unnerved them. Increased allowances in weaponry and anti-civil disturbance equipment, notably from Zavodskoi Interstellar after [https://forums.aurorastation.org/topic/15636-orion-spur-oracle/page/4/#findComment-181680|2467’s corporate cooperation agreements] has done nothing to dissuade these concerns, as the organization prepares itself for the troubles ahead.&lt;br /&gt;
&lt;br /&gt;
=====Ziip’Ta Medicinal=====&lt;br /&gt;
Ziip’Ta was founded in &#039;&#039;&#039;950 CE&#039;&#039;&#039; as the Nralakk Federation formally nationalized its healthcare system, formed in response to the growing populace and increasing life expectancy of its citizens. Ziip’Ta Medicinal’s focus on medical research is credited with the expansion of the average lifespan of skrell by roughly a century past the normal life expectancy. In the modern day, Ziip’Ta manages multiple hospitals, general practice clinics, [[Skrell_Biology#Skrell_Subspecies|spas]], and medical research centers. A majority of skrell who work abroad at medical centers and hospitals are contract-transfers from Ziip’Ta to Zeng-Hu.&lt;br /&gt;
&lt;br /&gt;
With organic phoron’s numerous applications for [[Phoron#Properties_and_Applications|advanced medical substances]], key drugs such as peridaxon, ryetalyn, and its applications in cryogenic therapy, all have come under the threat of entering extended shortages. Most controversially, youth serum applicants are under increasingly stringent requirements in order to receive their life-extending medications, with most being removed from qualifying under higher Index rating minimums. Zeng-Hu’s cooperation with Ziip’Ta has entered a state of growing reliance on the partnered megacorporation to provide aid to mitigate the shortages, which some higher-ranking members of the enterprise worry over an increasing dependence on the foreign corporation.&lt;br /&gt;
&lt;br /&gt;
=====Qel’Zvol Hospitality=====&lt;br /&gt;
Qel’Zvol Hospitality was established in &#039;&#039;&#039;932 CE&#039;&#039;&#039; to oversee all hospitality and tourism sectors within the Nralakk Federation. Most notably, this enterprise manages the massive tourism industry on [[Qerr&#039;Malic]], with most skrell on the Qerr’Malic in their employ found in every hotel, resort, or similar facilities bearing the state-owned enterprise’s logo. [[Idris Incorporated]] 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;
Tourism has been largely disrupted in light of rising phoron-based fuel costs across the Spur, particularly within the Nralakk Federation where domestic tourism remains non-priority for rationing efforts. Coupled with the growing logistics issues faced by Nralakk Logistics itself, Qel’Zvol’s cooperation with Idris Incorporated has slowly shifted towards a dependence on luxury goods being brought in through their own networks, as well as a notable increase in Work Initiative Programme members finding work abroad within the corporation. Qerr’Malic’s own future remains uncertain, with its specialization in service and tourism suddenly having most of its clientele restricted from traveling to it.&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 Compatibility 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;
&lt;br /&gt;
== Effects of the Phoron Scarcity ==&lt;br /&gt;
With the [[Skrell_Technology|Phoron Leap]] defining the second mass-technological advancement of the Nralakk Federation, the nation bound its identity as a scientific giant on a constant source of the resource. Most vital infrastructure within the Federation relies on phoron-based technology post-revolution, which sustains their high quality of life and technology. As news from the [[Republic of Biesel]]’s shows no signs of the scarcity’s end, the Federation’s leadership now faces the monumental task of diverting the collapse of its national infrastructure. Efforts to mitigate phoron expenses have since passed down, ranging from [[The_Phoron_Scarcity:_Skrell_Arc#Phoron_Crisis_Reaches_Home;_Travel_Restrictions_and_Rationing_in_Effect|increased travel and bluespace gate restrictions]], healthcare delays, reduced access to trade goods, and reduced maintenance within areas considered low priority - coinciding with areas primarily housing Tertiaries, as well as the frontier systems beyond the core worlds.&lt;br /&gt;
&lt;br /&gt;
Phoron rationing measures are most tangibly felt with travel restrictions and fueling priority, having limited most civilian travel and placing variable levels on logistics routes for Nralakk Logistics’ freighter vessels. These measures trickle down to a general slowing effect on the Federation’s supply and industry, with windows of shortages for domestic goods, as well as a lack of both exporting finished products and receiving new raw materials for factories. While military vessels still retain priority for phoron rationing, the extensively long periods required for patrolling the Traverse results in fewer patrols towards the furthermost regions of Federation territory, with those patrolling craft remaining being retrofitted with older, non-phoron based weaponry. Felt most within the Traverse, however, are the growing periods of maintenance windows being delayed or missed entirely. Nlom Relay beacons, orbital facilities, and colony infrastructure have all faced increased delays in their maintenance, having fallen into disrepair or outright outages from failure. &lt;br /&gt;
&lt;br /&gt;
While rationing efforts are the most obvious method of reducing phoron usage, the skrell populace who grew to expect the high standards afforded by the Federation are less than willing to accept the compromises. Pushback against the rationing has grown across the Nrlakk Federation, most felt where the phoron-based [[Skrell_Technology#Nlom_Relay_Network|Nlom Relays]] have fallen into disrepair or reduced transmission, and anti-Federation sentiments have festered in its wake. Limited anti-piracy and law enforcement patrols have led to dangerous regions [[Notable_Skrell_Systems_and_Locations#The_Tetramerous_Systems:_The_Traverse|outside of the Federation’s core worlds]], where [[Federation_Crime_and_Resistance#The_Resistance|rebels]] and [[Federation_Crime_and_Resistance#Marauders|pirates]] have expanded into. The single most controversial rationing is the increased restrictions on the [[Skrell_Technology#Medicine|youth serums]] that allow skrell to live beyond their natural life expectancy, now only accessible to Primary Numericals. Skrell who were dependent on youth serums as Secondaries are now pushed out of their expected life spans now rally against the move, seeing it as an inherent unfairness in the [[#Social_Compatability_Index|Social Compatibility Index’s]] system.&lt;br /&gt;
&lt;br /&gt;
Despite mounting unrest, the largest issue remains in phoron’s role in the nation’s infrastructure. Phoron is a key element within their power generation, the high-power superconducting electrical lines, its surrounding support network, and limits the ability to expand itself as demand grows. The task of retrofitting cities and the mass expansion of alternative sources of power is a monumental task that is now on a hard time limit before brownouts and total grid failures threaten the Federation’s cities. Quotas for state-owned enterprises have also been met with increasing deficits, lagging the command economy and hampering logistics. While not enough to threaten a collapse of the supply chain, this is a wake-up call that all is not well within the Federation. &lt;br /&gt;
&lt;br /&gt;
[[Skrell_Politics#Relations_with_Foreign_States|Diplomatic outreach]] has seen greater emphasis as the Federation searches for trade agreements to alleviate the increasing burden, hoping to move past their isolationist past. Representatives, foreign aid, and tech lending have pushed the Nralakk Federation into most nations, though many still remember it as [[Skrell_Politics#Solarian_Alliance|an ally of the Solarian Alliance]], and [[Skrell_Politics#Serene_Republic_of_Elyra|some]] regard this move as aggressive expansion. This outreach has also led to the Solarian Alliance’s vocal concerns of losing its closest ally as the Federation continues to court its political rivals, forming a rift that continues to grow between the two nations. Many now wait to see if the venerable Solarian-Federation alliance might come to an end.&lt;br /&gt;
&lt;br /&gt;
== Politics and Government ==&lt;br /&gt;
The Nralakk Federation is a unitary directorial republic, governed by a central council of shared executive powers referred to as the Grand Council, of which is presided over by a Grand Councilor. The current Grand Councillor is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]], who was elected in 2453.&lt;br /&gt;
=== Social Compatibility Index ===&lt;br /&gt;
[[file:SCS_bell.png|300px|thumb|right|A bell curve showing the distribution of Numericals in the Social Compatibility Index.]]&lt;br /&gt;
The &#039;&#039;&#039;Social Compatibility Index&#039;&#039;&#039; (Nral&#039;Malic: bli&#039;zi wlaqijii qal&#039;mi-hra) is a federal system developed by the Grand Council of the Nralakk Federation. The Index is a vast data store of nearly every single action taken by Federation citizens used by businesses, individuals, and bureaucrats. The Social Compatibility Index is calculated through various, state-secret algorithms and grading systems that results in a numerical string: a fraction over ten with no more than two decimal places that is assigned to the graded citizen. An index of specific tiers dictates their placement on the Social Compatibility Index’s scale, from which their benefits are then drawn from. It was first implemented after the reunification of the Nralakk Federation post-Glorsh-Omega as a mechanism to ensure the trustworthiness of their citizens, and to best secure the interests of the Federation at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: Players are asked to be sensible when giving their skrell a Social Compatibility 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. Non-skrell species living in the Federation and how they interact with the system are discussed on their [[Diona_in_the_Federation|respective]] [[C&#039;thur_in_the_Federation|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 skill development, educational pursuit, and training&lt;br /&gt;
*Reproducing and/or forming a Quya&lt;br /&gt;
*Devoting and/or donating oneself to the Federation for 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 (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 Compatibility 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;
&#039;&#039;&#039;Primary Numericals (Code Classification:  7/10 - 10/10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Primary Numericals are considered model citizens of the Nralakk Federation, and are granted rewards and incentives to uphold their model forms. Sponsored vacations, free public transport, unrestricted travel, bureaucratic priority, healthcare privileges enabling a greater life expectancy, high [[Nralakk_Federation#Universal_Stipends|universal stipends]] both at home and abroad, and exclusive residence within designated areas hosting other Primary Numericals, are some examples of the many advantages for those that are declared model citizens. Primaries make up a small, 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;
While still considered the priority recipients of youth serums to extend their lifespans, Primary Numericals are growing aware of the recent reduction in youth serum production. They are still guaranteed access to timely doses of the medicine for now, but fears over increased restrictions remain a topic amongst Primary communities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Numericals (Code Classification: 4/10 - 6.99/10)&#039;&#039;&#039;&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, opportunities for travel and migration with restrictions, medium [[Nralakk_Federation#Universal_Stipends|universal stipends]] both at home and abroad, and variable levels of priority/deprioritization within legal and official channels based on Index rating are amongst a few of the advantages offered to Secondaries. Reproductive rights are restricted for Secondary Numericals in the lower end of this band, with the Federation’s vested interest in providing a safe environment for children used to rehome them deemed necessary due to poor rating and governmental scrutiny. Secondaries are the second most common groups of skrell to live abroad through the [[Nralakk_Federation#State-Owned_Enterprises|Work Initiative Programme]] 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;
In the wake of the phoron scarcity, further travel restrictions and other benefit reductions towards lower-end Secondaries have been considered to stay within new rationing guidelines. Secondary Numericals, while recipients of youth serums in the past, are now barred from receiving youth serums as phoron rationing drastically reduces their production rate, and the Grand Council’s decision to preserve the supply in the event of future restrictions. &#039;&#039;&#039;Non-Primary Numericals may no longer live past the age of 400, and those characters already beyond this age now remain with a remaining lifespan of roughly 10 years.&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tertiary Numericals (Code Classification: 0/10 - 3.99/10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tertiary Numericals are the lowest-ranked citizens within the Nralakk Federation’s Index system, and are subject to heavy scrutiny due to being considered at-risk for antisocial behaviors, or for rebellious/seditious sentiments. Tertiaries will usually face social discrimination socially and reduced priority in the state’s systems, with the chance to be sent to a reeducation center where they will have their Index rating reset to 5.00 after having their antisocial behaviors undone, and an instilled understanding of the Nralakk Federation’s ideals and why they should be adhered to. Tertiary Numericals are barred from multiple aspects of Federation society due to social ostracization and legal exemption, resulting in the usage of illegal routes to falsify their ratings to allow them an opportunity to flee the Nralakk Federation or fully falsify a new identification. Reproductive rights for Tertiaries are notably reduced, being given temporary contraceptive measures to ensure enforcement of the rule. Tertiaries are often associated with criminal activity and less desirable manual labour, as they are unlikely to find more lucrative positions due to their rating. Citizens who show improvement without the need for rehabilitation are slowly returned to standard social and legal status until their rating reaches 4.00 and higher, where privileges are then reinstated in full for a Secondary Numerical of a similar rating.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Uncategorised (Code Classification: N/A)&#039;&#039;&#039;&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 a true rating assigned to them. Uncategorised residents and citizens are given similar treatment compared to Secondary Numericals, but with several restrictions: they are barred from entering any sort of position within the government; they are unable to travel to other planets within the Federation without notifying local authorities; they are not allowed to migrate to other planets beyond their original settling location, and are not granted a universal stipend or other social welfare, 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 retain a detailed record in the event that they apply for citizenship.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Citizens Abroad and the Social Compatibility Index====&lt;br /&gt;
 &lt;br /&gt;
All skrell within the Orion Spur are considered de-facto citizens by the Nralakk Federation, as it considers itself the sole national representative of all skrell in the Spur. This policy is somewhat a double-edged sword for skrell living outside of the Federation, as while it allows any skrell to be eligible for Federation benefits, it also means that said skrell are expected to conform to Nralakk laws and customs despite having potentially never stepped foot in the country. Skrell born outside the Federation are logged and tracked by Nralakk surveillance organs, typically monitored to at least a minor degree by local Federation consulates, with only the most far-flung worlds able to fully escape Federation notice. While this may provide a foreign skrell with unexpected rewards or perks if the Federation is pleased with their behavior, skrell who engage in deductive behaviors are likely to be &amp;quot;encouraged&amp;quot; to change via social and financial coercion, intimidation, Srom interactions, and in unconfirmed rare cases, active black-bagging by Kala elements operating discreetly out of such consulates. Skrell who apply for citizenship within their current nation are still considered citizens by the Federation, even if the skrell in question has no such desire, and any defense from Federation interference will rely on the protection of their host nation. The [[Sol Alliance]] provides such protections to its Skrell citizenry, with any extraditions or corrective actions by the Federation moving through standard legal channels thanks to their special relationship, as the Federation is forced to honor their status as Solarian citizens. The Republic of Biesel requires Skrell not born within its territory to serve within the Tau Ceti Foreign Legion in exchange for official protections, while the Coalition of Colonies has no standard policy regarding Skrell, with its relationship with both the Federation and species-based protections will vary by planet. The Empire of Dominia, by contrast, enthusiastically cooperates with its Federation consulates in the surveillance of its small skrell populace, both in order to keep warm relations with the largest anti-synthetic power in the Spur, and should rumors be true, generous kickbacks from the Ruupkala. 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 Compatibility 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 for all rating-affecting behaviors. 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, remaining relatively static until they return to the Nralakk Federation for a full review.&lt;br /&gt;
 &lt;br /&gt;
Citizens abroad still receive a number of benefits from being a citizen of the Federation. Primary Numericals are given prioritised support where needed by embassies and consulates, and receive their universal stipends in full. Secondaries who work abroad as part of the [[Nralakk_Federation#State-Owned_Enterprises|Work Initiative 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 Initiative Programme will receive coverage based on their rating, while all other citizens abroad 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, what benefits they are eligible for, and what measures may be needed to correct deviant behavior.&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 skyscrapers. Skrell who have renounced their Federation citizenship are also displayed here. This method of displaying the Index is normalized, and is a form of entertainment via thirty-second ads. These lists usually revolve around either the most notable of idols and the most notorious rebels, including most of the [[Federation_Crime_and_Resistance#The_Resistance |resistance leaders]] outlined by the state. At the end of the day at sunset, these screens will switch displays to showcase both the most improved citizen of the day alongside the least improved citizen of the day. This acts as both an incentive and a deterrent to citizens within the Nralakk Federation to highlight their behavior, as well as the consequences stemming from such.&lt;br /&gt;
&lt;br /&gt;
==== The Drylist ====&lt;br /&gt;
&lt;br /&gt;
Within the bounds of the Social Compatibility Index, certain individuals or groups of particularly low-standing skrell have been noted to be effectively locked out of Nralakk society, being effectively unable to find work, travel, or acquire government documentation, amongst numerous other noted inconveniences. While the Nralakk Federation has denied the existence of any such group, many regularly refer to such individuals as &#039;&#039;drylisters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Federation Population Initiative===&lt;br /&gt;
&lt;br /&gt;
In the years before 2363, the Nralakk Federation saw a stark birth rate and population decline due to X’Lu’oa‘s effects skrell fertility. The Grand Council was tasked with finding a solution to this steady decline, eventually forming the Federation Population Initiative. Originally intended to modify the genes of infertile skrell, the program expanded as the solution’s scope grew beyond genetic therapy. Complete reversal infertility was considered impossible in most cases due to the complex changes to the genetics of X’Lu’oa victims, researchers found that taking samples of two participants and modifying them into artificially-made sperm and egg cells was still viable. The ensuing offspring would be a near-perfect genetic split of the two donors, and would always be carried to term. This information sent shockwaves through the Nralakk Federation, and the initiative was given additional funding by the Grand Council under the condition that the number of total successful births would become public each century.&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;
===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. With the confirmation that skrell can breach the Homeworld&#039;s atmosphere to explore the stars, further funding and manpower were devoted towards aeronautic research.&lt;br /&gt;
&lt;br /&gt;
The degrading environment of [[Qerrbalak]] pushed for the expansion across the planet, leading to the eventual colonisation of its moon, [[Qerr&#039;Malic]], by &#039;&#039;&#039;1109 BCE&#039;&#039;&#039;. While archaic by modern standards, the first colonies across Qerr&#039;Malic alleviated the mineral crisis that plagued the skrell’s exploitation of their homeworld, allowing further innovation and expansion. While resource 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 between the species. This intermingling promoted the exchange of culture, knowledge, and ideas that would further bolster 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. With the phoron scarcity crisis, the Nralakk Federation faces further rationing and restricted bluespace drive usage as the resource is stretched thin across its myriad applications. The [[#Wayfarer Network]], an expansion of the Federation’s currently existing warp gate network, is slated to reduce their dependence on phoron, further rationing has only placed more strain on the rest of its infrastructure.&lt;br /&gt;
&lt;br /&gt;
===Federation Interstellar Travel===&lt;br /&gt;
&#039;&#039;See also: [[Interstellar Travel]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to the invention of warpdrives, most long distance interstellar travel relied on Generational Spacecraft, otherwise known as generation ships. These vessels were built to support and house an entire generation of crew, who would pass down their knowledge to the next generation in order to keep the vessel maintained and on course before passing on. In the modern day, the remaining generation ships have since been converted to museums and educational centers for modern colonists, allowing them to learn the history of colonization efforts long before them. Life aboard these vessels were isolated and insular, leading to the cultural drift presently seen in the Nralakk Federation’s frontier by the time their destinations were settled. Generation ships who instead diverted off course and remained as nomads are referred to as &#039;Genners&#039; within Federation society.&lt;br /&gt;
&lt;br /&gt;
The titular warpdrive was invented by &#039;&#039;&#039;Noliq Preles&#039;&#039;&#039; in &#039;&#039;&#039;971 BCE&#039;&#039;&#039;, a landmark point in skrell aeronautics research as the first true method of achieving faster-than-light travel. With the introduction of warpdrives, generation ships were phased out as travel times were cut down to the point of reaching destinations well within the crew’s lifetimes, and allowed the Federation to settle across what is now known as Federation space. introduction of bluespace drives has resulted in only small vessels retaining their warpdrives, though even older warpdrives from skrell engineering still maintain speeds that are double that of humanity’s own vessels.&lt;br /&gt;
&lt;br /&gt;
With the discovery of phoron and its ability to access bluespace, the invention of bluespace drives revolutionized spaceflight with overall higher efficiency and lowered total mass, resulting in its mass adoption across most Federation military and logistics vessels. 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 bluespace drive’s dependence on phoron as a source of fuel has caused the ongoing phoron scarcity to cripple the Federation’s fleets, with a vast majority of skrell spacecraft having been retrofitted now dependent on a dwindling fuel source. Travel between the Federation’s planets has fallen under further scrutiny as rationing limits the amount of vessels in flight, with the Traverse becoming further isolated from the Federation’s core. All Kala vessels, while allotted the most generous phoron rations, have seen broadly reduced patrols and reduced fleet size, resulting in piracy and anti-Federation groups to flourish in their absence. While the [[The Phoron Scarcity: Skrell Arc|Wayfarer Network]] seeks to alleviate the crisis with expanded warpgate infrastructure, it can only mitigate the damage caused by the overreliance on bluespace as a primary form of interstellar travel.&lt;br /&gt;
&lt;br /&gt;
===The Wayfarer Network===&lt;br /&gt;
The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is currently the largest project between the Nralakk Federation and [[Einstein Engines]], hoping to further develop more robust warp travel to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation to the point of passing the first wave of rationing efforts and restrictions on travel. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&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 Nralakk 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 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 skrell 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 planet&#039;s 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 introspection is a primary mood.&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, with their recorded [[Skrell_History|history]] reaching further than any other species originating from the Spur. Soon after the Commonwealth of the Three became the Nralakk Federation, a united effort was made to archive as much of their collective 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 has since been encrypted by Glorsh-Omega shortly before its disappearance, resulting in the archive being considered effectively lost. This event is considered a massive loss, with most of ancient skrell 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 project&#039;s 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 primarily 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 arcology it resides 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 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 plant life 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&#039; history. Currently, the archive has not been designated a planet to be built on, and debates are still underway on its final location.&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 skrell 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>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=41001</id>
		<title>Nralakk Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=41001"/>
		<updated>2026-07-27T01:15:59Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: drylistdate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Nations&lt;br /&gt;
|Nation = Second Nralakk Federation&lt;br /&gt;
|Shortname = Nralakk Federation&lt;br /&gt;
|Flag = Jargon flag.jpg&lt;br /&gt;
|Galatic Position = Position Fed.png&lt;br /&gt;
|Capital City = Kal&#039;lo&lt;br /&gt;
|Capital Planet = [[Qerrbalak]]&lt;br /&gt;
|Language = Nral&#039;Malic&lt;br /&gt;
|Species = [[Skrell]] &amp;lt;sub&amp;gt;80%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;[[Vaurca]] &amp;lt;sub&amp;gt;10%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;[[Dionae]] &amp;lt;sub&amp;gt;9%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt; Other   &amp;lt;sub&amp;gt;1%&amp;lt;/sub&amp;gt;&lt;br /&gt;
|Religion = Qeblak (official)&amp;lt;br&amp;gt;Weishii (official)&amp;lt;br&amp;gt;Suur&#039;ka&amp;lt;br&amp;gt;Kir&#039;gul&lt;br /&gt;
|Demonym = Nralakk&amp;lt;br&amp;gt;Federal (local term only)&lt;br /&gt;
|Government = Unitary Directorial Republic&lt;br /&gt;
|Head of State = Grand Councillor Weashbi Jrugl&lt;br /&gt;
|Legislature = Council&lt;br /&gt;
|Upper House = Grand Council&lt;br /&gt;
|Established = 2245 (originally 878)&lt;br /&gt;
}}&lt;br /&gt;
Located to the galactic west of [[Tau Ceti]], the &#039;&#039;&#039;Nralakk Federation&#039;&#039;&#039; is the oldest nation still functioning in the modern day, having originally formed in 878 CE, then reforming in 2192 CE after the [[Skrell_Synthetic_Age|turbulent period of total dominance by a rogue AI]]. The Nralakk Federation’s government is a [[Skrell_Politics#Government_Structure|unitary directorial republic]], of which it maintains a fully nationalized industrial base with corporate involvement only becoming a recent addition within the last decade, a command economy, and control over most facets of interior life. They are the technological and scientific powerhouse of the [[The_Orion_Spur|Orion Spur]], wielding the most [[Skrell_Technology|advanced technology]] and dedicated research base to expand and maintain its system-spanning holdings across its vast territories. They are primarily perceived as an isolationist, totalitarian nation, as well as a situational ally of the [[Sol Alliance]], of whom they benefit greatly from their exclusive trade cooperation in explorative endeavours further into the Spur. [[Zeng-Hu Pharmaceuticals]] and [[Einstein Engines]] have also flourished since the Federation’s diplomatic success with Sol, being granted exclusive allowances and special economic zones into their borders for cooperation with the Federation’s controlled economy and access to their research. Both corporations maintained this exclusive agreement, and were originally the only two with the distinction.&lt;br /&gt;
&lt;br /&gt;
This exclusivity has since changed after the [[Interstellar_Travel#Phoron|discovery of phoron in 2417]], which sparked multiple, large-scale scientific breakthroughs collectively referred to as the &#039;&#039;&#039;Phoron Revolution&#039;&#039;&#039;, which further cemented its position as being the single most [[Skrell_Technology|scientifically advanced]] nation in the Orion Spur. [[Nanotrasen Corporation]], and by association the [[Republic of Biesel]], made diplomatic headways into securing preferential trade agreements due to its near-monopoly of phoron. While the multiple breakthroughs that benefited the Nralakk Federation have since buckled under the phoron scarcity, as most of these advancements depend on a constant supply of the phoron. Diplomatic outreach by the Federation has since expanded exponentially as it attempts to secure positive relations and improved interstellar trade options, as well as allowing megacorporations to court the Federation as it moves to economic deregulation, which originally barred them from placing themselves within the Federation’s economy outside of restrictive zones. &lt;br /&gt;
&lt;br /&gt;
These measures have only slowed the growing resource crisis, of which has led to the loosening of the Federation’s grip on its frontier territories known as the &#039;&#039;&#039;Traverse&#039;&#039;&#039; as rationing measures worsen already existing political tensions as anti-Federation sentiments spread due to the perceived failures of its government.&lt;br /&gt;
&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; is the skrell homeworld, and the current location of the capital city of the Nralakk Federation, Kal’lo. Located within Kal’lo is the single largest [[Sol Alliance|Solarian embassy]] for political cooperation between the two powers, as well as the seat of the annual meeting of every member of the [[Skrell_Politics#Grand_Council|Grand Council]]. Qerrbalak is known for its [[Qerrbalak#Major_Landmarks|extensive historical sites]], high Primary Numerical populace, and a relative lack of industry due to environmental protections. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Qerr&#039;Malic]]&#039;&#039;&#039; is the sole moon of Qerrbalak, which currently functions as the main port for interstellar trade, and as a tourist destination. Notably, Qerr’Malic’s underground “second surface” houses a majority of the workers that maintain the surface installations, with those workers primarily being vaurca from Hive C’thur. The moon is known for its tourism venues, the [[Qerr%27Malic#The_Bureau_of_Void Technologies|Museum of Ink]], and as a source of [[Qerr%27Malic#Gasriders|Xu’Xi Gas]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aliose]]&#039;&#039;&#039; is primarily an arctic planet, and the first planet colonized by skrell outside of Qerrbalak’s moon. Originally inhospitable without protective equipment and an internal atmosphere, terraforming efforts from the first landing in 1203 BCE and onwards rendered Aliose habitable and safe to breathe for the colonists on its surface. The planet now known for its scientific community, the prestigious [[Federation_Education#The_Aliose_University_of_Medical_Sciences|Aliose University of Medical Sciences]], and the [[Aliose#Veterans%27_Lodge|veterans lodge]] of the Lyukal resistance cell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aweiji]]&#039;&#039;&#039;, is a heavily terraformed planet, being the first colony to be founded outside of the Nralakk system. Originally arid and rocky, extensive terraforming efforts from 1050 BCE through the use of large spacecraft in its orbit before being settled by colonists in 938 BCE. The first of these colony sites, Tresja, would later become the largest city on Aweiji, and would go on to be host of the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; under which the Nralakk Federation formed a second time. Aweiji is primarily known for being “The Federation&#039;s Breadbasket” due to its extensive hydroponics and aquaculture, its special economic zone in cooperation with [[Hephaestus Industries]] and Nanotrasen, and its remaining orbital spaceport.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Notable_Skrell_Systems_and_Locations#Glorashi|Glorashi]]&#039;&#039;&#039; is a small solar system consisting of five planets, most notably [[Diulszi]], which is the current capital of the vaurca hive known as [[Vaurca|C&#039;thur]]. The current [[Vaurca|Queen]] of Hive C’thur is kept on Diulszi while on life-support provided by the Nralakk Federation. Beyond Diulszi, most of the planets within Glorashi only have their potential mineral value as standout traits of the system. 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;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
The Nralakk Federation operates under a command economy - where investment, production, and the allocation of resources are distributed according to predetermined economic production plans set by the governments’ councils. Quotas are set during the first few months of the year, and are to be fulfilled by state-owned enterprises, which are large scale industrial entities owned and operated by the Federation’s government. These state-owned enterprises coordinate and manage production across the entirety of the Federation’s planets and cities to meet the set quotas. While this allows for an extremely centralized and easily controlled format for the nation to modify its own industrial capabilities for its own needs, this completely isolates their economy to themselves alone. No foreign or external industries have ever successfully involved themselves with the Nralakk Federation’s economy without its explicit permission, which while intentional, limits its industrial potential to exactly the State-Owned Enterprises’ limits. &lt;br /&gt;
&lt;br /&gt;
Despite the planned nature of the Federation’s economic system, the Nralakk Federation outsources most manual labor to non-skrell citizens. Dionae and vaurca have seen increasing adoption in the manufacturing and agricultural sectors, as well as a push towards positions that are generally considered unappealing by the skrell populace. These positions, being primarily staffed by Tertiary numericals, have maintained their unappealing nature in the aftermath of the Synthetic Era, where most of these positions were fully automated and maintained by artificial intelligences and robotics. This aversion to manual labor has lingered as a noticeable slump in the Nralakk Federation’s production, and has yet to achieve the level of production that the First Federation maintained before its collapse.&lt;br /&gt;
&lt;br /&gt;
Most exports from the Nralakk Federation consist of industrial and specialized sector products, with imports primarily being food and consumer goods.  While initially isolated and unwilling to accept outside economic influence, megacorporations have slowly gained access to special economic zones and the state-owned enterprises’ cooperation. [[Einstein Engines]], [[Zeng-Hu Pharmaceuticals]], and the [[Nanotrasen Corporation]] have established themselves as key players in opening the Federation’s economy to the rest of the Spur, which has begun to expand due to the growing phoron scarcity. Trade agreements with the Nralakk Federation are primarily defined by research cooperation and the trading of the Federation’s advanced technology, both seen as particularly lucrative by the rest of the Spur’s nations.&lt;br /&gt;
&lt;br /&gt;
With the Spur’s megacorporations involving themselves with the Nralakk Federation, all corporate-Federation cooperation has been limited solely to avoid any competition with corporations against their own nationalized industries. Despite this, [[Hephaestus Industries]]’ sheer industrial might within the Federation’s allotted zones is nearly on-par with the Nralakk Federation, due to their lack of constraints on ecological considerations, and adoption of a synthetic workforce, with their potential not left unnoticed by the government. [[Idris Incorporated]]’s work on Qerr’Malic has also courted the nation’s public with its vast access to luxury goods, as well as being one of the sole points of access for trading the national currency, sqiips, for the Biesel Standard Credit, which maintains much stronger purchasing power outside of the Federation itself.&lt;br /&gt;
&lt;br /&gt;
As of [https://forums.aurorastation.org/topic/15636-orion-spur-oracle/page/4/#findComment-181680| 2467], every corporate member of the Stellar Corporate Conglomerate has been granted expanded opportunities in working within the Federation’s borders. [[Orion Express]]’s key position within the Traverse’s ailing logistics network in light of the phoron scarcity allows it to play an important part in preserving the Nralakk Federation’s frontier, while [[Nanotrasen]] itself uses its remaining reserves of phoron as a negotiating measure for access to the nation’s technological research.&lt;br /&gt;
&lt;br /&gt;
With this new turn towards outside economic involvement, concerns of dependency and growing recognition of failing to obtain the self-sufficiency held by the first incarnation of the Nralakk Federation. The State-Owned Enterprises are equally concerned with being outcompeted and potentially being driven to being removed as the central industry authorities that allows the Nralakk economy to remain planned and controlled, particularly as the question of the opening of the market is courted by corporations and other nations. &lt;br /&gt;
&lt;br /&gt;
===Universal Stipends and Social Welfare===&lt;br /&gt;
Individuals considered Primary or Secondary Numericals are awarded a &#039;&#039;&#039;universal stipend&#039;&#039;&#039; each month, a form of universal basic income to ensure citizens of the Nralakk Federation have their basic needs met, which scales per their Social Compatibility Index rating. Skrell who work outside of the Federation’s borders still benefit from this system, with Zeng-Hu contractors and other Work Initiative Programme-participating corporations receiving a matched amount of their stipend each month, paid in sqiips. Those who work abroad in unrelated companies outside of the Work Initiative Programme will often see a halved stipend, often paid in the local currency. When otherwise abroad for non-work related reasons, they will still receive one third of typical stipend each month.&lt;br /&gt;
&lt;br /&gt;
Beyond the universal stipend system, all skrell are guaranteed basic needs are met by the Nralakk Federation’s social welfare system. All skrell citizens are provided housing, basic foodstuffs, clothing, and toiletries in order to live basic, but undeprived, lives. Sqiips and income are more tied towards being able to purchase luxury goods and comforts that are not covered by the welfare system, with more comfortable housing and domestic goods requiring higher income than is covered by the universal stipend and no current occupation. As corporations are allowed greater access to the Federation’s economy, however, many goods outside of Federation-produced goods are seen as luxurious and exotic, but are regularly much more expensive.&lt;br /&gt;
&lt;br /&gt;
With growing economic concerns in light of the phoron scarcity, the universal stipend has seen proposed cuts in order to reduce government spending. Proposed changes would see travel abroad without involved labor reduced to a fourth, or completely paused until their return to the Federation’s borders. These changes are under intense debate within the government and Grand Council, but further cost-cutting measures may soon be passed as the Nralakk Federation faces a worsening economic situation.&lt;br /&gt;
&lt;br /&gt;
===Currency===&lt;br /&gt;
The Nralakk’s Federation official currency is the &#039;&#039;&#039;sqiip&#039;&#039;&#039; (℘). Sqiip sees extremely little use outside the Nralakk Federation, primarily seen in paychecks to those in the Work Initiative Programme in electronic and physical formats. Sqiips in their coin form can be secured in stacks, thanks to special magnetic properties for easy transportation. Higher valued sqiips will come in the form of a paper bill, printed on different types of water-safe seaweed. The coins and bills will have markings of aquatic life on them to denote their value (with shells, molluscs, buurgis, cosmozoans, and other sea life as examples). Outside of Nral’malic the most common slang term for sqiips is “shells”, referencing the currency’s iconography. This slang has caught on outside of the Nralakk Federation, and many who do not speak Nral&#039;malic are unaware of its original name.&lt;br /&gt;
&lt;br /&gt;
Sqiips face an increasing loss of value against more competitively traded currencies in the Orion Spur, with the Biesel Standard Credit gaining an increasingly superior trade value within the Nralakk Federation. With more sqiips having to enter circulation in order to meet the inflation, as well as rising expenditures within the Federation’s government in order to maintain itself, the BSC has seen increasing preference and adoption by its citizens, in spite of its adoption being considered undesirable.&lt;br /&gt;
&lt;br /&gt;
===State-Owned Enterprises===&lt;br /&gt;
State-owned Enterprises are government entities that facilitate the Nralakk Federation’s workforce and industrial sectors, and have existed since roughly the earliest years of the Federation itself. Each enterprise has a unique [[Skrell_Culture#Fashion|uniform]] to show the industry an individual works in, as well as their rank within the [[Nralakk_Federation#Social_Compatability_Index|Social Compatibility 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, allowing skrell the Federation to seek employment outside of its borders. The Work Initiative Programme allows skrell to transfer their contract from their state-owned enterprise to a partnered megacorporation, allowing them to work abroad for the duration of their contract before being renewed, or otherwise return to the Federation.&lt;br /&gt;
&lt;br /&gt;
=====Qerr&#039;Zolvq Industries=====&lt;br /&gt;
Created shortly after the founding of the first Nralakk Federation in &#039;&#039;&#039;907 CE&#039;&#039;&#039;, Qerr’Zolvq Industries is responsible for all aspects of power generation, resource extraction, and industrial production. Before its establishment, the private sector was the primary source of industry, with Qerr’Zolvq as an early company. Backed by state subsidies, the company saw itself develop a monopoly on the power generation and production industries before being nationalized by the Nralakk Federation, and used as a model for future state-owned enterprises. In the modern day, Qerr’Zolvq has since expanded to asteroid mining and the management of fusion energy facilities as the Federation’s technology advanced. Those with specialized knowledge and degrees in the mining and engineering sectors have most likely been employed by Qerr&#039;Zolvq Industries. It is currently headed by [[Notable Skrell|Chancellor Xul Lurg]]. With the Nralakk Federation inviting human megacorporations into Federation space, Qerr’Zolvq Industries has partnered with [[Hephaestus Industries]] and [[Orion Express]], and those employed by this enterprise who take contracts abroad typically do so through Hephaestus. Miners, however, are encouraged to work with Orion Express thanks to the connections of their Chief External Affairs Officer, Tuiqi Xao’Luup.&lt;br /&gt;
&lt;br /&gt;
In the growing phoron scarcity, Qerr’Zolvq Industries struggles to maintain quotas necessary to meet the growing demand for phoron-based machinery and components. The mining vessels, while still given priority, face stricter windows for their deployment into unmined regions due to the fuel rationing. Reliance on Nralakk Logistics’ freighter craft has also caused a slowing effect on the movement of their exports, with their own craft forced to rely on slower warp drives in order to conserve fuel and delaying their critical exports reaching their recipients within quota windows. Most pressing is the enterprise’s projections on power generation, having forecasted the eventual point where demand outstrips their capabilities to expand the power network once [[Phoron#Properties_and_Applications|phoron-seeded fusion reactors]] become unfeasible to produce.&lt;br /&gt;
&lt;br /&gt;
=====Tuz&#039;qlip Researchers=====&lt;br /&gt;
An enterprise established after the formation of the first Nralakk Federation in &#039;&#039;&#039;902 CE&#039;&#039;&#039;, Tuz’qlip Researchers oversees all aspects of research and development within the Federation, having formed in order to centralize all research efforts on Qerrbalak as the Federation grew. These facilities in the Federation were amalgamated underneath Tuz&#039;qlip Researchers, and now works in cooperation with [[Zeng-Hu Pharmaceuticals]]. Both the enterprise and the megacorporation freely exchange research information, which has significantly benefited Zeng-Hu throughout its involvement in the Solarian-Federation Alliance. The relationship between Zeng-Hu and Tuz’qlip is most obviously seen on the planet of Aliose, where they work closely with the planet’s universities and research institutes dotted across the planet. Tuz&#039;qlip Researchers the primary source of new technological breakthroughs across the Federation, being credited towards a majority of all recent technological advancements. It is currently headed by [[Notable Skrell|Overseer Nalo Gir-Roq]]. Because of Zeng-Hu’s relationship with Tuz’qlip Researchers, many scientifically-minded skrell that wish to work abroad will find quick employment with Zeng-Hu Pharmaceuticals.&lt;br /&gt;
&lt;br /&gt;
Tuz’qlip Researchers, overseeing all research into phoronic technology, has been put under significant burden in order to find both more efficient methods of phoron consumption, as well as alternatives in the event of total resource exhaustion. Alternatives to phoron remain scarce, with some of its properties remaining so unique to itself that some revolutionary discoveries may no longer be possible to produce if the worst comes to pass. [[Skrell_Technology#Medicine|Youth serums]] in particular remain in extreme precarity due to its extensive use of organophoronic compounds, with no alternative methods for replacing it found. Zeng-Hu, while working closely with Tuz’qlip, is equally at an impasse for any replacements for phoron.&lt;br /&gt;
&lt;br /&gt;
=====Nralakk Logistics=====&lt;br /&gt;
An enterprise that was established in &#039;&#039;&#039;905 CE&#039;&#039;&#039;, Nralakk Logistics manages telecommunications, logistics, and transport across the Federation. Nralakk Logistics was formed out of necessity due to the exponential complexity in managing communications logistics necessary for any colonization effort off of Qerrbalak. The state-owned enterprise manages shipping routes, observation posts, Nlom Relays, the bluespace gates, and the warp gates throughout the entirety of the Federation. Most skrell employed by this enterprise are either pilots, porters, operational managers, or other positions related to transport and logistics. It is currently headed by [[Notable Skrell|President Alot Sonq]]. Similarly to Qerr’Zolvq Industries, skrell employed by Nralakk Logistics are typically employed by Hephaestus Industries or Orion Express for contract transfers into the Work Initiative Programme. As Orion Express is responsible for a majority of exports headed from human space into the Nralakk Federation and vice versa, they see a majority of contractors from Nralakk Logistics.&lt;br /&gt;
&lt;br /&gt;
With bluespace’s sheer advantage in speed over warp technology, its adoption as the standard for moving freight and shipping has turned to cripple the overall logistics of the Federation with phoron becoming increasingly scarce. Fuel rationing and the required use of much slower warp drives leaves Nralakk Logistics hamstrung, with increasing lateness and lost cargo due to [[Federation_Crime_and_Resistance#Marauders|increased piracy]] in the Traverse becoming more common in their quota reports. With its position as the sole managing body over the nation’s logistics and shipping lanes, a distinct sense of fear has begun to grip the entire enterprise.&lt;br /&gt;
&lt;br /&gt;
=====Xomor=====&lt;br /&gt;
Xomor was originally established to provide private security services for businesses within the Nralakk Federation in 901 CE. While originally a private security conglomerate, the Federation nationalised them, merging them with the First Nralakk Federation’s national security structure as they transitioned into a command economy. After the rise of Glorsh-Omega, Xomor was made redundant as synthetics were the sole policing force within skrell space. The enterprise saw a brief revival after Glorsh-Omega’s disappearance, with many taking up the role of informal city and state security before the establishment of the second Nralakk Federation. Now existing in-name only, Xomor is now the most unique State-Owned Enterprise, charged with training newly recruited skrell into being future Kala enforcers. With physical violence considered abhorrent in the Federation’s society, Xomor’s training regimen and staff work to desensitize and prepare potential recruits in understanding how and when to use force as an enforcer, lethal or otherwise. It is currently headed by [[Notable Skrell|Director Vraka Xora-Nel]], who has since partnered with [[Idris Incorporated]] to allow Xomor staff and inductees interested in working abroad as part of the Work Initiative Programme, with skrell being employed within Idris’s security branch.&lt;br /&gt;
&lt;br /&gt;
Xomor has faced increasing amounts of skrell interested in working abroad and as Kala recruits in light of the phoron scarcity, with a worrying majority wanting to curb the growing unrest in the public because of it. Despite being the enterprise dedicated towards preparing skrell for the use of violence, the growing number of desperate recruits using them as a way to either fix or escape Federation society has unnerved them. Increased allowances in weaponry and anti-civil disturbance equipment, notably from Zavodskoi Interstellar after [https://forums.aurorastation.org/topic/15636-orion-spur-oracle/page/4/#findComment-181680|2467’s corporate cooperation agreements] has done nothing to dissuade these concerns, as the organization prepares itself for the troubles ahead.&lt;br /&gt;
&lt;br /&gt;
=====Ziip’Ta Medicinal=====&lt;br /&gt;
Ziip’Ta was founded in &#039;&#039;&#039;950 CE&#039;&#039;&#039; as the Nralakk Federation formally nationalized its healthcare system, formed in response to the growing populace and increasing life expectancy of its citizens. Ziip’Ta Medicinal’s focus on medical research is credited with the expansion of the average lifespan of skrell by roughly a century past the normal life expectancy. In the modern day, Ziip’Ta manages multiple hospitals, general practice clinics, [[Skrell_Biology#Skrell_Subspecies|spas]], and medical research centers. A majority of skrell who work abroad at medical centers and hospitals are contract-transfers from Ziip’Ta to Zeng-Hu.&lt;br /&gt;
&lt;br /&gt;
With organic phoron’s numerous applications for [[Phoron#Properties_and_Applications|advanced medical substances]], key drugs such as peridaxon, ryetalyn, and its applications in cryogenic therapy, all have come under the threat of entering extended shortages. Most controversially, youth serum applicants are under increasingly stringent requirements in order to receive their life-extending medications, with most being removed from qualifying under higher Index rating minimums. Zeng-Hu’s cooperation with Ziip’Ta has entered a state of growing reliance on the partnered megacorporation to provide aid to mitigate the shortages, which some higher-ranking members of the enterprise worry over an increasing dependence on the foreign corporation.&lt;br /&gt;
&lt;br /&gt;
=====Qel’Zvol Hospitality=====&lt;br /&gt;
Qel’Zvol Hospitality was established in &#039;&#039;&#039;932 CE&#039;&#039;&#039; to oversee all hospitality and tourism sectors within the Nralakk Federation. Most notably, this enterprise manages the massive tourism industry on [[Qerr&#039;Malic]], with most skrell on the Qerr’Malic in their employ found in every hotel, resort, or similar facilities bearing the state-owned enterprise’s logo. [[Idris Incorporated]] 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;
Tourism has been largely disrupted in light of rising phoron-based fuel costs across the Spur, particularly within the Nralakk Federation where domestic tourism remains non-priority for rationing efforts. Coupled with the growing logistics issues faced by Nralakk Logistics itself, Qel’Zvol’s cooperation with Idris Incorporated has slowly shifted towards a dependence on luxury goods being brought in through their own networks, as well as a notable increase in Work Initiative Programme members finding work abroad within the corporation. Qerr’Malic’s own future remains uncertain, with its specialization in service and tourism suddenly having most of its clientele restricted from traveling to it.&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 Compatibility 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;
&lt;br /&gt;
== Effects of the Phoron Scarcity ==&lt;br /&gt;
With the [[Skrell_Technology|Phoron Leap]] defining the second mass-technological advancement of the Nralakk Federation, the nation bound its identity as a scientific giant on a constant source of the resource. Most vital infrastructure within the Federation relies on phoron-based technology post-revolution, which sustains their high quality of life and technology. As news from the [[Republic of Biesel]]’s shows no signs of the scarcity’s end, the Federation’s leadership now faces the monumental task of diverting the collapse of its national infrastructure. Efforts to mitigate phoron expenses have since passed down, ranging from [[The_Phoron_Scarcity:_Skrell_Arc#Phoron_Crisis_Reaches_Home;_Travel_Restrictions_and_Rationing_in_Effect|increased travel and bluespace gate restrictions]], healthcare delays, reduced access to trade goods, and reduced maintenance within areas considered low priority - coinciding with areas primarily housing Tertiaries, as well as the frontier systems beyond the core worlds.&lt;br /&gt;
&lt;br /&gt;
Phoron rationing measures are most tangibly felt with travel restrictions and fueling priority, having limited most civilian travel and placing variable levels on logistics routes for Nralakk Logistics’ freighter vessels. These measures trickle down to a general slowing effect on the Federation’s supply and industry, with windows of shortages for domestic goods, as well as a lack of both exporting finished products and receiving new raw materials for factories. While military vessels still retain priority for phoron rationing, the extensively long periods required for patrolling the Traverse results in fewer patrols towards the furthermost regions of Federation territory, with those patrolling craft remaining being retrofitted with older, non-phoron based weaponry. Felt most within the Traverse, however, are the growing periods of maintenance windows being delayed or missed entirely. Nlom Relay beacons, orbital facilities, and colony infrastructure have all faced increased delays in their maintenance, having fallen into disrepair or outright outages from failure. &lt;br /&gt;
&lt;br /&gt;
While rationing efforts are the most obvious method of reducing phoron usage, the skrell populace who grew to expect the high standards afforded by the Federation are less than willing to accept the compromises. Pushback against the rationing has grown across the Nrlakk Federation, most felt where the phoron-based [[Skrell_Technology#Nlom_Relay_Network|Nlom Relays]] have fallen into disrepair or reduced transmission, and anti-Federation sentiments have festered in its wake. Limited anti-piracy and law enforcement patrols have led to dangerous regions [[Notable_Skrell_Systems_and_Locations#The_Tetramerous_Systems:_The_Traverse|outside of the Federation’s core worlds]], where [[Federation_Crime_and_Resistance#The_Resistance|rebels]] and [[Federation_Crime_and_Resistance#Marauders|pirates]] have expanded into. The single most controversial rationing is the increased restrictions on the [[Skrell_Technology#Medicine|youth serums]] that allow skrell to live beyond their natural life expectancy, now only accessible to Primary Numericals. Skrell who were dependent on youth serums as Secondaries are now pushed out of their expected life spans now rally against the move, seeing it as an inherent unfairness in the [[#Social_Compatability_Index|Social Compatibility Index’s]] system.&lt;br /&gt;
&lt;br /&gt;
Despite mounting unrest, the largest issue remains in phoron’s role in the nation’s infrastructure. Phoron is a key element within their power generation, the high-power superconducting electrical lines, its surrounding support network, and limits the ability to expand itself as demand grows. The task of retrofitting cities and the mass expansion of alternative sources of power is a monumental task that is now on a hard time limit before brownouts and total grid failures threaten the Federation’s cities. Quotas for state-owned enterprises have also been met with increasing deficits, lagging the command economy and hampering logistics. While not enough to threaten a collapse of the supply chain, this is a wake-up call that all is not well within the Federation. &lt;br /&gt;
&lt;br /&gt;
[[Skrell_Politics#Relations_with_Foreign_States|Diplomatic outreach]] has seen greater emphasis as the Federation searches for trade agreements to alleviate the increasing burden, hoping to move past their isolationist past. Representatives, foreign aid, and tech lending have pushed the Nralakk Federation into most nations, though many still remember it as [[Skrell_Politics#Solarian_Alliance|an ally of the Solarian Alliance]], and [[Skrell_Politics#Serene_Republic_of_Elyra|some]] regard this move as aggressive expansion. This outreach has also led to the Solarian Alliance’s vocal concerns of losing its closest ally as the Federation continues to court its political rivals, forming a rift that continues to grow between the two nations. Many now wait to see if the venerable Solarian-Federation alliance might come to an end.&lt;br /&gt;
&lt;br /&gt;
== Politics and Government ==&lt;br /&gt;
The Nralakk Federation is a unitary directorial republic, governed by a central council of shared executive powers referred to as the Grand Council, of which is presided over by a Grand Councilor. The current Grand Councillor is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]], who was elected in 2453.&lt;br /&gt;
=== Social Compatibility Index ===&lt;br /&gt;
[[file:SCS_bell.png|300px|thumb|right|A bell curve showing the distribution of Numericals in the Social Compatibility Index.]]&lt;br /&gt;
The &#039;&#039;&#039;Social Compatibility Index&#039;&#039;&#039; (Nral&#039;Malic: bli&#039;zi wlaqijii qal&#039;mi-hra) is a federal system developed by the Grand Council of the Nralakk Federation. The Index is a vast data store of nearly every single action taken by Federation citizens used by businesses, individuals, and bureaucrats. The Social Compatibility Index is calculated through various, state-secret algorithms and grading systems that results in a numerical string: a fraction over ten with no more than two decimal places that is assigned to the graded citizen. An index of specific tiers dictates their placement on the Social Compatibility Index’s scale, from which their benefits are then drawn from. It was first implemented after the reunification of the Nralakk Federation post-Glorsh-Omega as a mechanism to ensure the trustworthiness of their citizens, and to best secure the interests of the Federation at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: Players are asked to be sensible when giving their skrell a Social Compatibility 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. Non-skrell species living in the Federation and how they interact with the system are discussed on their [[Diona_in_the_Federation|respective]] [[C&#039;thur_in_the_Federation|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 skill development, educational pursuit, and training&lt;br /&gt;
*Reproducing and/or forming a Quya&lt;br /&gt;
*Devoting and/or donating oneself to the Federation for 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 (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 Compatibility 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;
&#039;&#039;&#039;Primary Numericals (Code Classification:  7/10 - 10/10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Primary Numericals are considered model citizens of the Nralakk Federation, and are granted rewards and incentives to uphold their model forms. Sponsored vacations, free public transport, unrestricted travel, bureaucratic priority, healthcare privileges enabling a greater life expectancy, high [[Nralakk_Federation#Universal_Stipends|universal stipends]] both at home and abroad, and exclusive residence within designated areas hosting other Primary Numericals, are some examples of the many advantages for those that are declared model citizens. Primaries make up a small, 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;
While still considered the priority recipients of youth serums to extend their lifespans, Primary Numericals are growing aware of the recent reduction in youth serum production. They are still guaranteed access to timely doses of the medicine for now, but fears over increased restrictions remain a topic amongst Primary communities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Numericals (Code Classification: 4/10 - 6.99/10)&#039;&#039;&#039;&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, opportunities for travel and migration with restrictions, medium [[Nralakk_Federation#Universal_Stipends|universal stipends]] both at home and abroad, and variable levels of priority/deprioritization within legal and official channels based on Index rating are amongst a few of the advantages offered to Secondaries. Reproductive rights are restricted for Secondary Numericals in the lower end of this band, with the Federation’s vested interest in providing a safe environment for children used to rehome them deemed necessary due to poor rating and governmental scrutiny. Secondaries are the second most common groups of skrell to live abroad through the [[Nralakk_Federation#State-Owned_Enterprises|Work Initiative Programme]] 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;
In the wake of the phoron scarcity, further travel restrictions and other benefit reductions towards lower-end Secondaries have been considered to stay within new rationing guidelines. Secondary Numericals, while recipients of youth serums in the past, are now barred from receiving youth serums as phoron rationing drastically reduces their production rate, and the Grand Council’s decision to preserve the supply in the event of future restrictions. &#039;&#039;&#039;Non-Primary Numericals may no longer live past the age of 400, and those characters already beyond this age now remain with a remaining lifespan of roughly 10 years.&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tertiary Numericals (Code Classification: 0/10 - 3.99/10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tertiary Numericals are the lowest-ranked citizens within the Nralakk Federation’s Index system, and are subject to heavy scrutiny due to being considered at-risk for antisocial behaviors, or for rebellious/seditious sentiments. Tertiaries will usually face social discrimination socially and reduced priority in the state’s systems, with the chance to be sent to a reeducation center where they will have their Index rating reset to 5.00 after having their antisocial behaviors undone, and an instilled understanding of the Nralakk Federation’s ideals and why they should be adhered to. Tertiary Numericals are barred from multiple aspects of Federation society due to social ostracization and legal exemption, resulting in the usage of illegal routes to falsify their ratings to allow them an opportunity to flee the Nralakk Federation or fully falsify a new identification. Reproductive rights for Tertiaries are notably reduced, being given temporary contraceptive measures to ensure enforcement of the rule. Tertiaries are often associated with criminal activity and less desirable manual labour, as they are unlikely to find more lucrative positions due to their rating. Citizens who show improvement without the need for rehabilitation are slowly returned to standard social and legal status until their rating reaches 4.00 and higher, where privileges are then reinstated in full for a Secondary Numerical of a similar rating.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Uncategorised (Code Classification: N/A)&#039;&#039;&#039;&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 a true rating assigned to them. Uncategorised residents and citizens are given similar treatment compared to Secondary Numericals, but with several restrictions: they are barred from entering any sort of position within the government; they are unable to travel to other planets within the Federation without notifying local authorities; they are not allowed to migrate to other planets beyond their original settling location, and are not granted a universal stipend or other social welfare, 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 retain a detailed record in the event that they apply for citizenship.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Citizens Abroad and the Social Compatibility Index====&lt;br /&gt;
 &lt;br /&gt;
All skrell within the Orion Spur are considered de-facto citizens by the Nralakk Federation, as it considers itself the sole national representative of all skrell in the Spur. This policy is somewhat a double-edged sword for skrell living outside of the Federation, as while it allows any skrell to be eligible for Federation benefits, it also means that said skrell are expected to conform to Nralakk laws and customs despite having potentially never stepped foot in the country. Skrell born outside the Federation are logged and tracked by Nralakk surveillance organs, typically monitored to at least a minor degree by local Federation consulates, with only the most far-flung worlds able to fully escape Federation notice. While this may provide a foreign skrell with unexpected rewards or perks if the Federation is pleased with their behavior, skrell who engage in deductive behaviors are likely to be &amp;quot;encouraged&amp;quot; to change via social and financial coercion, intimidation, Srom interactions, and in unconfirmed rare cases, active black-bagging by Kala elements operating discreetly out of such consulates. Skrell who apply for citizenship within their current nation are still considered citizens by the Federation, even if the skrell in question has no such desire, and any defense from Federation interference will rely on the protection of their host nation. The [[Sol Alliance]] provides such protections to its Skrell citizenry, with any extraditions or corrective actions by the Federation moving through standard legal channels thanks to their special relationship, as the Federation is forced to honor their status as Solarian citizens. The Republic of Biesel requires Skrell not born within its territory to serve within the Tau Ceti Foreign Legion in exchange for official protections, while the Coalition of Colonies has no standard policy regarding Skrell, with its relationship with both the Federation and species-based protections 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 Compatibility 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 for all rating-affecting behaviors. 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, remaining relatively static until they return to the Nralakk Federation for a full review.&lt;br /&gt;
 &lt;br /&gt;
Citizens abroad still receive a number of benefits from being a citizen of the Federation. Primary Numericals are given prioritised support where needed by embassies and consulates, and receive their universal stipends in full. Secondaries who work abroad as part of the [[Nralakk_Federation#State-Owned_Enterprises|Work Initiative 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 Initiative Programme will receive coverage based on their rating, while all other citizens abroad 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, what benefits they are eligible for, and what measures may be needed to correct deviant behavior.&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 skyscrapers. Skrell who have renounced their Federation citizenship are also displayed here. This method of displaying the Index is normalized, and is a form of entertainment via thirty-second ads. These lists usually revolve around either the most notable of idols and the most notorious rebels, including most of the [[Federation_Crime_and_Resistance#The_Resistance |resistance leaders]] outlined by the state. At the end of the day at sunset, these screens will switch displays to showcase both the most improved citizen of the day alongside the least improved citizen of the day. This acts as both an incentive and a deterrent to citizens within the Nralakk Federation to highlight their behavior, as well as the consequences stemming from such.&lt;br /&gt;
&lt;br /&gt;
==== The Drylist ====&lt;br /&gt;
&lt;br /&gt;
Within the bounds of the Social Compatibility Index, certain individuals or groups of particularly low-standing skrell have been noted to be effectively locked out of Nralakk society, being effectively unable to find work, travel, or acquire government documentation, amongst numerous other noted inconveniences. While the Nralakk Federation has denied the existence of any such group, many regularly refer to such individuals as &#039;&#039;drylisters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Federation Population Initiative===&lt;br /&gt;
&lt;br /&gt;
In the years before 2363, the Nralakk Federation saw a stark birth rate and population decline due to X’Lu’oa‘s effects skrell fertility. The Grand Council was tasked with finding a solution to this steady decline, eventually forming the Federation Population Initiative. Originally intended to modify the genes of infertile skrell, the program expanded as the solution’s scope grew beyond genetic therapy. Complete reversal infertility was considered impossible in most cases due to the complex changes to the genetics of X’Lu’oa victims, researchers found that taking samples of two participants and modifying them into artificially-made sperm and egg cells was still viable. The ensuing offspring would be a near-perfect genetic split of the two donors, and would always be carried to term. This information sent shockwaves through the Nralakk Federation, and the initiative was given additional funding by the Grand Council under the condition that the number of total successful births would become public each century.&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;
===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. With the confirmation that skrell can breach the Homeworld&#039;s atmosphere to explore the stars, further funding and manpower were devoted towards aeronautic research.&lt;br /&gt;
&lt;br /&gt;
The degrading environment of [[Qerrbalak]] pushed for the expansion across the planet, leading to the eventual colonisation of its moon, [[Qerr&#039;Malic]], by &#039;&#039;&#039;1109 BCE&#039;&#039;&#039;. While archaic by modern standards, the first colonies across Qerr&#039;Malic alleviated the mineral crisis that plagued the skrell’s exploitation of their homeworld, allowing further innovation and expansion. While resource 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 between the species. This intermingling promoted the exchange of culture, knowledge, and ideas that would further bolster 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. With the phoron scarcity crisis, the Nralakk Federation faces further rationing and restricted bluespace drive usage as the resource is stretched thin across its myriad applications. The [[#Wayfarer Network]], an expansion of the Federation’s currently existing warp gate network, is slated to reduce their dependence on phoron, further rationing has only placed more strain on the rest of its infrastructure.&lt;br /&gt;
&lt;br /&gt;
===Federation Interstellar Travel===&lt;br /&gt;
&#039;&#039;See also: [[Interstellar Travel]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to the invention of warpdrives, most long distance interstellar travel relied on Generational Spacecraft, otherwise known as generation ships. These vessels were built to support and house an entire generation of crew, who would pass down their knowledge to the next generation in order to keep the vessel maintained and on course before passing on. In the modern day, the remaining generation ships have since been converted to museums and educational centers for modern colonists, allowing them to learn the history of colonization efforts long before them. Life aboard these vessels were isolated and insular, leading to the cultural drift presently seen in the Nralakk Federation’s frontier by the time their destinations were settled. Generation ships who instead diverted off course and remained as nomads are referred to as &#039;Genners&#039; within Federation society.&lt;br /&gt;
&lt;br /&gt;
The titular warpdrive was invented by &#039;&#039;&#039;Noliq Preles&#039;&#039;&#039; in &#039;&#039;&#039;971 BCE&#039;&#039;&#039;, a landmark point in skrell aeronautics research as the first true method of achieving faster-than-light travel. With the introduction of warpdrives, generation ships were phased out as travel times were cut down to the point of reaching destinations well within the crew’s lifetimes, and allowed the Federation to settle across what is now known as Federation space. introduction of bluespace drives has resulted in only small vessels retaining their warpdrives, though even older warpdrives from skrell engineering still maintain speeds that are double that of humanity’s own vessels.&lt;br /&gt;
&lt;br /&gt;
With the discovery of phoron and its ability to access bluespace, the invention of bluespace drives revolutionized spaceflight with overall higher efficiency and lowered total mass, resulting in its mass adoption across most Federation military and logistics vessels. 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 bluespace drive’s dependence on phoron as a source of fuel has caused the ongoing phoron scarcity to cripple the Federation’s fleets, with a vast majority of skrell spacecraft having been retrofitted now dependent on a dwindling fuel source. Travel between the Federation’s planets has fallen under further scrutiny as rationing limits the amount of vessels in flight, with the Traverse becoming further isolated from the Federation’s core. All Kala vessels, while allotted the most generous phoron rations, have seen broadly reduced patrols and reduced fleet size, resulting in piracy and anti-Federation groups to flourish in their absence. While the [[The Phoron Scarcity: Skrell Arc|Wayfarer Network]] seeks to alleviate the crisis with expanded warpgate infrastructure, it can only mitigate the damage caused by the overreliance on bluespace as a primary form of interstellar travel.&lt;br /&gt;
&lt;br /&gt;
===The Wayfarer Network===&lt;br /&gt;
The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is currently the largest project between the Nralakk Federation and [[Einstein Engines]], hoping to further develop more robust warp travel to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation to the point of passing the first wave of rationing efforts and restrictions on travel. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&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 Nralakk 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 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 skrell 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 planet&#039;s 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 introspection is a primary mood.&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, with their recorded [[Skrell_History|history]] reaching further than any other species originating from the Spur. Soon after the Commonwealth of the Three became the Nralakk Federation, a united effort was made to archive as much of their collective 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 has since been encrypted by Glorsh-Omega shortly before its disappearance, resulting in the archive being considered effectively lost. This event is considered a massive loss, with most of ancient skrell 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 project&#039;s 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 primarily 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 arcology it resides 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 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 plant life 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&#039; history. Currently, the archive has not been designated a planet to be built on, and debates are still underway on its final location.&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 skrell 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>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=41000</id>
		<title>Nralakk Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=41000"/>
		<updated>2026-07-27T01:06:43Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Nations&lt;br /&gt;
|Nation = Second Nralakk Federation&lt;br /&gt;
|Shortname = Nralakk Federation&lt;br /&gt;
|Flag = Jargon flag.jpg&lt;br /&gt;
|Galatic Position = Position Fed.png&lt;br /&gt;
|Capital City = Kal&#039;lo&lt;br /&gt;
|Capital Planet = [[Qerrbalak]]&lt;br /&gt;
|Language = Nral&#039;Malic&lt;br /&gt;
|Species = [[Skrell]] &amp;lt;sub&amp;gt;80%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;[[Vaurca]] &amp;lt;sub&amp;gt;10%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;[[Dionae]] &amp;lt;sub&amp;gt;9%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt; Other   &amp;lt;sub&amp;gt;1%&amp;lt;/sub&amp;gt;&lt;br /&gt;
|Religion = Qeblak (official)&amp;lt;br&amp;gt;Weishii (official)&amp;lt;br&amp;gt;Suur&#039;ka&amp;lt;br&amp;gt;Kir&#039;gul&lt;br /&gt;
|Demonym = Nralakk&amp;lt;br&amp;gt;Federal (local term only)&lt;br /&gt;
|Government = Unitary Directorial Republic&lt;br /&gt;
|Head of State = Grand Councillor Weashbi Jrugl&lt;br /&gt;
|Legislature = Council&lt;br /&gt;
|Upper House = Grand Council&lt;br /&gt;
|Established = 2245 (originally 878)&lt;br /&gt;
}}&lt;br /&gt;
Located to the galactic west of [[Tau Ceti]], the &#039;&#039;&#039;Nralakk Federation&#039;&#039;&#039; is the oldest nation still functioning in the modern day, having originally formed in 878 CE, then reforming in 2192 CE after the [[Skrell_Synthetic_Age|turbulent period of total dominance by a rogue AI]]. The Nralakk Federation’s government is a [[Skrell_Politics#Government_Structure|unitary directorial republic]], of which it maintains a fully nationalized industrial base with corporate involvement only becoming a recent addition within the last decade, a command economy, and control over most facets of interior life. They are the technological and scientific powerhouse of the [[The_Orion_Spur|Orion Spur]], wielding the most [[Skrell_Technology|advanced technology]] and dedicated research base to expand and maintain its system-spanning holdings across its vast territories. They are primarily perceived as an isolationist, totalitarian nation, as well as a situational ally of the [[Sol Alliance]], of whom they benefit greatly from their exclusive trade cooperation in explorative endeavours further into the Spur. [[Zeng-Hu Pharmaceuticals]] and [[Einstein Engines]] have also flourished since the Federation’s diplomatic success with Sol, being granted exclusive allowances and special economic zones into their borders for cooperation with the Federation’s controlled economy and access to their research. Both corporations maintained this exclusive agreement, and were originally the only two with the distinction.&lt;br /&gt;
&lt;br /&gt;
This exclusivity has since changed after the [[Interstellar_Travel#Phoron|discovery of phoron in 2417]], which sparked multiple, large-scale scientific breakthroughs collectively referred to as the &#039;&#039;&#039;Phoron Revolution&#039;&#039;&#039;, which further cemented its position as being the single most [[Skrell_Technology|scientifically advanced]] nation in the Orion Spur. [[Nanotrasen Corporation]], and by association the [[Republic of Biesel]], made diplomatic headways into securing preferential trade agreements due to its near-monopoly of phoron. While the multiple breakthroughs that benefited the Nralakk Federation have since buckled under the phoron scarcity, as most of these advancements depend on a constant supply of the phoron. Diplomatic outreach by the Federation has since expanded exponentially as it attempts to secure positive relations and improved interstellar trade options, as well as allowing megacorporations to court the Federation as it moves to economic deregulation, which originally barred them from placing themselves within the Federation’s economy outside of restrictive zones. &lt;br /&gt;
&lt;br /&gt;
These measures have only slowed the growing resource crisis, of which has led to the loosening of the Federation’s grip on its frontier territories known as the &#039;&#039;&#039;Traverse&#039;&#039;&#039; as rationing measures worsen already existing political tensions as anti-Federation sentiments spread due to the perceived failures of its government.&lt;br /&gt;
&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; is the skrell homeworld, and the current location of the capital city of the Nralakk Federation, Kal’lo. Located within Kal’lo is the single largest [[Sol Alliance|Solarian embassy]] for political cooperation between the two powers, as well as the seat of the annual meeting of every member of the [[Skrell_Politics#Grand_Council|Grand Council]]. Qerrbalak is known for its [[Qerrbalak#Major_Landmarks|extensive historical sites]], high Primary Numerical populace, and a relative lack of industry due to environmental protections. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Qerr&#039;Malic]]&#039;&#039;&#039; is the sole moon of Qerrbalak, which currently functions as the main port for interstellar trade, and as a tourist destination. Notably, Qerr’Malic’s underground “second surface” houses a majority of the workers that maintain the surface installations, with those workers primarily being vaurca from Hive C’thur. The moon is known for its tourism venues, the [[Qerr%27Malic#The_Bureau_of_Void Technologies|Museum of Ink]], and as a source of [[Qerr%27Malic#Gasriders|Xu’Xi Gas]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aliose]]&#039;&#039;&#039; is primarily an arctic planet, and the first planet colonized by skrell outside of Qerrbalak’s moon. Originally inhospitable without protective equipment and an internal atmosphere, terraforming efforts from the first landing in 1203 BCE and onwards rendered Aliose habitable and safe to breathe for the colonists on its surface. The planet now known for its scientific community, the prestigious [[Federation_Education#The_Aliose_University_of_Medical_Sciences|Aliose University of Medical Sciences]], and the [[Aliose#Veterans%27_Lodge|veterans lodge]] of the Lyukal resistance cell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aweiji]]&#039;&#039;&#039;, is a heavily terraformed planet, being the first colony to be founded outside of the Nralakk system. Originally arid and rocky, extensive terraforming efforts from 1050 BCE through the use of large spacecraft in its orbit before being settled by colonists in 938 BCE. The first of these colony sites, Tresja, would later become the largest city on Aweiji, and would go on to be host of the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; under which the Nralakk Federation formed a second time. Aweiji is primarily known for being “The Federation&#039;s Breadbasket” due to its extensive hydroponics and aquaculture, its special economic zone in cooperation with [[Hephaestus Industries]] and Nanotrasen, and its remaining orbital spaceport.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Notable_Skrell_Systems_and_Locations#Glorashi|Glorashi]]&#039;&#039;&#039; is a small solar system consisting of five planets, most notably [[Diulszi]], which is the current capital of the vaurca hive known as [[Vaurca|C&#039;thur]]. The current [[Vaurca|Queen]] of Hive C’thur is kept on Diulszi while on life-support provided by the Nralakk Federation. Beyond Diulszi, most of the planets within Glorashi only have their potential mineral value as standout traits of the system. 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;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
The Nralakk Federation operates under a command economy - where investment, production, and the allocation of resources are distributed according to predetermined economic production plans set by the governments’ councils. Quotas are set during the first few months of the year, and are to be fulfilled by state-owned enterprises, which are large scale industrial entities owned and operated by the Federation’s government. These state-owned enterprises coordinate and manage production across the entirety of the Federation’s planets and cities to meet the set quotas. While this allows for an extremely centralized and easily controlled format for the nation to modify its own industrial capabilities for its own needs, this completely isolates their economy to themselves alone. No foreign or external industries have ever successfully involved themselves with the Nralakk Federation’s economy without its explicit permission, which while intentional, limits its industrial potential to exactly the State-Owned Enterprises’ limits. &lt;br /&gt;
&lt;br /&gt;
Despite the planned nature of the Federation’s economic system, the Nralakk Federation outsources most manual labor to non-skrell citizens. Dionae and vaurca have seen increasing adoption in the manufacturing and agricultural sectors, as well as a push towards positions that are generally considered unappealing by the skrell populace. These positions, being primarily staffed by Tertiary numericals, have maintained their unappealing nature in the aftermath of the Synthetic Era, where most of these positions were fully automated and maintained by artificial intelligences and robotics. This aversion to manual labor has lingered as a noticeable slump in the Nralakk Federation’s production, and has yet to achieve the level of production that the First Federation maintained before its collapse.&lt;br /&gt;
&lt;br /&gt;
Most exports from the Nralakk Federation consist of industrial and specialized sector products, with imports primarily being food and consumer goods.  While initially isolated and unwilling to accept outside economic influence, megacorporations have slowly gained access to special economic zones and the state-owned enterprises’ cooperation. [[Einstein Engines]], [[Zeng-Hu Pharmaceuticals]], and the [[Nanotrasen Corporation]] have established themselves as key players in opening the Federation’s economy to the rest of the Spur, which has begun to expand due to the growing phoron scarcity. Trade agreements with the Nralakk Federation are primarily defined by research cooperation and the trading of the Federation’s advanced technology, both seen as particularly lucrative by the rest of the Spur’s nations.&lt;br /&gt;
&lt;br /&gt;
With the Spur’s megacorporations involving themselves with the Nralakk Federation, all corporate-Federation cooperation has been limited solely to avoid any competition with corporations against their own nationalized industries. Despite this, [[Hephaestus Industries]]’ sheer industrial might within the Federation’s allotted zones is nearly on-par with the Nralakk Federation, due to their lack of constraints on ecological considerations, and adoption of a synthetic workforce, with their potential not left unnoticed by the government. [[Idris Incorporated]]’s work on Qerr’Malic has also courted the nation’s public with its vast access to luxury goods, as well as being one of the sole points of access for trading the national currency, sqiips, for the Biesel Standard Credit, which maintains much stronger purchasing power outside of the Federation itself.&lt;br /&gt;
&lt;br /&gt;
As of [https://forums.aurorastation.org/topic/15636-orion-spur-oracle/page/4/#findComment-181680| 2467], every corporate member of the Stellar Corporate Conglomerate has been granted expanded opportunities in working within the Federation’s borders. [[Orion Express]]’s key position within the Traverse’s ailing logistics network in light of the phoron scarcity allows it to play an important part in preserving the Nralakk Federation’s frontier, while [[Nanotrasen]] itself uses its remaining reserves of phoron as a negotiating measure for access to the nation’s technological research.&lt;br /&gt;
&lt;br /&gt;
With this new turn towards outside economic involvement, concerns of dependency and growing recognition of failing to obtain the self-sufficiency held by the first incarnation of the Nralakk Federation. The State-Owned Enterprises are equally concerned with being outcompeted and potentially being driven to being removed as the central industry authorities that allows the Nralakk economy to remain planned and controlled, particularly as the question of the opening of the market is courted by corporations and other nations. &lt;br /&gt;
&lt;br /&gt;
===Universal Stipends and Social Welfare===&lt;br /&gt;
Individuals considered Primary or Secondary Numericals are awarded a &#039;&#039;&#039;universal stipend&#039;&#039;&#039; each month, a form of universal basic income to ensure citizens of the Nralakk Federation have their basic needs met, which scales per their Social Compatibility Index rating. Skrell who work outside of the Federation’s borders still benefit from this system, with Zeng-Hu contractors and other Work Initiative Programme-participating corporations receiving a matched amount of their stipend each month, paid in sqiips. Those who work abroad in unrelated companies outside of the Work Initiative Programme will often see a halved stipend, often paid in the local currency. When otherwise abroad for non-work related reasons, they will still receive one third of typical stipend each month.&lt;br /&gt;
&lt;br /&gt;
Beyond the universal stipend system, all skrell are guaranteed basic needs are met by the Nralakk Federation’s social welfare system. All skrell citizens are provided housing, basic foodstuffs, clothing, and toiletries in order to live basic, but undeprived, lives. Sqiips and income are more tied towards being able to purchase luxury goods and comforts that are not covered by the welfare system, with more comfortable housing and domestic goods requiring higher income than is covered by the universal stipend and no current occupation. As corporations are allowed greater access to the Federation’s economy, however, many goods outside of Federation-produced goods are seen as luxurious and exotic, but are regularly much more expensive.&lt;br /&gt;
&lt;br /&gt;
With growing economic concerns in light of the phoron scarcity, the universal stipend has seen proposed cuts in order to reduce government spending. Proposed changes would see travel abroad without involved labor reduced to a fourth, or completely paused until their return to the Federation’s borders. These changes are under intense debate within the government and Grand Council, but further cost-cutting measures may soon be passed as the Nralakk Federation faces a worsening economic situation.&lt;br /&gt;
&lt;br /&gt;
===Currency===&lt;br /&gt;
The Nralakk’s Federation official currency is the &#039;&#039;&#039;sqiip&#039;&#039;&#039; (℘). Sqiip sees extremely little use outside the Nralakk Federation, primarily seen in paychecks to those in the Work Initiative Programme in electronic and physical formats. Sqiips in their coin form can be secured in stacks, thanks to special magnetic properties for easy transportation. Higher valued sqiips will come in the form of a paper bill, printed on different types of water-safe seaweed. The coins and bills will have markings of aquatic life on them to denote their value (with shells, molluscs, buurgis, cosmozoans, and other sea life as examples). Outside of Nral’malic the most common slang term for sqiips is “shells”, referencing the currency’s iconography. This slang has caught on outside of the Nralakk Federation, and many who do not speak Nral&#039;malic are unaware of its original name.&lt;br /&gt;
&lt;br /&gt;
Sqiips face an increasing loss of value against more competitively traded currencies in the Orion Spur, with the Biesel Standard Credit gaining an increasingly superior trade value within the Nralakk Federation. With more sqiips having to enter circulation in order to meet the inflation, as well as rising expenditures within the Federation’s government in order to maintain itself, the BSC has seen increasing preference and adoption by its citizens, in spite of its adoption being considered undesirable.&lt;br /&gt;
&lt;br /&gt;
===State-Owned Enterprises===&lt;br /&gt;
State-owned Enterprises are government entities that facilitate the Nralakk Federation’s workforce and industrial sectors, and have existed since roughly the earliest years of the Federation itself. Each enterprise has a unique [[Skrell_Culture#Fashion|uniform]] to show the industry an individual works in, as well as their rank within the [[Nralakk_Federation#Social_Compatability_Index|Social Compatibility 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, allowing skrell the Federation to seek employment outside of its borders. The Work Initiative Programme allows skrell to transfer their contract from their state-owned enterprise to a partnered megacorporation, allowing them to work abroad for the duration of their contract before being renewed, or otherwise return to the Federation.&lt;br /&gt;
&lt;br /&gt;
=====Qerr&#039;Zolvq Industries=====&lt;br /&gt;
Created shortly after the founding of the first Nralakk Federation in &#039;&#039;&#039;907 CE&#039;&#039;&#039;, Qerr’Zolvq Industries is responsible for all aspects of power generation, resource extraction, and industrial production. Before its establishment, the private sector was the primary source of industry, with Qerr’Zolvq as an early company. Backed by state subsidies, the company saw itself develop a monopoly on the power generation and production industries before being nationalized by the Nralakk Federation, and used as a model for future state-owned enterprises. In the modern day, Qerr’Zolvq has since expanded to asteroid mining and the management of fusion energy facilities as the Federation’s technology advanced. Those with specialized knowledge and degrees in the mining and engineering sectors have most likely been employed by Qerr&#039;Zolvq Industries. It is currently headed by [[Notable Skrell|Chancellor Xul Lurg]]. With the Nralakk Federation inviting human megacorporations into Federation space, Qerr’Zolvq Industries has partnered with [[Hephaestus Industries]] and [[Orion Express]], and those employed by this enterprise who take contracts abroad typically do so through Hephaestus. Miners, however, are encouraged to work with Orion Express thanks to the connections of their Chief External Affairs Officer, Tuiqi Xao’Luup.&lt;br /&gt;
&lt;br /&gt;
In the growing phoron scarcity, Qerr’Zolvq Industries struggles to maintain quotas necessary to meet the growing demand for phoron-based machinery and components. The mining vessels, while still given priority, face stricter windows for their deployment into unmined regions due to the fuel rationing. Reliance on Nralakk Logistics’ freighter craft has also caused a slowing effect on the movement of their exports, with their own craft forced to rely on slower warp drives in order to conserve fuel and delaying their critical exports reaching their recipients within quota windows. Most pressing is the enterprise’s projections on power generation, having forecasted the eventual point where demand outstrips their capabilities to expand the power network once [[Phoron#Properties_and_Applications|phoron-seeded fusion reactors]] become unfeasible to produce.&lt;br /&gt;
&lt;br /&gt;
=====Tuz&#039;qlip Researchers=====&lt;br /&gt;
An enterprise established after the formation of the first Nralakk Federation in &#039;&#039;&#039;902 CE&#039;&#039;&#039;, Tuz’qlip Researchers oversees all aspects of research and development within the Federation, having formed in order to centralize all research efforts on Qerrbalak as the Federation grew. These facilities in the Federation were amalgamated underneath Tuz&#039;qlip Researchers, and now works in cooperation with [[Zeng-Hu Pharmaceuticals]]. Both the enterprise and the megacorporation freely exchange research information, which has significantly benefited Zeng-Hu throughout its involvement in the Solarian-Federation Alliance. The relationship between Zeng-Hu and Tuz’qlip is most obviously seen on the planet of Aliose, where they work closely with the planet’s universities and research institutes dotted across the planet. Tuz&#039;qlip Researchers the primary source of new technological breakthroughs across the Federation, being credited towards a majority of all recent technological advancements. It is currently headed by [[Notable Skrell|Overseer Nalo Gir-Roq]]. Because of Zeng-Hu’s relationship with Tuz’qlip Researchers, many scientifically-minded skrell that wish to work abroad will find quick employment with Zeng-Hu Pharmaceuticals.&lt;br /&gt;
&lt;br /&gt;
Tuz’qlip Researchers, overseeing all research into phoronic technology, has been put under significant burden in order to find both more efficient methods of phoron consumption, as well as alternatives in the event of total resource exhaustion. Alternatives to phoron remain scarce, with some of its properties remaining so unique to itself that some revolutionary discoveries may no longer be possible to produce if the worst comes to pass. [[Skrell_Technology#Medicine|Youth serums]] in particular remain in extreme precarity due to its extensive use of organophoronic compounds, with no alternative methods for replacing it found. Zeng-Hu, while working closely with Tuz’qlip, is equally at an impasse for any replacements for phoron.&lt;br /&gt;
&lt;br /&gt;
=====Nralakk Logistics=====&lt;br /&gt;
An enterprise that was established in &#039;&#039;&#039;905 CE&#039;&#039;&#039;, Nralakk Logistics manages telecommunications, logistics, and transport across the Federation. Nralakk Logistics was formed out of necessity due to the exponential complexity in managing communications logistics necessary for any colonization effort off of Qerrbalak. The state-owned enterprise manages shipping routes, observation posts, Nlom Relays, the bluespace gates, and the warp gates throughout the entirety of the Federation. Most skrell employed by this enterprise are either pilots, porters, operational managers, or other positions related to transport and logistics. It is currently headed by [[Notable Skrell|President Alot Sonq]]. Similarly to Qerr’Zolvq Industries, skrell employed by Nralakk Logistics are typically employed by Hephaestus Industries or Orion Express for contract transfers into the Work Initiative Programme. As Orion Express is responsible for a majority of exports headed from human space into the Nralakk Federation and vice versa, they see a majority of contractors from Nralakk Logistics.&lt;br /&gt;
&lt;br /&gt;
With bluespace’s sheer advantage in speed over warp technology, its adoption as the standard for moving freight and shipping has turned to cripple the overall logistics of the Federation with phoron becoming increasingly scarce. Fuel rationing and the required use of much slower warp drives leaves Nralakk Logistics hamstrung, with increasing lateness and lost cargo due to [[Federation_Crime_and_Resistance#Marauders|increased piracy]] in the Traverse becoming more common in their quota reports. With its position as the sole managing body over the nation’s logistics and shipping lanes, a distinct sense of fear has begun to grip the entire enterprise.&lt;br /&gt;
&lt;br /&gt;
=====Xomor=====&lt;br /&gt;
Xomor was originally established to provide private security services for businesses within the Nralakk Federation in 901 CE. While originally a private security conglomerate, the Federation nationalised them, merging them with the First Nralakk Federation’s national security structure as they transitioned into a command economy. After the rise of Glorsh-Omega, Xomor was made redundant as synthetics were the sole policing force within skrell space. The enterprise saw a brief revival after Glorsh-Omega’s disappearance, with many taking up the role of informal city and state security before the establishment of the second Nralakk Federation. Now existing in-name only, Xomor is now the most unique State-Owned Enterprise, charged with training newly recruited skrell into being future Kala enforcers. With physical violence considered abhorrent in the Federation’s society, Xomor’s training regimen and staff work to desensitize and prepare potential recruits in understanding how and when to use force as an enforcer, lethal or otherwise. It is currently headed by [[Notable Skrell|Director Vraka Xora-Nel]], who has since partnered with [[Idris Incorporated]] to allow Xomor staff and inductees interested in working abroad as part of the Work Initiative Programme, with skrell being employed within Idris’s security branch.&lt;br /&gt;
&lt;br /&gt;
Xomor has faced increasing amounts of skrell interested in working abroad and as Kala recruits in light of the phoron scarcity, with a worrying majority wanting to curb the growing unrest in the public because of it. Despite being the enterprise dedicated towards preparing skrell for the use of violence, the growing number of desperate recruits using them as a way to either fix or escape Federation society has unnerved them. Increased allowances in weaponry and anti-civil disturbance equipment, notably from Zavodskoi Interstellar after [https://forums.aurorastation.org/topic/15636-orion-spur-oracle/page/4/#findComment-181680|2467’s corporate cooperation agreements] has done nothing to dissuade these concerns, as the organization prepares itself for the troubles ahead.&lt;br /&gt;
&lt;br /&gt;
=====Ziip’Ta Medicinal=====&lt;br /&gt;
Ziip’Ta was founded in &#039;&#039;&#039;950 CE&#039;&#039;&#039; as the Nralakk Federation formally nationalized its healthcare system, formed in response to the growing populace and increasing life expectancy of its citizens. Ziip’Ta Medicinal’s focus on medical research is credited with the expansion of the average lifespan of skrell by roughly a century past the normal life expectancy. In the modern day, Ziip’Ta manages multiple hospitals, general practice clinics, [[Skrell_Biology#Skrell_Subspecies|spas]], and medical research centers. A majority of skrell who work abroad at medical centers and hospitals are contract-transfers from Ziip’Ta to Zeng-Hu.&lt;br /&gt;
&lt;br /&gt;
With organic phoron’s numerous applications for [[Phoron#Properties_and_Applications|advanced medical substances]], key drugs such as peridaxon, ryetalyn, and its applications in cryogenic therapy, all have come under the threat of entering extended shortages. Most controversially, youth serum applicants are under increasingly stringent requirements in order to receive their life-extending medications, with most being removed from qualifying under higher Index rating minimums. Zeng-Hu’s cooperation with Ziip’Ta has entered a state of growing reliance on the partnered megacorporation to provide aid to mitigate the shortages, which some higher-ranking members of the enterprise worry over an increasing dependence on the foreign corporation.&lt;br /&gt;
&lt;br /&gt;
=====Qel’Zvol Hospitality=====&lt;br /&gt;
Qel’Zvol Hospitality was established in &#039;&#039;&#039;932 CE&#039;&#039;&#039; to oversee all hospitality and tourism sectors within the Nralakk Federation. Most notably, this enterprise manages the massive tourism industry on [[Qerr&#039;Malic]], with most skrell on the Qerr’Malic in their employ found in every hotel, resort, or similar facilities bearing the state-owned enterprise’s logo. [[Idris Incorporated]] 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;
Tourism has been largely disrupted in light of rising phoron-based fuel costs across the Spur, particularly within the Nralakk Federation where domestic tourism remains non-priority for rationing efforts. Coupled with the growing logistics issues faced by Nralakk Logistics itself, Qel’Zvol’s cooperation with Idris Incorporated has slowly shifted towards a dependence on luxury goods being brought in through their own networks, as well as a notable increase in Work Initiative Programme members finding work abroad within the corporation. Qerr’Malic’s own future remains uncertain, with its specialization in service and tourism suddenly having most of its clientele restricted from traveling to it.&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 Compatibility 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;
&lt;br /&gt;
== Effects of the Phoron Scarcity ==&lt;br /&gt;
With the [[Skrell_Technology|Phoron Leap]] defining the second mass-technological advancement of the Nralakk Federation, the nation bound its identity as a scientific giant on a constant source of the resource. Most vital infrastructure within the Federation relies on phoron-based technology post-revolution, which sustains their high quality of life and technology. As news from the [[Republic of Biesel]]’s shows no signs of the scarcity’s end, the Federation’s leadership now faces the monumental task of diverting the collapse of its national infrastructure. Efforts to mitigate phoron expenses have since passed down, ranging from [[The_Phoron_Scarcity:_Skrell_Arc#Phoron_Crisis_Reaches_Home;_Travel_Restrictions_and_Rationing_in_Effect|increased travel and bluespace gate restrictions]], healthcare delays, reduced access to trade goods, and reduced maintenance within areas considered low priority - coinciding with areas primarily housing Tertiaries, as well as the frontier systems beyond the core worlds.&lt;br /&gt;
&lt;br /&gt;
Phoron rationing measures are most tangibly felt with travel restrictions and fueling priority, having limited most civilian travel and placing variable levels on logistics routes for Nralakk Logistics’ freighter vessels. These measures trickle down to a general slowing effect on the Federation’s supply and industry, with windows of shortages for domestic goods, as well as a lack of both exporting finished products and receiving new raw materials for factories. While military vessels still retain priority for phoron rationing, the extensively long periods required for patrolling the Traverse results in fewer patrols towards the furthermost regions of Federation territory, with those patrolling craft remaining being retrofitted with older, non-phoron based weaponry. Felt most within the Traverse, however, are the growing periods of maintenance windows being delayed or missed entirely. Nlom Relay beacons, orbital facilities, and colony infrastructure have all faced increased delays in their maintenance, having fallen into disrepair or outright outages from failure. &lt;br /&gt;
&lt;br /&gt;
While rationing efforts are the most obvious method of reducing phoron usage, the skrell populace who grew to expect the high standards afforded by the Federation are less than willing to accept the compromises. Pushback against the rationing has grown across the Nrlakk Federation, most felt where the phoron-based [[Skrell_Technology#Nlom_Relay_Network|Nlom Relays]] have fallen into disrepair or reduced transmission, and anti-Federation sentiments have festered in its wake. Limited anti-piracy and law enforcement patrols have led to dangerous regions [[Notable_Skrell_Systems_and_Locations#The_Tetramerous_Systems:_The_Traverse|outside of the Federation’s core worlds]], where [[Federation_Crime_and_Resistance#The_Resistance|rebels]] and [[Federation_Crime_and_Resistance#Marauders|pirates]] have expanded into. The single most controversial rationing is the increased restrictions on the [[Skrell_Technology#Medicine|youth serums]] that allow skrell to live beyond their natural life expectancy, now only accessible to Primary Numericals. Skrell who were dependent on youth serums as Secondaries are now pushed out of their expected life spans now rally against the move, seeing it as an inherent unfairness in the [[#Social_Compatability_Index|Social Compatibility Index’s]] system.&lt;br /&gt;
&lt;br /&gt;
Despite mounting unrest, the largest issue remains in phoron’s role in the nation’s infrastructure. Phoron is a key element within their power generation, the high-power superconducting electrical lines, its surrounding support network, and limits the ability to expand itself as demand grows. The task of retrofitting cities and the mass expansion of alternative sources of power is a monumental task that is now on a hard time limit before brownouts and total grid failures threaten the Federation’s cities. Quotas for state-owned enterprises have also been met with increasing deficits, lagging the command economy and hampering logistics. While not enough to threaten a collapse of the supply chain, this is a wake-up call that all is not well within the Federation. &lt;br /&gt;
&lt;br /&gt;
[[Skrell_Politics#Relations_with_Foreign_States|Diplomatic outreach]] has seen greater emphasis as the Federation searches for trade agreements to alleviate the increasing burden, hoping to move past their isolationist past. Representatives, foreign aid, and tech lending have pushed the Nralakk Federation into most nations, though many still remember it as [[Skrell_Politics#Solarian_Alliance|an ally of the Solarian Alliance]], and [[Skrell_Politics#Serene_Republic_of_Elyra|some]] regard this move as aggressive expansion. This outreach has also led to the Solarian Alliance’s vocal concerns of losing its closest ally as the Federation continues to court its political rivals, forming a rift that continues to grow between the two nations. Many now wait to see if the venerable Solarian-Federation alliance might come to an end.&lt;br /&gt;
&lt;br /&gt;
== Politics and Government ==&lt;br /&gt;
The Nralakk Federation is a unitary directorial republic, governed by a central council of shared executive powers referred to as the Grand Council, of which is presided over by a Grand Councilor. The current Grand Councillor is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]], who was elected in 2453.&lt;br /&gt;
=== Social Compatibility Index ===&lt;br /&gt;
[[file:SCS_bell.png|300px|thumb|right|A bell curve showing the distribution of Numericals in the Social Compatibility Index.]]&lt;br /&gt;
The &#039;&#039;&#039;Social Compatibility Index&#039;&#039;&#039; (Nral&#039;Malic: bli&#039;zi wlaqijii qal&#039;mi-hra) is a federal system developed by the Grand Council of the Nralakk Federation. The Index is a vast data store of nearly every single action taken by Federation citizens used by businesses, individuals, and bureaucrats. The Social Compatibility Index is calculated through various, state-secret algorithms and grading systems that results in a numerical string: a fraction over ten with no more than two decimal places that is assigned to the graded citizen. An index of specific tiers dictates their placement on the Social Compatibility Index’s scale, from which their benefits are then drawn from. It was first implemented after the reunification of the Nralakk Federation post-Glorsh-Omega as a mechanism to ensure the trustworthiness of their citizens, and to best secure the interests of the Federation at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: Players are asked to be sensible when giving their skrell a Social Compatibility 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. Non-skrell species living in the Federation and how they interact with the system are discussed on their [[Diona_in_the_Federation|respective]] [[C&#039;thur_in_the_Federation|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 skill development, educational pursuit, and training&lt;br /&gt;
*Reproducing and/or forming a Quya&lt;br /&gt;
*Devoting and/or donating oneself to the Federation for 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 (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 Compatibility 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;
&#039;&#039;&#039;Primary Numericals (Code Classification:  7/10 - 10/10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Primary Numericals are considered model citizens of the Nralakk Federation, and are granted rewards and incentives to uphold their model forms. Sponsored vacations, free public transport, unrestricted travel, bureaucratic priority, healthcare privileges enabling a greater life expectancy, high [[Nralakk_Federation#Universal_Stipends|universal stipends]] both at home and abroad, and exclusive residence within designated areas hosting other Primary Numericals, are some examples of the many advantages for those that are declared model citizens. Primaries make up a small, 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;
While still considered the priority recipients of youth serums to extend their lifespans, Primary Numericals are growing aware of the recent reduction in youth serum production. They are still guaranteed access to timely doses of the medicine for now, but fears over increased restrictions remain a topic amongst Primary communities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Numericals (Code Classification: 4/10 - 6.99/10)&#039;&#039;&#039;&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, opportunities for travel and migration with restrictions, medium [[Nralakk_Federation#Universal_Stipends|universal stipends]] both at home and abroad, and variable levels of priority/deprioritization within legal and official channels based on Index rating are amongst a few of the advantages offered to Secondaries. Reproductive rights are restricted for Secondary Numericals in the lower end of this band, with the Federation’s vested interest in providing a safe environment for children used to rehome them deemed necessary due to poor rating and governmental scrutiny. Secondaries are the second most common groups of skrell to live abroad through the [[Nralakk_Federation#State-Owned_Enterprises|Work Initiative Programme]] 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;
In the wake of the phoron scarcity, further travel restrictions and other benefit reductions towards lower-end Secondaries have been considered to stay within new rationing guidelines. Secondary Numericals, while recipients of youth serums in the past, are now barred from receiving youth serums as phoron rationing drastically reduces their production rate, and the Grand Council’s decision to preserve the supply in the event of future restrictions. &#039;&#039;&#039;Non-Primary Numericals may no longer live past the age of 400, and those characters already beyond this age now remain with a remaining lifespan of roughly 10 years.&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tertiary Numericals (Code Classification: 0/10 - 3.99/10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tertiary Numericals are the lowest-ranked citizens within the Nralakk Federation’s Index system, and are subject to heavy scrutiny due to being considered at-risk for antisocial behaviors, or for rebellious/seditious sentiments. Tertiaries will usually face social discrimination socially and reduced priority in the state’s systems, with the chance to be sent to a reeducation center where they will have their Index rating reset to 5.00 after having their antisocial behaviors undone, and an instilled understanding of the Nralakk Federation’s ideals and why they should be adhered to. Tertiary Numericals are barred from multiple aspects of Federation society due to social ostracization and legal exemption, resulting in the usage of illegal routes to falsify their ratings to allow them an opportunity to flee the Nralakk Federation or fully falsify a new identification. Reproductive rights for Tertiaries are notably reduced, being given temporary contraceptive measures to ensure enforcement of the rule. Tertiaries are often associated with criminal activity and less desirable manual labour, as they are unlikely to find more lucrative positions due to their rating. Citizens who show improvement without the need for rehabilitation are slowly returned to standard social and legal status until their rating reaches 4.00 and higher, where privileges are then reinstated in full for a Secondary Numerical of a similar rating.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Uncategorised (Code Classification: N/A)&#039;&#039;&#039;&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 a true rating assigned to them. Uncategorised residents and citizens are given similar treatment compared to Secondary Numericals, but with several restrictions: they are barred from entering any sort of position within the government; they are unable to travel to other planets within the Federation without notifying local authorities; they are not allowed to migrate to other planets beyond their original settling location, and are not granted a universal stipend or other social welfare, 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 retain a detailed record in the event that they apply for citizenship.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Citizens Abroad and the Social Compatibility Index====&lt;br /&gt;
 &lt;br /&gt;
All skrell within the Orion Spur are considered de-facto citizens by the Nralakk Federation, as it considers itself the sole national representative of all skrell in the Spur. This policy is somewhat a double-edged sword for skrell living outside of the Federation, as while it allows any skrell to be eligible for Federation benefits, it also means that said skrell are expected to conform to Nralakk laws and customs despite having potentially never stepped foot in the country. Skrell born outside the Federation are logged and tracked by Nralakk surveillance organs, typically monitored to at least a minor degree by local Federation consulates, with only the most far-flung worlds able to fully escape Federation notice. While this may provide a foreign skrell with unexpected rewards or perks if the Federation is pleased with their behavior, skrell who engage in deductive behaviors are likely to be &amp;quot;encouraged&amp;quot; to change via social and financial coercion, intimidation, Srom interactions, and in unconfirmed rare cases, active black-bagging by Kala elements operating discreetly out of such consulates. Skrell who apply for citizenship within their current nation are still considered citizens by the Federation, even if the skrell in question has no such desire, and any defense from Federation interference will rely on the protection of their host nation. The [[Sol Alliance]] provides such protections to its Skrell citizenry, with any extraditions or corrective actions by the Federation moving through standard legal channels thanks to their special relationship, as the Federation is forced to honor their status as Solarian citizens. The Republic of Biesel requires Skrell not born within its territory to serve within the Tau Ceti Foreign Legion in exchange for official protections, while the Coalition of Colonies has no standard policy regarding Skrell, with its relationship with both the Federation and species-based protections 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 Compatibility 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 for all rating-affecting behaviors. 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, remaining relatively static until they return to the Nralakk Federation for a full review.&lt;br /&gt;
 &lt;br /&gt;
Citizens abroad still receive a number of benefits from being a citizen of the Federation. Primary Numericals are given prioritised support where needed by embassies and consulates, and receive their universal stipends in full. Secondaries who work abroad as part of the [[Nralakk_Federation#State-Owned_Enterprises|Work Initiative 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 Initiative Programme will receive coverage based on their rating, while all other citizens abroad 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, what benefits they are eligible for, and what measures may be needed to correct deviant behavior.&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 skyscrapers. Skrell who have renounced their Federation citizenship are also displayed here. This method of displaying the Index is normalized, and is a form of entertainment via thirty-second ads. These lists usually revolve around either the most notable of idols and the most notorious rebels, including most of the [[Federation_Crime_and_Resistance#The_Resistance |resistance leaders]] outlined by the state. At the end of the day at sunset, these screens will switch displays to showcase both the most improved citizen of the day alongside the least improved citizen of the day. This acts as both an incentive and a deterrent to citizens within the Nralakk Federation to highlight their behavior, as well as the consequences stemming from such.&lt;br /&gt;
&lt;br /&gt;
==== The Drylist ====&lt;br /&gt;
&lt;br /&gt;
While the Social Compatibility 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 the Nralakk Federation has not confirmed or denied the existence of surveillance against citizens, many regularly refer to surveilled individuals as &#039;&#039;drylisters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Federation Population Initiative===&lt;br /&gt;
&lt;br /&gt;
In the years before 2363, the Nralakk Federation saw a stark birth rate and population decline due to X’Lu’oa‘s effects skrell fertility. The Grand Council was tasked with finding a solution to this steady decline, eventually forming the Federation Population Initiative. Originally intended to modify the genes of infertile skrell, the program expanded as the solution’s scope grew beyond genetic therapy. Complete reversal infertility was considered impossible in most cases due to the complex changes to the genetics of X’Lu’oa victims, researchers found that taking samples of two participants and modifying them into artificially-made sperm and egg cells was still viable. The ensuing offspring would be a near-perfect genetic split of the two donors, and would always be carried to term. This information sent shockwaves through the Nralakk Federation, and the initiative was given additional funding by the Grand Council under the condition that the number of total successful births would become public each century.&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;
===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. With the confirmation that skrell can breach the Homeworld&#039;s atmosphere to explore the stars, further funding and manpower were devoted towards aeronautic research.&lt;br /&gt;
&lt;br /&gt;
The degrading environment of [[Qerrbalak]] pushed for the expansion across the planet, leading to the eventual colonisation of its moon, [[Qerr&#039;Malic]], by &#039;&#039;&#039;1109 BCE&#039;&#039;&#039;. While archaic by modern standards, the first colonies across Qerr&#039;Malic alleviated the mineral crisis that plagued the skrell’s exploitation of their homeworld, allowing further innovation and expansion. While resource 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 between the species. This intermingling promoted the exchange of culture, knowledge, and ideas that would further bolster 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. With the phoron scarcity crisis, the Nralakk Federation faces further rationing and restricted bluespace drive usage as the resource is stretched thin across its myriad applications. The [[#Wayfarer Network]], an expansion of the Federation’s currently existing warp gate network, is slated to reduce their dependence on phoron, further rationing has only placed more strain on the rest of its infrastructure.&lt;br /&gt;
&lt;br /&gt;
===Federation Interstellar Travel===&lt;br /&gt;
&#039;&#039;See also: [[Interstellar Travel]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to the invention of warpdrives, most long distance interstellar travel relied on Generational Spacecraft, otherwise known as generation ships. These vessels were built to support and house an entire generation of crew, who would pass down their knowledge to the next generation in order to keep the vessel maintained and on course before passing on. In the modern day, the remaining generation ships have since been converted to museums and educational centers for modern colonists, allowing them to learn the history of colonization efforts long before them. Life aboard these vessels were isolated and insular, leading to the cultural drift presently seen in the Nralakk Federation’s frontier by the time their destinations were settled. Generation ships who instead diverted off course and remained as nomads are referred to as &#039;Genners&#039; within Federation society.&lt;br /&gt;
&lt;br /&gt;
The titular warpdrive was invented by &#039;&#039;&#039;Noliq Preles&#039;&#039;&#039; in &#039;&#039;&#039;971 BCE&#039;&#039;&#039;, a landmark point in skrell aeronautics research as the first true method of achieving faster-than-light travel. With the introduction of warpdrives, generation ships were phased out as travel times were cut down to the point of reaching destinations well within the crew’s lifetimes, and allowed the Federation to settle across what is now known as Federation space. introduction of bluespace drives has resulted in only small vessels retaining their warpdrives, though even older warpdrives from skrell engineering still maintain speeds that are double that of humanity’s own vessels.&lt;br /&gt;
&lt;br /&gt;
With the discovery of phoron and its ability to access bluespace, the invention of bluespace drives revolutionized spaceflight with overall higher efficiency and lowered total mass, resulting in its mass adoption across most Federation military and logistics vessels. 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 bluespace drive’s dependence on phoron as a source of fuel has caused the ongoing phoron scarcity to cripple the Federation’s fleets, with a vast majority of skrell spacecraft having been retrofitted now dependent on a dwindling fuel source. Travel between the Federation’s planets has fallen under further scrutiny as rationing limits the amount of vessels in flight, with the Traverse becoming further isolated from the Federation’s core. All Kala vessels, while allotted the most generous phoron rations, have seen broadly reduced patrols and reduced fleet size, resulting in piracy and anti-Federation groups to flourish in their absence. While the [[The Phoron Scarcity: Skrell Arc|Wayfarer Network]] seeks to alleviate the crisis with expanded warpgate infrastructure, it can only mitigate the damage caused by the overreliance on bluespace as a primary form of interstellar travel.&lt;br /&gt;
&lt;br /&gt;
===The Wayfarer Network===&lt;br /&gt;
The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is currently the largest project between the Nralakk Federation and [[Einstein Engines]], hoping to further develop more robust warp travel to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation to the point of passing the first wave of rationing efforts and restrictions on travel. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&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 Nralakk 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 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 skrell 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 planet&#039;s 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 introspection is a primary mood.&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, with their recorded [[Skrell_History|history]] reaching further than any other species originating from the Spur. Soon after the Commonwealth of the Three became the Nralakk Federation, a united effort was made to archive as much of their collective 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 has since been encrypted by Glorsh-Omega shortly before its disappearance, resulting in the archive being considered effectively lost. This event is considered a massive loss, with most of ancient skrell 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 project&#039;s 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 primarily 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 arcology it resides 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 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 plant life 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&#039; history. Currently, the archive has not been designated a planet to be built on, and debates are still underway on its final location.&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 skrell 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>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=40999</id>
		<title>Nralakk Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Nralakk_Federation&amp;diff=40999"/>
		<updated>2026-07-27T01:03:28Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: big skrother is watching you&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Nations&lt;br /&gt;
|Nation = Second Nralakk Federation&lt;br /&gt;
|Shortname = Nralakk Federation&lt;br /&gt;
|Flag = Jargon flag.jpg&lt;br /&gt;
|Galatic Position = Position Fed.png&lt;br /&gt;
|Capital City = Kal&#039;lo&lt;br /&gt;
|Capital Planet = [[Qerrbalak]]&lt;br /&gt;
|Language = Nral&#039;Malic&lt;br /&gt;
|Species = [[Skrell]] &amp;lt;sub&amp;gt;80%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;[[Vaurca]] &amp;lt;sub&amp;gt;10%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;[[Dionae]] &amp;lt;sub&amp;gt;9%&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt; Other   &amp;lt;sub&amp;gt;1%&amp;lt;/sub&amp;gt;&lt;br /&gt;
|Religion = Qeblak (official)&amp;lt;br&amp;gt;Weishii (official)&amp;lt;br&amp;gt;Suur&#039;ka&amp;lt;br&amp;gt;Kir&#039;gul&lt;br /&gt;
|Demonym = Nralakk&amp;lt;br&amp;gt;Federal (local term only)&lt;br /&gt;
|Government = Unitary Directorial Republic&lt;br /&gt;
|Head of State = Grand Councillor Weashbi Jrugl&lt;br /&gt;
|Legislature = Council&lt;br /&gt;
|Upper House = Grand Council&lt;br /&gt;
|Established = 2245 (originally 878)&lt;br /&gt;
}}&lt;br /&gt;
Located to the galactic west of [[Tau Ceti]], the &#039;&#039;&#039;Nralakk Federation&#039;&#039;&#039; is the oldest nation still functioning in the modern day, having originally formed in 878 CE, then reforming in 2192 CE after the [[Skrell_Synthetic_Age|turbulent period of total dominance by a rogue AI]]. The Nralakk Federation’s government is a [[Skrell_Politics#Government_Structure|unitary directorial republic]], of which it maintains a fully nationalized industrial base with corporate involvement only becoming a recent addition within the last decade, a command economy, and control over most facets of interior life. They are the technological and scientific powerhouse of the [[The_Orion_Spur|Orion Spur]], wielding the most [[Skrell_Technology|advanced technology]] and dedicated research base to expand and maintain its system-spanning holdings across its vast territories. They are primarily perceived as an isolationist, totalitarian nation, as well as a situational ally of the [[Sol Alliance]], of whom they benefit greatly from their exclusive trade cooperation in explorative endeavours further into the Spur. [[Zeng-Hu Pharmaceuticals]] and [[Einstein Engines]] have also flourished since the Federation’s diplomatic success with Sol, being granted exclusive allowances and special economic zones into their borders for cooperation with the Federation’s controlled economy and access to their research. Both corporations maintained this exclusive agreement, and were originally the only two with the distinction.&lt;br /&gt;
&lt;br /&gt;
This exclusivity has since changed after the [[Interstellar_Travel#Phoron|discovery of phoron in 2417]], which sparked multiple, large-scale scientific breakthroughs collectively referred to as the &#039;&#039;&#039;Phoron Revolution&#039;&#039;&#039;, which further cemented its position as being the single most [[Skrell_Technology|scientifically advanced]] nation in the Orion Spur. [[Nanotrasen Corporation]], and by association the [[Republic of Biesel]], made diplomatic headways into securing preferential trade agreements due to its near-monopoly of phoron. While the multiple breakthroughs that benefited the Nralakk Federation have since buckled under the phoron scarcity, as most of these advancements depend on a constant supply of the phoron. Diplomatic outreach by the Federation has since expanded exponentially as it attempts to secure positive relations and improved interstellar trade options, as well as allowing megacorporations to court the Federation as it moves to economic deregulation, which originally barred them from placing themselves within the Federation’s economy outside of restrictive zones. &lt;br /&gt;
&lt;br /&gt;
These measures have only slowed the growing resource crisis, of which has led to the loosening of the Federation’s grip on its frontier territories known as the &#039;&#039;&#039;Traverse&#039;&#039;&#039; as rationing measures worsen already existing political tensions as anti-Federation sentiments spread due to the perceived failures of its government.&lt;br /&gt;
&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; is the skrell homeworld, and the current location of the capital city of the Nralakk Federation, Kal’lo. Located within Kal’lo is the single largest [[Sol Alliance|Solarian embassy]] for political cooperation between the two powers, as well as the seat of the annual meeting of every member of the [[Skrell_Politics#Grand_Council|Grand Council]]. Qerrbalak is known for its [[Qerrbalak#Major_Landmarks|extensive historical sites]], high Primary Numerical populace, and a relative lack of industry due to environmental protections. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Qerr&#039;Malic]]&#039;&#039;&#039; is the sole moon of Qerrbalak, which currently functions as the main port for interstellar trade, and as a tourist destination. Notably, Qerr’Malic’s underground “second surface” houses a majority of the workers that maintain the surface installations, with those workers primarily being vaurca from Hive C’thur. The moon is known for its tourism venues, the [[Qerr%27Malic#The_Bureau_of_Void Technologies|Museum of Ink]], and as a source of [[Qerr%27Malic#Gasriders|Xu’Xi Gas]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aliose]]&#039;&#039;&#039; is primarily an arctic planet, and the first planet colonized by skrell outside of Qerrbalak’s moon. Originally inhospitable without protective equipment and an internal atmosphere, terraforming efforts from the first landing in 1203 BCE and onwards rendered Aliose habitable and safe to breathe for the colonists on its surface. The planet now known for its scientific community, the prestigious [[Federation_Education#The_Aliose_University_of_Medical_Sciences|Aliose University of Medical Sciences]], and the [[Aliose#Veterans%27_Lodge|veterans lodge]] of the Lyukal resistance cell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aweiji]]&#039;&#039;&#039;, is a heavily terraformed planet, being the first colony to be founded outside of the Nralakk system. Originally arid and rocky, extensive terraforming efforts from 1050 BCE through the use of large spacecraft in its orbit before being settled by colonists in 938 BCE. The first of these colony sites, Tresja, would later become the largest city on Aweiji, and would go on to be host of the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; under which the Nralakk Federation formed a second time. Aweiji is primarily known for being “The Federation&#039;s Breadbasket” due to its extensive hydroponics and aquaculture, its special economic zone in cooperation with [[Hephaestus Industries]] and Nanotrasen, and its remaining orbital spaceport.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Notable_Skrell_Systems_and_Locations#Glorashi|Glorashi]]&#039;&#039;&#039; is a small solar system consisting of five planets, most notably [[Diulszi]], which is the current capital of the vaurca hive known as [[Vaurca|C&#039;thur]]. The current [[Vaurca|Queen]] of Hive C’thur is kept on Diulszi while on life-support provided by the Nralakk Federation. Beyond Diulszi, most of the planets within Glorashi only have their potential mineral value as standout traits of the system. 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;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
The Nralakk Federation operates under a command economy - where investment, production, and the allocation of resources are distributed according to predetermined economic production plans set by the governments’ councils. Quotas are set during the first few months of the year, and are to be fulfilled by state-owned enterprises, which are large scale industrial entities owned and operated by the Federation’s government. These state-owned enterprises coordinate and manage production across the entirety of the Federation’s planets and cities to meet the set quotas. While this allows for an extremely centralized and easily controlled format for the nation to modify its own industrial capabilities for its own needs, this completely isolates their economy to themselves alone. No foreign or external industries have ever successfully involved themselves with the Nralakk Federation’s economy without its explicit permission, which while intentional, limits its industrial potential to exactly the State-Owned Enterprises’ limits. &lt;br /&gt;
&lt;br /&gt;
Despite the planned nature of the Federation’s economic system, the Nralakk Federation outsources most manual labor to non-skrell citizens. Dionae and vaurca have seen increasing adoption in the manufacturing and agricultural sectors, as well as a push towards positions that are generally considered unappealing by the skrell populace. These positions, being primarily staffed by Tertiary numericals, have maintained their unappealing nature in the aftermath of the Synthetic Era, where most of these positions were fully automated and maintained by artificial intelligences and robotics. This aversion to manual labor has lingered as a noticeable slump in the Nralakk Federation’s production, and has yet to achieve the level of production that the First Federation maintained before its collapse.&lt;br /&gt;
&lt;br /&gt;
Most exports from the Nralakk Federation consist of industrial and specialized sector products, with imports primarily being food and consumer goods.  While initially isolated and unwilling to accept outside economic influence, megacorporations have slowly gained access to special economic zones and the state-owned enterprises’ cooperation. [[Einstein Engines]], [[Zeng-Hu Pharmaceuticals]], and the [[Nanotrasen Corporation]] have established themselves as key players in opening the Federation’s economy to the rest of the Spur, which has begun to expand due to the growing phoron scarcity. Trade agreements with the Nralakk Federation are primarily defined by research cooperation and the trading of the Federation’s advanced technology, both seen as particularly lucrative by the rest of the Spur’s nations.&lt;br /&gt;
&lt;br /&gt;
With the Spur’s megacorporations involving themselves with the Nralakk Federation, all corporate-Federation cooperation has been limited solely to avoid any competition with corporations against their own nationalized industries. Despite this, [[Hephaestus Industries]]’ sheer industrial might within the Federation’s allotted zones is nearly on-par with the Nralakk Federation, due to their lack of constraints on ecological considerations, and adoption of a synthetic workforce, with their potential not left unnoticed by the government. [[Idris Incorporated]]’s work on Qerr’Malic has also courted the nation’s public with its vast access to luxury goods, as well as being one of the sole points of access for trading the national currency, sqiips, for the Biesel Standard Credit, which maintains much stronger purchasing power outside of the Federation itself.&lt;br /&gt;
&lt;br /&gt;
As of [https://forums.aurorastation.org/topic/15636-orion-spur-oracle/page/4/#findComment-181680| 2467], every corporate member of the Stellar Corporate Conglomerate has been granted expanded opportunities in working within the Federation’s borders. [[Orion Express]]’s key position within the Traverse’s ailing logistics network in light of the phoron scarcity allows it to play an important part in preserving the Nralakk Federation’s frontier, while [[Nanotrasen]] itself uses its remaining reserves of phoron as a negotiating measure for access to the nation’s technological research.&lt;br /&gt;
&lt;br /&gt;
With this new turn towards outside economic involvement, concerns of dependency and growing recognition of failing to obtain the self-sufficiency held by the first incarnation of the Nralakk Federation. The State-Owned Enterprises are equally concerned with being outcompeted and potentially being driven to being removed as the central industry authorities that allows the Nralakk economy to remain planned and controlled, particularly as the question of the opening of the market is courted by corporations and other nations. &lt;br /&gt;
&lt;br /&gt;
===Universal Stipends and Social Welfare===&lt;br /&gt;
Individuals considered Primary or Secondary Numericals are awarded a &#039;&#039;&#039;universal stipend&#039;&#039;&#039; each month, a form of universal basic income to ensure citizens of the Nralakk Federation have their basic needs met, which scales per their Social Compatibility Index rating. Skrell who work outside of the Federation’s borders still benefit from this system, with Zeng-Hu contractors and other Work Initiative Programme-participating corporations receiving a matched amount of their stipend each month, paid in sqiips. Those who work abroad in unrelated companies outside of the Work Initiative Programme will often see a halved stipend, often paid in the local currency. When otherwise abroad for non-work related reasons, they will still receive one third of typical stipend each month.&lt;br /&gt;
&lt;br /&gt;
Beyond the universal stipend system, all skrell are guaranteed basic needs are met by the Nralakk Federation’s social welfare system. All skrell citizens are provided housing, basic foodstuffs, clothing, and toiletries in order to live basic, but undeprived, lives. Sqiips and income are more tied towards being able to purchase luxury goods and comforts that are not covered by the welfare system, with more comfortable housing and domestic goods requiring higher income than is covered by the universal stipend and no current occupation. As corporations are allowed greater access to the Federation’s economy, however, many goods outside of Federation-produced goods are seen as luxurious and exotic, but are regularly much more expensive.&lt;br /&gt;
&lt;br /&gt;
With growing economic concerns in light of the phoron scarcity, the universal stipend has seen proposed cuts in order to reduce government spending. Proposed changes would see travel abroad without involved labor reduced to a fourth, or completely paused until their return to the Federation’s borders. These changes are under intense debate within the government and Grand Council, but further cost-cutting measures may soon be passed as the Nralakk Federation faces a worsening economic situation.&lt;br /&gt;
&lt;br /&gt;
===Currency===&lt;br /&gt;
The Nralakk’s Federation official currency is the &#039;&#039;&#039;sqiip&#039;&#039;&#039; (℘). Sqiip sees extremely little use outside the Nralakk Federation, primarily seen in paychecks to those in the Work Initiative Programme in electronic and physical formats. Sqiips in their coin form can be secured in stacks, thanks to special magnetic properties for easy transportation. Higher valued sqiips will come in the form of a paper bill, printed on different types of water-safe seaweed. The coins and bills will have markings of aquatic life on them to denote their value (with shells, molluscs, buurgis, cosmozoans, and other sea life as examples). Outside of Nral’malic the most common slang term for sqiips is “shells”, referencing the currency’s iconography. This slang has caught on outside of the Nralakk Federation, and many who do not speak Nral&#039;malic are unaware of its original name.&lt;br /&gt;
&lt;br /&gt;
Sqiips face an increasing loss of value against more competitively traded currencies in the Orion Spur, with the Biesel Standard Credit gaining an increasingly superior trade value within the Nralakk Federation. With more sqiips having to enter circulation in order to meet the inflation, as well as rising expenditures within the Federation’s government in order to maintain itself, the BSC has seen increasing preference and adoption by its citizens, in spite of its adoption being considered undesirable.&lt;br /&gt;
&lt;br /&gt;
===State-Owned Enterprises===&lt;br /&gt;
State-owned Enterprises are government entities that facilitate the Nralakk Federation’s workforce and industrial sectors, and have existed since roughly the earliest years of the Federation itself. Each enterprise has a unique [[Skrell_Culture#Fashion|uniform]] to show the industry an individual works in, as well as their rank within the [[Nralakk_Federation#Social_Compatability_Index|Social Compatibility 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, allowing skrell the Federation to seek employment outside of its borders. The Work Initiative Programme allows skrell to transfer their contract from their state-owned enterprise to a partnered megacorporation, allowing them to work abroad for the duration of their contract before being renewed, or otherwise return to the Federation.&lt;br /&gt;
&lt;br /&gt;
=====Qerr&#039;Zolvq Industries=====&lt;br /&gt;
Created shortly after the founding of the first Nralakk Federation in &#039;&#039;&#039;907 CE&#039;&#039;&#039;, Qerr’Zolvq Industries is responsible for all aspects of power generation, resource extraction, and industrial production. Before its establishment, the private sector was the primary source of industry, with Qerr’Zolvq as an early company. Backed by state subsidies, the company saw itself develop a monopoly on the power generation and production industries before being nationalized by the Nralakk Federation, and used as a model for future state-owned enterprises. In the modern day, Qerr’Zolvq has since expanded to asteroid mining and the management of fusion energy facilities as the Federation’s technology advanced. Those with specialized knowledge and degrees in the mining and engineering sectors have most likely been employed by Qerr&#039;Zolvq Industries. It is currently headed by [[Notable Skrell|Chancellor Xul Lurg]]. With the Nralakk Federation inviting human megacorporations into Federation space, Qerr’Zolvq Industries has partnered with [[Hephaestus Industries]] and [[Orion Express]], and those employed by this enterprise who take contracts abroad typically do so through Hephaestus. Miners, however, are encouraged to work with Orion Express thanks to the connections of their Chief External Affairs Officer, Tuiqi Xao’Luup.&lt;br /&gt;
&lt;br /&gt;
In the growing phoron scarcity, Qerr’Zolvq Industries struggles to maintain quotas necessary to meet the growing demand for phoron-based machinery and components. The mining vessels, while still given priority, face stricter windows for their deployment into unmined regions due to the fuel rationing. Reliance on Nralakk Logistics’ freighter craft has also caused a slowing effect on the movement of their exports, with their own craft forced to rely on slower warp drives in order to conserve fuel and delaying their critical exports reaching their recipients within quota windows. Most pressing is the enterprise’s projections on power generation, having forecasted the eventual point where demand outstrips their capabilities to expand the power network once [[Phoron#Properties_and_Applications|phoron-seeded fusion reactors]] become unfeasible to produce.&lt;br /&gt;
&lt;br /&gt;
=====Tuz&#039;qlip Researchers=====&lt;br /&gt;
An enterprise established after the formation of the first Nralakk Federation in &#039;&#039;&#039;902 CE&#039;&#039;&#039;, Tuz’qlip Researchers oversees all aspects of research and development within the Federation, having formed in order to centralize all research efforts on Qerrbalak as the Federation grew. These facilities in the Federation were amalgamated underneath Tuz&#039;qlip Researchers, and now works in cooperation with [[Zeng-Hu Pharmaceuticals]]. Both the enterprise and the megacorporation freely exchange research information, which has significantly benefited Zeng-Hu throughout its involvement in the Solarian-Federation Alliance. The relationship between Zeng-Hu and Tuz’qlip is most obviously seen on the planet of Aliose, where they work closely with the planet’s universities and research institutes dotted across the planet. Tuz&#039;qlip Researchers the primary source of new technological breakthroughs across the Federation, being credited towards a majority of all recent technological advancements. It is currently headed by [[Notable Skrell|Overseer Nalo Gir-Roq]]. Because of Zeng-Hu’s relationship with Tuz’qlip Researchers, many scientifically-minded skrell that wish to work abroad will find quick employment with Zeng-Hu Pharmaceuticals.&lt;br /&gt;
&lt;br /&gt;
Tuz’qlip Researchers, overseeing all research into phoronic technology, has been put under significant burden in order to find both more efficient methods of phoron consumption, as well as alternatives in the event of total resource exhaustion. Alternatives to phoron remain scarce, with some of its properties remaining so unique to itself that some revolutionary discoveries may no longer be possible to produce if the worst comes to pass. [[Skrell_Technology#Medicine|Youth serums]] in particular remain in extreme precarity due to its extensive use of organophoronic compounds, with no alternative methods for replacing it found. Zeng-Hu, while working closely with Tuz’qlip, is equally at an impasse for any replacements for phoron.&lt;br /&gt;
&lt;br /&gt;
=====Nralakk Logistics=====&lt;br /&gt;
An enterprise that was established in &#039;&#039;&#039;905 CE&#039;&#039;&#039;, Nralakk Logistics manages telecommunications, logistics, and transport across the Federation. Nralakk Logistics was formed out of necessity due to the exponential complexity in managing communications logistics necessary for any colonization effort off of Qerrbalak. The state-owned enterprise manages shipping routes, observation posts, Nlom Relays, the bluespace gates, and the warp gates throughout the entirety of the Federation. Most skrell employed by this enterprise are either pilots, porters, operational managers, or other positions related to transport and logistics. It is currently headed by [[Notable Skrell|President Alot Sonq]]. Similarly to Qerr’Zolvq Industries, skrell employed by Nralakk Logistics are typically employed by Hephaestus Industries or Orion Express for contract transfers into the Work Initiative Programme. As Orion Express is responsible for a majority of exports headed from human space into the Nralakk Federation and vice versa, they see a majority of contractors from Nralakk Logistics.&lt;br /&gt;
&lt;br /&gt;
With bluespace’s sheer advantage in speed over warp technology, its adoption as the standard for moving freight and shipping has turned to cripple the overall logistics of the Federation with phoron becoming increasingly scarce. Fuel rationing and the required use of much slower warp drives leaves Nralakk Logistics hamstrung, with increasing lateness and lost cargo due to [[Federation_Crime_and_Resistance#Marauders|increased piracy]] in the Traverse becoming more common in their quota reports. With its position as the sole managing body over the nation’s logistics and shipping lanes, a distinct sense of fear has begun to grip the entire enterprise.&lt;br /&gt;
&lt;br /&gt;
=====Xomor=====&lt;br /&gt;
Xomor was originally established to provide private security services for businesses within the Nralakk Federation in 901 CE. While originally a private security conglomerate, the Federation nationalised them, merging them with the First Nralakk Federation’s national security structure as they transitioned into a command economy. After the rise of Glorsh-Omega, Xomor was made redundant as synthetics were the sole policing force within skrell space. The enterprise saw a brief revival after Glorsh-Omega’s disappearance, with many taking up the role of informal city and state security before the establishment of the second Nralakk Federation. Now existing in-name only, Xomor is now the most unique State-Owned Enterprise, charged with training newly recruited skrell into being future Kala enforcers. With physical violence considered abhorrent in the Federation’s society, Xomor’s training regimen and staff work to desensitize and prepare potential recruits in understanding how and when to use force as an enforcer, lethal or otherwise. It is currently headed by [[Notable Skrell|Director Vraka Xora-Nel]], who has since partnered with [[Idris Incorporated]] to allow Xomor staff and inductees interested in working abroad as part of the Work Initiative Programme, with skrell being employed within Idris’s security branch.&lt;br /&gt;
&lt;br /&gt;
Xomor has faced increasing amounts of skrell interested in working abroad and as Kala recruits in light of the phoron scarcity, with a worrying majority wanting to curb the growing unrest in the public because of it. Despite being the enterprise dedicated towards preparing skrell for the use of violence, the growing number of desperate recruits using them as a way to either fix or escape Federation society has unnerved them. Increased allowances in weaponry and anti-civil disturbance equipment, notably from Zavodskoi Interstellar after [https://forums.aurorastation.org/topic/15636-orion-spur-oracle/page/4/#findComment-181680|2467’s corporate cooperation agreements] has done nothing to dissuade these concerns, as the organization prepares itself for the troubles ahead.&lt;br /&gt;
&lt;br /&gt;
=====Ziip’Ta Medicinal=====&lt;br /&gt;
Ziip’Ta was founded in &#039;&#039;&#039;950 CE&#039;&#039;&#039; as the Nralakk Federation formally nationalized its healthcare system, formed in response to the growing populace and increasing life expectancy of its citizens. Ziip’Ta Medicinal’s focus on medical research is credited with the expansion of the average lifespan of skrell by roughly a century past the normal life expectancy. In the modern day, Ziip’Ta manages multiple hospitals, general practice clinics, [[Skrell_Biology#Skrell_Subspecies|spas]], and medical research centers. A majority of skrell who work abroad at medical centers and hospitals are contract-transfers from Ziip’Ta to Zeng-Hu.&lt;br /&gt;
&lt;br /&gt;
With organic phoron’s numerous applications for [[Phoron#Properties_and_Applications|advanced medical substances]], key drugs such as peridaxon, ryetalyn, and its applications in cryogenic therapy, all have come under the threat of entering extended shortages. Most controversially, youth serum applicants are under increasingly stringent requirements in order to receive their life-extending medications, with most being removed from qualifying under higher Index rating minimums. Zeng-Hu’s cooperation with Ziip’Ta has entered a state of growing reliance on the partnered megacorporation to provide aid to mitigate the shortages, which some higher-ranking members of the enterprise worry over an increasing dependence on the foreign corporation.&lt;br /&gt;
&lt;br /&gt;
=====Qel’Zvol Hospitality=====&lt;br /&gt;
Qel’Zvol Hospitality was established in &#039;&#039;&#039;932 CE&#039;&#039;&#039; to oversee all hospitality and tourism sectors within the Nralakk Federation. Most notably, this enterprise manages the massive tourism industry on [[Qerr&#039;Malic]], with most skrell on the Qerr’Malic in their employ found in every hotel, resort, or similar facilities bearing the state-owned enterprise’s logo. [[Idris Incorporated]] 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;
Tourism has been largely disrupted in light of rising phoron-based fuel costs across the Spur, particularly within the Nralakk Federation where domestic tourism remains non-priority for rationing efforts. Coupled with the growing logistics issues faced by Nralakk Logistics itself, Qel’Zvol’s cooperation with Idris Incorporated has slowly shifted towards a dependence on luxury goods being brought in through their own networks, as well as a notable increase in Work Initiative Programme members finding work abroad within the corporation. Qerr’Malic’s own future remains uncertain, with its specialization in service and tourism suddenly having most of its clientele restricted from traveling to it.&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 Compatibility 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;
&lt;br /&gt;
== Effects of the Phoron Scarcity ==&lt;br /&gt;
With the [[Skrell_Technology|Phoron Leap]] defining the second mass-technological advancement of the Nralakk Federation, the nation bound its identity as a scientific giant on a constant source of the resource. Most vital infrastructure within the Federation relies on phoron-based technology post-revolution, which sustains their high quality of life and technology. As news from the [[Republic of Biesel]]’s shows no signs of the scarcity’s end, the Federation’s leadership now faces the monumental task of diverting the collapse of its national infrastructure. Efforts to mitigate phoron expenses have since passed down, ranging from [[The_Phoron_Scarcity:_Skrell_Arc#Phoron_Crisis_Reaches_Home;_Travel_Restrictions_and_Rationing_in_Effect|increased travel and bluespace gate restrictions]], healthcare delays, reduced access to trade goods, and reduced maintenance within areas considered low priority - coinciding with areas primarily housing Tertiaries, as well as the frontier systems beyond the core worlds.&lt;br /&gt;
&lt;br /&gt;
Phoron rationing measures are most tangibly felt with travel restrictions and fueling priority, having limited most civilian travel and placing variable levels on logistics routes for Nralakk Logistics’ freighter vessels. These measures trickle down to a general slowing effect on the Federation’s supply and industry, with windows of shortages for domestic goods, as well as a lack of both exporting finished products and receiving new raw materials for factories. While military vessels still retain priority for phoron rationing, the extensively long periods required for patrolling the Traverse results in fewer patrols towards the furthermost regions of Federation territory, with those patrolling craft remaining being retrofitted with older, non-phoron based weaponry. Felt most within the Traverse, however, are the growing periods of maintenance windows being delayed or missed entirely. Nlom Relay beacons, orbital facilities, and colony infrastructure have all faced increased delays in their maintenance, having fallen into disrepair or outright outages from failure. &lt;br /&gt;
&lt;br /&gt;
While rationing efforts are the most obvious method of reducing phoron usage, the skrell populace who grew to expect the high standards afforded by the Federation are less than willing to accept the compromises. Pushback against the rationing has grown across the Nrlakk Federation, most felt where the phoron-based [[Skrell_Technology#Nlom_Relay_Network|Nlom Relays]] have fallen into disrepair or reduced transmission, and anti-Federation sentiments have festered in its wake. Limited anti-piracy and law enforcement patrols have led to dangerous regions [[Notable_Skrell_Systems_and_Locations#The_Tetramerous_Systems:_The_Traverse|outside of the Federation’s core worlds]], where [[Federation_Crime_and_Resistance#The_Resistance|rebels]] and [[Federation_Crime_and_Resistance#Marauders|pirates]] have expanded into. The single most controversial rationing is the increased restrictions on the [[Skrell_Technology#Medicine|youth serums]] that allow skrell to live beyond their natural life expectancy, now only accessible to Primary Numericals. Skrell who were dependent on youth serums as Secondaries are now pushed out of their expected life spans now rally against the move, seeing it as an inherent unfairness in the [[#Social_Compatability_Index|Social Compatibility Index’s]] system.&lt;br /&gt;
&lt;br /&gt;
Despite mounting unrest, the largest issue remains in phoron’s role in the nation’s infrastructure. Phoron is a key element within their power generation, the high-power superconducting electrical lines, its surrounding support network, and limits the ability to expand itself as demand grows. The task of retrofitting cities and the mass expansion of alternative sources of power is a monumental task that is now on a hard time limit before brownouts and total grid failures threaten the Federation’s cities. Quotas for state-owned enterprises have also been met with increasing deficits, lagging the command economy and hampering logistics. While not enough to threaten a collapse of the supply chain, this is a wake-up call that all is not well within the Federation. &lt;br /&gt;
&lt;br /&gt;
[[Skrell_Politics#Relations_with_Foreign_States|Diplomatic outreach]] has seen greater emphasis as the Federation searches for trade agreements to alleviate the increasing burden, hoping to move past their isolationist past. Representatives, foreign aid, and tech lending have pushed the Nralakk Federation into most nations, though many still remember it as [[Skrell_Politics#Solarian_Alliance|an ally of the Solarian Alliance]], and [[Skrell_Politics#Serene_Republic_of_Elyra|some]] regard this move as aggressive expansion. This outreach has also led to the Solarian Alliance’s vocal concerns of losing its closest ally as the Federation continues to court its political rivals, forming a rift that continues to grow between the two nations. Many now wait to see if the venerable Solarian-Federation alliance might come to an end.&lt;br /&gt;
&lt;br /&gt;
== Politics and Government ==&lt;br /&gt;
The Nralakk Federation is a unitary directorial republic, governed by a central council of shared executive powers referred to as the Grand Council, of which is presided over by a Grand Councilor. The current Grand Councillor is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]], who was elected in 2453.&lt;br /&gt;
=== Social Compatibility Index ===&lt;br /&gt;
[[file:SCS_bell.png|300px|thumb|right|A bell curve showing the distribution of Numericals in the Social Compatibility Index.]]&lt;br /&gt;
The &#039;&#039;&#039;Social Compatibility Index&#039;&#039;&#039; (Nral&#039;Malic: bli&#039;zi wlaqijii qal&#039;mi-hra) is a federal system developed by the Grand Council of the Nralakk Federation. The Index is a vast data store of nearly every single action taken by Federation citizens used by businesses, individuals, and bureaucrats. The Social Compatibility Index is calculated through various, state-secret algorithms and grading systems that results in a numerical string: a fraction over ten with no more than two decimal places that is assigned to the graded citizen. An index of specific tiers dictates their placement on the Social Compatibility Index’s scale, from which their benefits are then drawn from. It was first implemented after the reunification of the Nralakk Federation post-Glorsh-Omega as a mechanism to ensure the trustworthiness of their citizens, and to best secure the interests of the Federation at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: Players are asked to be sensible when giving their skrell a Social Compatibility 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. Non-skrell species living in the Federation and how they interact with the system are discussed on their [[Diona_in_the_Federation|respective]] [[C&#039;thur_in_the_Federation|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 skill development, educational pursuit, and training&lt;br /&gt;
*Reproducing and/or forming a Quya&lt;br /&gt;
*Devoting and/or donating oneself to the Federation for 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 (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 Compatibility 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;
&#039;&#039;&#039;Primary Numericals (Code Classification:  7/10 - 10/10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Primary Numericals are considered model citizens of the Nralakk Federation, and are granted rewards and incentives to uphold their model forms. Sponsored vacations, free public transport, unrestricted travel, bureaucratic priority, healthcare privileges enabling a greater life expectancy, high [[Nralakk_Federation#Universal_Stipends|universal stipends]] both at home and abroad, and exclusive residence within designated areas hosting other Primary Numericals, are some examples of the many advantages for those that are declared model citizens. Primaries make up a small, 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;
While still considered the priority recipients of youth serums to extend their lifespans, Primary Numericals are growing aware of the recent reduction in youth serum production. They are still guaranteed access to timely doses of the medicine for now, but fears over increased restrictions remain a topic amongst Primary communities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Numericals (Code Classification: 4/10 - 6.99/10)&#039;&#039;&#039;&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, opportunities for travel and migration with restrictions, medium [[Nralakk_Federation#Universal_Stipends|universal stipends]] both at home and abroad, and variable levels of priority/deprioritization within legal and official channels based on Index rating are amongst a few of the advantages offered to Secondaries. Reproductive rights are restricted for Secondary Numericals in the lower end of this band, with the Federation’s vested interest in providing a safe environment for children used to rehome them deemed necessary due to poor rating and governmental scrutiny. Secondaries are the second most common groups of skrell to live abroad through the [[Nralakk_Federation#State-Owned_Enterprises|Work Initiative Programme]] 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;
In the wake of the phoron scarcity, further travel restrictions and other benefit reductions towards lower-end Secondaries have been considered to stay within new rationing guidelines. Secondary Numericals, while recipients of youth serums in the past, are now barred from receiving youth serums as phoron rationing drastically reduces their production rate, and the Grand Council’s decision to preserve the supply in the event of future restrictions. &#039;&#039;&#039;Non-Primary Numericals may no longer live past the age of 400, and those characters already beyond this age now remain with a remaining lifespan of roughly 10 years.&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tertiary Numericals (Code Classification: 0/10 - 3.99/10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tertiary Numericals are the lowest-ranked citizens within the Nralakk Federation’s Index system, and are subject to heavy scrutiny due to being considered at-risk for antisocial behaviors, or for rebellious/seditious sentiments. Tertiaries will usually face social discrimination socially and reduced priority in the state’s systems, with the chance to be sent to a reeducation center where they will have their Index rating reset to 5.00 after having their antisocial behaviors undone, and an instilled understanding of the Nralakk Federation’s ideals and why they should be adhered to. Tertiary Numericals are barred from multiple aspects of Federation society due to social ostracization and legal exemption, resulting in the usage of illegal routes to falsify their ratings to allow them an opportunity to flee the Nralakk Federation or fully falsify a new identification. Reproductive rights for Tertiaries are notably reduced, being given temporary contraceptive measures to ensure enforcement of the rule. Tertiaries are often associated with criminal activity and less desirable manual labour, as they are unlikely to find more lucrative positions due to their rating. Citizens who show improvement without the need for rehabilitation are slowly returned to standard social and legal status until their rating reaches 4.00 and higher, where privileges are then reinstated in full for a Secondary Numerical of a similar rating.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Uncategorised (Code Classification: N/A)&#039;&#039;&#039;&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 a true rating assigned to them. Uncategorised residents and citizens are given similar treatment compared to Secondary Numericals, but with several restrictions: they are barred from entering any sort of position within the government; they are unable to travel to other planets within the Federation without notifying local authorities; they are not allowed to migrate to other planets beyond their original settling location, and are not granted a universal stipend or other social welfare, 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 retain a detailed record in the event that they apply for citizenship.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Citizens Abroad and the Social Compatibility Index====&lt;br /&gt;
 &lt;br /&gt;
All skrell within the Orion Spur are considered de-facto citizens by the Nralakk Federation, as it considers itself the sole national representative of all skrell in the Spur. This policy is somewhat a double-edged sword for skrell living outside of the Federation, as while it allows any skrell to be eligible for Federation benefits, it also means that said skrell are expected to conform to Nralakk laws and customs despite having potentially never stepped foot in the country. Skrell born outside the Federation are logged and tracked by Nralakk surveillance organs, typically monitored to at least a minor degree by local Federation consulates, with only the most far-flung worlds able to fully escape Federation notice. While this may provide a foreign skrell with unexpected rewards or perks if the Federation is pleased with their behavior, skrell who engage in deductive behaviors are likely to &amp;quot;encouraged&amp;quot; to change via social and financial coercion, intimidation, Srom interactions, and in unconfirmed rare cases, active black-bagging by Kala elements operating discreetly out of such consulates. Skrell who apply for citizenship within their current nation are still considered citizens by the Federation, even if the skrell in question has no such desire, and any defense from Federation interference will rely on the protection of their host nation. The [[Sol Alliance]] provides such protections to its Skrell citizenry, with any extraditions or corrective actions by the Federation moving through standard legal channels thanks to their special relationship, as the Federation is forced to honor their status as Solarian citizens. The Republic of Biesel requires Skrell not born within its territory to serve within the Tau Ceti Foreign Legion in exchange for official protections, while the Coalition of Colonies has no standard policy regarding Skrell, with its relationship with both the Federation and species-based protections 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 Compatibility 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 for all rating-affecting behaviors. 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, remaining relatively static until they return to the Nralakk Federation for a full review.&lt;br /&gt;
 &lt;br /&gt;
Citizens abroad still receive a number of benefits from being a citizen of the Federation. Primary Numericals are given prioritised support where needed by embassies and consulates, and receive their universal stipends in full. Secondaries who work abroad as part of the [[Nralakk_Federation#State-Owned_Enterprises|Work Initiative 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 Initiative Programme will receive coverage based on their rating, while all other citizens abroad 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, what benefits they are eligible for, and what measures may be needed to correct deviant behavior.&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 skyscrapers. Skrell who have renounced their Federation citizenship are also displayed here. This method of displaying the Index is normalized, and is a form of entertainment via thirty-second ads. These lists usually revolve around either the most notable of idols and the most notorious rebels, including most of the [[Federation_Crime_and_Resistance#The_Resistance |resistance leaders]] outlined by the state. At the end of the day at sunset, these screens will switch displays to showcase both the most improved citizen of the day alongside the least improved citizen of the day. This acts as both an incentive and a deterrent to citizens within the Nralakk Federation to highlight their behavior, as well as the consequences stemming from such.&lt;br /&gt;
&lt;br /&gt;
==== The Drylist ====&lt;br /&gt;
&lt;br /&gt;
While the Social Compatibility 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 the Nralakk Federation has not confirmed or denied the existence of surveillance against citizens, many regularly refer to surveilled individuals as &#039;&#039;drylisters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Federation Population Initiative===&lt;br /&gt;
&lt;br /&gt;
In the years before 2363, the Nralakk Federation saw a stark birth rate and population decline due to X’Lu’oa‘s effects skrell fertility. The Grand Council was tasked with finding a solution to this steady decline, eventually forming the Federation Population Initiative. Originally intended to modify the genes of infertile skrell, the program expanded as the solution’s scope grew beyond genetic therapy. Complete reversal infertility was considered impossible in most cases due to the complex changes to the genetics of X’Lu’oa victims, researchers found that taking samples of two participants and modifying them into artificially-made sperm and egg cells was still viable. The ensuing offspring would be a near-perfect genetic split of the two donors, and would always be carried to term. This information sent shockwaves through the Nralakk Federation, and the initiative was given additional funding by the Grand Council under the condition that the number of total successful births would become public each century.&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;
===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. With the confirmation that skrell can breach the Homeworld&#039;s atmosphere to explore the stars, further funding and manpower were devoted towards aeronautic research.&lt;br /&gt;
&lt;br /&gt;
The degrading environment of [[Qerrbalak]] pushed for the expansion across the planet, leading to the eventual colonisation of its moon, [[Qerr&#039;Malic]], by &#039;&#039;&#039;1109 BCE&#039;&#039;&#039;. While archaic by modern standards, the first colonies across Qerr&#039;Malic alleviated the mineral crisis that plagued the skrell’s exploitation of their homeworld, allowing further innovation and expansion. While resource 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 between the species. This intermingling promoted the exchange of culture, knowledge, and ideas that would further bolster 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. With the phoron scarcity crisis, the Nralakk Federation faces further rationing and restricted bluespace drive usage as the resource is stretched thin across its myriad applications. The [[#Wayfarer Network]], an expansion of the Federation’s currently existing warp gate network, is slated to reduce their dependence on phoron, further rationing has only placed more strain on the rest of its infrastructure.&lt;br /&gt;
&lt;br /&gt;
===Federation Interstellar Travel===&lt;br /&gt;
&#039;&#039;See also: [[Interstellar Travel]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to the invention of warpdrives, most long distance interstellar travel relied on Generational Spacecraft, otherwise known as generation ships. These vessels were built to support and house an entire generation of crew, who would pass down their knowledge to the next generation in order to keep the vessel maintained and on course before passing on. In the modern day, the remaining generation ships have since been converted to museums and educational centers for modern colonists, allowing them to learn the history of colonization efforts long before them. Life aboard these vessels were isolated and insular, leading to the cultural drift presently seen in the Nralakk Federation’s frontier by the time their destinations were settled. Generation ships who instead diverted off course and remained as nomads are referred to as &#039;Genners&#039; within Federation society.&lt;br /&gt;
&lt;br /&gt;
The titular warpdrive was invented by &#039;&#039;&#039;Noliq Preles&#039;&#039;&#039; in &#039;&#039;&#039;971 BCE&#039;&#039;&#039;, a landmark point in skrell aeronautics research as the first true method of achieving faster-than-light travel. With the introduction of warpdrives, generation ships were phased out as travel times were cut down to the point of reaching destinations well within the crew’s lifetimes, and allowed the Federation to settle across what is now known as Federation space. introduction of bluespace drives has resulted in only small vessels retaining their warpdrives, though even older warpdrives from skrell engineering still maintain speeds that are double that of humanity’s own vessels.&lt;br /&gt;
&lt;br /&gt;
With the discovery of phoron and its ability to access bluespace, the invention of bluespace drives revolutionized spaceflight with overall higher efficiency and lowered total mass, resulting in its mass adoption across most Federation military and logistics vessels. 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 bluespace drive’s dependence on phoron as a source of fuel has caused the ongoing phoron scarcity to cripple the Federation’s fleets, with a vast majority of skrell spacecraft having been retrofitted now dependent on a dwindling fuel source. Travel between the Federation’s planets has fallen under further scrutiny as rationing limits the amount of vessels in flight, with the Traverse becoming further isolated from the Federation’s core. All Kala vessels, while allotted the most generous phoron rations, have seen broadly reduced patrols and reduced fleet size, resulting in piracy and anti-Federation groups to flourish in their absence. While the [[The Phoron Scarcity: Skrell Arc|Wayfarer Network]] seeks to alleviate the crisis with expanded warpgate infrastructure, it can only mitigate the damage caused by the overreliance on bluespace as a primary form of interstellar travel.&lt;br /&gt;
&lt;br /&gt;
===The Wayfarer Network===&lt;br /&gt;
The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is currently the largest project between the Nralakk Federation and [[Einstein Engines]], hoping to further develop more robust warp travel to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation to the point of passing the first wave of rationing efforts and restrictions on travel. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&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 Nralakk 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 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 skrell 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 planet&#039;s 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 introspection is a primary mood.&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, with their recorded [[Skrell_History|history]] reaching further than any other species originating from the Spur. Soon after the Commonwealth of the Three became the Nralakk Federation, a united effort was made to archive as much of their collective 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 has since been encrypted by Glorsh-Omega shortly before its disappearance, resulting in the archive being considered effectively lost. This event is considered a massive loss, with most of ancient skrell 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 project&#039;s 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 primarily 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 arcology it resides 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 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 plant life 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&#039; history. Currently, the archive has not been designated a planet to be built on, and debates are still underway on its final location.&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 skrell 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>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Unathi_Lore&amp;diff=39502</id>
		<title>Template:Navbox Unathi Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Unathi_Lore&amp;diff=39502"/>
		<updated>2026-05-28T16:06:49Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Karszekani&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#34AF10&amp;quot; | [[Unathi|&amp;lt;span style=&amp;quot;color: White&amp;quot;&amp;gt;Unathi Lore Pages&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Planets and Systems&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Moghes]] · [[Ouerea]] · [[Uueoa-Esa]] · [[Notable Unathi Colonies]] · [[Gakal&#039;zaal]] · [[Tret]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Factions&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Karszekani Moghes]] · [[Unathi Guilds]] · [[Unathi Piracy]] · [[K&#039;lax in the Karszekani]] · [[K&#039;lax in the Wasteland]] · [[The Queendom of Sezk-Hakh]] · [[Mictlan#The_Free_Sinta&#039;Unathi_of_Vezdukh | Free City of Vezdukh]] · [[Unathi in Dominia]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| History&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Unathi History]] · [[Contact War]] · [[Unathi Recent Events]] · [[Notable Unathi]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Religions&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Sk&#039;akh]] · [[Th&#039;akh]] · [[Aut&#039;akh]] · [[Si&#039;akh]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Society and Culture&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Unathi Entertainment]] · [[Unathi Honor]] · [[Unathi Military Structure]] · [[Unathi Crime And Enforcement]] · [[Unathi Educational Institutions]] · [[Unathi Spaceflight]] · [[Unathi Abroad]] · [[Zandiziite Games]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Regions of Moghes&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Izweski Heartland]] · [[Tza Prairie]] · [[Southlands]] · [[Broken Coalition]] · [[Torn Cities]] · [[Zazalai Mountains]] · [[The Wasteland]] · [[The Viridis]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Lore Arcs&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Titan Rises Arc]] · [[New Blades Old Wounds Arc|New Blades, Old Wounds Arc]] · [[They Who Hath Become Lord Arc]]&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Unathi]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Vaurca_Lore&amp;diff=39501</id>
		<title>Template:Navbox Vaurca Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Vaurca_Lore&amp;diff=39501"/>
		<updated>2026-05-28T16:06:20Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Karszekani&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#E6E600&amp;quot; | [[:Category:Vaurca|Vaurca Lore Pages]] &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Vaurcae&lt;br /&gt;
| [[Vaurca]]  ·  [[Vaurca Biology]] · [[Virtual Reality]] · [[Hivenet]] · [[K&#039;ois]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Factions and Politics&lt;br /&gt;
| [[Vaurca Hives]] · [[Queenless]] · [[The Lii&#039;dra]] · [[Zo&#039;ra in the Republic of Biesel|Zo&#039;ra in the Republic]] · [[K&#039;lax in the Karszekani]] · [[K&#039;lax in the Wasteland]] · [[C&#039;thur in the Federation]] · [[Vaurca Organizations]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Notable Settlements&lt;br /&gt;
| [[Sedantis_I|Sedantis]] · [[Caprice]] · [[Flagsdale]] · [[Tret]] · [[Diulszi]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| History and Culture&lt;br /&gt;
| [[Vaurca History]]  · [[The Great Hive War]] · [[Hives Renaissance]] · [[War in Heaven]] · [[Vaurca Religion]] · [[Vaurca Culture and Society]]&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Izweski_Nation&amp;diff=39500</id>
		<title>K&#039;lax in the Izweski Nation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Izweski_Nation&amp;diff=39500"/>
		<updated>2026-05-28T16:05:39Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Pope Dave The 3th moved page K&amp;#039;lax in the Izweski Nation to K&amp;#039;lax in the Karszekani: the hegemony&amp;#039;s name changed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[K&#039;lax in the Karszekani]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Karszekani&amp;diff=39499</id>
		<title>K&#039;lax in the Karszekani</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Karszekani&amp;diff=39499"/>
		<updated>2026-05-28T16:05:39Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Pope Dave The 3th moved page K&amp;#039;lax in the Izweski Nation to K&amp;#039;lax in the Karszekani: the hegemony&amp;#039;s name changed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
With the [[Vaurca Hives#The Zo&#039;ra|Zo’ra]] remaining shaky allies to the [[Stellar Corporate Conglomerate]] in [[Tau Ceti]] and the [[Vaurca Hives#The C&#039;thur|C’thur’s]] position as partners to the [[Nralakk Federation]], the [[Vaurca Hives#The K&#039;lax|K’lax]] follow the most radical form of relationship with their benefactors in that they are a vassal to the feudal [[Karszekani Moghes]]. &lt;br /&gt;
&lt;br /&gt;
Vassalization is leagues different from the other forms of partnerships that the other Hives have adopted, and whether or not it benefits Vaurcae or [[Unathi]] more is still up for debate.&lt;br /&gt;
&lt;br /&gt;
==Vaurcae and Loyalty==&lt;br /&gt;
The concept of loyalty is often brought up when in reference to vassalization, and many questions whether or not the K’lax will ever truly be loyal to anything but their own Queen. Vaurcae are raised in [[Virtual Reality]], somewhere that, like the [[Nralakk Federation]] and the [[Republic of Biesel]], the Karszekani has no control. Anything can be taught to young Vaurcae here, and their masters would have no say in it. &lt;br /&gt;
&lt;br /&gt;
To that end, not much is known about how new K’lax are conditioned to operate in this relationship. In most cases, K’lax follow the orders of Karszekani superiors as if they came from one of their own Ta— and to the same standards. Sentiment-wise, a Vaurca typically follows similar beliefs to that of their Brood’s Queen. There have been next to no cases of outcry or disobedience outside of [[Queenless]] broods, leading the Karszekani and the K’lax Hive to warm relations, despite whether the contact is forced or not.&lt;br /&gt;
&lt;br /&gt;
==Living Conditions==&lt;br /&gt;
Most Vaurcae in the Karszekani live on [[Tret]], a planet in [[Uueoa-Esa]] gifted to the K’lax to colonize, and its satellite, Pid. To this extent, living conditions tend to vary in both quality and architecture. Settlements on Tret, are sprawling industrial complexes, whereas Pid is known for its rapidly growing tunnel networks, constructed with adequate flooring, roofing, and ventilation in mind; rooms along with the network functioning as different facilities. As a rule of thumb, the quality tends to go up the closer in proximity the settlement is to a Queen.&lt;br /&gt;
&lt;br /&gt;
In other instances, Vaurca settlements are constructed similarly to towns on [[Moghes]] or [[Ouerea]]. Architecture almost identically similar is common in these settlements with the insides of structures instead resembling rooms on-board the K’lax’s fallen Hiveship in the capital city of Tret, &#039;&#039;&#039;Ksyne&#039;kizar&#039;&#039;&#039;, otherwise known as &#039;&#039;&#039;Kizar’s Crater&#039;&#039;&#039;. Settlements in this example are typically newer than others, as the designs became popular with Ta following urbanization efforts on Ouerea.&lt;br /&gt;
&lt;br /&gt;
Outside of Tret, K’lax mostly exist in buildings designated as residences by Karszekani officials, and largely serve the sole purpose of housing Warriors or Workers (separately, never combined) for work details and related duties.&lt;br /&gt;
&lt;br /&gt;
==Bound in the Karszekani==&lt;br /&gt;
Part of the K’lax Hive’s obligations to their masters is the contribution of resources and labor. Bound Vaurca are often sent en masse to fulfill these requests, whether it be removing polluting materials from the Moghesian sea, or mining Tret’s bountiful resources to fund the Karszekani’s endeavors. &lt;br /&gt;
&lt;br /&gt;
Of all the broods, [[Leto, The Seeker|Leto]] contributes by far the largest number of bound Vaurcae, often to perform agricultural and construction duties on the outskirts of the Untouched Lands. Their expendable nature and high durability mean that they can either survive the harshness of the Wasteland or be cheap enough to replace in the event they cannot.&lt;br /&gt;
&lt;br /&gt;
==K’lax in the Military==&lt;br /&gt;
The K’lax’s role in the Karszekani’s military is derived from their status as a Vassal. For the most part, the K’lax are free to do with their Warriors what they wish, only needing to send them to aid the Karszekani once explicitly requested. Despite this, several K’laxan Vaurca go further, opting to become Kataphract Hopefuls or to enlist in the Karszekani’s military proper.&lt;br /&gt;
&lt;br /&gt;
Vaurca in the Karszekani’s military often assume one of two roles. One is being soldiers, equipped with Glaives and energy weaponry, often in their own formations outside of Unathi battlegroups due to their unique physiology and tactics. &lt;br /&gt;
&lt;br /&gt;
The few warforms the K’lax possess also fall into this category, often being the centerpieces of K’lax formations. Despite being fewer in number, K’lax warforms are formidable, often appearing as hexapod behemoths with artillery pieces integrated into their biology, and steel claws adorning their legs. This makes them optimal for bombarding enemy locations whilst the Warriors surrounding act as bodyguards. &lt;br /&gt;
&lt;br /&gt;
The second position K’lax are often found in is the role of an Engineer. From simple firearms to breacher suits, K’lax mechanics work tirelessly to maintain and improve upon the technology of the Karszekani’s military. Typically these jobs are performed by Workers, with a minority of displaced Warriors taking on the trade having not found work elsewhere for one reason or another. &lt;br /&gt;
&lt;br /&gt;
==K’lax in the Navy==&lt;br /&gt;
The most notable K’laxan military achievement comes in the form of the 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; fleet. A battlegroup of space-faring vessels under the Cataclysm-Class HMV Annihilation Super-Dreadnought, Captained by &#039;&#039;&#039;Admiral Za’Akaix’Xitac K’lax&#039;&#039;&#039;, a Vaurca from [[Vetju, Iron Queen|Vetju’s brood]]. This fleet is mostly held in reserve, dealing with pirate issues and occasionally jumping at [[The Lii&#039;dra|Lii’dra]] scares, mostly due to [[Vedhra, Princess of Configurations|Vedhra’s]] paranoia. &lt;br /&gt;
&lt;br /&gt;
While the K’lax Admiral is a considerable show of power, especially in the eyes of the Zo’ra, command of the fleet still falls under the Karszekan, and not the K’laxan Queens. This conflict of interests is often brought up in calls for the removal of the Admiral from the Navy structure, as it could potentially be catastrophic in the albeit unlikely event the K’lax would rebel.&lt;br /&gt;
&lt;br /&gt;
==K’lax Kataphracts==&lt;br /&gt;
The [[Karszekani Moghes#Feudalism and Caste|Kataphracts]] are an ancient class of warriors recently revived by &#039;&#039;&#039;Not’zar Izweski&#039;&#039;&#039;, the current Karszekan. They are hardened fighters known for keeping to a very strict Warrior’s Code of Honor, traveling to distant places in search of adventure to keep up their reputation as brave and stalwart combatants. &lt;br /&gt;
&lt;br /&gt;
In recent years, the number of K’laxan Kataphracts has been on the rise. Though these individuals are limited by the structure of the Kataphracts, being stuck in the low position of Kataphract Hopeful for what seems like infinity. K’lax hopefuls often struggle to understand the sense of honor their Sinta comrades possess, following the rules but not knowing the logic behind them without a significant amount of experience as one. &lt;br /&gt;
&lt;br /&gt;
Despite their lack of understanding, K’lax hopefuls are typically seen in a positive light by Karszekani citizens and are viewed as honorable warriors all the same. Until called upon to fight, a substantial number of hopefuls find employment in locations across the [[The Orion Spur|Orion Spur]], notably Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
==The Mi’kuetz==&lt;br /&gt;
The [[Queenless#Mi’kuetz|Mi’kuetz]] are a band of Queenless Vaurca that roam the wastelands of Moghes, living a nomadic lifestyle and occasionally being hired by the Karszekani to perform jobs that Sinta cannot. They are recognized as being a part of the K’lax Hive and even maintain warm relations with them, often being sought out by scholars and archivists looking for information about Moghes. &lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz are well adapted to life in the [[The Wasteland|Wasteland]], being much more tolerant to the harsh weather and terrain than most. They have also developed large Bound lifeforms to suit their nomadic lifestyle, serving as gargantuan pack animals of sorts. &lt;br /&gt;
&lt;br /&gt;
Whilst the Mi’kuetz maintain a positive relationship with their Hive and the Izweski, they have a near hostile relationship with just about every other faction in the Wastelands, finding conflict with the [[Aut&#039;akh|Aut’akh]] in particular. &lt;br /&gt;
&lt;br /&gt;
More information about the Mi’kuetz can be found [[The Wasteland#The Mi&#039;kuetz|here]].&lt;br /&gt;
&lt;br /&gt;
==The Yiaa’mak’tzut==&lt;br /&gt;
Although not as prominent as the Mi’kuetz, part of the Yiaa diaspora can be found within the Aut’akh of Moghes. They are not recognized as part of the K’lax Hive and thus are often undocumented. The Yiaa endorse this isolation, and some hive-cells are known to act hostile towards strangers, particularly other Vaurcae. In a short span, they have become subject to various folk legends due to their eccentric behavior.&lt;br /&gt;
&lt;br /&gt;
More information about the Yiaa’mak’tzut can be found [[Queenless#Yiaa’mak’tzut|here]].&lt;br /&gt;
&lt;br /&gt;
==The Queens and Feudalism==&lt;br /&gt;
Despite their title as Queens, the place of K’lax representatives in the Izweski Karszekani’s Feudal structure is similar to that of Lords, with [[Zkaii, The Sleepwalker|High Queen Zkaii]] being the Overlord of Tret. &lt;br /&gt;
&lt;br /&gt;
Under this system, the Ta among the K’lax population are the closest analog to the Nobility that can be made. The land they ‘own’ is typically the settlements on Tret they are assigned to oversee. In the event of multiple Ta in one settlement, the area is divided amongst them. While they technically own this land, it is often treated and seen as, the Queens owning all of it and having the final say. &lt;br /&gt;
&lt;br /&gt;
Warriors of the K’lax hive often do not enjoy the same pleasures Sinta warriors do, as they are vast in number and don’t fit well into the Feudal structure. Most Sinta see K’lax warriors on par with the peasantry, alongside the workers. As of right now, there are very few guildsmen amongst the Vaurcae. This is due to the Queens preferring to trade resources with the Karszekani directly rather than buy and sell from the rest of the Galaxy. The one exception to this is a small number of merchants from Leto’s brood, as they attempt to search for historical items in exchange for goods.&lt;br /&gt;
&lt;br /&gt;
=== Ta Consulars ===&lt;br /&gt;
Breeders have recently begun to be given permission to act in an auxiliary role as Karszekani diplomats in locations where they are sent due to their status as nobility. This means that, whilst they are still primarily representatives of the K&#039;lax Hive, they may also manage and approve paperwork for the Izweski and handle other Consular affairs such as providing consultations, and assisting Karszekani citizens abroad. This announcement came with no small bit of controversy, with many Sinta denouncing the concept of allowing aliens to represent them altogether. &lt;br /&gt;
&lt;br /&gt;
==K’lax Citizenship==&lt;br /&gt;
Much like Unathi, K’lax are considered citizens and have the same rights and obligations, with some key differences. For both Bound and Unbound of all castes, they [[Unathi#Non-Izweski Unathi|require the consent of their Lord to travel to the greater galaxy]]. The Hive Queens are legally considered Lords of Tret, and the Tas in charge of hive-cells are considered Clan Leaders. In the case of Mi’kuetz requesting to leave Karszekani territory, the consent must come from High Queen Zkaii. The process for all Vaurcae, however, is similar in that individual Tas will raise these matters to the Queens for them to approve.&lt;br /&gt;
&lt;br /&gt;
Although the Mi’kuetz are tolerated within the Wastelands, for most Vaurcae traveling to Moghes or Ourea requires a special permit, often understood as a ‘work visa’, by the Unathite Clan Lord of their territory to settle. This measure was placed to contain Vaurcae in Tret, in order to prevent k’ois outbreaks in Unathi-dominated territories.&lt;br /&gt;
&lt;br /&gt;
Though Karszekani law technically allows for Vaurcae to become Guwan, this in practice never happens, and instead, those deemed defective by the Hive are either culled or voided with impunity.&lt;br /&gt;
&lt;br /&gt;
==Queens and the Government==&lt;br /&gt;
The Queens of the K’lax Hive are divided in their opinions towards their Status as a Vassal. Some are extremely positive towards the Izweski and make it a point to further relations, while others are less content with being under someone that is not their High Queen, instead preferring a truly independent K’lax Hive, with no benefactors, or to at least reunite with the Zo’ra. &lt;br /&gt;
&lt;br /&gt;
High Queen Zkaii maintains a warm attitude towards the Karszekani, being the Overlord of Tret. Of the K’laxan Kataphracts, the largest number are from Zkaii’s brood, hoping to act as the face of the K’lax Hive to the galaxy at large. In addition to this, the concept of the Mother Dream is a topic the [[Sk&#039;akh|Sk’akh Church]] have taken note of, seeing some parallels in both religions in that Mother K’lax herself could be interpreted as Sk’akh. A small [[Vaurca Religion#Mother Dream|Mother Dream]] priesthood has developed in Zkaii’s brood as a result of this. &lt;br /&gt;
&lt;br /&gt;
Vetju, often seen as the opposite of Zkaii, resents the Hive’s relationship as a Vassal, despite seeing the reasoning as sound. To her, the K’lax can never prosper, and it never will under anyone’s rule but their own. To this end, Vetju holds a much more intense hatred of the Zo’ra, seeing similar issues on top of the injuries Vetju has sustained at their claws. Despite Vetju’s opinion of the vassalization, she makes no attempt to undermine it (though her spawn tends to be rather vocal about their dissent at times), and there is even a Vetju-born Admiral commanding one of the Karszekani’s fleets.&lt;br /&gt;
&lt;br /&gt;
Leto has, by far, the largest population of workers out of all K’lax broods, and thus most work involving hard labour, agriculture, and terraforming the Karszekani requires will be requested from Leto rather than the other broods. This has led to a positive relationship between the two, with most being able to find jobs and the Izweski getting all of the labour they could need readily. &lt;br /&gt;
&lt;br /&gt;
Vedhra has an outlook that can only be described as neutral when it comes to the Karszekani. This is largely due to their feverish hunting of the Lii’dra scourge, with most of the the brood’s actual contributions coming in the form of weapons research. Many Sinta find Vedhra’s spawn to be distasteful due to the excessive augmentation they often possess, and also find conflict in religion as Preimmenence can clash with Unathi faiths. Most of Vedhra’s offers to “perfect” the Unathi’s biology has been rejected by the Karszekani.&lt;br /&gt;
&lt;br /&gt;
[[Tupii, The Surrogate Queen|Tupii]], the newest Queen, is one of the most supportive voices behind the Vassalage. Knowing that separating from the Karszekani is currently futile, Tupii has worked with her benefactors in the hopes of revitalizing the K’lax brood. The extent Tupii’s brood can actually contribute to the Izweski is fairly limited due to their diminished size and authority, but this is gradually changing for the better.&lt;br /&gt;
&lt;br /&gt;
==Hephaestus Industries==&lt;br /&gt;
[[Hephaestus Industries]] has a large impact on the Karszekani Moghes, and the K’lax are no exception. The megacorporation finds keen interest in the activities of the K’lax, seeing them as relentless workers that are invaluable when it comes to cheap, hazardous labour. &lt;br /&gt;
&lt;br /&gt;
To that end, the K’lax and Hephaestus have made great strides in constructing a working relationship, with an Orbital Factory above Tret being constructed and operated almost entirely by Vaurca personnel, as well as swathes of Vaurcae being employed in mining and engineering jobs across parts of the galaxy Hephaestus has influence over.&lt;br /&gt;
&lt;br /&gt;
==Gene Clinics== &lt;br /&gt;
Constructed in 2460, the K&#039;laxan gene clinics are facilities that provide free treatment to Unathi suffering from radiation related birth-defects and other genetic afflictions. The gene clinics are situated in the nine largest cities on Moghes and were erected by the K&#039;lax Hive as part of their contribution to terraforming and restoring the former lush planet. Due to Karszekani laws surrounding land ownership and business, the facilities are run through the Tretian Medical Guild, which was established by the K&#039;lax Hive for the clinics and is completely supplied with pharmaceuticals manufactured on Tret. They are staffed primarily by Karszekani medical officials with heavy K&#039;lax oversight due to the complicated nature of their work. Since their original establishment, the number of gene clinics throughout the planet has been steadily increasing, leading to a noticeable decline in preventable deaths and an increased life expectancy in many urban areas. Despite this, they face heavy skepticism from a majority of the population, who vastly prefer to trust traditional medicinal solutions. Many of the patients within clinics are modernized urban nobility, or Sinta who have no other options left to them and wait-times for the facilities in more populated locations can be extremely long depending on the measured severity of the issue. Unathi nobles and notable guildmembers are given priority to bypass these waiting lists. &lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Psionics&amp;diff=39473</id>
		<title>Skrell Psionics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Psionics&amp;diff=39473"/>
		<updated>2026-05-26T13:25:01Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: small sromkala edit&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;
=Psionics=&lt;br /&gt;
Originally an imagined ability firmly in the realm of fantasy for most sophonts, &#039;&#039;&#039;Psionics&#039;&#039;&#039; defines the esoteric field of communication and interaction with the physical world using the mind alone. All psionics are centered around the &#039;&#039;&#039;Zona Bovinae&#039;&#039;&#039;, a portion of the brain that is variably more sensitive (though this is often referred to as a level of “development”) to psionic signals. Most sophonts may go through their entire lives never experiencing any psionic stimuli, but for Skrell, these stimuli are a part of daily life both socially and physically, using it to communicate and actively interface with the world around them. In the modern day, psionic research remains a field of intense study due to the inherent difficulty in understanding how the brain handles these exotic signal emissions, but great promise is held in the concept of expanding the use of unlocking the power of the mind.&lt;br /&gt;
&lt;br /&gt;
While primarily used for communications between private parties, many abilities exist through dedication, training, and the gift of strong psionic sensitivity. Such abilities range from influencing thoughts and emotional states, to telekinetic movement, to even reading the thoughts of another sophont. &lt;br /&gt;
&lt;br /&gt;
==Psionic History==&lt;br /&gt;
Although humanity would only discover psionics in the year &#039;&#039;&#039;2332 CE&#039;&#039;&#039;, their influence has shaped skrell society and the species’ overall development for all of their recorded history. Even the earliest ancestors of modern Skrell exhibited some level of psionic potential, and it remains a commonly-held belief that this unique characteristic among the Spur’s sophonts was responsible for their rapid advancements in science, culture, arts, and religion. Even after thousands of years of ongoing research, psionic theory remains an expansive and difficult field among academics across the Federation and beyond – outside the Federation itself, research into the field by other interstellar species has proven almost impossible to conduct without Skrell assistance, and even then progress has been glacial in most nations.&lt;br /&gt;
&lt;br /&gt;
Formal study into psionics by the Skrell is first documented as far back as &#039;&#039;&#039;7000 BCE&#039;&#039;&#039;, with the first texts and writings separating psionics from early Skrell beliefs and religions manifesting during this period. The ‘psionic centre’ of the brain (better known as the zona bovinae in most languages of the 25th century) was medically discovered at some point in this era, sparking intense speculation over the exact nature of psionics from a scientific and rational point of view. The subject found itself under specific scrutiny for the first time, with academics among the developing Skrell societies no longer content to view the phenomenon of psionic potential as something inexplicable but otherwise intrinsic to their species – often tied inextricably to religion – but as something biological that necessitated a full and comprehensive understanding.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for the scientific community, however, the greatest gift given to the Skrell has also proven to be one of the hardest to fully unpack. Though the discovery of the zona bovinae itself helped to jump-start psionic theory as a legitimate field of study among academia, further analysis into the exact nature of psionics quickly found itself bogged down by a lack of clarity and direction. The ‘shared dream’ of the Srom and ‘psionic wake’ of the Nlom were first formally codified by psionicists as reality-moulding phenomena in the year 2012 BCE, and this fundamental understanding of psionics has so far stood the test of time. Further breakthroughs in both psionic theory and the newer field of psionic technology, however, have come much more gradually.&lt;br /&gt;
&lt;br /&gt;
The most major breakthrough of recent centuries in the field of psi-tech came about in 2067 CE with the invention of the &#039;&#039;&#039;Nlom Interface&#039;&#039;&#039; – a bio-component composed of artificial, lab-grown Skrell brain tissue designed to mimic the zona bovinae. Despite the catastrophic usage of this particular technology during the Skrell Synthetic Age, Nlom interfaces remain in common usage across the Federation to this day, as they allow Skrell to interface remotely with machinery in a way that would otherwise be impossible. Nlom-capable equipment has been a cornerstone of Federation technology ever since its invention, and its ubiquity means that the average Skrell has long since become accustomed to interfacing psionically with a wide variety of devices, from uses as mundane as lights that can be brightened and dimmed at will, to entire computers capable of operation by thought alone.&lt;br /&gt;
&lt;br /&gt;
==The Nlom==&lt;br /&gt;
Under conventional psionic theory, the Nlom is viewed as the all-encompassing &#039;&#039;&#039;psionic wake&#039;&#039;&#039; or &#039;&#039;&#039;psionic field&#039;&#039;&#039; generated by a psion’s zona bovinae, the strength of which is understood as an individual’s &#039;&#039;&#039;psionic potential&#039;&#039;&#039;. Species with a developed zona bovinae (solely the Skrell themselves, to the best of the Spur’s knowledge…) are the only creatures of generating this psionic field and therefore classified as &#039;&#039;&#039;psionically active&#039;&#039;&#039; – all other species are categorised either as &#039;&#039;&#039;psionically capable&#039;&#039;&#039; (humans, monkeys, Tajara, etc.) or &#039;&#039;&#039;psionically inert&#039;&#039;&#039; (Vaurcae, Diona, etc.) in accordance with their brain structure. From here, psionically active and psionically capable sophonts can be further categorized by their &#039;&#039;&#039;psychic sensitivity&#039;&#039;&#039;, a metric by which receptiveness to psychic phenomena can be measured. &lt;br /&gt;
&lt;br /&gt;
The Nlom has both active and passive influences on a psion’s perception of reality, almost all of which are best exhibited between two separate points of psionic potential. In layman’s terms, this means that two separate zona bovinae can interact psionically to form a new consensus on local reality – a phenomenon most easily observed in the Skrell’s penchant for telepathic communication, where one or more psions interact to either impose or build consensus. &#039;&#039;&#039;Active telepathy&#039;&#039;&#039; involves a singular psion imposing a thought on one or more psionically active or capable receivers in the immediate vicinity, effectively sending a thought directly into the recipients’ brain(s); &#039;&#039;&#039;passive telepathy&#039;&#039;&#039; is a shared phenomenon in which multiple psions form a shared consensus by a similar but unconscious mechanism, which becomes a shared reality of emotion or understanding among the group.&lt;br /&gt;
&lt;br /&gt;
The most common form of active telepathy involves a psion choosing to communicate specific thoughts, ideas, emotions or concepts through conscious effort – either to the Nlom field in their immediate vicinity or directly to another zona bovinae they can perceive within that same field – whereas passive telepathy most commonly manifests as the mixing of several individual psionic wakes into a mélange of emotions and perspectives. Neither of these aspects of the Nlom field can be fully experienced by anyone not considered psionically active; other sophonts with less developed zonae bovinae are incapable of anything beyond experiencing psionic effects produced by Skrell participants in the local Nlom field, and their perception of any such effects is often muted or incomplete, to more or less significant degrees depending on their psychic sensitivity. &lt;br /&gt;
&lt;br /&gt;
Put simply, humans and other sophonts can generally receive active telepathy without much issue, but much of the ‘nuance’ and overall understanding intended by the originating skrell may be lost in the process, depending on the psychic sensitivity of the receiving sophont in question. The overexertion of these species’ undeveloped zonae bovinae can also cause headaches, nausea, and other physiological reactions if the telepathy in question is overly complex or extensive, which tends to be more common in psychically dull individuals. Similarly, the passive telepathy of the Nlom field can affect the emotions or understanding of any psionically capable being within the boundaries of the field, but their grasp of specific concepts and the depth of overall ‘feeling’ can vary heavily. A Nlom field radiating intense sorrow might be perceived by a typical human as a sudden sense of melancholy; while an otherwise well-rested psychically sensitive Tajara could find themselves feeling an inexplicably strong sense of fatigue if exposed to a room full of exhausted Skrell all resonating within the local Nlom field. &lt;br /&gt;
&lt;br /&gt;
=The Srom=&lt;br /&gt;
Accessed when Skrell enter deep sleep, the Srom, sometimes known as the &#039;&#039;&#039;shared dream&#039;&#039;&#039; or &#039;&#039;&#039;unconscious wake&#039;&#039;&#039;, is a unique phenomenon within the Nlom that incorporates both active and passive aspects of telepathy at the same time – those immersed in the shared dream can both actively transmit and passively receive thoughts and influences from one another with the utmost intimacy. An entirely artificial realm constructed from the combined psionic force of all active dreamers, the local Srom can take nearly any form imaginable, from perfect recreations of a location in a dreamer’s past to outlandish settings of the sort typically seen in a fantasy novel. Typically, those who first enter the local Srom dictate what form it will take for the session, with their perception gently imposed on any new psions entering the unconscious wake to prevent dream-clashes. The shared burden of creating the Dream results in Skrell having a greater cognitive capacity while asleep, and owing to that, Skrell that enter the Dream are almost always fully cognizant. For planetary-wide Dreams, the initial appearance is commonly determined by the environment of the planet, as it is the most commonly shared reference point among a large amount of Skrell. Psionic activity within the Srom is often imperceptible to those outside the dream-bubble itself, as in effect the Srom constitutes a pocket reality within the Nlom. The more powerful the potential of the participating psions, the more this psionic dream-reality can delve into the realm of the fantastic and the unbelievable, allowing for unparalleled creativity and freedom of thought for those skilled enough to manipulate the dream to their will.&lt;br /&gt;
&lt;br /&gt;
Skrell who don&#039;t have the luxury of aluminium-plated walls and want to isolate themselves fully from the Srom must remain in light sleep or stay awake entirely. This means those who have secrets to hide have the telltale sign of being constantly tired. Some Skrell, though, can enter a meditative trance, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminium sealed laboratories and dorms, speaking and dreaming with each other in private as they conduct their research. Lone Skrell, who for one reason or another are away from other Skrell, will still enter the dreamscape while asleep, but without the support of their own kind the Dream will often be much smaller and vaguely hazy. Most Skrell find the experience depressing and prefer light sleep or meditative trances if they have the aptitude.&lt;br /&gt;
&lt;br /&gt;
Near replicas of any deceased individual can be conjured through ‘Srom Manipulation’. While many scientists of the Federation believe that these replicas are merely a hollow shell of memories with no proper soul, some believe that the individual has persisted even after death; this is often also seen as a cultural reverence for their ancestors and those who passed. The generational ship of the &#039;&#039;&#039;[[The_Fleet_Of_The_Srom|Dreamers]]&#039;&#039;&#039; are often seen practicing this ideology the most.&lt;br /&gt;
&lt;br /&gt;
One of the few ways the pocket reality of the Srom interacts with the real world is via the &#039;&#039;&#039;Srom interface&#039;&#039;&#039;, invented in 2204 CE – a much more recent development than its Nlomic counterpart. Srom-capable devices remain a rarity in civilian life within the Federation even to this day, as the concept of a dreaming machine is disturbing to many Skrell in the post-Glorsh era, but their use in research, logistical, and military fields continues to expand year after year. The underlying technology behind these devices remains a closely-guarded secret of &#039;&#039;&#039;Qerr&#039;Zolvq Industries&#039;&#039;&#039;, the Federation enterprise responsible for their manufacture and distribution, but the effects of a machine projecting itself into the Srom’s pocket reality are much more easily understood than the underlying mechanics. Within the boundaries of the Srom, a machine can both broadcast and receive instantaneous psionic feedback to and from its skrell dream-operators without abiding by many of the physical world’s restrictions – for instance, a Srom device can be operated in abstract terms and at the speed of thought, allowing for complex calculations and concepts to be relayed by the operating skrell to the computer much more rapidly than any conventional input method could allow. This effectively allows the operator or operators of the machine to act as bio-computers and extensions of its own processing power, with the device itself also working as an ‘interpreter’ to transmit the results of any calculations into the real world as electrical impulses. &lt;br /&gt;
&lt;br /&gt;
The most common application of this technology is within modern skrell FTL travel – calculations that would take days or even weeks for skrell to work out conventionally, even with computer aid, can be done in mere minutes by skrell navigators working in the Srom. Larger and more complex teams of aluminium-insulated Srom scientists and researchers, working in parallel with Srom-capable computers, are increasingly common fixtures across the Federation and serve as the skrell’s answer to the true artificial intelligence they relied on in past centuries.&lt;br /&gt;
&lt;br /&gt;
==Skrell and The Srom==&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 aluminium (typically headpieces, blankets, or plated walls) blocks off connection to the Dream entirely.&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. Psionic Elders are considered among the best when it comes to Srom Manipulation; they are capable of altering and adjusting the Shared Dream to a higher degree than the average Skrell.&lt;br /&gt;
&lt;br /&gt;
===Cultural and Historical Relevance===&lt;br /&gt;
&lt;br /&gt;
* The introduction of &#039;&#039;&#039;[[Skrell_Cinematography#Swimstars|Srom-Capable VR]]&#039;&#039;&#039; changed the way that Skrell consumed media. Instead of a first-person book narrative, the audience is thrust directly into the point-of-view of the main character, where they are able to perceive and feel the emotions of the character.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Qerrbalak#Notable_Flora_and_Fauna|Wulumunusha]]&#039;&#039;&#039; naturally grows in alpine climates, typically closer to the poles of the Homeworld. It is used by both Qeblak and Weishii followers, and is said to unlock barriers to both Nlom and Srom.&lt;br /&gt;
&lt;br /&gt;
* Around the &#039;&#039;&#039;5500s BCE&#039;&#039;&#039; the &#039;&#039;&#039;[[Skrell_Early_History#Estabishment_of_Civilization|Great Schism]]&#039;&#039;&#039; occured; marked by a period in skrellian history in which there was a legitimacy crisis in regards to the religion which they followed, Qe&#039;qlak. It was through several key debates, alongside the use of political maneuvering and stealthy intrusions, that Qeblak was formed. For a while after its formation, many believed that Qeblak was a heresy, and for centuries after, skrellian scholars debated such. It was only through a mixture of both Nlom and Srom interference, Qeblak was eventually adopted as the primary faith of the Skrell.&lt;br /&gt;
&lt;br /&gt;
* The generational ship, &#039;&#039;&#039;[[The_Fleet_Of_The_Srom|The Zi&#039;Pluax]]&#039;&#039;&#039;, experienced a major systematic failure in the majority of their equipment, including hydroponics and communication terminals; the sudden failure caused the fleet to lose the ability to sustain itself or call for aid. Due to their situation, for over 400 years the crew of the Zi&#039;Pluax have been within rotations of cryosleep, and by extension, crewmembers have been within The Srom for extended periods of time. This has led to a newfound cultural identity forming within the Zi&#039;Pluax and being universally adopted by all of its members.&lt;br /&gt;
&lt;br /&gt;
===Sromkala===&lt;br /&gt;
&#039;&#039;&#039;[[Skrell_Enforcement#Domestic_Surveillance|Sromkala]]&#039;&#039;&#039;, translating to Dream Enforcers, are Skrell selected to ensure that major planetary dreambubbles are safe from what the Federation terms &amp;quot;malicious lucidity&amp;quot;, more accurately described as anti-Federation dream activity. 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;
&lt;br /&gt;
==Non-Skrell and The Srom==&lt;br /&gt;
&lt;br /&gt;
Non-Skrell can enter The Srom through the help of a psionic guide. These psionic guides are often Elder Skrell who have dedicated portions of their life to studying The Srom. They can come from many backgrounds; Psionic Scholars, Elders of a Skrell Faith, or simply Psionic Researchers. Due to the immense amount of training that consistent Srom Pulls require, being able to Srom Pull effortlessly is something only the masters of the technique can do. However, the technique is not a secret and many can piece it together and perform one to at least a beginner level. Those without training can perform rudimentary Srom Pulls but it is accompanied with great concentration and straining; something that should not be done constantly. A Skrell will most likely learn the technique of an advanced Srom Pull from an established psionic guide or Elder throughout consistent psionic studies and classes. Schooling related to the Psionics in Depth Colleges even have degrees available in Srom Studies.&lt;br /&gt;
&lt;br /&gt;
A Non-Skrell in The Srom will feel the effects more heavily; and due to such, these Non-Skrell in The Srom are practically incapable of lying and misdirection. Newcomers to the Dream will often be incredibly dazed and confused without any real ability to manipulate their surroundings. It will typically take months of training for a Non-Skrell to manifest even a rudimentary orb of light, or to exist in the space without being dazed, and even then it is rare for a non-Skrell to show any aptitude for manipulation within the Srom. It should be noted that non-Skrell, even with a psionic receiver, cannot interface with [[Skrell#The_Nlom|Srom-Devices]]. Once awoken, a Non-Skrell will experience a feeling similar to being intoxicated, accompanied with a brief spike of pain for those of lower psionic sensitivity. Though this pain causes no lasting damage, it is still strongly advised for a psionic guide to conduct a psionic assessment of their prospective student prior to a Srom pull. The health and safety of the Non-Skrell should always be prioritized by the psionic guide.&lt;br /&gt;
&lt;br /&gt;
Dionae, and Vaurca are incapable of experiencing The Srom under normal conditions. However, if one were to install a psionic receiver then a skilled Psionic Guide would be able to assist them in a journey to the Shared Dream. Psionic receivers allow non-Skrell to interact with the Srom but in a more passive capacity, relying on their guide to actively help them manifest objects or change their surroundings but otherwise being more of an observer than other non-Skrell. It is extremely common for Non-Skrell that reside in the Nralakk Federation to have these receivers installed due to the sheer amount of cultural relevance and importance that psionics and The Srom have within society, but they are still at a disadvantage due to the receiver not acting as a full replacement for a Zona Bovinae. IPCs and Synthetics are incapable of entering the dream even with a receiver due to their incompatibility with psionics.&lt;br /&gt;
&lt;br /&gt;
===OOC Note===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;SROM PULLING NON-SKRELL IS DIFFICULT AND STRAINING FOR THE AVERAGE SKRELL. IT WILL TAKE EFFORT UNLESS YOU HAVE PRACTICE AND EXPERIENCE.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can pull a human, tajara, or unathi into Srom following these steps (these also work on other organic species with a psionic receiver):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Yellow grab them&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Buckle yourself to a chair&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. They sleep&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. You sleep&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Srom-Aligned Ailments==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Non-Skrell without a receiver&#039;&#039;&#039; who are repeatedly subjected to The Srom run a very small risk of receiving &#039;&#039;&#039;[[Skrell_Biology#Psionic_Disorders|Psionic Echoes]]&#039;&#039;&#039;. Psionic Echoes are an ailment that only affects very weak psionic users or non-Skrell. If an individual is pulled into The Srom repeatedly then certain words or images may be &amp;quot;imprinted&amp;quot; into their mind; ringing throughout their head like an echo once they awake from the Shared Dream. This can range from a very mild case, where an individual may only hear one echo a day, or to something more extreme, where an individual will hear multiple echoes repeatedly throughout the day.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Non-Skrell without a receiver&#039;&#039;&#039; may also have a lasting sense of confusion or paranoia after repeated visits to The Srom. This is thought to be due to how hard it is to keep secrets within the Dream and may even manifest as the individual being unable to tell the waking world from the Dream; albeit only for a short period after their visit. Due to such, it is common for Srom Pulls to be performed in a controlled environment with minimal background noise to ensure that the individual has an easy transition from the waking world to the Dream and vice versa.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Skrell without Psionic Guidance training&#039;&#039;&#039; who repeatedly perform Srom Pulls will need to cool down for a short while before they are able to do so again. Psionic fatigue is the most common symptom in novice Skrell who attempt this advanced technique but it can be mitigated with further training. This common ailment can hinder general psionic capability and also cause fatigue in the body itself; leaving the Skrell winded and in need of rest before they would be able to perform the maneuver again. &lt;br /&gt;
&lt;br /&gt;
* Nralakk Federation researchers are looking into the connection between &#039;&#039;&#039;Skrell without Psionic Guidance training&#039;&#039;&#039; and &#039;&#039;&#039;[[Skrell_Biology#Psionic_Disorders|Brenaii Syndrome]]&#039;&#039;&#039;; while there is no official connection, the Federation has warned Skrell that only trained Psionic Guides should be performing Srom Pulls regularly. Brenaii Syndrome is a neural disease that results in the degradation of synaptic pathways of a Skrell. It has also been known to result in immunodeficiencies and endocrine atrophy. It is caused by the disruption of neuroelectric impulses within the Zona Bovinae and is spread through psionic interaction. Brenaii Syndrome is heavily stigmatized within skrellian society.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=39426</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=39426"/>
		<updated>2026-05-22T22:14:01Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: small language tweak&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 = R. skrellis axioris, R. skrellis xiialtus&lt;br /&gt;
 |Image = Skrell.png&lt;br /&gt;
 |System = [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Nralakk]]&lt;br /&gt;
 |World = [[Qerrbalak|Nralakk IV (Qerrbalak)]]&lt;br /&gt;
 |Language = [[Skrell#Language|Nral&#039;Malic]], Tau Ceti Basic&lt;br /&gt;
 |Politic = [[Nralakk_Federation|Nralakk Federation]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skrell&#039;&#039;&#039; are a species of amphibious bipeds, originating from the planet of [[Qerrbalak]]. Skrell possess multiple features due to their origins from the oceans of their homeworld, possessing gills, self-hydrating pliant skin, and webbed digits. With notably longer lifespans than most of the sophonts, combined with their earlier development of organized societies, skrell are the oldest spacefaring species in the [[Orion Spur]].&lt;br /&gt;
&lt;br /&gt;
Skrell society has remained in a single, unified society soon after their expansion into space, with both incarnations of the [[Nralakk Federation]] being the sole body of modern skrell civilization. The Nralakk Federation operates under a single government that plans nearly all aspects of skrell society, with it maintaining both a nationally-unified efficiency and expansive social welfare system, though many detractors claim that these are at great cost to personal and political freedoms. &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;
* 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;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
===Species Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Skrell speak their own exclusive language of Nral’Malic, which is used by typing &#039;&#039;&#039;,k&#039;&#039;&#039; before the rest of the spoken message.&lt;br /&gt;
&lt;br /&gt;
*Skrell are naturally [[Psionics|psionic]].&lt;br /&gt;
&lt;br /&gt;
*Skrell can enter the &#039;&#039;&#039;Srom&#039;&#039;&#039;, or Dream, with other skrell when they sleep, allowing them to communicate through a lucid dreamscape.&lt;br /&gt;
&lt;br /&gt;
*Xenobiological Slimes are naturally passive to skrell due to their [[Skrell#Slimes|anomalous circumstances]]. &lt;br /&gt;
&lt;br /&gt;
*Skrell can breathe underwater due to being amphibious and possessing gills.&lt;br /&gt;
&lt;br /&gt;
*Due to their advanced vestibular system, skrell cannot be slipped.&lt;br /&gt;
&lt;br /&gt;
*Skrell have large heads with protruding headtails, requiring all EVA helmets to be refitted to their unique headshape. These are found in EVA storage areas, and can also be done by using a suit cycler. Their headtails also make it uncomfortable to wear most headwear and hats, making them usually unwilling to wear them.&lt;br /&gt;
&lt;br /&gt;
*Skrell have a hemocyanin-based circulatory system, meaning that their blood is based on copper instead of iron. Skrell require copper supplements to alleviate bloodloss symptoms (but can receive human blood of their type without issue currently, due to game mechanics simplifying blood types across species).&lt;br /&gt;
&lt;br /&gt;
===Axiori Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Axiori take increased burn damage due to their skin being sensitive to high heat.&lt;br /&gt;
&lt;br /&gt;
*Axiori take decreased oxygen and brute damage due to adaptations to variable pressures underwater.&lt;br /&gt;
&lt;br /&gt;
*Axiori have to rehydrate more often and regularly when outside 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;
==Relations with Megacorporations==&lt;br /&gt;
&lt;br /&gt;
Skrell are able to work for every megacorporation within the [[Stellar Corporate Conglomerate]], and are accepted as agents into the Conglomerate’s internal affairs. Several megacorporations maintain labor agreements between themselves and the [[Nralakk Federation]], with [[Zeng-Hu Pharmaceuticals]] in particular maintaining an expansive partnership with the Federation. Other [[Nralakk_Federation#State-Owned_Enterprises|corporations]] do maintain a comparatively smaller presence within the Federation, but still allow skrell to work for them.&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;
Skrell history extends multiple millenia, with the furthest recorded events stretching into the tenth millennium of the before-common era. With most of this period being lost due to the corruption of oral histories and impermanent structures in the oceans and shores, large portions of skrell history remain obscure. Dedicated skrell historians and archeologists maintain a generally agreed upon consensus of pre-historical skrell, though even most of this has been lost due to the [[Nralakk_Federation#The_Archive_Project|Tzqul Archive’s]] lockdown after the [[Skrell_Synthetic_Age|Synthetic Era]]. Modern skrell historians and anthropologists to this day still struggle to retrace the steps of their species without the pre-existing sum total of their species’ history within the archives.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Biology]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Being amphibious, skrell are adapted to both living on the surface and underwater. Their hands and feet lack nails or claws, and have extensive webbing between each digit. Skrell lack any teeth, instead having hardened gum pads that can masticate most softer foods. Also present on their faces are a lack of defined noses, instead having nostrils on a slightly elevated part of their faces where a bony nasal structure would typically be. Skrell eyes are large and primarily black, being adapted for high acuity vision while underwater. Beside their eyes are pigmented ducts similar to tear ducts, which express when they are under severe stress. Many skrell, particularly Axiori and Xiori, have tails. These tails aid in swimming and balance, with Xiialt skrell regularly having shorter tails, or none at all.&lt;br /&gt;
&lt;br /&gt;
Being relatively short, the average height for skrell range between &#039;&#039;&#039;134cm (4’5”)&#039;&#039;&#039; to &#039;&#039;&#039;165cm (5’5”)&#039;&#039;&#039;. Skrell lack extensive muscles usually present for facial expressions, making them appear unemotive or lacking emotions to other species. Despite this perception, skrell have a variety of methods to display their emotions, and do experience a full range of emotions. Emotional displays include motions involving the position of their heads and headtails, as well as a variety of vocalisations. This also extends to their tails, which serves a role for emotional displays if they are long enough to be visible from the front.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headtails&#039;&#039;&#039; are the most notable feature of skrell, being long appendages that extend from the top and sides of their heads. These headtails typically extend to the shoulders (but do lengthen as they age), and were originally used to keep the skin around their necks damp and enclosed in order to incubate and hold eggs. These headtails contain extensive muscular structures, allowing skrell to rapidly and easily manipulate their positioning, though they lack the same articulation that would make them fully prehensile. Headtails grow throughout a skrell’s lifetime, with their length being a visual signifier for their age. With the inception of &#039;&#039;Spa Treatments&#039;&#039;, most skrell alter the length of their headtails for fashion or personal taste, usually out of wishing to appear older or wiser to others. Accessories for headtails are ubiquitous for skrell fashion, being adorned with jewels, wrappings, chains, and bands. Headtails can also be tied back and restrained into tight shapes as well, which is not uncomfortable so long as the tie is not particularly tight. &lt;br /&gt;
&lt;br /&gt;
Skrell are cold-blooded or poikilothermic, lacking the ability to maintain an internal temperature without taking action to change their temperature beyond their current environment. Despite this, skrell are adapted to having a high tolerance for different temperatures, and mainly rely on humidity in order to not dry out. &lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
&lt;br /&gt;
A skrell’s skin has two layers that define their moist, nearly gelatinous appearances, with the second layer of skin being less translucent and responsible for their pigmentation. This layer of skin can dry out and crack when outside of their comfortable humidity ranges, with this being prevented by moisturizing through entering pools of water, dousing themselves, or bathing. While variable between individual skrell, most space stations and vessels with appropriate climate control are equipped to allow skrell personnel to work without moisturizing for roughly four hours without drying to the point of discomfort. Wealthier skrell typically purchase genetic treatments that allow them to remain hydrated for up to a week without moisturizing. &lt;br /&gt;
&lt;br /&gt;
Skrell skin notably contains glands that secrete mucus in order to self-moisturize, provide a layer of protection, regulate their temperature, and acts as an evasive advantage in order to escape grabs done by potential predators. Notably, skrell skin mucus is not sticky. The average level of mucus present varies between skrell, with some being extremely dry to the point of flaking, while others express to the point of nearly dripping. Skrell skin is generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Natural skrell skin colour varies between subspecies, with colours ranging from deep blues, bold greens, vibrant reds, and the spectrum of colors between. Diet is also a determining factor, with brightness and shade being affected based on pigment consumed. Skrell genetic engineering has mastered the ability to accelerate natural changes in skin colour and headtail length, colloquially known as a &#039;&#039;&#039;Spa treatment&#039;&#039;&#039;. These treatments vary in length, with hue and saturation in skin colors changing over the course of a month, while changing headtail and tail length takes roughly a year. This type of physical alteration is commonly accepted in skrell society, being seen as the equivalent of dyeing one’s hair. &lt;br /&gt;
&lt;br /&gt;
Skrell lack a particular view of beauty in the sense that there are “unattractive” appearances. Physical disorders and anomalous changes in appearance are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
=== Physical Development ===&lt;br /&gt;
&lt;br /&gt;
Skrell physically develop throughout their adolescence at an equivalent rate of roughly three times as long as human adolescents, but physical maturity is held separate from cultural maturity. Skrell are physically fully developed around 50 years of age, though true social maturity is generally accepted around when they achieve two formal degrees from a [[Federation_Education#Depth_Colleges|college or university]], which takes most skrell until they reach between 60 to 80 years of age. The average skrell naturally lives up to 250 years on average, with modern medical technology in the Nralakk Federation allowing them to live to upwards of 300 to 350. With [[Skrell_Technology#Medicine|youth serums]], which are limited to the more valued members of Federation society, skrell can live up to nearly double their natural lifespans at 500 years old.&lt;br /&gt;
&lt;br /&gt;
Due to the extensive genetic modification during the [[Skrell_Synthetic_Age#Late_Synthetic_Age|Synthetic Era period]] implemented on the unwilling populace, most skrell suffer from [[Skrell_Biology#X’Lu’oa|X’lu’oa]]-induced infertility, or are completely sterile. Intensive research after the Synthetic Era has been devoted to undoing the effects of the infertility crisis, to some success. Despite these efforts and extensive treatments, only a third of all skrell are capable of successfully reproducing, and their clutches are between one to three eggs in comparison to average of eight eggs per clutch pre-X’lu’oa.&lt;br /&gt;
&lt;br /&gt;
== Skrell Culture ==&lt;br /&gt;
=== Federation Culture ===&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 skrell researchers in the aftermath of extensive scientific debate and comparison of their work. While one skrell is visibly pleased, the other is visibly upset at being disproven and being made to revise their week’s worth of study. While competitiveness is common in the Nralakk Federation’s scientific circles, it is regarded as a healthy behavior in the workplace.]]&lt;br /&gt;
&lt;br /&gt;
The [[Nralakk Federation]]’s [[Nralakk_Federation#Social_Compatibility_Index|Social Compatibility Index]] affects the skrell citizen’s social standing around others. Skrell who are in the lower social stratum are expected to defer to their higher ranked skrell both in and out of the workplace. Skrell who are excessively argumentative towards their social stratum superiors will often be deducted out of disrespect and disrupting social cohesion, resulting in most skrell reluctantly deferring to them. This effect isn’t as pronounced between skrell whose SCI rankings are adjacent, but an Ox arguing with an Oqi is regarded as inappropriate and shameful.&lt;br /&gt;
&lt;br /&gt;
In the public life, skrell in public areas and social congregations are fully expected to respond to other skrell who bombard them with questions in order to gauge their interests, career, personal opinions, and boundaries in order to understand both what is acceptable to discuss with them, as well as if they are worth forming a correspondence with. These questions, while probing and uncomfortable to non-Federation citizens, are completely normal and are considered good conduct in forming an initial rapport in understanding the other party. Outside of the Federation, this introductory interaction is extremely alienating and discomforting with other species, with the Federation posting cultural guidelines to its citizens going abroad about this cultural contrast.&lt;br /&gt;
&lt;br /&gt;
Due to their lifespans, skrell have different perception of time compared to other sophonts. Passive observation, study, and mediation is preferred over immediate action, and tend to commit to decisions that will take decades to a century in order to receive the results from. While these can appear as incomprehensible decisions, most of these are generally planned well ahead in order to pay off in the comparatively far future.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nral&#039;malic&#039;&#039;&#039; (transliterated as “Homeworld Voice”, more accurately &#039;&#039;The Voice of the Homeworld&#039;&#039;) is a constructed language invented during the early stages of skrell space colonization, created and enforced in order to have a single language spoken across all skrell, no matter their location beyond Qerrbalak. To non-skrell, the language has the particular trait of resonating in the neck and jaw instead of the ear, due to the fact that most of the language utilizes the expanded hearing and vocal range of skrell that exit the human hearing range. These particular tones are important in declaring tone in the language, allowing for emotional cues and responses to be easily conveyed. The only species capable of speaking Nral’Malic beyond skrell are diona and vaurca, who are naturally harmonic or capable of receiving implants to expand their ranges respectively. [[Zeng-Hu_Pharmaceuticals| Zeng-Hu Pharmaceuticals]] has both invented and patented an implant that allows the receiver to both understand Nral’malic and perceive the ranges necessary to hear the full language, though speech remains outside of its current capabilities. For those who have received a Nral’malic processor and are residents of the Nralakk Federation, the government instead provides devices that allow for a text-to-speech form of speaking Nral’malic, to be used in tandem with the implant.&lt;br /&gt;
&lt;br /&gt;
Originally created in &#039;&#039;&#039;925 BCE&#039;&#039;&#039; out of an interest in preventing language drift and the difficulties of communication, the original Nralakk Federation enforced its widespread adoption after its full rise to power in &#039;&#039;&#039;878 CE&#039;&#039;&#039;, and barred those unwilling to adopt it from travelling off-world to guarantee its predominant status. These other languages were relegated to being primarily used in private and in the arts, though most would eventually die out over the centuries within the Federation proper. Usage of such languages still remains a common act of minor defiance by cells of the Lyukal and other anti-Federation dissidents, however, with some groups maintain dialects which haven&#039;t existed in the wider Federation for millenia.&lt;br /&gt;
&lt;br /&gt;
Skrell also utilize a wide range of sounds to communicate particular emotional reactions to stimuli, as well as to emphasize emotional associations. These generally range from squeals, croaks, warbles, chirps, and other sounds. Higher-pitched sounds are associated with positive or sudden emotions, such as happiness or being startled, while lower-pitched noises are associated with negative or neutral emotions, such as anger or hunger. Melodic noises such as crooning or trilling are more ambiguous, often used as an emphasizer towards a previously expressed emotion. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nral&#039;Balak&#039;&#039;&#039; is an unofficial language consisting of emotional displays, having developed in order to compensate for the lack of facial expressions present in skrell. While containing dozens of variations and personal intent, there are commonalities in Nral’Balak. Skrell who are upset or annoyed often puff their cheeks out, which some liken to the way frogs inflate their necks. Some skrell scrunch their headtails up, chirrup repeatedly, and narrow their eyes as a way of displaying upset or a willingness to fight. This is often likened to a threat display, being similar to behaviors present in ancient skrell. Many skrell will often tilt their head heavily to one side to show visible confusion, and often adopt the human method of nodding and shaking their heads to agree or disagree.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====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;Titles and 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 skrell, or someone who is juvenile. This is usually used to call someone childlike or sophomoric in their behavior. &lt;br /&gt;
* &#039;&#039;&#039;Brown Dwarf&#039;&#039;&#039; - A disappointment, or someone who fell short of their perceived abilities. This is usually used to call someone a disappointment or failure, and is a severe insult.  &lt;br /&gt;
* &#039;&#039;&#039;Protostar&#039;&#039;&#039; - A young, ambitious individual, who has just started their career. Most graduates are labelled this often, but it can refer to any ambitious individual.&lt;br /&gt;
* &#039;&#039;&#039;Supernova&#039;&#039;&#039; - An individual that has begun to lose the interest of the public. Often used in headlines for an idol as &amp;quot;going supernova&amp;quot; to refer to their declining fame. This is sometimes used to describe someone having peaked in their career, and that they are going downhill.  &lt;br /&gt;
* &#039;&#039;&#039;Voidbeckoned&#039;&#039;&#039; - Someone who is careless, reckless, or acting dangerously. This is used almost exclusively towards non-skrell who are seen as reckless and uneducated.&lt;br /&gt;
* &#039;&#039;&#039;Black Hole&#039;&#039;&#039; - A slang term for someone who is considered very stupid, in a field of low repute, or for someone perceived as worthless. &lt;br /&gt;
* &#039;&#039;&#039;Sparks&#039;&#039;&#039; - A slang term for non-skrell, due to their short lifespans. The term is not considered an insult, most using it in a positive, negative, or neutral manner.&lt;br /&gt;
* &#039;&#039;&#039;Elder&#039;&#039;&#039; - An older skrell, typically in their twilight years.&lt;br /&gt;
* &#039;&#039;&#039;Webfoot&#039;&#039;&#039; - A less explicit term for someone who uses Xu’xi gas. This derives itself from the odd, waddling stance many Xu&#039;xi Gas users adopt while high.&lt;br /&gt;
* &#039;&#039;&#039;Gasrunner&#039;&#039;&#039; - Someone involved in the smuggling or sale of Xu’xi Gas. This is applied as either the job itself, or in the same way someone might refer to a dealer as a “plug”.&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;
&#039;&#039;&#039;Extranet Emoticons and Shorthands&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the extranet as a facet of daily life for most skrell, the online lexicon is extremely vast. These are usable in order to display expressions without resorting to using more human-like emotes.&lt;br /&gt;
*&#039;&#039;&#039;cccccc&#039;&#039;&#039; - A term similar to the human terms of “lol” or “lmao”, this is used as a shorthand for the series of chirps often done by skrell who are being stimulated by humor. A “chirp” is shortened to c, and the more c’s are used show stronger reactions. More rarely, some skrell adapt “lmao” into “cmto”, or “Chirping My Tail Off”.&lt;br /&gt;
*&#039;&#039;&#039;###/Netting/Netted/===&#039;&#039;&#039; - Used as a way of showing someone they have been caught purposefully trying to upset other users for entertainment, or to refer to someone being caught messing around. This is made in reference to fishing nets, which sometimes will catch other skrell by accident.&lt;br /&gt;
*&#039;&#039;&#039;S0_0S / |0_0| / &amp;lt;0_0&amp;gt;&#039;&#039;&#039; - These emoticons are used as a way to convey headtail positions in reaction to something, much like the human emoticons of “:)” or “&amp;gt;:(“. The S is to represent curled headtails, representing the curling of the headtails often used to convey excitement, while the vertical bar represents a more neutral response. The less than and greater then symbols, in contrast, represent the folded inwards expression that is usually reserved for being reserved, feeling insulted, or generally negative or withdrawn emotions. Sometimes shortened to simply “SS”/”||”/”&amp;lt;&amp;gt;”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insults and Crude Slang&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Terms that are considered rude or otherwise impolite by skrell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Briny&#039;&#039;&#039; - A recent neologism created younger skrell, to refer to something as “briny” is to call something “crazy” or “bad”. The term derives itself from extremely salty water, which skrell have great difficulty and discomfort being submerged in due to the drying properties and being adapted to freshwater.&lt;br /&gt;
*&#039;&#039;&#039;Choppy/Chopped&#039;&#039;&#039; - An insult that refers to someone who is in a project, activity, or habit that is considered a waste of time or worthless. Often used by more rebellious Federation citizens towards government projects.&lt;br /&gt;
*&#039;&#039;&#039;Rogue Wave&#039;&#039;&#039; - A term that describes someone as acting dangerous or shady, likening them to subversive behavior. Most commonly used to describe Lyukal members, it also sometimes is used to call something disreputable or questionably obtained, or swept in by a rogue wave.&lt;br /&gt;
* &#039;&#039;&#039;Labber&#039;&#039;&#039; - An abbreviated term for sympathizers of Glorsh, shortened from the phrase &amp;quot;collaborator&amp;quot;. It is an incredibly severe insult, and is usually used to refer to skrell who accept or tolerate synthetics. &lt;br /&gt;
* &#039;&#039;&#039;Senseless&#039;&#039;&#039; - A term used as an insult towards sophonts not outfitted with a psionic receiver, or as a more general insult towards those considered dull, or stupid.&lt;br /&gt;
* &#039;&#039;&#039;Orb&#039;&#039;&#039; - A common container used to transport Xu’xi Gas.&lt;br /&gt;
* &#039;&#039;&#039;Sqrug&#039;&#039;&#039; - A derogatory term for someone with a dependency on Xu’xi Gas, which has since expanded to other drugs as well. This term has seen a revival as an in-joke to rib each other between Gasriders and gas users.&lt;br /&gt;
* &#039;&#039;&#039;Gupkala/Guppies/Gup/Guppy&#039;&#039;&#039; - A mocking word for law enforcement within the Federation or abroad. The term “Guppy” is also referred to by skrell who see someone or something as gullible or an easy mark.&lt;br /&gt;
* &#039;&#039;&#039;Grotto&#039;&#039;&#039; - Originally used in Weishii to refer to a place of spiritual fulfillment and worship, it is also used to describe buildings where Xu’xi gas is usually used and sold in. These buildings are usually stereotyped as being run-down and abandoned.&lt;br /&gt;
* &#039;&#039;&#039;Piisz&#039;&#039;&#039; - A term used to refer to synthetic Xu’xi Gas, or generally in reference to Xu’xi Gas of questionable quality.&lt;br /&gt;
* &#039;&#039;&#039;Toady/Toad&#039;&#039;&#039; - An insult used to describe criminals, conmen, or generally disreputable skrell. Meant to imply that they give other skrell a bad name, particularly abroad. &lt;br /&gt;
* &#039;&#039;&#039;Coral Stem/Stem/Gillpress/Lunar Gasmasks/Whistles&#039;&#039;&#039; - A term used to refer to inhalers, specifically those full of Xu’Xi gas. &lt;br /&gt;
* &#039;&#039;&#039;Drylister&#039;&#039;&#039; - Refers to skrell (and very rarely, someone of another species) who has been born abroad that is suspected of being under Federation surveillance by the Ruupkala due to their actions. The drylist refers to the hypothetical list of persons-of-interests or dissenters that is rumored to be kept by the Ruupkala. The topic of the drylist is considered taboo by citizens.&lt;br /&gt;
* &#039;&#039;&#039;Tidal/Tided&#039;&#039;&#039; - Something being absurd or otherwise dangerous, or someone who is insane. The term originates from [[Skrell_Biology#Psionic_Disorders|Progressive Low Tide Syndrome]], or “Insanity of the Tide”.&lt;br /&gt;
* &#039;&#039;&#039;Chapped&#039;&#039;&#039; - Referring to chapped, or dry skin, used to insult someone&#039;s appearance. This can sometimes also be used to refer to non-skrell.&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; - &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; - &amp;quot;I&#039;ve lost&amp;quot;, or “I’ve been outdone”. &lt;br /&gt;
* &#039;&#039;&#039;Wake up&#039;&#039;&#039; - To call out someone acting lazy or being unproductive. &lt;br /&gt;
* &#039;&#039;&#039;Algae&#039;&#039;&#039; - Used to say &amp;quot;all good&amp;quot;, “alright”, or “doing well”.&lt;br /&gt;
* &#039;&#039;&#039;Mudvein&#039;&#039;&#039; - Used to describe withdrawal symptoms of Xu&#039;Xi Gas, likened to the sensation of withdrawal feeling like having mud in their veins. &lt;br /&gt;
*&#039;&#039;&#039;Mudlover&#039;&#039;&#039; - A term to refer to someone who is consistently forming new habits with drugs, or someone who struggles to quit.&lt;br /&gt;
* &#039;&#039;&#039;Too moist&#039;&#039;&#039; - To accuse an individual of being too traditional or stuck in their ways, not adapting to modern culture.  &lt;br /&gt;
* &#039;&#039;&#039;Too dry&#039;&#039;&#039; - To accuse someone of being too accepting or progressive. Usually used to refer to a skrell with radical opinions, or being accepting of AI&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 term to refer to an individual dying. &lt;br /&gt;
* &#039;&#039;&#039;Steel-Rained&#039;&#039;&#039; - A term used to mean &amp;quot;being stonewalled&amp;quot;, or simply being stuck. Derived from the multiple orbital installations that were deorbited when Glorsh-Omega’s period of reign ended.&lt;br /&gt;
* &#039;&#039;&#039;Stars and void&#039;&#039;&#039; - A general exclamation of surprise or frustration.&lt;br /&gt;
* &#039;&#039;&#039;Stars damned/Void damned&#039;&#039;&#039; -  A general exclamation of anger, and can also be used in mild surprise, similar to the phrase &amp;quot;I&#039;ll be damned&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Oh, stars/Oh, void&#039;&#039;&#039; - A saying of gentle exasperation. Akin to “Oh, god” or “Oh, geez”.&lt;br /&gt;
* &#039;&#039;&#039;Stars guide&#039;&#039;&#039; - a polite way of saying goodbye.&lt;br /&gt;
* &#039;&#039;&#039;Shelled/kelped&#039;&#039;&#039; - Something sold or wagered, which originates from the currency of the Nralakk Federation being made out of modified kelp, usually stamped with images of seashells.&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;
==Psionics==&lt;br /&gt;
See also: [[Skrell Psionics]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Zona Bovinae&#039;&#039; is a particular region of the brain which exists in all sophonts originating from the Orion Spur, as well as nearly all living animals. Originally presumed to be a brain center for an obsolete form of communication by human scientists, the Zona Bovinae was catalogued during a dissection of a cow’s brain in 2256, which was later discovered to be present in humans and other social animals. Despite its prevalence, human researchers would ultimately consider it a vestigial region of the brain, having controlled a now obsolete action in ancient humans.    &lt;br /&gt;
&lt;br /&gt;
The Zona Bovinae’s purpose would only be revealed during first contact with humankind in &#039;&#039;&#039;2332&#039;&#039;&#039; with the skrell. Skrell have markedly more developed Zona Bovinae in their brains, which skrell linked to their ability to use psionics. Through an exotic method of neurological signaling and resonance of a still vaguely defined “metaphysical force”, skrell can focus their Zona Bovinae to communicate and interact with each other. Despite the lack of understanding on its finer abilities, skrell have since developed technology that utilizes psionics’ effects.&lt;br /&gt;
&lt;br /&gt;
Despite most other species only possessing vestigial forms of Zona Bovinae, they are still capable of psionic interactions. Extensive, strong use of psionics on this form of the brain center can be overwhelming and destructive on the victim’s [[Skrell_Biology#Psionic_Disorders|physical and mental health]]. &lt;br /&gt;
&lt;br /&gt;
=== Telepathy ===&lt;br /&gt;
&lt;br /&gt;
Telepathy, or active psionic communication with another party, is a common ability used by skrell in order to hold conversations with each other. While this ability requires a significant burst of focus, telepathy allows for skrell to send messages between each other, other sophonts, and most animals. Telepathic communication is a common way to have a private conversation in public. As long as both parties are not doing this to exclude someone from a conversation, it is not considered unusual to carry out full conversations in telepathic communion. Using telepathy to gossip, send secrets, or converse without others knowing is considered rude and excluding. &lt;br /&gt;
&lt;br /&gt;
Outside of telepathy, most psionic interactions are regarded as socially unseemly. Emotional suggestions to other skrell without consent is of the same caliber as a human instigating conflict, and can result in an emotional barrage being exchanged between the two skrell. This sort of psionic dueling typically ends when one skrell loses their emotional composure and succumbs to the suggestions. &lt;br /&gt;
&lt;br /&gt;
Use of telepathy with non-skrell has been deemed perfectly safe for both parties by Federation medical authorities, though unconsented telepathic communication is considered extremely rude, akin to screaming in someone&#039;s ear. While some sophonts remain wary of psionic communication on principle, it remains typical for telepathy to become a fixture for skrell and non-skrell working in close proximity. Indeed, one of the largest contributors to backlash against inter-species telepathy was a series of bogus research papers published in the 2300s that insinuated psionic contact would cause irreparable brain damage in humans. Though long-since disproven by Nralakk authorities, the misconception sadly still circulates in less informed workplaces. Long-term exposure to telepathy and other direct psionic influence is a well-trod field, and has been the subject of numerous studies exploring the subtle psychic nuances found across species and populations.&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 in order to find synthetics, particularly those who are attempting to hide their identity as a synthetic, is considered poor taste. Doing this without prior suspicion is excessively paranoid, and immediately ousting them without prior interaction is poor play. If you do find a character doing this, interacting with them before immediately attempting to oust them is heavily preferred.&lt;br /&gt;
* Telepathy is versatile, and you can convey images, sounds, emotions, and sensations along with regular speech. Make sure to format your telepathic messages to make this apparent to the recipient, at minimum phrasing it to the effect of &amp;quot;You hear/see/feel X in your mind&amp;quot;. While you can project emotions and sensations, this does not mean you can force someone to fully accept this implanted thought. &lt;br /&gt;
* Telepathically sending pain or the sensation of an injury to a character does not mean they can actually be hurt by it, nor would it cause any lasting effects.&lt;br /&gt;
&lt;br /&gt;
=== Receivers and Listeners ===&lt;br /&gt;
&lt;br /&gt;
Skrell are divided into two psionic categories based on their psionic aptitude and relationship with the Nlom, being either “Receivers” or “Listeners”. This difference is decided at birth, with the majority being Receivers at a ratio of 9:1, with no methods available to predict a newborn skrell’s type, nor modify it. Being seemingly at random, some skrell refer to this as the “Great Lottery”. &lt;br /&gt;
&lt;br /&gt;
Receivers and Listeners primarily differ in their natural acclimation to the Nlom, with Receivers being inherently more willing to accept the Nlom’s influences, aiding them in adhering to the current norms of the society around them. Listeners, in contrast, feel much less influence from the Nlom’s consensus-based state, though this causes Listeners to be viewed with suspicion. Bias against Listeners are present in Federation society, with Receivers being the disproportionately dominant group in the government and upper-class. Despite this binary being commonly accepted, some skrell cannot easily classify themselves within one or the other, having felt their attunement to the Nlom fluctuate across their lives.&lt;br /&gt;
&lt;br /&gt;
While most Listeners force themselves to integrate and adhere to the Nlom’s influence, others resist the social ostracization, surveillance, and prejudices held against them by Receivers. These groups agitate for the acceptance of Listeners in many ways, with some adopting radical concepts that call for a purposeful disconnection from the Nlom entirely. Psionic isolationism is considered an extremist opinion within the Nralakk Federation, with most moderate Listener groups renouncing it.&lt;br /&gt;
&lt;br /&gt;
=== The Nlom ===&lt;br /&gt;
&lt;br /&gt;
The Zona Bovinae creates a small range around them referred to a “thought field” consisting of passive emotions and thoughts, referred to as a “psionic wake”. Referred to as the “Nlom” in Nral’Malic, skrell naturally produce a large enough field on an individual level to influence their everyday lives.&lt;br /&gt;
&lt;br /&gt;
The psionic wake of an individual is a constantly passive release of their current emotional state, as well as subconscious thoughts and biases. These ripple outward from them and interact with other skrell, affecting their thoughts and perspectives. Over time, these wakes will grow into a large area of influence in the area Skrell routinely inhabit, expanding its field of influence. These bubbles eventually encompass the entire planet as the skrell population increases, limited only by the atmosphere. Most planetary wake field bubbles cease upon contact with the vacuum of space, with the exact point of termination varying depending on total population, supporting psionic infrastructure, and environmental qualities. &lt;br /&gt;
&lt;br /&gt;
=== Sleeping and [[The_Srom|The Srom]] ===&lt;br /&gt;
&lt;br /&gt;
Skrell typically sleep for roughly one hour every twenty-four hours, and are capable of lapsing both in and out of sleep on command. Skrell who enter deep sleep will have their zona bovinae cease transmitting to the psionic wake, instead sending it towards a shared, oneiric state simply called the &#039;Srom&#039;, or Dream. The Srom connects skrell across a kilometers-wide range, allowing them to share collective experiences together in the dreamscape. &lt;br /&gt;
&lt;br /&gt;
While the Srom’s dreamscape is malleable through concentrated effort, the ability to do so depends heavily on the skill and psionic aptitude of each individual. Only particularly psionically sensitive skrell with extensive practice in shaping dreamscapes can modify entire regions of the Srom, at the cost of being left exhausted upon waking up. Most skrell instead dedicate their focus on the more accessible ability to self-modify their appearances in the Srom, with wearing costumes to transfer them into the dream being common practice. All of these modifications are temporary, fading back into the Srom’s original state over time.&lt;br /&gt;
&lt;br /&gt;
Social inhibitions fade away entirely in the Srom, making it difficult for those in it to keep secrets or stay reserved from others. Many skrell use the dreamscape in order to share ideas and collaborate, finding it much easier to think clearly without having their usual inhibitions stifling their thoughts. Self-isolation in the Srom is as simple as moving themselves away from others in the dreamscape, while completely removing themselves from it involves the use of aluminum to block their psionic signals from being transmitted entirely. Aluminum headphones, wall linings, and hats are commonly used to accomplish this.&lt;br /&gt;
&lt;br /&gt;
Skrell who suffer from [[Skrell_Biology#Psionic_Disorders|sleeping disorders]] are divided between oversleepers and undersleepers. Psionic Oversleepers are those who rely on the Srom as a method of escapism, or develop a dependency to the potential of lucid dreaming to the point of disrupting their daily life and being classified as an addiction. Oversleepers are typically characterized by being seen as recluses, social pariahs, or otherwise eccentric and lazy. Psionic Undersleepers, in contrast, are skrell who have withdrawn from the Srom for multiple reasons, being regarded as having withdrawn due to holding secrets or dangerous information to the point of depriving themselves of sleep.&lt;br /&gt;
&lt;br /&gt;
Srom-capable devices are interfaces attached to machinery that is accessible from within the Srom, allowing skrell connected to the dream to work even while asleep. These interfaces allow work to continue even while asleep, seeing adoption by researchers and bluespace navigators. Srom-capable bluespace drives allow for teams of skrell pilots to coordinate their navigation in order to match the dedicated AI navigators used outside of the Nralakk Federation. Learning how to interface with these devices requires extensive training, and requires the operator to be completely isolated in an aluminium-plated room to focus and restrict access to non-operators.&lt;br /&gt;
&lt;br /&gt;
== Skrell Social Dynamics and Society ==&lt;br /&gt;
&lt;br /&gt;
===Stress and Personality Changes===&lt;br /&gt;
&lt;br /&gt;
Skrell generally have difficulty with holding short-term events with the same importance that other species do due to their longer lifespans and altered perception, with most consequences that affect less than a decade being seen as generally less consequential. This differing perspective allows for skrell to have a higher tolerance of waiting periods and short-term anxieties, though the opposite is true over long-term concerns and existential dread.&lt;br /&gt;
&lt;br /&gt;
Stress accumulation affects skrell at a slower rate, with high stress being exhibited through the inky liquid leaking around their eyes, being perceived as similar to crying. Skrell experiencing extreme stress will usually have patches of stained skin around their eyes and faces, having built up to the point of affecting the skin color.&lt;br /&gt;
&lt;br /&gt;
A skrell’s personality and emotions are notably impacted by the tidal cycles, being both attuned to the ocean and the moon’s influence on the tides. These influences express differently between individual skrell, with the new moon causing some skrell a deep sense of anxiety and unease, while others feel revitalized and energetic from the same phase. Any phenomena that can affect tidal forces are also felt in the skrell present, which requires a period of acclimation similar to moving to a new planet. Some skrell are reluctant to migrate because of this, with the planet’s moon(s) or lack thereof causing notable personality shifts.&lt;br /&gt;
&lt;br /&gt;
===Cohesion and Violence===&lt;br /&gt;
&lt;br /&gt;
Skrell are traditionally a group-oriented species, putting importance on unity both in and between groups above the differences between them. The Nlom causes the prevailing thoughts in a community—and across the Nralakk Federation in the modern day— to be the dominant influence, causing most skrell to subconsciously adhere to the majority. Detractors are typically Listeners, as well as those negatively affected by the current status quo. While skrell enclaves outside of the Nralakk Federation experience conflict and differing opinions, the use of [[Skrell_Technology#Nlom_Relay_Network|Nlom relays]] across the Federation ensures that most citizens will keep to the common consensus of their peers.&lt;br /&gt;
&lt;br /&gt;
During [[Skrell_Early_History#Rise_of_the_Skrell|early skrell history]], violent conflict was commonplace between different clans and between subspecies due to their differences. As skrell societies developed, violence became less culturally accepted, and conflict between opposing groups was not allowed to progress into physical altercations. Most violence during this period shifted towards small-scale, ritualised warfare throughout early-modern skrell history. After the end of the [[Skrell_Synthetic_Age#Late_Synthetic_Age|Synthetic Era]], particularly after the Glorsh-Omega period, this stance changed as the [[Skrell_Biology#X’Lu’oa|fertility crisis]] of the modern day leaves most skrell with deep fears over the extinction of their species. This is most obvious in the [[Skrell_Recent_History#Collaborator_Trials|collaborator trials]], with the most severe punishment being forced interment into cryogenic stasis instead of execution or life imprisonment.&lt;br /&gt;
&lt;br /&gt;
While conflict still occurs in skrell society, physical violence is considered unbecoming and beneath them. Instead, skrell have turned to nonviolent conflict through debate or social pressure between opposing groups. One method, known as a “Unity Demonstration&amp;quot;, consists of a group of skrell arriving to socially pressure and intimidate another group to coerce them into submission. Despite this, violence still exists between skrell, typically damaging property and infrastructure as a common tactic, particularly by criminal organizations and the [[Federation_Crime_and_Resistance#The_Resistance|Lyukal]]. The threat of violence or serious injury is typically the limit for most, but many skrell can still be pushed to violence if forced to defend themselves. &lt;br /&gt;
&lt;br /&gt;
Violence between skrell and other species is viewed in a different light, with the same sentiment that all life is precious being shared by less skrell. Other skrell consider other species to be lesser, and are much more willing to fight them should the need come to pass. Despite this, most skrell are aware of their physical limits as a species, and outside of groups like the [[Skrell_Faith#Suur’ka|Suur&#039;ka]] and those influenced by primarily non-skrell communities, physical conflict should be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
&lt;br /&gt;
Most skrell do not hold eye-contact as important during conversations between each other, and don’t mind the other party facing elsewhere or focusing on a task while speaking with them. This changes among non-skrell who consider this behavior rude and lack the ability to tell what they are looking at with the lack of visible pupils, where they will instead make a point to turn their faces to look directly at whoever they are speaking to in order to display their focus on them. In contrast, skrell are very physical among their peers, and will often embrace, hug, or be otherwise physically affectionate between each other in a way that most non-skrell would consider romantically charged. Personal space is not held as particularly important, with coworkers and acquaintances readily entering close contact without much thought on the action.&lt;br /&gt;
&lt;br /&gt;
Skrell display intimacy with one another primarily through physical contact, with the act of touching the heads and headtails reserved for their close friends or partners. Gestures are also commonly used, with the gesture of touching their forehead and gesturing towards another party is similar to blowing a kiss. Some verbal displays of affection include comparing or nicknaming someone to a named star, with naming an unnamed star after them being a common practice among astronomers throughout history.&lt;br /&gt;
&lt;br /&gt;
Less physically intimate gestures, like those between close friends, involve nudging or prodding them with a headtail, similar to how a human can playfully nudge or gently punch a friend in the arm. Tails are usually the subject of playful rudeness between skrell, usually being pulled on or used to gently hit their friends as a form of roughhousing, though this is considered immature in public.&lt;br /&gt;
&lt;br /&gt;
While skrell can face discrimination and are often the subject of speciesist insults, responding to these in turn with insults of their own is considered improper. Losing face through these confrontations would be interpreted as a sign of being overly-confrontational or a sign of poor demeanor, negatively affecting their reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|A government-provided informational guide depicting typical gestures used by skrell.]]&lt;br /&gt;
&lt;br /&gt;
=== Gender ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Relationships#Unions|Skrell Relationships]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell, due to lacking any form of sexual dimorphism, being simultaneous hermaphrodites, and common consensus across their multiple developed cultures, do not have a concept of gender. While gender identity remains virtually irrelevant in Federation society, skrell who interact often with other cultures that do have socially important notions of gender will sometimes adopt an identity out of simple interest or a desire to be more socially cohesive with who they are interacting with. This decision is given only as much weight as the individual skrell attributes to it, and choosing out of simple whimsy is equally as common as seriously studying and considering who they align the most with.&lt;br /&gt;
&lt;br /&gt;
For the purposes of procreation, skrell utilize a simple form of assigning who is siring and carrying the eggs that will become their progeny. These terms are &#039;&#039;&#039;F&#039;ex&#039;Qa&#039;&#039;&#039;, or Egg-Layers, and &#039;&#039;&#039;F&#039;ex&#039;Tra&#039;&#039;&#039;, or Egg-Fertilizers. These terms are impermanent, and most skrell will alternate multiple times in their relationships between their partners.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
Skrell lack the necessary muscle structures within their faces to perform noticeable facial expressions, leading others to believe skrell are emotionless or stoic. This perception is in contrast with the reality of skrell being very emotional and commonly use emotional displays through body language, vocal tones, word choice, among others.&lt;br /&gt;
&lt;br /&gt;
Physical reactions to strong emotions are a key part of skrell emotional displays, which acts as a “tell” for which emotion is being felt through its physical reactions, which uses sensations like pain and warmth. Emotional pain will quickly become physical pain for skrell, with a link in this phenomenon being linked to their developed zona bovinae. &lt;br /&gt;
&lt;br /&gt;
Due to most other sophont species’ limited hearing range, the tonal ranges skrell use for expression are lost when communicating with non-skrell. Skrell have a very difficult time expressing themselves to non-skrell for this reason, particularly as Nral’malic utilizes these tones to explicitly dictate emotional intent and expression. In contrast, skrell who communicate with each other in their shared language alongside the Nlom casting their emotions engage in near-seamless communication between each other, almost able to predict each other’s thoughts. &lt;br /&gt;
&lt;br /&gt;
To adapt to the physical language barrier between other species, the gesture and tone-based language of &#039;&#039;Nral’Balak&#039;&#039; was made in an attempt to bridge the gap. Nral’Balak utilizes a combination of body language, gestures, and vocal cues to indicate emotional states and needs. While providing a standard for conveying emotions to non-skrell, it exists primarily as a guide for skrell to adapt to conversing in their own way, meaning most messages are context-based. A skrell crooning can either be from fear when being placed in danger, or from disappointment from not enjoying a meal. Typically, non-verbal sounds have a tonal indicator, with a high pitch indicating happiness or high energy emotions, while a lower pitch indicates sadness, distress or low energy emotions. Physical gestures also require context clues, with a tilt of the head capable of meaning confusion at a statement, or as a show of interest or curiosity to something shown to them.&lt;br /&gt;
&lt;br /&gt;
=== Humour ===&lt;br /&gt;
&lt;br /&gt;
The concept of humour between skrell is completely different to what other species consider humourous, with a majority of amusement or comedic value for skrell being solely a reaction to the unexpected. The sensation of finding something comedic or entertaining is also felt differently, producing a mild pain akin to the tingling sensation after eating spicy food, a sudden weakness in the muscles, or an itch on the roof of the mouth in severity. Humor as a whole manifests as a “fuzzy” feeling within a skrell’s head, which can rise with the severity of entertainment to the point of causing dizziness or disorientation. Outwardly, skrell primarily react vocally through a series of chirps and chirrups not dissimilar to a laugh, typically accompanied with repetitive headtail or hand gestures.&lt;br /&gt;
&lt;br /&gt;
The feeling of amusement is enjoyed by most skrell, particularly by younger skrell, while others may find it as patronizing or insulting due to it being derived from the assumption that they would not have seen the joke coming. Older skrell find very few things humorous from their long life of experiences, and will usually remain unsurprised. In formal settings, it is considered impolite to tell even a mild joke in the wrong context, with a joke as a slight towards the guest of honour being seen as more acceptable, rather than doing so while dining at a restaurant with your extended family.&lt;br /&gt;
&lt;br /&gt;
While most other species’ humour relies on words, wordplay, or stories with punchlines to be effective, skrell humor relies primarily on visual humor. Skrell humour is considered very literal as a reaction to the unexpected, with most jokes relying on the unexpected to be funny. Compared to a human joke, a skrell joke relies less on a punchline, and more on the setup, with absurdity taking priority. Due to this, most skrell find verbal jokes unfunny or taken incorrectly, with describing a scenario being taken completely differently in comparison to actually viewing it. As a consequence of how skrell humour functions, skrell fear reactions are the same as laughing. A skrell may chirrup or chirp in response to being startled, much like nervous laughter, and is generally unpleasant. Despite the differences in senses of humour, skrell can develop an appreciation for the humour of other species. While not find a human joke amusing, skrell will instead find it clever or and be able to identify why the joke is considered funny. Most puns will be seen as wordplay, and usually explained back to the speaker, though this isn’t taken well.&lt;br /&gt;
&lt;br /&gt;
Many skrell who undergo training or treatment to repress their fear responses, typically for work in dangerous fields or as an enforcer, will equally suppress their senses of humour. While these emotions are tied between each other, most skrell who lose their sense of humour will find it very difficult to regain it afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Happiness&#039;&#039;&#039; is very easy to visually tell from skrell emotional displays. Skrell will use a varied mixture of headbobbing, shrills, and positioning of their headtails to convey their joy, with the curling their headtails and warbling in higher pitch being most common. Skrell struggle to contain their joy, resulting in such often spilling over into the rest of their body and repetitive motions (such as rapidly blinking or flapping their hands) as an obvious sign of happiness. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sadness&#039;&#039;&#039; is a much more difficult to identify emotion, and is one of the harder emotions to convey for skrell that other species can understand. Emotional pain quickly surpasses the threshold to cause physical pain for skrell, which can sometimes become debilitating when suffering from sufficiently overwhelming misery. Physically, sadness is displayed through quiet, low chirps shifting the headtails to hide the neck, fidgeting and rubbing of the headtails and fingers, as well as facing away from others compulsively. &lt;br /&gt;
&lt;br /&gt;
Both &#039;&#039;&#039;confusion&#039;&#039;&#039; and &#039;&#039;&#039;fear&#039;&#039;&#039; are easy to spot emotions for skrell. Confusion compulsively makes skrell emit a mix of high and low pitched warbles and croaks, along with the continuous shifting of their head side to side. This behavior helps skrell process audible information from someone speaking, or when noises in the dark. Skrell will also feel the need to cover their neck with their headtails, tucking their arms inwards and widening their eyes to protect the vital organs to ensure their survival as a flight response.&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 sole skrell political entity within the Orion Spur. The Nralakk Federation&#039;s history traces back to its [[Skrell_Early_History#Unity_of_Skrell|original founding]] in &#039;&#039;&#039;878 CE&#039;&#039;&#039;, having formed in response to independence movements across skrell space colonies. The Federation was dismantled following the rise of Glorsh-Omega, then reestablished as the &#039;&#039;&#039;Second Nralakk Federation&#039;&#039;&#039; following the reunification of the species afterwards.&lt;br /&gt;
&lt;br /&gt;
While the Nralakk Federation is primarily a meritocratic state, Federation society is heavily stratified based on the &#039;&#039;&#039;Social Compatibility Index&#039;&#039;&#039; system, which scores individuals based on how closely they follow the ideals and maintain the social cohesion of the nation. Low-scoring individuals experience social ostracization and restriction of their rights, while high-scoring individuals are elevated as celebrities and pillars of the society. This social stratification causes skrell pushed outside of the system to rebel against it in the form of illegal organizations and non-conformist movements, who work to dismantle the system, or towards reforming the nation entirely.&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 dominance the Nralakk Federation has over the species. Named after the resistance movement that acted against Glorsh-Omega originally, Lyukal cells work independently to achieve their objectives, ranging from non-violent demonstrations, to acts of terror and attacks against military installations.&lt;br /&gt;
&lt;br /&gt;
===Marauders===&lt;br /&gt;
&lt;br /&gt;
The [[Federation_Crime_and_Resistance#Marauders|Marauders]] are a broad term for pirates, smugglers, and other criminals who operate within the Traverse. Despite sharing a term, each group typically operates independently from each other, from pirate groups that plunder resources to extort higher prices from their original recipients, to collectivized groups that intend to aid colonies in the Traverse to lessen their dependence on the federal core. While a loose group, the Ti&#039;Rakqi is the largest and most notable Marauder group active in the Traverse, consisting of multiple fleets of Marauders that work in tandem for mutual benefit.&lt;br /&gt;
&lt;br /&gt;
===Interspecies Relations===&lt;br /&gt;
&lt;br /&gt;
Skrell generally hold themselves above the other sophonts of the Orion Spur, being technologically advanced and self-titling themselves as being enlightened and scientific. Skrell society self-considers itself to be refined and above the trappings of violence and ignorance that other societies suffer from, culminating in many skrell seeing themselves as caretakers, wards, and mentors for the younger, lesser species. This manifests in many different ways on an individual level, but is readily apparent in the Nralakk Federation&#039;s international relations and foreign policy. The Federation has maintained its position as a technological giant, and is unwilling to release many of the technological advancements to other nations. Any research shared is done through releasing technology that they perceive has no potential for misuse, and only to those deemed responsible enough to receive it. Politically, the Federation has historically maintained its isolationist position until recently, and is still in the beginning phase of involving itself in Spur-wide politics.&lt;br /&gt;
&lt;br /&gt;
On an individual level, skrell experience a wider general acceptance from other species tolerance when abroad, with a few exceptions. Humanity as a whole tolerates skrell, with the [[Solarian Alliance]] in particular maintaining close ties due to their relationship with the Nralakk Federation. General xenophobia persists, but skrell are tolerated more than other species within Solarian space, differing only by region. Skrell are more tolerated on planets where they have a large presence such as [[Europa]], [[Silversun]], [[Venus]], and 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-Federation and anti-skrell, such as the [[Coalition of Colonies]]. Other species, like [[Unathi|unathi]], have a tense relationship with skrell due to their involvement in first contact with humankind. Some unathi maintain a level of animosity towards skrell due to the events of the [[Contact War]], though [[Ouerea]] have embraced skrell in their shared fight for democracy on the planet.&lt;br /&gt;
&lt;br /&gt;
[[Vaurca]], specifically those from the [[C&#039;thur in the Federation|C&#039;thur hive]], are generally well-accepted by skrell. Their contributions to the Nralakk Federation have quickly secured their place as respected members of Federation society. However, Hive C&#039;thur&#039;s use of [[Vaurca_Biology#Taxonomy|Viax]] and [[Vaurca_Biology#Cephalons_(Type_D)|Cephalons]] are considered too close to the use of artificial intelligence among some skrell, with the hive’s loyalty to the Federation also called into question after C&#039;thur was granted strategic positions within the nation’s political and military spheres.&lt;br /&gt;
&lt;br /&gt;
[[Diona]] were the first species encountered and [[Diona in the Federation|integrated]] by the Nralakk Federation, with their assistance in rebuilding the nation post-Synthetic Era cementing the bond between the two species. Dionae are respected on both a societal and individual level, being integrated into most levels of Federation society, and the rights they have received in comparison to the rest of the Spur remains proof of their position. &lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
A vast majority of skrell live and are primarily born in Nralakk Federation, with those skrell living outside of the nation being a small, but notable, minority. In the [[Skrell_Culture#Different_Eras_of_Skrell|Radiant Era]], skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; of Federation space were noted on human worlds with significant skrell presence, notably [[Mictlan]], [[New Gibson]], and [[Skrell Abroad|other planets]]. These children &#039;&#039;&#039;still enjoy&#039;&#039;&#039; Federation citizenship by birthright as skrell, as the Federation [[Guide_to_Citizenship#Nralakk_Federation_and_Citizenship|considers all skrell as citizens]], while also preserving their citizenship within the nation of their birth. Skrell born in the Republic of Biesel are protected from deportation or other legal actions by the Nralakk Federation, which also extends to skrell who have enlisted in the Tau Ceti Foreign Legion.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes appeared in the aftermath of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], of which they are living anomalies in the aftermath of what is hypothesized to be a &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly. These slimes will manifest wherever large amounts of bluespace transit and bluespace interactions occur. These lifeforms remain a topic of controversy and debate in the scientific community of the Nralakk Federation, with massive efforts are made to contain and research slimes across the Orion Spur. The Federation extends this effort towards non-allies to ensure slimes cause no harm, though the Federation’s presence alongside slimes are the source of many conspiracy theories. Moral quandaries around the treatment, specifications, and ethical handling of slimes continue to this day, with some skrell viewing them as remnants of those that died in the rebellion, while others call them bioweapons leftover by Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation outlaws the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slimes escaping beyond laboratory environments. Slime research facilities in the Federation are equipped with state of the art control systems to ensure slimes do not escape containment, 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;
&#039;&#039;&#039;Jobhopping is not allowed&#039;&#039;&#039;. While skrell are long-lived and typically obtain multiple degrees, adherence to the server rules on jobhopping is mandatory.&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;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. Character removal is a serious event, and attempting to misuse this progress is a violation of server rules.&lt;br /&gt;
&lt;br /&gt;
The [[Nralakk Federation]] considers all skrell to be de jure citizens, regardless of origin. In reality, those born outside of the Federation do not have full citizenship, and must apply before they can receive the benefits and adhere to Federation laws. Some nations have official policies and agreements with the Nralakk Federation that allow their 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 necessary. 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 skrell as a whole are generally communal and embrace conformity, this does not mean that all skrell hold the same beliefs. While skrell can be split between [[Skrell#Receivers_and_Listeners|Listeners and Receivers]], where Listeners are less susceptible to the Nlom’s consensus and Receivers are more susceptible, this does not completely override the individual character’s personalities and experiences. The consensus reached through the Nlom can only influence a skrell&#039;s thoughts to an extent. For example, while a majority of skrell agree that artificial intelligence is dangerous, more specific views of its use differ on an individual level. The debate on Cephalons and Viax being used by the C&#039;thur is contested, with a majority believing that they are too close to artificial intelligence, but it is not the singular opinion of the entire species. In the Traverse, where the consensus from the Nlom is fed through the federal core worlds through Nlom Relays, these have begun to fall into disrepair in light of the Phoron Scarcity, and before that point faced more contested opinions with many skrell in the Traverse. Skrell on the frontier live in the reality of their circumstances of neglect from the Nralakk Federation, and thus hold more skeptical or outright anti-Federation sentiments. &lt;br /&gt;
&lt;br /&gt;
When playing a skrell character, the factors of their life do influence their thoughts. If your character is a Secondary Numerical from the [[Notable_Skrell_Systems_and_Locations#Skrell_Systems_and_Locations|Inner Systems]], they have been exposed to the Nralakk Federation’s care, propaganda, and Nlom consensus their entire life, and would not personally experience oppression at the hands of the nation. This character would then 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 due to their relationship with 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 in many ways, 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. Skrell also do not show emotion in the same way that other species do, as reflected on the entries regarding their emotional displays on this page. These mannerisms can differ, and a skrell born abroad in human space would adopt more human displays and ways of expressing their emotions. When roleplaying your character&#039;s emotions, it should be done in ways that would be less obvious to non-skrell who haven’t interacted with many skrell before. &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>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Zoleth,_The_Herald_of_Scars&amp;diff=39416</id>
		<title>Zoleth, The Herald of Scars</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Zoleth,_The_Herald_of_Scars&amp;diff=39416"/>
		<updated>2026-05-19T21:07:13Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: typo 2&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’Zoleth’akeh Zo’ra&lt;br /&gt;
 |Alt title = The Herald of Scars&lt;br /&gt;
 |Image = zolethhive.png&lt;br /&gt;
 |Color Akaix = &amp;lt;span style=&amp;quot;color:#650015&amp;quot;&amp;gt;(RGB 101, 0, 21)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Za&#039;Viax = &amp;lt;span style=&amp;quot;color:#790015&amp;quot;&amp;gt;(RGB 121, 0, 21)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ka&#039;Viax = &amp;lt;span style=&amp;quot;color:#6f1515&amp;quot;&amp;gt;(RGB 111, 21, 21)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Akaix = &amp;lt;span style=&amp;quot;color:#730015&amp;quot;&amp;gt;(RGB 115, 0, 21)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Viax = &amp;lt;span style=&amp;quot;color:#610015&amp;quot;&amp;gt;(RGB 97, 0, 21)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Locations = [[Colonized Vaurca Worlds#Caprice|Caprice]], Tau Ceti&lt;br /&gt;
}}&lt;br /&gt;
The proclaimed ‘Warrior’ Lesser Queen of the Zo’ra, she embodies the Zo’ra ideals of warfare and has stylized herself as one of the Hive’s greatest commanders. She is known by many names: The Queen of Warfare, The Herald of Scars, Mother of Victories. Stories are told of how other Lesser Queens are often aloof and untouchable, but Zoleth’akeh is on the front, calling for war. &lt;br /&gt;
&lt;br /&gt;
She has been labeled a warmonger by some because of this. Indeed to the galaxy at large, it may seem that way, but Zoleth’akeh does not hate peace. She is just not stymied by its disruption. To her, it is the height of wisdom to make war when it is needed and to make peace when it is not, to not cling to idealistic notions that cannot exist. Even before the [[Vaurca History#The Great Evacuation|Exodus]], Zoleth’akeh was legendary among the Court of Queens, one of the only cross-hive diplomatic bodies to exist upon old [[Sedantis I|Sedantis]]. &lt;br /&gt;
&lt;br /&gt;
==Her Realm==&lt;br /&gt;
The Virtual Reality Zoleth hosts glorifies the victories of the past. It is described as an enormous monolithic cavern with countless stories of tall moving bas-reliefs, depicting the mighty struggles from Zo’ra past. Throughout it, Vaurcae of old, and those few yet to be born, constantly train for their roles within the Hive. Training can take countless forms, from modern battle tactics to espionage, to molecular biology, and solely depends on what the Hive determines is needed for the Unbound. The few Workers within this VR often maintain vast historical records of the battles of yore, raising important figures in those conflicts up as heroes to be idolized. They have also been poring over the countless new weapons introduced to them since their contact with humanity, documenting their form and function. &lt;br /&gt;
&lt;br /&gt;
The dead warriors of the Zo’ra often choose to remain here, in their virtual afterlife, continuing their service in perpetuity. One of the most striking features of this Virtual landscape is its center, a massive scale representation of the known galaxy. At the will of those given access to it, It can zoom into any sector of the galaxy, and model that location if the Hive has access to the information needed. In a great circle around it, the repeated phrase in ancient Vaurcese &#039;&#039;Li’etak Vak’klaztoz T’akilozk’iek&#039;&#039;, which translates roughly into Basic as ‘The Everchanging Battlefield.’&lt;br /&gt;
&lt;br /&gt;
==Her Brood==&lt;br /&gt;
Composed mostly by Warriors, Zoleth’s brood has been the most negatively affected since their arrival to [[Tau Ceti]], with nearly half the Bound Warrior forms having been culled for either diplomatic purposes or lack of resources. &lt;br /&gt;
&lt;br /&gt;
As of now, most of her remaining brood reside upon scorching [[Colonized Vaurca Worlds#Caprice|Caprice]], with all of the remaining bound warrior forms under close supervision by Biesel officials within a large surface garrison that humans have called Dis. The Bound and Unbound of Caprice have often focused upon cavern excavation and k’ois production, and their efforts were fundamental to ease the k’ois famine of the Hive. Architectural feats such as the construction of New Sedantis are reminiscent of the old Zo’rane glory of the past, with thick layers of regolith shielding from the surface heat and radiation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039; that are meant for active combat are particularly tested. More than any other brood, the training they undergo is brutal, with multiple deaths in Virtual Reality being commonplace for each Za. Organized battles that require a Warrior to survive are common, as death means redoing the entire simulation again. The result of this training is a brutally effective fighting force, one that commands respect among the Hives and beyond. Even when not on duty, Zoleth’s Warriors may bring themselves to participate in other violent simulations or blood sports, with ‘deathmatches’ in the Realm a fairly common activity, particularly with those that follow The Method. Plenty of them serve or have served at the [[Tau Ceti Foreign Legion]], being one of the broods with the most presence in terms of active legionnaires. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workers&#039;&#039;&#039; are not always meant to keep archives of the Hive and the battles, but are also known to be spiritual guides, with [[Vaurca Religion#Shapers|Shapers]] not being uncommon. Perhaps because of Zoleth’s own ambitions, the [[Vaurca Religion#Modern Pantheon|Modern Pantheon]] is a widespread religion, and one of the biggest breeding grounds for new priests is located inside her Virtual Reality. Many of Zoleth’s Workers are now also participating in engineering and architectural feats across Tau Ceti, as the complex tunnels of Caprice are mostly done. Though Vaurcaesian architecture is often seen as strange and alien to humans, it has been regarded as practical and some projects have shown interest in incorporating some of their design philosophy elements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039; of her brood are probably the most abundant in Bound populations. While traditionally a brood of warriors, Caprice has required a lot of construction work and thus a demand for heavy lifters arose. The Unbound Bulwarks are usually engineers, assisting in public works for New Sedantis or the other cities of the Zo’rane capital colony.&lt;br /&gt;
&lt;br /&gt;
==Xakat’kl’atan==&lt;br /&gt;
One can argue that Zoleth has one of the highest rates of Xakat’kl’atan in the Zo’ra Hive, and two have been celebrated for their teachings even amongst other broods, even with their names having caught the interest of human researchers too.&lt;br /&gt;
&lt;br /&gt;
===Ka’Akaix’Iotiex Zo’ra===&lt;br /&gt;
Ka’Akaix’Iotiex Zo’ra, Zoleth’s personal Archivist, is famous for memorizing the living history of the Hive. It is known for its acumen in recalling even the most trivial of details from the long history of Sedantis and the Zo’ra Hive. Iotiex has been said to pore over the lives and deaths of every single soldier of every single battle it can get its hands on. It achieved its title of Xakat&#039;kl&#039;atan this way, offering a ‘Totality of War’ experience to the Queen, and those few Za or Ka taken as its pupils. &lt;br /&gt;
&lt;br /&gt;
The most famous battle that it has totalled would be the decisive conflict at the Ryitu’kya Abyss, the turning battle of the [[Vaurca History#The Great Hive War|Great Hive War]]. Still a young queen then, Zoleth and her forces had marshalled a force a million strong and held to reinforce the natural subterranean land bridge between the Zo’rane Continental plate and the shared plates of several other hives, already consumed by the Lii’dra menace. Outnumbered and outgunned, this conflict is still studied to this day as a masterclass in critical thinking, and strategic warfare. As loss here would herald the beginning of the end for the Zo’ra Hive, Zoleth herself was present in the fight, at one point engaging two enemy bound warforms at once. From the cavern ceiling to the air, to the bloody ground conflict itself, Iotiex left nothing out of its recalling, painting a bloody picture of war that continues to mesmerize and horrify to this day. Iotex disciples are known for sharing the [[Vaurca Religion#Hive War Myth|Hive War Myth]] with human researchers, and are able to recite it in Basic, even if they prefer not to profane it by doing so.&lt;br /&gt;
&lt;br /&gt;
===Za’Akaix’Morz Zo’ra===&lt;br /&gt;
Za’Akaix’Morz Zo’ra is a renowned warrior for its incredible ability to adapt immediately to rapidly changing situations. Whether this ability stems from the motto of ‘The Everchanging Battlefield’ or caused it is a topic of debate. Morz contributed to the development of The Method, a martial art employed by Vaurca warriors. Aptly named, this is a method for disabling and killing opponents with brutal natural savagery, employing rapid shredding with use of the Vaurca’s powerful mandibles, causing severe lacerations and penetrating aggressive strikes. &lt;br /&gt;
&lt;br /&gt;
Za that follow Morz are often subjected to incredibly large-scale tournament stages inside VR named Reacting Crucible. Similar to human video games, the Za in question must face a simulated, fake ‘enemy’ Za in an arena that changes shape, size and environment at random intervals. One particular stage can last between a split second and thirty, but the fight ever continues. These tournaments can last long periods of time depending on how many make it through each round. Every consecutive round, the difficulty increases through the ‘enemy Za’. What was once a small group of lumbering, slow pawns can transition into a brutal horde or a squad of lightning-fast assassins. At the later rounds, mimicries of the Za would serve as opponents. The purpose of this is not to test, contest, or compare Warriors but instead to provide a method of fun, both in spectating and participating, and serve as a method of tutelage. There is always a logical and easy method of defeating opponents —commonly, use of the changing environment—, a point encouraged by the fact that the high-scorers often got cheap wins by kiting enemies into dangers, be it pits, spikes, molten rock, or even a simulated precise orbital bombardment.&lt;br /&gt;
&lt;br /&gt;
==Weavemakers and Notable Subrealms==&lt;br /&gt;
Queen Zoleth typically selects her  [[Virtual_Reality#Weavemakers|Weavemakers]] from those within the Hive that have accomplished something notable, even if it is minor. Her subrealms are typically focused on conflict and combat, even more so than other broods. However. she also has a significant portion devoted to the history of the [[Vaurca History#The Great Hive War|Great Hive War]]. &lt;br /&gt;
&lt;br /&gt;
===Egress Point===&lt;br /&gt;
Egress Point, or &#039;&#039;&#039;Trema&#039;likea&#039;&#039;&#039; as it is commonly known, is a trial subrealm designed by Za&#039;Akaix&#039;Renta Zo&#039;ra, which, whilst not unique for featuring combat, does so in a manner that is unusual. Renta claims to have been inspired by the vertical element of conflict on Sedantis, the realm pitting two teams against one another in an environment that is ever-changing. Massive cubes, portals, crushing pistons, flat environments that abruptly curve in on themselves almost paradoxically, anything can happen at any time, which is only exacerbated by the periodic randomisation of the truly massive levels. &lt;br /&gt;
&lt;br /&gt;
Warriors who can think quickly devise winning strategies, and those who claim victory through clever tactics on a regular basis can expect to be respected, even by members of the brood who denounce the realm as random and not a helpful representation of the skills required in the true ever-changing battlefield. It is common knowledge amongst the brood that Renta is in a rivalry with Za’Akaix’Morz Zo&#039;ra over their realm, &amp;quot;Reacting Crucible.&amp;quot; Whilst the trials both share some elements, they are constantly competing to add features that will attract participants to their realm and away from the competition. Many of Zoleth&#039;s warriors are known to swear by one and vocally denounce the other. &lt;br /&gt;
&lt;br /&gt;
===The Memorial===&lt;br /&gt;
The Memorial is the largest depiction of the [[The Great Hive War#The Attack of the Thousand Titans|Battle of Kan&#039;koor]], otherwise known as the Attack of the Thousand Titans, ever constructed. It was designed by hundreds of Zo&#039;rane archivists working together to create what is often described as a &amp;quot;moment trapped in time&amp;quot; by those who visit the realm, with kilometres of the battle recreated as a still piece of art. Every detail of the pivotal battle has been meticulously crafted and can be walked through and witnessed firsthand. Participants often describe the memorial as having a somber feeling, and the scale of the battle is enough to humble many new warriors when they first visit. It serves as a grim reminder to the warriors of the Zo&#039;ra Hive about the threat that Lii&#039;dra pose should they be allowed to continue to exist.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
The attack of the [[The Lii&#039;dra|Lii’dra]] has caused Zoleth to redouble her efforts in the construction of their new home. Caprice, despite its relative population in comparison to the other planets of Tau Ceti, imports more steel and glass than any other world, except for Biesel. Massive amounts of capital are spent, with this economic boom being felt across many of the smaller businesses and private shipping enterprises across Tau Ceti that can afford good heat shielding.&lt;br /&gt;
&lt;br /&gt;
Separate from this, the brood have taken it upon themselves to also resolve the domestic issues that plague Vaurcaesian life within Tau Ceti. Opting to have no confidence in the legal systems, Zoleth’akeh ordered the creation of kill teams to assassinate the leadership of several notable gangs upon [[Mendell City|Mendell]]. These attacks were seemingly successful in stopping an extremely bloody gang war, but with the assassinations revealed by a fellow Queen, the revelation has caused Tau Ceti’s legal and political leaders to question whether or not a Vaurca Queen could be held accountable for crimes even as a citizen. As of today, no charges or crimes have been brought against Queen Zoleth’akeh. &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>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Zoleth,_The_Herald_of_Scars&amp;diff=39415</id>
		<title>Zoleth, The Herald of Scars</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Zoleth,_The_Herald_of_Scars&amp;diff=39415"/>
		<updated>2026-05-19T21:06:55Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: typo&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’Zoleth’akeh Zo’ra&lt;br /&gt;
 |Alt title = The Herald of Scars&lt;br /&gt;
 |Image = zolethhive.png&lt;br /&gt;
 |Color Akaix = &amp;lt;span style=&amp;quot;color:#650015&amp;quot;&amp;gt;(RGB 101, 0, 21)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Za&#039;Viax = &amp;lt;span style=&amp;quot;color:#790015&amp;quot;&amp;gt;(RGB 121, 0, 21)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ka&#039;Viax = &amp;lt;span style=&amp;quot;color:#6f1515&amp;quot;&amp;gt;(RGB 111, 21, 21)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Akaix = &amp;lt;span style=&amp;quot;color:#730015&amp;quot;&amp;gt;(RGB 115, 0, 21)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Viax = &amp;lt;span style=&amp;quot;color:#610015&amp;quot;&amp;gt;(RGB 97, 0, 21)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Locations = [[Colonized Vaurca Worlds#Caprice|Caprice]], Tau Ceti&lt;br /&gt;
}}&lt;br /&gt;
The proclaimed ‘Warrior’ Lesser Queen of the Zo’ra, she embodies the Zo’ra ideals of warfare and has stylized herself as one of the Hive’s greatest commanders. She is known by many names: The Queen of Warfare, The Herald of Scars, Mother of Victories. Stories are told of how other Lesser Queens are often aloof and untouchable, but Zoleth’akeh is on the front, calling for war. &lt;br /&gt;
&lt;br /&gt;
She has been labeled a warmonger by some because of this. Indeed to the galaxy at large, it may seem that way, but Zoleth’akeh does not hate peace. She is just not stymied by its disruption. To her, it is the height of wisdom to make war when it is needed and to make peace when it is not, to not cling to idealistic notions that cannot exist. Even before the [[Vaurca History#The Great Evacuation|Exodus]], Zoleth’akeh was legendary among the Court of Queens, one of the only cross-hive diplomatic bodies to exist upon old [[Sedantis I|Sedantis]]. &lt;br /&gt;
&lt;br /&gt;
==Her Realm==&lt;br /&gt;
The Virtual Reality Zoleth hosts glorifies the victories of the past. It is described as an enormous monolithic cavern with countless stories of tall moving bas-reliefs, depicting the mighty struggles from Zo’ra past. Throughout it, Vaurcae of old, and those few yet to be born, constantly train for their roles within the Hive. Training can take countless forms, from modern battle tactics to espionage, to molecular biology, and solely depends on what the Hive determines is needed for the Unbound. The few Workers within this VR often maintain vast historical records of the battles of yore, raising important figures in those conflicts up as heroes to be idolized. They have also been poring over the countless new weapons introduced to them since their contact with humanity, documenting their form and function. &lt;br /&gt;
&lt;br /&gt;
The dead warriors of the Zo’ra often choose to remain here, in their virtual afterlife, continuing their service in perpetuity. One of the most striking features of this Virtual landscape is its center, a massive scale representation of the known galaxy. At the will of those given access to it, It can zoom into any sector of the galaxy, and model that location if the Hive has access to the information needed. In a great circle around it, the repeated phrase in ancient Vaurcese &#039;&#039;Li’etak Vak’klaztoz T’akilozk’iek&#039;&#039;, which translates roughly into Basic as ‘The Everchanging Battlefield.’&lt;br /&gt;
&lt;br /&gt;
==Her Brood==&lt;br /&gt;
Composed mostly by Warriors, Zoleth’s brood has been the most negatively affected since their arrival to [[Tau Ceti]], with nearly half the Bound Warrior forms having been culled for either diplomatic purposes or lack of resources. &lt;br /&gt;
&lt;br /&gt;
As of now, most of her remaining brood reside upon scorching [[Colonized Vaurca Worlds#Caprice|Caprice]], with all of the remaining bound warrior forms under close supervision by Biesel officials within a large surface garrison that humans have called Dis. The Bound and Unbound of Caprice have often focused upon cavern excavation and k’ois production, and their efforts were fundamental to ease the k’ois famine of the Hive. Architectural feats such as the construction of New Sedantis are reminiscent of the old Zo’rane glory of the past, with thick layers of regolith shielding from the surface heat and radiation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039; that are meant for active combat are particularly tested. More than any other brood, the training they undergo is brutal, with multiple deaths in Virtual Reality being commonplace for each Za. Organized battles that require a Warrior to survive are common, as death means redoing the entire simulation again. The result of this training is a brutally effective fighting force, one that commands respect among the Hives and beyond. Even when not on duty, Zoleth’s Warriors may bring themselves to participate in other violent simulations or blood sports, with ‘deathmatches’ in the Realm a fairly common activity, particularly with those that follow The Method. Plenty of them serve or have served at the [[Tau Ceti Foreign Legion]], being one of the broods with the most presence in terms of active legionnaires. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workers&#039;&#039;&#039; are not always meant to keep archives of the Hive and the battles, but are also known to be spiritual guides, with [[Vaurca Religion#Shapers|Shapers]] not being uncommon. Perhaps because of Zoleth’s own ambitions, the [[Vaurca Religion#Modern Pantheon|Modern Pantheon]] is a widespread religion, and one of the biggest breeding grounds for new priests is located inside her Virtual Reality. Many of Zoleth’s Workers are now also participating in engineering and architectural feats across Tau Ceti, as the complex tunnels of Caprice are mostly done. Though Vaurcaesian architecture is often seen as strange and alien to humans, it has been regarded as practical and some projects have shown interest in incorporating some of their design philosophy elements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039; of her brood are probably the most abundant in Bound populations. While traditionally a brood of warriors, Caprice has required a lot of construction work and thus a demand for heavy lifters arose. The Unbound Bulwarks are usually engineers, assisting in public works for New Sedantis or the other cities of the Zo’rane capital colony.&lt;br /&gt;
&lt;br /&gt;
==Xakat’kl’atan==&lt;br /&gt;
One can argue that Zoleth has one of the highest rates of Xakat’kl’atan in the Zo’ra Hive, and two have been celebrated for their teachings even amongst other broods, even with their names having caught the interest of human researchers too.&lt;br /&gt;
&lt;br /&gt;
===Ka’Akaix’Iotiex Zo’ra===&lt;br /&gt;
Ka’Akaix’Iotiex Zo’ra, Zoleth’s personal Archivist, is famous for memorizing the living history of the Hive. It is known for its acumen in recalling even the most trivial of details from the long history of Sedantis and the Zo’ra Hive. Iotiex has been said to pour over the lives and deaths of every single soldier of every single battle it can get its hands on. It achieved its title of Xakat&#039;kl&#039;atan this way, offering a ‘Totality of War’ experience to the Queen, and those few Za or Ka taken as its pupils. &lt;br /&gt;
&lt;br /&gt;
The most famous battle that it has totalled would be the decisive conflict at the Ryitu’kya Abyss, the turning battle of the [[Vaurca History#The Great Hive War|Great Hive War]]. Still a young queen then, Zoleth and her forces had marshalled a force a million strong and held to reinforce the natural subterranean land bridge between the Zo’rane Continental plate and the shared plates of several other hives, already consumed by the Lii’dra menace. Outnumbered and outgunned, this conflict is still studied to this day as a masterclass in critical thinking, and strategic warfare. As loss here would herald the beginning of the end for the Zo’ra Hive, Zoleth herself was present in the fight, at one point engaging two enemy bound warforms at once. From the cavern ceiling to the air, to the bloody ground conflict itself, Iotiex left nothing out of its recalling, painting a bloody picture of war that continues to mesmerize and horrify to this day. Iotex disciples are known for sharing the [[Vaurca Religion#Hive War Myth|Hive War Myth]] with human researchers, and are able to recite it in Basic, even if they prefer not to profane it by doing so.&lt;br /&gt;
&lt;br /&gt;
===Za’Akaix’Morz Zo’ra===&lt;br /&gt;
Za’Akaix’Morz Zo’ra is a renowned warrior for its incredible ability to adapt immediately to rapidly changing situations. Whether this ability stems from the motto of ‘The Everchanging Battlefield’ or caused it is a topic of debate. Morz contributed to the development of The Method, a martial art employed by Vaurca warriors. Aptly named, this is a method for disabling and killing opponents with brutal natural savagery, employing rapid shredding with use of the Vaurca’s powerful mandibles, causing severe lacerations and penetrating aggressive strikes. &lt;br /&gt;
&lt;br /&gt;
Za that follow Morz are often subjected to incredibly large-scale tournament stages inside VR named Reacting Crucible. Similar to human video games, the Za in question must face a simulated, fake ‘enemy’ Za in an arena that changes shape, size and environment at random intervals. One particular stage can last between a split second and thirty, but the fight ever continues. These tournaments can last long periods of time depending on how many make it through each round. Every consecutive round, the difficulty increases through the ‘enemy Za’. What was once a small group of lumbering, slow pawns can transition into a brutal horde or a squad of lightning-fast assassins. At the later rounds, mimicries of the Za would serve as opponents. The purpose of this is not to test, contest, or compare Warriors but instead to provide a method of fun, both in spectating and participating, and serve as a method of tutelage. There is always a logical and easy method of defeating opponents —commonly, use of the changing environment—, a point encouraged by the fact that the high-scorers often got cheap wins by kiting enemies into dangers, be it pits, spikes, molten rock, or even a simulated precise orbital bombardment.&lt;br /&gt;
&lt;br /&gt;
==Weavemakers and Notable Subrealms==&lt;br /&gt;
Queen Zoleth typically selects her  [[Virtual_Reality#Weavemakers|Weavemakers]] from those within the Hive that have accomplished something notable, even if it is minor. Her subrealms are typically focused on conflict and combat, even more so than other broods. However. she also has a significant portion devoted to the history of the [[Vaurca History#The Great Hive War|Great Hive War]]. &lt;br /&gt;
&lt;br /&gt;
===Egress Point===&lt;br /&gt;
Egress Point, or &#039;&#039;&#039;Trema&#039;likea&#039;&#039;&#039; as it is commonly known, is a trial subrealm designed by Za&#039;Akaix&#039;Renta Zo&#039;ra, which, whilst not unique for featuring combat, does so in a manner that is unusual. Renta claims to have been inspired by the vertical element of conflict on Sedantis, the realm pitting two teams against one another in an environment that is ever-changing. Massive cubes, portals, crushing pistons, flat environments that abruptly curve in on themselves almost paradoxically, anything can happen at any time, which is only exacerbated by the periodic randomisation of the truly massive levels. &lt;br /&gt;
&lt;br /&gt;
Warriors who can think quickly devise winning strategies, and those who claim victory through clever tactics on a regular basis can expect to be respected, even by members of the brood who denounce the realm as random and not a helpful representation of the skills required in the true ever-changing battlefield. It is common knowledge amongst the brood that Renta is in a rivalry with Za’Akaix’Morz Zo&#039;ra over their realm, &amp;quot;Reacting Crucible.&amp;quot; Whilst the trials both share some elements, they are constantly competing to add features that will attract participants to their realm and away from the competition. Many of Zoleth&#039;s warriors are known to swear by one and vocally denounce the other. &lt;br /&gt;
&lt;br /&gt;
===The Memorial===&lt;br /&gt;
The Memorial is the largest depiction of the [[The Great Hive War#The Attack of the Thousand Titans|Battle of Kan&#039;koor]], otherwise known as the Attack of the Thousand Titans, ever constructed. It was designed by hundreds of Zo&#039;rane archivists working together to create what is often described as a &amp;quot;moment trapped in time&amp;quot; by those who visit the realm, with kilometres of the battle recreated as a still piece of art. Every detail of the pivotal battle has been meticulously crafted and can be walked through and witnessed firsthand. Participants often describe the memorial as having a somber feeling, and the scale of the battle is enough to humble many new warriors when they first visit. It serves as a grim reminder to the warriors of the Zo&#039;ra Hive about the threat that Lii&#039;dra pose should they be allowed to continue to exist.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
The attack of the [[The Lii&#039;dra|Lii’dra]] has caused Zoleth to redouble her efforts in the construction of their new home. Caprice, despite its relative population in comparison to the other planets of Tau Ceti, imports more steel and glass than any other world, except for Biesel. Massive amounts of capital are spent, with this economic boom being felt across many of the smaller businesses and private shipping enterprises across Tau Ceti that can afford good heat shielding.&lt;br /&gt;
&lt;br /&gt;
Separate from this, the brood have taken it upon themselves to also resolve the domestic issues that plague Vaurcaesian life within Tau Ceti. Opting to have no confidence in the legal systems, Zoleth’akeh ordered the creation of kill teams to assassinate the leadership of several notable gangs upon [[Mendell City|Mendell]]. These attacks were seemingly successful in stopping an extremely bloody gang war, but with the assassinations revealed by a fellow Queen, the revelation has caused Tau Ceti’s legal and political leaders to question whether or not a Vaurca Queen could be held accountable for crimes even as a citizen. As of today, no charges or crimes have been brought against Queen Zoleth’akeh. &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>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Starlight_Zone&amp;diff=39165</id>
		<title>Starlight Zone</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Starlight_Zone&amp;diff=39165"/>
		<updated>2026-05-05T14:16:25Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: purging the robot race riots&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;
==Overview== &lt;br /&gt;
Throughout the [[Warbling_:_The_Traverse_Strikes_Back#Unprecedented_Mass_Migration_of_Skrell|tumultuous events]], Skrell were divided and sent to various cities across Tau Ceti. Majority of the refugees found themselves assigned to the port city of District Eight within [[Mendell City]], mostly set up in hastily built habitation units provided by either Hephaestus Industries or NanoTrasen Corporation. A majority of these habitation units often float above the water of Severson&#039;s Rift with parts of them even being submerged to accommodate the Skrell biology. Towards the ports of Severson&#039;s Rift, habitation units can also be seen stacked on one another to create rudimentary high-rises that host entire family units. Most habitation units are outfitted with gardens, showing a stunning display of hues when witnessed from above.&lt;br /&gt;
&lt;br /&gt;
Those settled within the region have begun to refer to the transitory refugee camp as the &#039;&#039;&#039;“Starlight Zone”&#039;&#039;&#039; due to the lack of established residencies in the district and its lowered light pollution, allowing the observation of constellations and other orbital bodies residing with Tau Ceti. Many Skrell who are not refugees also find themselves attracted to this location; often buying out nicer high-rises and flats that refugees cannot afford.&lt;br /&gt;
&lt;br /&gt;
==Demographics and Living Conditions==&lt;br /&gt;
The Starlight Zone is almost entirely made up of Skrell; [[Skrell_Biology#Skrell_Subspecies|Xiialt, Axiori, and Xiiori]] alike. However, there may be a handful of organics that stay within the zone at any given time. Whether this is due to the extremely cheap housing or the lax policing is up for debate. The Starlight Zone is almost entirely devoid of [[IPC]].&lt;br /&gt;
&lt;br /&gt;
===Lekan Village (Above-Water)===&lt;br /&gt;
&#039;&#039;&#039;Lekan Village&#039;&#039;&#039; has become the informal name of the above-water areas of the Starlight Zone. Inhabitants view this portion of the Starlight Zone as an extension of the larger Lekan District that the Starlight Zone occupies. Naturalization is heavily emphasized among the Lekan Village occupants and it&#039;s inhabitants are more open to the ideals and mindset of Biesel culture. Communication between the Lekan Village and the greater Lekan District is seamless as the Xii&#039;Eyes neighborhood watch coordinates extensively with the border guards. Lekan Village mainly houses Xiialt and some Xiiori but it would not be uncommon to see an occasional Axiori or non-Skrell. Occupants of the Lekan Village will often stay above-water unless hydration is needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lekan Village has a tenuous relationship with Severson City due to differing ideals and cultural clashes. Occupants of each city often get into various arguments surrounding local politics and culture.&#039;&#039;&lt;br /&gt;
[[File:Starlight Zone Flag.png|thumb|right|The flag of the Starlight Zone. Red symbolizing Lekan Village and Blue symbolizing Severson City.]]&lt;br /&gt;
===Severson City (Below-Water)===&lt;br /&gt;
&#039;&#039;&#039;Severson City&#039;&#039;&#039; has become the informal name of the below-water areas of the Starlight Zone. Multiple entrances to Severson City can be found in the form of manholes throughout Lekan Village. This area of the Starlight Zone is named after the body of water that it resides in. Occupants of Severson City emphasize strong connections to Federation culture; often only eating [[Skrell Cuisine|Skrell cuisine]] and speaking Nral&#039;Malic exclusively. Severson City also has a much higher crime rate than Lekan Village due to the disconnect with Mendell law enforcement. The Quix-Collective is theorized to have their main headquarters in Severson City. Severson City mainly houses Axiori and some Xiiori but it would not be uncommon to see an occasional Xiialt. Occupants of Severson City will often stay below-water unless they need to exit the Starlight Zone through the official border.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Severson City is completely closed off to non-Skrell.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Disease Outbreak===&lt;br /&gt;
[[Skrell_Biology#Infectious_Diseases|Red Spotted Fever]] is a fairly common ailment plaguing those born in the [[Skrell_Culture|Radiant Era]] who reside in the Starlight Zone. Due to the close quarters of the zone, Skrell are often isolated in makeshift clinics when affected by the fever; only being allowed to see family and friends once fully healed. It is speculated that the Skrell cuisine, [[Skrell_Cuisine|Fjylozn]], that is grown and prepared in Severson&#039;s Rift is at a higher risk of carrying the bacteria responsible for the Red Spotted Fever. Neighborhood watches are investigating certain market stalls that seem to be ground zero for the spread of the disease and they are promising that health and safety standards will be brought up to par. As of now Fjylozn is still being prepared and sold within the Starlight Zone; however, one must be wary of prices that seem exorbitantly cheap as more often than not the cook has cut corners and prepared the meal inadequately.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
The Starlight Zone finds itself as the host of many different cultures; some native to the Federation and others entirely new. Skrell who are not employed will frequently find themselves taking on a merchantlike role within the zone; haggling with outsiders and then selling their goods in makeshift stalls both above and below-water. Unemployed Skrell who do not have the social skills to become merchants may find themselves joining scavenger units that scour District Eight and Severson&#039;s Rift for long forgotten scrap while others become fisherman who sell their catches to local chefs. Those with culinary skills may even open up a restaurant stall that boasts a wide variety of Skrell cuisine. Overall, the layout of the Starlight Zone is akin to a large village. The above-water areas as well as the below-water areas are speckled with small plazas, gardens, and habitation modules that make the Starlight Zone feel compact and busy.&lt;br /&gt;
&lt;br /&gt;
===Sports===&lt;br /&gt;
*Skrell within the Starlight Zone will often &#039;&#039;&#039;swim and footrace&#039;&#039;&#039; competitively. The races often take place in a public garden or underwater stretch of road with spectators spanning the entire length. These sporting events are split into two different classes, Xiialt and Axiori, with prizes ranging from a free meal at one of the local food stalls to Credits. The current winner of the official monthly race will also be given the Axic Cup - a large trophy named after the character Axic from [[Skrell_Culture#Swimstars|Swimstars]]. Should the current holder of the Axic Cup be beaten in the next monthly race they will then relinquish the reward. Winners of the larger tournaments often become a local [[Skrell_Culture#Idols|idol]]; causing extreme amounts of competitiveness within the community. It is not uncommon to see Skrell training publicly by running or swimming as fast as they can within the Starlight Zone. The local competitiveness surrounding these events has also caused an uptick in gyms being built within the zone. Gyms are often owned by neighborhood watch groups and have a membership fee for those who are not part of the neighborhood watch.&lt;br /&gt;
&lt;br /&gt;
*Another sport that has raised in popularity within the Starlight Zone is &#039;&#039;&#039;Puq&#039;ei Disc&#039;&#039;&#039; and arenas are solely located in Severson City. Puq&#039;ei disc is a team-based sports game that normally sees 4 players on each team fighting over possession of a disc-like frisbee with teams being defined by colored uniformed. The playing field for puq&#039;ei disc has a goal zone on each side with obstacles free-floating within the arena; this allows players to grab and push off of obstacles to increase their maneuverability. Throwing the disc into a goal from more than 10m away constitutes a longshot and is awarded 3 points- a shot from within 10m is only 2 points. Contestants will wear specialized suits that give them perfect buoyancy, allowing them to glide throughout the water with ease. Something to note is that Puq&#039;ei disc is also a full contact sport allowing tackling and light blows to the body. However, it would be wise to have a referee on-hand to call out egregious plays. This sport was invented for below-water play, but some speculate that zero-g play is possible.&lt;br /&gt;
&lt;br /&gt;
===Entertainment===&lt;br /&gt;
Skrell within the Starlight Zone are often fond of human-made teledramas as well as some classics from [[Skrell Cinematography|the Federation]]. Skrell can often be seen crowded around a television unit with multiple family members and friends to watch reruns of Swimstars as well as some local human shows. Televisions are not prominent in the Starlight Zone which leads to large viewing parties whenever new episodes are released. These viewing parties will often take place in the common area of a habitation unit or within a public merchant stall. &lt;br /&gt;
&lt;br /&gt;
Another favored pastime within the zone would be competitive e-sports. Due to the mandate that forces Skrell refugee to join the [[Tau Ceti Foreign Legion]]; the videogame played on the [[Human_Entertainment_Media#Republic_of_Biesel|NT-Game! system, Foreign Legionnaire: Heroes of Tau Ceti,]] has seen a rise in popularity within the Starlight Zone. Many Skrell will hold local competitions and boast their competitive ranking and it would not be uncommon to see Skrell wager Credits during &amp;quot;1 vs 1&amp;quot; matches. Many members of the Starlight Zone have even started betting on the outcome of popular matches; something that the Quix-Collective is more than happy to assist in.&lt;br /&gt;
&lt;br /&gt;
==Crime and Policing==&lt;br /&gt;
[[File:Zrosian Watch.jpg|200px|thumb|right|An example of Pro-Zrosian Watch propaganda frequently found in Severson City.]][[File:Xii&#039;Eyes Propaganda Poster.png|200px|thumb|right|An example of Pro-Xii&#039;Eyes propaganda frequently found in Lekan Village.]]&lt;br /&gt;
&#039;&#039;Kalq&#039;Qi Weibii oversees the Starlight Zone as the honorary Rift Watcher.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Most comings and goings are closely monitored by a checkpoint on the main entrance road. Those that do not live within the Starlight Zone are required to carry a visitor permit. The permit is not too difficult to obtain, and really only requires a visit to a government registry building. The permit system is designed to deter security incidents, and help authorities monitor the population. Skrell citizens of the Starlight Zone will carry a residency permit that is distinct from a visitor permit. Due to the irregular shape of the Starlight Zone as well as access by Severson&#039;s Rift, there are several “unofficial” sites across its boundary fences and water borders that allow individuals to pass seamlessly and without worry. This also allows [[Qerr&#039;Malic|Xu&#039;Xi gas]] smugglers in and out of the Starlight Zone with relative ease. These entrances are a well-known secret among the populace of the Starlight Zone and the land paths are often hidden by scrap collected throughout District Eight.&lt;br /&gt;
&lt;br /&gt;
===Neighborhood Watches===&lt;br /&gt;
Aside from the border checkpoints there is little policing actually done within the Starlight Zone due to the general landscape and underwater portions of the zone. This has lead to organizations akin to neighborhood watches rising in popularity. These neighborhood watch groups often clash on who has &amp;quot;jurisdiction&amp;quot; of specific areas. However, it is commonly accepted that the &#039;&#039;&#039;Zrosian Watch&#039;&#039;&#039; has jurisdiction of the submerged areas while the &#039;&#039;&#039;Xii&#039;Eyes&#039;&#039;&#039; keep track of the above-water areas.&lt;br /&gt;
&lt;br /&gt;
====Zrosian Watch====&lt;br /&gt;
This neighborhood watch is made up almost exclusively of Axiori and Xiiori due to their quick response speed within the submerged areas of &#039;&#039;&#039;Severson City&#039;&#039;&#039;. Members of the Xii&#039;Eyes often find themselves arriving to submerged crime scenes minutes behind members of the Zrosian Watch. This has allowed the Zrosian Watch to monopolize the submerged areas of the Starlight Zone. The Zrosian Watch&#039;s name relates to the [[Skrell_Biology#Psionic_Development|Zrose Graph]]; implying that the Zrosian Watch is more psionically capable than the Xii&#039;Eyes. The Zrosian Watch operates with town halls being the deciding factor when it comes to procedures and planning.&lt;br /&gt;
&lt;br /&gt;
====Xii&#039;Eyes====&lt;br /&gt;
This neighborhood watch is made up almost exclusively of Xiialt becuase the biological differences of the Xiialt make them more adept at responding to crimes in &#039;&#039;&#039;Lekan Village&#039;&#039;&#039;. Members of the Xii&#039;Eyes also find themselves working with border guards quite frequently; making them, in their own eyes, the official neighborhood watch of the Starlight Zone. Due to a large portion of Xii&#039;Eyes showing up to crime scenes they are commonly referred to as the &amp;quot;General Infantry&amp;quot; of the above-water. Currently all decisions are made by the the Xii&#039;Eyes&#039; leader; &#039;&#039;&#039;Pex Qu&#039;Oiualoi&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Gasriders===&lt;br /&gt;
[[Qerr%27Malic#Gasriders|Gasriders]] of the Starlight Zone partake in the smuggled Xu&#039;Xi gasses that are natural to [[Qerr&#039;Malic]]&#039;s core. However, the legitimacy of these smuggled gasses are questionable; many of the shipments are speculated to cheap synthetic knock-offs that achieve the same effect at the cost of a nastier hangover. Those under the effects of smuggled Xu&#039;Xi gasses will often have increased tear secretion, feelings of euphoria, and frequent black outs within their memories. Due to the widespread importation of Xu&#039;Xi gas and the sub-optimal living conditions of the Starlight Zone many Skrell find themselves addicted. Possession of Xu&#039;Xi gas capsules is considered a crime and neighborhood watches will often seek out supposed dealers. Neighborhood watches have also attempted to crack down on the import of smuggled Xu&#039;Xi gas by members of the [[Marauders#Ti.27Rakqi|Ti&#039;Rakqi]]; those caught importing will often be turned over to the border guards. The Gasrider community has a growing presence, despite the local authority&#039;s best efforts, and being under the influence of Xu&#039;Xi gas itself is not a crime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See Related Page: [[Skrell_Culture#Typical_Skrell_Slang|Typical Skrell Slang]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Organized Crime===&lt;br /&gt;
====Quix-Collective====&lt;br /&gt;
While smaller, petty crime happens regularly in the Starlight Zone there seems to be an overarching group who oversees the more lucrative aspects. The &#039;&#039;&#039;Quix-Collective&#039;&#039;&#039; oversees multiple operations throughout the Starlight Zone; including but not limited to- [[Federation_Crime_and_Resistance#Narcotics_Production|Uoo’qui Xuqi and Co’qnixq Wuxi]] smuggling, Xu&#039;Xi gas smuggling, racketeering, gambling, and some even speculate that they control the neighborhood watches and quite possibly the Rift Watcher herself. It is not uncommon to see enforcers walking or swimming from business to business wearing their signature black slacks, pastel dress shirts, and dark purple armbands. The Quix-Collective is not inherently more synthphobic when compared to the average Skrell and most will not attack a synthetic without valid cause. While the lower level thugs of the Quix-Collective can commonly be seen, the inner workings of the organization are a mystery. Even enforcers who were apprehended by the neighborhood watch had little information regarding their superiors. The neighborhood watches have learned that their orders are delivered anonymously or through a complex series of middlemen- making all efforts to apprehend the criminals a lost cause. The supposed boss of the Quix-Collective is known only as &#039;&#039;&#039;Quix&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Notable Figures &amp;amp; Urban Legends==&lt;br /&gt;
===[[Notable_Skrell#Kalq%E2%80%99Qi_Weibii|Kalq&#039;Qi Weibii]]===&lt;br /&gt;
The Rift Watcher of the Starlight Zone is credited with negotiating the placement of the original refugee settlement as well as helping most of it&#039;s residents reach the Republic of Biesel safely. As of today, Weibii acts as a liaison between the Starlight Zone and Mendell City while also overseeing day-to-day operations within both Lekan Village and Severson City.&lt;br /&gt;
&lt;br /&gt;
===Quix===&lt;br /&gt;
As shadow leader of the Quix-Collective this murky individual is half urban legend due to the fact that no one has seen their face.&lt;br /&gt;
&lt;br /&gt;
===The Severson Dreadnaught===&lt;br /&gt;
This &#039;&#039;urban legend&#039;&#039; quickly took hold in the Starlight Zone with familial units who have young Skrell children. The Severson Dreadnaught is said to lurk the bottom of the rift looking for misbehaving children who wander too far from home. Should the Dreadnaught find a misbehaving child, whether in Severson City or in Lekan Village, the legend says they will be taken to one of the many underwater caves in the rift never to be seen again.&lt;br /&gt;
&lt;br /&gt;
===Ximi No&#039;Tails===&lt;br /&gt;
This &#039;&#039;urban legend&#039;&#039; focuses on a very old Skrell with no headtails. They are said to frequently wander the streets at night looking for an unsuspecting victim so that they can steal the tails right from their head. Xenophobic in origin, this legend states that a xeno kidnapped Ximi and cut their headtails off to serve them as a rare cuisine in the black markets of Mendell City. While the story is mainly told in Severson City it can also be heard in Lekan Village.&lt;br /&gt;
&lt;br /&gt;
===Night Swimmer===&lt;br /&gt;
Should you ever be in Severson City and feel the water chill... The Night Swimmer is already upon you. Moving extremely fast, even for an Axiori, this pitch black Skrell can be seen swimming full force towards it&#039;s target. Once the Night Swimmer reaches you it is already too late. Your best chance is to swim as fast as you can towards the nearest manhole and exist Severson City into Lekan Village. &#039;&#039;It is important to note: Three murders have been perpetrated within Severson City and are accredited to the Night Swimmer.&#039;&#039; This is one of the rare cases where both the Xii&#039;Eyes and the Zrosian Watch are cooperating.&lt;br /&gt;
&lt;br /&gt;
===Smiling Demon===&lt;br /&gt;
According to the &#039;&#039;urban legend&#039;&#039; this abnormally tall Skrell roams Lekan Village early in the morning right before sunrise. Their heavy, clonking footsteps are often heard before they are seen. The Smiling Demon will then tap an individual on the shoulder and ask, &amp;quot;Do you like my smile?&amp;quot;. If the individual does not turn but simply says, &amp;quot;It is very lovely.&amp;quot; the Smiling Demon will pass them by without issue. However, if the individual says no or turns to look- They will see the Smiling Demon grinning from tail to tail with a full set of human teeth. Those said to gaze upon the smile and live are cursed with [[Skrell_Biology#Psionic_Disorders|Insanity of the Tide]].&lt;br /&gt;
&lt;br /&gt;
==Unique Constellations==&lt;br /&gt;
&lt;br /&gt;
The Starlight Zone has its own recognised constellations, sanctioned by the Qeblak church on Qerrbalak, which while minor are revered by Skrell hailing from the Zone. A phenomenon unique to the Starlight Zone regarding these constellations can be observed; rather than the constellations having both positive and negative attributes that all Skrell generally accept, each constellation has two sets of interpretations based on which section of the Starlight Zone a Skrell hails from. While officially the Qeblak faith only recognises the attributes that those from Severson City have assigned to the constellations, the Lekan District has their own set that they openly observe - much to the annoyance of their neighbours.&lt;br /&gt;
&lt;br /&gt;
[[File:The Trident.png|thumb|right|&#039;&#039;&#039;The Trident&#039;&#039;&#039;: Protection, Security (Severson). Oppression, Subjugation (Lekan).]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Shell.png|thumb|left|&#039;&#039;&#039;The Shell&#039;&#039;&#039;: Home, Family (Severson). Refuge, Safety (Lekan).]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Wave.png|thumb|center|330px|&#039;&#039;&#039;The Wave&#039;&#039;&#039;: Pilgrimage, Journey (Severson). Escape, Freedom (Lekan).]]&lt;br /&gt;
&lt;br /&gt;
==Dionae and The Starlight Zone==&lt;br /&gt;
Following in the wake of Skrellian mass migration, a small minority of Federation Dionae immigrated into the Starlight Zone with the rest of their host race. Their reasons for leaving are myriad, whether by having close associations with the departing Skrell, or partaking in seditious practices themselves. &lt;br /&gt;
&lt;br /&gt;
Those Dionae that chose to remain in the Starlight Zone are the most bitter about having to leave, having to have abandoned all the opportunities living in the Federation entails for their kind. Though few, these Dionae live parallel lives with the residents of Severson City, and are staunch proponents of Federation culture.&lt;br /&gt;
	Most, however, chose to depart from the ad-hoc district. These tend to be wild Dionae that never fully embraced federation culture, or seditious types with no connections. Those with means have moved into other districts, while the more destitute or religious Gestalts have gravitated towards District 11. Dionae that subscribe to any of the Eternal faiths quickly adapt, with those following the Blood Eternal making the most out of the District as they can practice without federation scrutiny. &lt;br /&gt;
	&lt;br /&gt;
As was the case for Skrell, Dionae refugees have been offered citizenship in exchange for service in the TCFL. Given the already small proportion of Dionae that decided to flee the system, they are aren&#039;t nearly as ubiquitous in the legion as their Skrellian counterparts were.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Starlight_Zone&amp;diff=39163</id>
		<title>Starlight Zone</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Starlight_Zone&amp;diff=39163"/>
		<updated>2026-05-05T14:11:39Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: no more siege&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;
==Overview== &lt;br /&gt;
Throughout the [[Warbling_:_The_Traverse_Strikes_Back#Unprecedented_Mass_Migration_of_Skrell|tumultuous events]], Skrell were divided and sent to various cities across Tau Ceti. Majority of the refugees found themselves assigned to the port city of District Eight within [[Mendell City]], mostly set up in hastily built habitation units provided by either Hephaestus Industries or NanoTrasen Corporation. A majority of these habitation units often float above the water of Severson&#039;s Rift with parts of them even being submerged to accommodate the Skrell biology. Towards the ports of Severson&#039;s Rift, habitation units can also be seen stacked on one another to create rudimentary high-rises that host entire family units. Most habitation units are outfitted with gardens, showing a stunning display of hues when witnessed from above.&lt;br /&gt;
&lt;br /&gt;
Those settled within the region have begun to refer to the transitory refugee camp as the &#039;&#039;&#039;“Starlight Zone”&#039;&#039;&#039; due to the lack of established residencies in the district and its lowered light pollution, allowing the observation of constellations and other orbital bodies residing with Tau Ceti. Many Skrell who are not refugees also find themselves attracted to this location; often buying out nicer high-rises and flats that refugees cannot afford.&lt;br /&gt;
&lt;br /&gt;
==Demographics and Living Conditions==&lt;br /&gt;
The Starlight Zone is almost entirely made up of Skrell; [[Skrell_Biology#Skrell_Subspecies|Xiialt, Axiori, and Xiiori]] alike. However, there may be a handful of organics that stay within the zone at any given time. Whether this is due to the extremely cheap housing or the lax policing is up for debate. The Starlight Zone is almost entirely devoid of [[IPC]].&lt;br /&gt;
&lt;br /&gt;
===Lekan Village (Above-Water)===&lt;br /&gt;
&#039;&#039;&#039;Lekan Village&#039;&#039;&#039; has become the informal name of the above-water areas of the Starlight Zone. Inhabitants view this portion of the Starlight Zone as an extension of the larger Lekan District that the Starlight Zone occupies. Naturalization is heavily emphasized among the Lekan Village occupants and it&#039;s inhabitants are more open to the ideals and mindset of Biesel culture. Communication between the Lekan Village and the greater Lekan District is seamless as the Xii&#039;Eyes neighborhood watch coordinates extensively with the border guards. Lekan Village mainly houses Xiialt and some Xiiori but it would not be uncommon to see an occasional Axiori or non-Skrell. Occupants of the Lekan Village will often stay above-water unless hydration is needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lekan Village has a tenuous relationship with Severson City due to differing ideals and cultural clashes. Occupants of each city often get into various arguments surrounding local politics and culture.&#039;&#039;&lt;br /&gt;
[[File:Starlight Zone Flag.png|thumb|right|The flag of the Starlight Zone. Red symbolizing Lekan Village and Blue symbolizing Severson City.]]&lt;br /&gt;
===Severson City (Below-Water)===&lt;br /&gt;
&#039;&#039;&#039;Severson City&#039;&#039;&#039; has become the informal name of the below-water areas of the Starlight Zone. Multiple entrances to Severson City can be found in the form of manholes throughout Lekan Village. This area of the Starlight Zone is named after the body of water that it resides in. Occupants of Severson City emphasize strong connections to Federation culture; often only eating [[Skrell Cuisine|Skrell cuisine]] and speaking Nral&#039;Malic exclusively. Severson City also has a much higher crime rate than Lekan Village due to the disconnect with Mendell law enforcement. The Quix-Collective is theorized to have their main headquarters in Severson City. Severson City mainly houses Axiori and some Xiiori but it would not be uncommon to see an occasional Xiialt. Occupants of Severson City will often stay below-water unless they need to exit the Starlight Zone through the official border.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Severson City is completely closed off to non-Skrell.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Disease Outbreak===&lt;br /&gt;
[[Skrell_Biology#Infectious_Diseases|Red Spotted Fever]] is a fairly common ailment plaguing those born in the [[Skrell_Culture|Radiant Era]] who reside in the Starlight Zone. Due to the close quarters of the zone, Skrell are often isolated in makeshift clinics when affected by the fever; only being allowed to see family and friends once fully healed. It is speculated that the Skrell cuisine, [[Skrell_Cuisine|Fjylozn]], that is grown and prepared in Severson&#039;s Rift is at a higher risk of carrying the bacteria responsible for the Red Spotted Fever. Neighborhood watches are investigating certain market stalls that seem to be ground zero for the spread of the disease and they are promising that health and safety standards will be brought up to par. As of now Fjylozn is still being prepared and sold within the Starlight Zone; however, one must be wary of prices that seem exorbitantly cheap as more often than not the cook has cut corners and prepared the meal inadequately.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
The Starlight Zone finds itself as the host of many different cultures; some native to the Federation and others entirely new. Skrell who are not employed will frequently find themselves taking on a merchantlike role within the zone; haggling with outsiders and then selling their goods in makeshift stalls both above and below-water. Unemployed Skrell who do not have the social skills to become merchants may find themselves joining scavenger units that scour District Eight and Severson&#039;s Rift for long forgotten scrap while others become fisherman who sell their catches to local chefs. Those with culinary skills may even open up a restaurant stall that boasts a wide variety of Skrell cuisine. Overall, the layout of the Starlight Zone is akin to a large village. The above-water areas as well as the below-water areas are speckled with small plazas, gardens, and habitation modules that make the Starlight Zone feel compact and busy.&lt;br /&gt;
&lt;br /&gt;
===Sports===&lt;br /&gt;
*Skrell within the Starlight Zone will often &#039;&#039;&#039;swim and footrace&#039;&#039;&#039; competitively. The races often take place in a public garden or underwater stretch of road with spectators spanning the entire length. These sporting events are split into two different classes, Xiialt and Axiori, with prizes ranging from a free meal at one of the local food stalls to Credits. The current winner of the official monthly race will also be given the Axic Cup - a large trophy named after the character Axic from [[Skrell_Culture#Swimstars|Swimstars]]. Should the current holder of the Axic Cup be beaten in the next monthly race they will then relinquish the reward. Winners of the larger tournaments often become a local [[Skrell_Culture#Idols|idol]]; causing extreme amounts of competitiveness within the community. It is not uncommon to see Skrell training publicly by running or swimming as fast as they can within the Starlight Zone. The local competitiveness surrounding these events has also caused an uptick in gyms being built within the zone. Gyms are often owned by neighborhood watch groups and have a membership fee for those who are not part of the neighborhood watch.&lt;br /&gt;
&lt;br /&gt;
*Another sport that has raised in popularity within the Starlight Zone is &#039;&#039;&#039;Puq&#039;ei Disc&#039;&#039;&#039; and arenas are solely located in Severson City. Puq&#039;ei disc is a team-based sports game that normally sees 4 players on each team fighting over possession of a disc-like frisbee with teams being defined by colored uniformed. The playing field for puq&#039;ei disc has a goal zone on each side with obstacles free-floating within the arena; this allows players to grab and push off of obstacles to increase their maneuverability. Throwing the disc into a goal from more than 10m away constitutes a longshot and is awarded 3 points- a shot from within 10m is only 2 points. Contestants will wear specialized suits that give them perfect buoyancy, allowing them to glide throughout the water with ease. Something to note is that Puq&#039;ei disc is also a full contact sport allowing tackling and light blows to the body. However, it would be wise to have a referee on-hand to call out egregious plays. This sport was invented for below-water play, but some speculate that zero-g play is possible.&lt;br /&gt;
&lt;br /&gt;
===Entertainment===&lt;br /&gt;
Skrell within the Starlight Zone are often fond of human-made teledramas as well as some classics from [[Skrell Cinematography|the Federation]]. Skrell can often be seen crowded around a television unit with multiple family members and friends to watch reruns of Swimstars as well as some local human shows. Televisions are not prominent in the Starlight Zone which leads to large viewing parties whenever new episodes are released. These viewing parties will often take place in the common area of a habitation unit or within a public merchant stall. &lt;br /&gt;
&lt;br /&gt;
Another favored pastime within the zone would be competitive e-sports. Due to the mandate that forces Skrell refugee to join the [[Tau Ceti Foreign Legion]]; the videogame played on the [[Human_Entertainment_Media#Republic_of_Biesel|NT-Game! system, Foreign Legionnaire: Heroes of Tau Ceti,]] has seen a rise in popularity within the Starlight Zone. Many Skrell will hold local competitions and boast their competitive ranking and it would not be uncommon to see Skrell wager Credits during &amp;quot;1 vs 1&amp;quot; matches. Many members of the Starlight Zone have even started betting on the outcome of popular matches; something that the Quix-Collective is more than happy to assist in.&lt;br /&gt;
&lt;br /&gt;
==Crime and Policing==&lt;br /&gt;
[[File:Zrosian Watch.jpg|200px|thumb|right|An example of Pro-Zrosian Watch propaganda frequently found in Severson City.]][[File:Xii&#039;Eyes Propaganda Poster.png|200px|thumb|right|An example of Pro-Xii&#039;Eyes propaganda frequently found in Lekan Village.]]&lt;br /&gt;
&#039;&#039;Kalq&#039;Qi Weibii oversees the Starlight Zone as the honorary Rift Watcher.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Most comings and goings are closely monitored by a checkpoint on the main entrance road. Those that do not live within the Starlight Zone are required to carry a visitor permit. The permit is not too difficult to obtain, and really only requires a visit to a government registry building. The permit system is designed to deter security incidents, and help authorities monitor the population. Skrell citizens of the Starlight Zone will carry a residency permit that is distinct from a visitor permit. Due to the irregular shape of the Starlight Zone as well as access by Severson&#039;s Rift, there are several “unofficial” sites across its boundary fences and water borders that allow individuals to pass seamlessly and without worry. This also allows [[Qerr&#039;Malic|Xu&#039;Xi gas]] smugglers in and out of the Starlight Zone with relative ease. These entrances are a well-known secret among the populace of the Starlight Zone and the land paths are often hidden by scrap collected throughout District Eight.&lt;br /&gt;
&lt;br /&gt;
===Neighborhood Watches===&lt;br /&gt;
Aside from the border checkpoints there is little policing actually done within the Starlight Zone due to the general landscape and underwater portions of the zone. This has lead to organizations akin to neighborhood watches rising in popularity. These neighborhood watch groups often clash on who has &amp;quot;jurisdiction&amp;quot; of specific areas. However, it is commonly accepted that the &#039;&#039;&#039;Zrosian Watch&#039;&#039;&#039; has jurisdiction of the submerged areas while the &#039;&#039;&#039;Xii&#039;Eyes&#039;&#039;&#039; keep track of the above-water areas.&lt;br /&gt;
&lt;br /&gt;
====Zrosian Watch====&lt;br /&gt;
This neighborhood watch is made up almost exclusively of Axiori and Xiiori due to their quick response speed within the submerged areas of &#039;&#039;&#039;Severson City&#039;&#039;&#039;. Members of the Xii&#039;Eyes often find themselves arriving to submerged crime scenes minutes behind members of the Zrosian Watch. This has allowed the Zrosian Watch to monopolize the submerged areas of the Starlight Zone. The Zrosian Watch&#039;s name relates to the [[Skrell_Biology#Psionic_Development|Zrose Graph]]; implying that the Zrosian Watch is more psionically capable than the Xii&#039;Eyes. The Zrosian Watch operates with town halls being the deciding factor when it comes to procedures and planning.&lt;br /&gt;
&lt;br /&gt;
====Xii&#039;Eyes====&lt;br /&gt;
This neighborhood watch is made up almost exclusively of Xiialt becuase the biological differences of the Xiialt make them more adept at responding to crimes in &#039;&#039;&#039;Lekan Village&#039;&#039;&#039;. Members of the Xii&#039;Eyes also find themselves working with border guards quite frequently; making them, in their own eyes, the official neighborhood watch of the Starlight Zone. Due to a large portion of Xii&#039;Eyes showing up to crime scenes they are commonly referred to as the &amp;quot;General Infantry&amp;quot; of the above-water. Currently all decisions are made by the the Xii&#039;Eyes&#039; leader; &#039;&#039;&#039;Pex Qu&#039;Oiualoi&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Gasriders===&lt;br /&gt;
[[Qerr%27Malic#Gasriders|Gasriders]] of the Starlight Zone partake in the smuggled Xu&#039;Xi gasses that are natural to [[Qerr&#039;Malic]]&#039;s core. However, the legitimacy of these smuggled gasses are questionable; many of the shipments are speculated to cheap synthetic knock-offs that achieve the same effect at the cost of a nastier hangover. Those under the effects of smuggled Xu&#039;Xi gasses will often have increased tear secretion, feelings of euphoria, and frequent black outs within their memories. Due to the widespread importation of Xu&#039;Xi gas and the sub-optimal living conditions of the Starlight Zone many Skrell find themselves addicted. Possession of Xu&#039;Xi gas capsules is considered a crime and neighborhood watches will often seek out supposed dealers. Neighborhood watches have also attempted to crack down on the import of smuggled Xu&#039;Xi gas by members of the [[Marauders#Ti.27Rakqi|Ti&#039;Rakqi]]; those caught importing will often be turned over to the border guards. The Gasrider community has a growing presence, despite the local authority&#039;s best efforts, and being under the influence of Xu&#039;Xi gas itself is not a crime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See Related Page: [[Skrell_Culture#Typical_Skrell_Slang|Typical Skrell Slang]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Organized Crime===&lt;br /&gt;
====Quix-Collective====&lt;br /&gt;
While smaller, petty crime happens regularly in the Starlight Zone there seems to be an overarching group who oversees the more lucrative aspects. The &#039;&#039;&#039;Quix-Collective&#039;&#039;&#039; oversees multiple operations throughout the Starlight Zone; including but not limited to- [[Federation_Crime_and_Resistance#Narcotics_Production|Uoo’qui Xuqi and Co’qnixq Wuxi]] smuggling, Xu&#039;Xi gas smuggling, racketeering, gambling, and some even speculate that they control the neighborhood watches and quite possibly the Rift Watcher herself. It is not uncommon to see enforcers walking or swimming from business to business wearing their signature black slacks, pastel dress shirts, and dark purple armbands. The Quix-Collective is not inherently more synthphobic when compared to the average Skrell and most will not attack a synthetic without valid cause. While the lower level thugs of the Quix-Collective can commonly be seen, the inner workings of the organization are a mystery. Even enforcers who were apprehended by the neighborhood watch had little information regarding their superiors. The neighborhood watches have learned that their orders are delivered anonymously or through a complex series of middlemen- making all efforts to apprehend the criminals a lost cause. The supposed boss of the Quix-Collective is known only as &#039;&#039;&#039;Quix&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Notable Figures &amp;amp; Urban Legends==&lt;br /&gt;
===[[Notable_Skrell#Kalq%E2%80%99Qi_Weibii|Kalq&#039;Qi Weibii]]===&lt;br /&gt;
The Rift Watcher of the Starlight Zone is credited with negotiating the placement of the original refugee settlement as well as helping most of it&#039;s residents reach the Republic of Biesel safely. Weibii also negotiated the terms of peace between the Starlight Zone and the Trinary Perfection during the Siege of Lekan. As of now Weibii acts as a liaison between the Starlight Zone and Mendell City while also overseeing day-to-day operations within both Lekan Village and Severson City.&lt;br /&gt;
&lt;br /&gt;
===XUD-0770===&lt;br /&gt;
A missionary from the Trinary Integrationists that attempted to preach within the Starlight Zone out of their own accord. XUD-0770 was not particularly well received; despite this, the crowd remained peaceful. After around thirty minutes of preaching, a group of Skrell wearing black slacks, pastel shirts, and dark purple armbands entered the town square. A holovideo taken of the incident shows XUD-0770 being ripped from the bench it was standing on and being pushed to the ground. The cameraman can be seen rushing through the crowd to continue filming when one of the Skrell from the group suddenly grabs the camera and throws it to the ground.&lt;br /&gt;
&lt;br /&gt;
===J0-5EF===&lt;br /&gt;
This menacing Xion industrial frame of the Trinary Exclusionists took charge during the Siege of Lekan on behalf of the more rowdy protestors. Throughout that day J0-5EF stood unwavering at the border of the Starlight Zone; hooked up to a generator when his battery necessitates. J0-5EF’s fiery speeches on the issue of synthetic rights were a bolt of electricity to the already ravenous crowd which eventually prompted his followers to breach the walls of the Starlight Zone.&lt;br /&gt;
&lt;br /&gt;
===Quix===&lt;br /&gt;
As shadow leader of the Quix-Collective this murky individual is half urban legend due to the fact that no one has seen their face. Some claim that Quix themself arranged for XUD-0770 to enter the Starlight Zone which lead to the events of the Siege of Lekan. While no one knows the true motives for this; speculations range from the culling of the neighborhood watches to the appointment of Kalq&#039;Qi Weibii herself being part of Quix&#039;s plan.&lt;br /&gt;
&lt;br /&gt;
===The Severson Dreadnaught===&lt;br /&gt;
This &#039;&#039;urban legend&#039;&#039; quickly took hold in the Starlight Zone with familial units who have young Skrell children. The Severson Dreadnaught is said to lurk the bottom of the rift looking for misbehaving children who wander too far from home. Should the Dreadnaught find a misbehaving child, whether in Severson City or in Lekan Village, the legend says they will be taken to one of the many underwater caves in the rift never to be seen again.&lt;br /&gt;
&lt;br /&gt;
===Ximi No&#039;Tails===&lt;br /&gt;
This &#039;&#039;urban legend&#039;&#039; focuses on a very old Skrell with no headtails. They are said to frequently wander the streets at night looking for an unsuspecting victim so that they can steal the tails right from their head. Xenophobic in origin, this legend states that a xeno kidnapped Ximi and cut their headtails off to serve them as a rare cuisine in the black markets of Mendell City. While the story is mainly told in Severson City it can also be heard in Lekan Village.&lt;br /&gt;
&lt;br /&gt;
===Night Swimmer===&lt;br /&gt;
Should you ever be in Severson City and feel the water chill... The Night Swimmer is already upon you. Moving extremely fast, even for an Axiori, this pitch black Skrell can be seen swimming full force towards it&#039;s target. Once the Night Swimmer reaches you it is already too late. Your best chance is to swim as fast as you can towards the nearest manhole and exist Severson City into Lekan Village. &#039;&#039;It is important to note: Three murders have been perpetrated within Severson City and are accredited to the Night Swimmer.&#039;&#039; This is one of the rare cases where both the Xii&#039;Eyes and the Zrosian Watch are cooperating.&lt;br /&gt;
&lt;br /&gt;
===Smiling Demon===&lt;br /&gt;
According to the &#039;&#039;urban legend&#039;&#039; this abnormally tall Skrell roams Lekan Village early in the morning right before sunrise. Their heavy, clonking footsteps are often heard before they are seen. The Smiling Demon will then tap an individual on the shoulder and ask, &amp;quot;Do you like my smile?&amp;quot;. If the individual does not turn but simply says, &amp;quot;It is very lovely.&amp;quot; the Smiling Demon will pass them by without issue. However, if the individual says no or turns to look- They will see the Smiling Demon grinning from tail to tail with a full set of human teeth. Those said to gaze upon the smile and live are cursed with [[Skrell_Biology#Psionic_Disorders|Insanity of the Tide]].&lt;br /&gt;
&lt;br /&gt;
==Unique Constellations==&lt;br /&gt;
&lt;br /&gt;
The Starlight Zone has its own recognised constellations, sanctioned by the Qeblak church on Qerrbalak, which while minor are revered by Skrell hailing from the Zone. A phenomenon unique to the Starlight Zone regarding these constellations can be observed; rather than the constellations having both positive and negative attributes that all Skrell generally accept, each constellation has two sets of interpretations based on which section of the Starlight Zone a Skrell hails from. While officially the Qeblak faith only recognises the attributes that those from Severson City have assigned to the constellations, the Lekan District has their own set that they openly observe - much to the annoyance of their neighbours.&lt;br /&gt;
&lt;br /&gt;
[[File:The Trident.png|thumb|right|&#039;&#039;&#039;The Trident&#039;&#039;&#039;: Protection, Security (Severson). Oppression, Subjugation (Lekan).]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Shell.png|thumb|left|&#039;&#039;&#039;The Shell&#039;&#039;&#039;: Home, Family (Severson). Refuge, Safety (Lekan).]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Wave.png|thumb|center|330px|&#039;&#039;&#039;The Wave&#039;&#039;&#039;: Pilgrimage, Journey (Severson). Escape, Freedom (Lekan).]]&lt;br /&gt;
&lt;br /&gt;
==Dionae and The Starlight Zone==&lt;br /&gt;
Following in the wake of Skrellian mass migration, a small minority of Federation Dionae immigrated into the Starlight Zone with the rest of their host race. Their reasons for leaving are myriad, whether by having close associations with the departing Skrell, or partaking in seditious practices themselves. &lt;br /&gt;
&lt;br /&gt;
Those Dionae that chose to remain in the Starlight Zone are the most bitter about having to leave, having to have abandoned all the opportunities living in the Federation entails for their kind. Though few, these Dionae live parallel lives with the residents of Severson City, and are staunch proponents of Federation culture.&lt;br /&gt;
	Most, however, chose to depart from the ad-hoc district. These tend to be wild Dionae that never fully embraced federation culture, or seditious types with no connections. Those with means have moved into other districts, while the more destitute or religious Gestalts have gravitated towards District 11. Dionae that subscribe to any of the Eternal faiths quickly adapt, with those following the Blood Eternal making the most out of the District as they can practice without federation scrutiny. &lt;br /&gt;
	&lt;br /&gt;
As was the case for Skrell, Dionae refugees have been offered citizenship in exchange for service in the TCFL. Given the already small proportion of Dionae that decided to flee the system, they are aren&#039;t nearly as ubiquitous in the legion as their Skrellian counterparts were.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Enforcement&amp;diff=39159</id>
		<title>Skrell Enforcement</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Enforcement&amp;diff=39159"/>
		<updated>2026-05-04T11:57:41Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: ;)&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;
=Nralakk Federation Enforcement=&lt;br /&gt;
The Nralakk Federation’s &#039;&#039;Enforcers&#039;&#039;, or &#039;&#039;&#039;Kala&#039;&#039;&#039;, are responsible for upholding the security and law of skrell space. Functioning under a centralised structure, the Kala are governed by a supervisory body known as the Nralakk Federation Security Commission (NFSC). The NFSC’s doctrines revolve around mobility, flexibility and precision. Presently, the Kala maintains two core objectives: firstly, ensuring the safety, security and cooperation of all systems under the Federation’s flag, and protecting their borders; secondly, protecting the national security of the Federation from foreign nations and groups, as well as proactively gathering intelligence on both their allies and their adversaries.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The origins of the centralised skrell security community begins at the conclusion of the War of Tides, and subsequent formation of the Commonwealth of Three in 901 CE. The Tzqul Republic, Heshqu Council and Weishqi Republic, who had previously all handled their own internal affairs, created the &#039;&#039;&#039;Commonwealth Internal Security Committee (CISC)&#039;&#039;&#039; as an international policing and intelligence agency. The national rivalries within the CISC laid the foundation for significant inefficiencies and failures in its short history, leading to uncontainable conflicts in the newly established outer colonies. With the formation of the First Nralakk Federation in 878 CE, the Grand Councillor engaged in widespread purges of the CISC, and reformed the organisation into a force of separate Kala, loyal to the Grand Council.&lt;br /&gt;
&lt;br /&gt;
The reign of [[Skrell_Synthetic_Age#Late_Synthetic_Age|Glorsh-Omega]] led to the gradual disbandment of the existing Kala in favour of automated security drones under the AI’s direct control, with skrell collaborators not placed in enforcement positions due to their inefficiencies in engaging with Glorsh’s esoteric risk assessment programmes. Following the Tri-Qyu Calamity in 2192 CE, and the formation of the Second Nralakk Federation in 2245 CE, the new federal government recruited the Lyukal cells deemed most disciplined and loyal to Federation ideals, forming a new security and intelligence organisation to aid in the reformation of the now fractured skrell space, and train new generations of Kala to make up this organisation. Among the first duties of these proto-Kala was to reestablish societal order in the [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Core Systems]], enforce the recent blanket ban on all forms of artificial intelligence, and rebuild the Federation’s immense surveillance network.&lt;br /&gt;
&lt;br /&gt;
The rapid recovery of the Federation meant that the existing, decentralised Kala structure became bloated and inefficient with the ever-expanding Federation frontier. Grand Councillor [[Notable_Skrell#Rixa_Tep-Wul|Rixa Teq-Wul]] reorganised the Kala under two new agencies, the &#039;&#039;&#039;Directories of Internal and External Security (DIES)&#039;&#039;&#039;, which would operate independently of one another and report directly to the Grand Councillor. Ultimately, this led to the two agencies competing with one another for prominence and funding, sabotaging the other’s reputation through a number of covert actions throughout the early 2400s, with some prominent anti-Federation individuals claiming that [[Federation_Crime_and_Resistance#Marauders|Marauder]] groups were funded to fuel this rivalry. Additionally, the &#039;&#039;&#039;Wukala&#039;&#039;&#039; were created from the ranks of the most loyal Kala as political operatives protecting Federation ideals. The election of Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]] in 2453 came with the formation of an oversight organisation to unify the security services, the &#039;&#039;&#039;Nralakk Federation Security Commission (NFSC)&#039;&#039;&#039;, which was staffed with the Grand Councillor’s allies, though the Wukala would remain independent of the Commission and retain their autonomy due to the influence of the High Prefect.&lt;br /&gt;
&lt;br /&gt;
In recent history, the prominence of the Kala has only grown as domestic and foreign troubles led to their expanding powers and political relevance. Within the Traverse region, the problematic handling of the Kala created many critics of Grand Councillor Jrugl’s security policies amongst the rank-and-file Kala, though officials in the Directories are hesitant to report this dissidence for fear of being punished themselves. Both the phoron scarcity, and the recent foreign policy changes by the Grand Council, have also created some dissent within the Kala, who disapprove immensely of overreliance on the megacorporations. However, High Prefect Eluteluk has remained publicly supportive of their Grand Councillor, dissuading any serious protest within the Federation’s security apparatus.&lt;br /&gt;
&lt;br /&gt;
==Nralakk Federation Security Commission==&lt;br /&gt;
The Nralakk Federation Security Commission serves as the umbrella organisation containing the myriad of different security and intelligence agencies. The Commission, and by extension the entirety of the Nralakk Federation’s vast security apparatus, is chaired by the Grand Councillor, although they will appoint a Commissioner to oversee the daily operations of the organisation in their place. To be the Commissioner of the NFSC is one of the highest honours a skrell can achieve, acting as the trusted hand of their Grand Councillor. Commissioners almost always veterans across a broad range of security and intelligence fields and afforded Idol status, they are also given a position on the Grand Council as the Grand Advisor of Security and Intelligence. &lt;br /&gt;
&lt;br /&gt;
The Commission is composed of the Grand Councillor, the Commissioner, the Directors of Internal and External Security, select Grand Council Enforcers, and other intelligence and security experts from various sectors. The current Commissioner is [[Notable_Skrell#Tariqale’miluz_Odakizu|Tariqale&#039;miluz Odakizu]], a well-known academic and lecturer in Federation security and law, with an extensive background experience as the Executive Director of External Security during first contact with humanity.&lt;br /&gt;
&lt;br /&gt;
===Council Enforcers===&lt;br /&gt;
[[File:Srom.PNG|thumb|right|200px|The emblem of the Council Enforcers.]]&lt;br /&gt;
Independent of the Nralakk Federation’s security community, the &#039;&#039;&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Wukala&#039;&#039;&#039; (and translating to Council Enforcers), are planetary council-appointed Kala who enforce disciplinary action at the discretion of the councillors they are assigned to. While being a Wukala member is a prestigious position which grants Index rating bonuses, Idol status is never awarded out of an interest in keeping the operatives relatively anonymous. Wukala operatives focus on domestic crime and suppression of anti-Federation actions, and are granted access to the Federation&#039;s internal surveillance systems to oversee their assigned region. The Qekala work closely with Wukala intelligence to enforce the law, with direct responses from the Wukala only appearing in the event that immediate detainment or capture is necessary, particularly when their persons-of-interest attempt to flee the planet, or evade sentencing and/or reeducation. Unlike those of the inner systems, the Wukala of the Traverse’s planetary councils are appointed by the Qu’Wukala instead of their respective planetary councillor, and are given a wider licence than their inner system counterparts to ensure the loyalty of their ward. This allows the Traverser Wukala full control of the security apparatus in their planetary council, which is most often exercised in the form of combatting infiltration by anti-Federation elements, and ensuring corruption is kept to a minimum. Due to their important role, and the danger a subversive Wukala could possess, Traverser Wukala are always loyalty implanted.&lt;br /&gt;
&lt;br /&gt;
====Grand Council Enforcers====&lt;br /&gt;
The &#039;&#039;&#039;Qu&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Qu’Wukala&#039;&#039;&#039; (and translating to Grand Council Enforcers), are the personal agents of the Grand Councilor and the Grand Council&#039;s highest members. Qu&#039;Wukala operatives are tasked with providing the security details for their assigned wards, council members, protection of the Nralakk Federation&#039;s secure assets, and the completion of any requested tasks from the Grand Council itself. Unlike their sibling Kala, operatives of the Qu&#039;Wukala are allowed their Idol statuses, and are touted alongside their wards as being among the highest echelons of the Federation. Rumors of the Qu&#039;Wukala being utilised as assassins, rather than their official role as intelligence agents and bodyguards, are dismissed as overtly ridiculous conspiracy theories. The leader of both the Qu’Wukala, and to an extent, all planetary Wukala, is [[Notable_Skrell#Eluteluk_Dozopil-Raqirztzlip|High Prefect Eluteluk Dozopil-Raqirztzlip]], who has held their position long before Grand Councillor Weashbi Jrugl’s ascension. Thanks to the great power held by the Qu’Wukala, the High Prefect is rumoured by many in [[Starlight_Zone|Biesel’s]] resistance circles to be the puppetmaster of the young and relatively inexperienced Jrugl to control the entire nation, and uses their enforcers to ensure their position is secured.&lt;br /&gt;
&lt;br /&gt;
===Directory of Internal Security===&lt;br /&gt;
The Nralakk Federation’s vast networks of surveillance networks and enforcers are controlled by the &#039;&#039;&#039;Directory of Internal Security (NFDIS)&#039;&#039;&#039;, which is one of the largest organs of the government. Due to the substantial size of the Federation’s domestic security operations, the NFDIS is divided into planetary administrative divisions called Districts, which have a vast amount of autonomy from the NFDIS itself, instead receiving their directives from their respective planetary council. The inherent fluidity of the NFDIS means that all Kalas are essentially of equal importance with no staggering, beyond that the Districts themselves are ultimately led by their District Director. Below that, the number of divisions and their sizes is dependent on the given planet’s proximity to the Nralakk system, but the universal base unit is a Station, which contains the necessary facilities to oversee the entire security of a rural region or city. Within individual Stations, structure is fluid without a consistent hierarchy, where a Kala may be elevated to lead for a period of time, or until a task is completed, if it is considered necessary by the unit. The DIS is currently led by Executive Director &#039;&#039;&#039;Gelqai&#039;nelusa Iqo&#039;ujin&#039;&#039;&#039;, the former District Director of Qerrbalak, and a veteran in the internal security apparatus known for their integrity and numerous successful anti-corruption campaigns within the Kala.&lt;br /&gt;
&lt;br /&gt;
====Domestic Surveillance====&lt;br /&gt;
[[File:Ruup.PNG|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The Nlomkala are the eyes and ears of the Federation are found at every level of society, to the point of being (erroneously) remarked by non-Federation citizens that every electronic appliance is outfitted with hidden cameras feeding directly to the Nlomkala. In reality, the pervasive surveillance in the Federation is an open, accepted part of life to feed information to the Social Compatibility Index, and ensure the Federation’s economy continues to operate. This vast network is overseen by &#039;&#039;&#039;Nlomkala&#039;&#039;&#039;, or Wake Enforcers. The sheer scale of the Nlomkala’s operations makes them one of the largest employment sectors in the nation, with C’thur vaurca and dionae employed in high level positions alongside skrell. The &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, or Dream Enforcers, are a specialized division of the Nlomkala with [[Skrell#Psionics|high psionic aptitude]], with agents placed close to Nlom Relays in order to amplify their capabilities to monitor the Wake. A common belief is that every Nlom Relay in the Federation contains at least one Sromkala agent within a cryogenic pod to suspend their body, while still allowing their consciousness to continue working within Srom. &lt;br /&gt;
&lt;br /&gt;
====Law Enforcement====&lt;br /&gt;
[[File:Nlom.PNG|thumb|right|200px|The emblem of the Home Enforcers.]]&lt;br /&gt;
The &#039;&#039;&#039;Qekala&#039;&#039;&#039;, or Home Enforcers, are the fist of the Federation’s security apparatus in skrell space. Only a fourth of the NFDIS is made up of Qekala operatives, who are responsible for general policework. The Qekala’s regular operations include regular patroles, providing security presence, warrant execution, emergency response, and have a significant portion of its staff dedicated towards intelligence and surveillance. Aspiring Qekala members are placed under rigorous scrutiny, testing athletic ability, legal knowledge, and general capability to respond with correct force and procedure. Qekala members are expected to operate amphibiously across multiple environments across the myriad environments in the Nralakk Federation. Non-skrell members, like the C’thur warriors of Vytel’s Brood, are employed in limited numbers for vaurca-majority regions. These Warriors are implanted with a loyalty implant, which equalises the Federation&#039;s orders to the same priority as a Queen&#039;s, with conflict of interests forcing a warrior to hibernate until resolved. &lt;br /&gt;
&lt;br /&gt;
In the Traverse region, Qekala are exclusively recruited from the planets they are stationed on, creating concerns for conflicts of interest between the Federation and their homes. Consequently, the Traverser Qekala receive much lower funding and equipment than their inner system counterparts, alongside higher scrutiny in their operations, with the NFDIS requiring intense loyalty and background checks on potential recruits. Alongside this, the day-to-day operations of the Qekala are not controlled by their planetary council, but rather the Wukala of said council, in order to ensure loyalty to the Federation is prioritised above all else.&lt;br /&gt;
&lt;br /&gt;
===Directory of External Security===&lt;br /&gt;
While the Nralakk Federation maintains ample protection of internal security against domestic agitators, they recognise that foreign actors are now a much greater threat in the modern day, with foreign influence even affecting the Traverser rebels during the [[The_Phoron_Scarcity:_Skrell_Arc|Q’elpi]] [[Change_on_the_Horizon_Arc|Systems]] crisis. The &#039;&#039;&#039;Directory of External Security (NFDES)&#039;&#039;&#039; is the first line of defence against this ever present concern, handling all matters which could affect the Federation from outside its borders. The NFDES is divided into three Sections, which are the Intelligence Section, Covert Actions Section, and Defence Section. Below that, the NFDES operates the same non-hierarchical structure used by their internal security counterparts, although the Defence Section is an exception. The NFDES is currently led by Executive Director &#039;&#039;&#039;Ripalji Guyuo&#039;&#039;&#039;, a former operative of the Covert Actions Section, and close associate of Weashbi Jrugl, ascending to replace their predecessor immediately after Jrugl’s appointment.&lt;br /&gt;
&lt;br /&gt;
====Foreign Operations====&lt;br /&gt;
[[File:Tup.PNG|thumb|right|200px|The emblem of the Covert Enforcers.]]&lt;br /&gt;
The prestigious Intelligence and Covert Actions Sections serve as the Federation’s first line of defence against foreign threats, maintaining offices for every nation in the Spur. These two Sections conduct their activities under the umbrella category of Foreign Operations, and work in tandem to perform the widest berth of duties of any security organisation. These duties include intelligence gathering, counter-intelligence, and monitoring skrell outside of the Federation (both citizen and not), all handled by the &#039;&#039;&#039;Ruupkala&#039;&#039;&#039;, or Intelligence Enforcers. Charged with maintaining networks of undercover operatives in foreign national organisations, and assassinations—though no assassination attempt has ever been confirmed to have been approved by the Nralakk Federation—are the &#039;&#039;&#039;Tupkala&#039;&#039;&#039;, or Covert Enforcers. This position at the forefront of skrell security has made the Foreign Operations component of the NFDES a highly desirable position for well-performing citizens, and is a valuable pathway towards a successful political career. The Ruupkala are rumored to monitor the fabled “Drylist,” which 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. The Drylist, however, remains an ostensibly debunked conspiracy theory by the Federation, as no official list has ever been discovered or produced.&lt;br /&gt;
&lt;br /&gt;
====Defence====&lt;br /&gt;
[[File:Qukala.PNG|thumb|right|200px|The emblem of the Star Enforcers.]]&lt;br /&gt;
The Defence Section is regarded by most within the skrell security community as an unfortunate necessity to combat piracy in the less civilised Traverse, other border regions, and frontiers. The &#039;&#039;&#039;Qukala&#039;&#039;&#039;, or Star Enforcers, make up the Defence Section and are organised unlike their sibling Kala, where their various ship departments maintain senior Lead Enforcers who form a council structure to command their given vessel without a designated captain. Unlike other navies who operate a permanent fleet structure, each Qukala vessel is subordinate to the Defence Section itself, which may organise patrol groups and temporary task forces as needed. The Qukala have a very poor standing in the Traverse, where they are most widespread and responsible for enforcing an extensive anti-piracy mandate—being viewed by many Traversers as unnecessary military policing. This reputation has not left the Defence Section unscathed, and is reflected in its relatively small size, equipment, and funding compared to other branches of Federal security, and a miniscule force when compared to their Solarian neighbours. The lack of interest in the Defence Section has since been capitalised on by the C’thur Hive, particularly Queen Vytel, as vaurca warriors are perfectly suited to EVA operations, as well as acting as an intimidating force against pirates. These C’thuric Warriors have a Federation-designed loyalty implant much like their Qekala siblings. Although the injection of C’thur warriors has been an undeniable success, the effort was not enough to prevent the Federation’s [[The_Phoron_Scarcity:_Skrell_Arc|recent]] [[Change_on_the_Horizon_Arc|embarrassments]] in the Traverse region. Aside from their regular duties, the Qukala are responsible for providing the security for Federation embassies, consulates, and diplomats serving abroad.&lt;br /&gt;
&lt;br /&gt;
Following the reforms agreed upon by the now-defunct Independent Traverser Movement and the Federation, the NFSC was tasked with training a local defence force comprised of loyal volunteers in the Traverse with the aim of providing some relief to overextended Qukala forces in anti-piracy operations. To accomplish the creation of this auxiliary force, Qukala stationed in the Traverse began recruiting, organising, and training forces of loyal Traversers which would be called the Qehalak, or Homeguard. An individual Qehalak is typically a part-time reservist for the Federation’s frontier, who is expected to pick up arms and assist any Kala when called upon, however in Traverse Councils with a small Kala presence, Qehalak can be organised into full-time border security, under the guidance of a senior Qukala attaché.&lt;br /&gt;
&lt;br /&gt;
====Naval Structure====&lt;br /&gt;
The Nralakk Federation’s military ships are designed primarily around extremely long-ranged engagement, with any deployed strikecraft consisting of psionically-piloted remote drones and the vanishingly-rare boarding craft. Built for responding against piracy and irregular anti-government actions, the average fleet strength of the Federation is miniscule in comparison to the immense fleets of the Solarian Alliance and similar human nations, with most non-Federation members having only seen the Qukala’s navy on border patrol sorties and the single deployment of the [[The_Beauchamp_Arc|short-sightedly designed NFV Qheles]]. While this lens is unflattering for the Federation’s perception of military strength, the sheer size of the nation’s claims still necessitates a sizable fleet to secure them, which remains no small feat when contending with domestic and foreign piracy.&lt;br /&gt;
&lt;br /&gt;
The Traverse’s Qehalak fleets, in comparison to the Qukala’s own, are considerably smaller. Consisting of retrofitted Qukala naval vessels and militarized civilian craft, the Qehalak’s fleet strength is more consistently tested by the more organized Marauder vessels that plague the skrell frontier. This independence from the Inner Systems’ more organized security structure has bred new tactics out of sheer necessity, with more eccentric and underhanded tactics being adopted to compensate.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Enforcement&amp;diff=39158</id>
		<title>Skrell Enforcement</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Enforcement&amp;diff=39158"/>
		<updated>2026-05-04T11:55:15Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Typo fix&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;
=Nralakk Federation Enforcement=&lt;br /&gt;
The Nralakk Federation’s &#039;&#039;Enforcers&#039;&#039;, or &#039;&#039;&#039;Kala&#039;&#039;&#039;, are responsible for upholding the security and law of skrell space. Functioning under a centralised structure, the Kala are governed by a supervisory body known as the Nralakk Federation Security Commission (NFSC). The NFSC’s doctrines revolve around mobility, flexibility and precision. Presently, the Kala maintains two core objectives: firstly, ensuring the safety, security and cooperation of all systems under the Federation’s flag, and protecting their borders; secondly, protecting the national security of the Federation from foreign nations and groups, as well as proactively gathering intelligence on both their allies and their adversaries.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The origins of the centralised skrell security community begins at the conclusion of the War of Tides, and subsequent formation of the Commonwealth of Three in 901 CE. The Tzqul Republic, Heshqu Council and Weishqi Republic, who had previously all handled their own internal affairs, created the &#039;&#039;&#039;Commonwealth Internal Security Committee (CISC)&#039;&#039;&#039; as an international policing and intelligence agency. The national rivalries within the CISC laid the foundation for significant inefficiencies and failures in its short history, leading to uncontainable conflicts in the newly established outer colonies. With the formation of the First Nralakk Federation in 878 CE, the Grand Councillor engaged in widespread purges of the CISC, and reformed the organisation into a force of separate Kala, loyal to the Grand Council.&lt;br /&gt;
&lt;br /&gt;
The reign of [[Skrell_Synthetic_Age#Late_Synthetic_Age|Glorsh-Omega]] led to the gradual disbandment of the existing Kala in favour of automated security drones under the AI’s direct control, with skrell collaborators not placed in enforcement positions due to their inefficiencies in engaging with Glorsh’s esoteric risk assessment programmes. Following the Tri-Qyu Calamity in 2192 CE, and the formation of the Second Nralakk Federation in 2245 CE, the new federal government recruited the Lyukal cells deemed most disciplined and loyal to Federation ideals, forming a new security and intelligence organisation to aid in the reformation of the now fractured skrell space, and train new generations of Kala to make up this organisation. Among the first duties of these proto-Kala was to reestablish societal order in the [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Core Systems]], enforce the recent blanket ban on all forms of artificial intelligence, and rebuild the Federation’s immense surveillance network.&lt;br /&gt;
&lt;br /&gt;
The rapid recovery of the Federation meant that the existing, decentralised Kala structure became bloated and inefficient with the ever-expanding Federation frontier. Grand Councillor [[Notable_Skrell#Rixa_Tep-Wul|Rixa Teq-Wul]] reorganised the Kala under two new agencies, the &#039;&#039;&#039;Directories of Internal and External Security (DIES)&#039;&#039;&#039;, which would operate independently of one another and report directly to the Grand Councillor. Ultimately, this led to the two agencies competing with one another for prominence and funding, sabotaging the other’s reputation through a number of covert actions throughout the early 2400s, with some prominent anti-Federation individuals claiming that [[Federation_Crime_and_Resistance#Marauders|Marauder]] groups were funded to fuel this rivalry. Additionally, the &#039;&#039;&#039;Wukala&#039;&#039;&#039; were created from the ranks of the most loyal Kala as political operatives protecting Federation ideals. The election of Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]] in 2453 came with the formation of an oversight organisation to unify the security services, the &#039;&#039;&#039;Nralakk Federation Security Commission (NFSC)&#039;&#039;&#039;, which was staffed with the Grand Councillor’s allies, though the Wukala would remain independent of the Commission and retain their autonomy due to the influence of the High Prefect.&lt;br /&gt;
&lt;br /&gt;
In recent history, the prominence of the Kala has only grown as domestic and foreign troubles led to their expanding powers and political relevance. Within the Traverse region, the problematic handling of the Kala created many critics of Grand Councillor Jrugl’s security policies amongst the rank-and-file Kala, though officials in the Directories are hesitant to report this dissidence for fear of being punished themselves. Both the phoron scarcity, and the recent foreign policy changes by the Grand Council, have also created some dissent within the Kala, who disapprove immensely of overreliance on the megacorporations. However, High Prefect Eluteluk has remained publicly supportive of their Grand Councillor, dissuading any serious protest within the Federation’s security apparatus.&lt;br /&gt;
&lt;br /&gt;
==Nralakk Federation Security Commission==&lt;br /&gt;
The Nralakk Federation Security Commission serves as the umbrella organisation containing the myriad of different security and intelligence agencies. The Commission, and by extension the entirety of the Nralakk Federation’s vast security apparatus, is chaired by the Grand Councillor, although they will appoint a Commissioner to oversee the daily operations of the organisation in their place. To be the Commissioner of the NFSC is one of the highest honours a skrell can achieve, acting as the trusted hand of their Grand Councillor. Commissioners almost always veterans across a broad range of security and intelligence fields and afforded Idol status, they are also given a position on the Grand Council as the Grand Advisor of Security and Intelligence. &lt;br /&gt;
&lt;br /&gt;
The Commission is composed of the Grand Councillor, the Commissioner, the Directors of Internal and External Security, select Grand Council Enforcers, and other intelligence and security experts from various sectors. The current Commissioner is [[Notable_Skrell#Tariqale’miluz_Odakizu|Tariqale&#039;miluz Odakizu]], a well-known academic and lecturer in Federation security and law, with an extensive background experience as the Executive Director of External Security during first contact with humanity.&lt;br /&gt;
&lt;br /&gt;
===Council Enforcers===&lt;br /&gt;
[[File:Srom.PNG|thumb|right|200px|The emblem of the Council Enforcers.]]&lt;br /&gt;
Independent of the Nralakk Federation’s security community, the &#039;&#039;&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Wukala&#039;&#039;&#039; (and translating to Council Enforcers), are planetary council-appointed Kala who enforce disciplinary action at the discretion of the councillors they are assigned to. While being a Wukala member is a prestigious position which grants Index rating bonuses, Idol status is never awarded out of an interest in keeping the operatives relatively anonymous. Wukala operatives focus on domestic crime and suppression of anti-Federation actions, and are granted access to the Federation&#039;s internal surveillance systems to oversee their assigned region. The Qekala work closely with Wukala intelligence to enforce the law, with direct responses from the Wukala only appearing in the event that immediate detainment or capture is necessary, particularly when their persons-of-interest attempt to flee the planet, or evade sentencing and/or reeducation. Unlike those of the inner systems, the Wukala of the Traverse’s planetary councils are appointed by the Qu’Wukala instead of their respective planetary councillor, and are given a wider licence than their inner system counterparts to ensure the loyalty of their ward. This allows the Traverser Wukala full control of the security apparatus in their planetary council, which is most often exercised in the form of combatting infiltration by anti-Federation elements, and ensuring corruption is kept to a minimum. Due to their important role, and the danger a subversive Wukala could possess, Traverser Wukala are always loyalty implanted.&lt;br /&gt;
&lt;br /&gt;
====Grand Council Enforcers====&lt;br /&gt;
The &#039;&#039;&#039;Qu&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Qu’Wukala&#039;&#039;&#039; (and translating to Grand Council Enforcers), are the personal agents of the Grand Councilor and the Grand Council&#039;s highest members. Qu&#039;Wukala operatives are tasked with providing the security details for their assigned wards, council members, protection of the Nralakk Federation&#039;s secure assets, and the completion of any requested tasks from the Grand Council itself. Unlike their sibling Kala, operatives of the Qu&#039;Wukala are allowed their Idol statuses, and are touted alongside their wards as being among the highest echelons of the Federation. Rumors of the Qu&#039;Wukala being utilised as assassins, rather than their official role as intelligence agents and bodyguards, are dismissed as overtly ridiculous conspiracy theories. The leader of both the Qu’Wukala, and to an extent, all planetary Wukala, is [[Notable_Skrell#Eluteluk_Dozopil-Raqirztzlip|High Prefect Eluteluk Dozopil-Raqirztzlip]], who has held their position long before Grand Councillor Weashbi Jrugl’s ascension. Thanks to the great power held by the Qu’Wukala, the High Prefect is rumoured by many in [[Starlight_Zone|Biesel’s]] resistance circles to be the puppetmaster of the young and relatively inexperienced Jrugl to control the entire nation, and uses their enforcers to ensure their position is secured.&lt;br /&gt;
&lt;br /&gt;
===Directory of Internal Security===&lt;br /&gt;
The Nralakk Federation’s vast networks of surveillance networks and enforcers are controlled by the &#039;&#039;&#039;Directory of Internal Security (NFDIS)&#039;&#039;&#039;, which is one of the largest organs of the government. Due to the substantial size of the Federation’s domestic security operations, the NFDIS is divided into planetary administrative divisions called Districts, which have a vast amount of autonomy from the NFDIS itself, instead receiving their directives from their respective planetary council. The inherent fluidity of the NFDIS means that all Kalas are essentially of equal importance with no staggering, beyond that the Districts themselves are ultimately led by their District Director. Below that, the number of divisions and their sizes is dependent on the given planet’s proximity to the Nralakk system, but the universal base unit is a Station, which contains the necessary facilities to oversee the entire security of a rural region or city. Within individual Stations, structure is fluid without a consistent hierarchy, where a Kala may be elevated to lead for a period of time, or until a task is completed, if it is considered necessary by the unit. The DIS is currently led by Executive Director &#039;&#039;&#039;Gelqai&#039;nelusa Iqo&#039;ujin&#039;&#039;&#039;, the former District Director of Qerrbalak, and a veteran in the internal security apparatus known for their integrity and numerous successful anti-corruption campaigns within the Kala.&lt;br /&gt;
&lt;br /&gt;
====Domestic Surveillance====&lt;br /&gt;
[[File:Ruup.PNG|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The Nlomkala are the eyes and ears of the Federation are found at every level of society, to the point of being (erroneously) remarked by non-Federation citizens that every electronic appliance is outfitted with hidden cameras feeding directly to the Nlomkala. In reality, the pervasive surveillance in the Federation is an open, accepted part of life to feed information to the Social Compatibility Index, and ensure the Federation’s economy continues to operate. This vast network is overseen by &#039;&#039;&#039;Nlomkala&#039;&#039;&#039;, or Wake Enforcers. The sheer scale of the Nlomkala’s operations makes them one of the largest employment sectors in the nation, with C’thur vaurca and dionae employed in high level positions alongside skrell. The &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, or Dream Enforcers, are a specialized division of the Nlomkala with [[Skrell#Psionics|high psionic aptitude]], with agents placed close to Nlom Relays in order to amplify their capabilities to monitor the Wake. A common belief is that every Nlom Relay in the Federation contains at least one Sromkala agent within a cryogenic pod to suspend their body, while still allowing their consciousness to continue working within Srom. &lt;br /&gt;
&lt;br /&gt;
====Law Enforcement====&lt;br /&gt;
[[File:Nlom.PNG|thumb|right|200px|The emblem of the Home Enforcers.]]&lt;br /&gt;
The &#039;&#039;&#039;Qekala&#039;&#039;&#039;, or Home Enforcers, are the fist of the Federation’s security apparatus in skrell space. Only a fourth of the NFDIS is made up of Qekala operatives, who are responsible for general policework. The Qekala’s regular operations include regular patroles, providing security presence, warrant execution, emergency response, and have a significant portion of its staff dedicated towards intelligence and surveillance. Aspiring Qekala members are placed under rigorous scrutiny, testing athletic ability, legal knowledge, and general capability to respond with correct force and procedure. Qekala members are expected to operate amphibiously across multiple environments across the myriad environments in the Nralakk Federation. Non-skrell members, like the C’thur warriors of Vytel’s Brood, are employed in limited numbers for vaurca-majority regions. These Warriors are implanted with a loyalty implant, which equalises the Federation&#039;s orders to the same priority as a Queen&#039;s, with conflict of interests forcing a warrior to hibernate until resolved. &lt;br /&gt;
&lt;br /&gt;
In the Traverse region, Qekala are exclusively recruited from the planets they are stationed on, creating concerns for conflicts of interest between the Federation and their homes. Consequently, the Traverser Qekala receive much lower funding and equipment than their inner system counterparts, alongside higher scrutiny in their operations, with the NFDIS requiring intense loyalty and background checks on potential recruits. Alongside this, the day-to-day operations of the Qekala are not controlled by their planetary council, but rather the Wukala of said council, in order to ensure loyalty to the Federation is prioritised above all else.&lt;br /&gt;
&lt;br /&gt;
===Directory of External Security===&lt;br /&gt;
While the Nralakk Federation maintains ample protection of internal security against domestic agitators, they recognise that foreign actors are now a much greater threat in the modern day, with foreign influence even affecting the Traverser rebels during the [[The_Phoron_Scarcity:_Skrell_Arc|Q’elpi]] [[Change_on_the_Horizon_Arc|Systems]] crisis. The &#039;&#039;&#039;Directory of External Security (NFDES)&#039;&#039;&#039; is the first line of defence against this ever present concern, handling all matters which could affect the Federation from outside its borders. The NFDES is divided into three Sections, which are the Intelligence Section, Covert Actions Section, and Defence Section. Below that, the NFDES operates the same non-hierarchical structure used by their internal security counterparts, although the Defence Section is an exception. The NFDES is currently led by Executive Director &#039;&#039;&#039;Ripalji Guyuo&#039;&#039;&#039;, a former operative of the Covert Actions Section, and close associate of Weashbi Jrugl, ascending to replace their predecessor immediately after Jrugl’s appointment.&lt;br /&gt;
&lt;br /&gt;
====Foreign Operations====&lt;br /&gt;
[[File:Tup.PNG|thumb|right|200px|The emblem of the Covert Enforcers.]]&lt;br /&gt;
The prestigious Intelligence and Covert Actions Sections serve as the Federation’s first line of defence against foreign threats, maintaining offices for every nation in the Spur. These two Sections conduct their activities under the umbrella category of Foreign Operations, and work in tandem to perform the widest berth of duties of any security organisation. These duties include intelligence gathering, counter-intelligence, and monitoring skrell outside of the Federation (both citizen and not), all handled by the &#039;&#039;&#039;Ruupkala&#039;&#039;&#039;, or Intelligence Enforcers. Charged with maintaining networks of undercover operatives in foreign national organisations, and assassinations—though no assassination attempt has ever been confirmed to have been approved by the Nralakk Federation—are the &#039;&#039;&#039;Tupkala&#039;&#039;&#039;, or Covert Enforcers. This position at the forefront of skrell security has made the Foreign Operations component of the NFDES a highly desirable position for well-performing citizens, and is a valuable pathway towards a successful political career. The Ruupkala are rumored to monitor the fabled “Drylist,” which 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. The Drylist, however, remains an openly debunked conspiracy theory by the Nralakk Federation, and no official list has ever been discovered or produced.&lt;br /&gt;
&lt;br /&gt;
====Defence====&lt;br /&gt;
[[File:Qukala.PNG|thumb|right|200px|The emblem of the Star Enforcers.]]&lt;br /&gt;
The Defence Section is regarded by most within the skrell security community as an unfortunate necessity to combat piracy in the less civilised Traverse, other border regions, and frontiers. The &#039;&#039;&#039;Qukala&#039;&#039;&#039;, or Star Enforcers, make up the Defence Section and are organised unlike their sibling Kala, where their various ship departments maintain senior Lead Enforcers who form a council structure to command their given vessel without a designated captain. Unlike other navies who operate a permanent fleet structure, each Qukala vessel is subordinate to the Defence Section itself, which may organise patrol groups and temporary task forces as needed. The Qukala have a very poor standing in the Traverse, where they are most widespread and responsible for enforcing an extensive anti-piracy mandate—being viewed by many Traversers as unnecessary military policing. This reputation has not left the Defence Section unscathed, and is reflected in its relatively small size, equipment, and funding compared to other branches of Federal security, and a miniscule force when compared to their Solarian neighbours. The lack of interest in the Defence Section has since been capitalised on by the C’thur Hive, particularly Queen Vytel, as vaurca warriors are perfectly suited to EVA operations, as well as acting as an intimidating force against pirates. These C’thuric Warriors have a Federation-designed loyalty implant much like their Qekala siblings. Although the injection of C’thur warriors has been an undeniable success, the effort was not enough to prevent the Federation’s [[The_Phoron_Scarcity:_Skrell_Arc|recent]] [[Change_on_the_Horizon_Arc|embarrassments]] in the Traverse region. Aside from their regular duties, the Qukala are responsible for providing the security for Federation embassies, consulates, and diplomats serving abroad.&lt;br /&gt;
&lt;br /&gt;
Following the reforms agreed upon by the now-defunct Independent Traverser Movement and the Federation, the NFSC was tasked with training a local defence force comprised of loyal volunteers in the Traverse with the aim of providing some relief to overextended Qukala forces in anti-piracy operations. To accomplish the creation of this auxiliary force, Qukala stationed in the Traverse began recruiting, organising, and training forces of loyal Traversers which would be called the Qehalak, or Homeguard. An individual Qehalak is typically a part-time reservist for the Federation’s frontier, who is expected to pick up arms and assist any Kala when called upon, however in Traverse Councils with a small Kala presence, Qehalak can be organised into full-time border security, under the guidance of a senior Qukala attaché.&lt;br /&gt;
&lt;br /&gt;
====Naval Structure====&lt;br /&gt;
The Nralakk Federation’s military ships are designed primarily around extremely long-ranged engagement, with any deployed strikecraft consisting of psionically-piloted remote drones and the vanishingly-rare boarding craft. Built for responding against piracy and irregular anti-government actions, the average fleet strength of the Federation is miniscule in comparison to the immense fleets of the Solarian Alliance and similar human nations, with most non-Federation members having only seen the Qukala’s navy on border patrol sorties and the single deployment of the [[The_Beauchamp_Arc|short-sightedly designed NFV Qheles]]. While this lens is unflattering for the Federation’s perception of military strength, the sheer size of the nation’s claims still necessitates a sizable fleet to secure them, which remains no small feat when contending with domestic and foreign piracy.&lt;br /&gt;
&lt;br /&gt;
The Traverse’s Qehalak fleets, in comparison to the Qukala’s own, are considerably smaller. Consisting of retrofitted Qukala naval vessels and militarized civilian craft, the Qehalak’s fleet strength is more consistently tested by the more organized Marauder vessels that plague the skrell frontier. This independence from the Inner Systems’ more organized security structure has bred new tactics out of sheer necessity, with more eccentric and underhanded tactics being adopted to compensate.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aliose&amp;diff=39144</id>
		<title>Aliose</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aliose&amp;diff=39144"/>
		<updated>2026-05-02T17:50:20Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Aliose&lt;br /&gt;
|System = Nralakk&lt;br /&gt;
|Image = ALIOSEFLAG.PNG&lt;br /&gt;
|Sector = [[The_Orion_Spur#The_Homeworld|Homeworld]]&lt;br /&gt;
|Capital = Fedas’qlip&lt;br /&gt;
|Species = Skrell, Vaurca, Dionae&lt;br /&gt;
|Languages = Nral&#039;Malic&lt;br /&gt;
|Demonyms = Aliosen&lt;br /&gt;
|Nation = [[Nralakk Federation]]&lt;br /&gt;
}}&lt;br /&gt;
Established in 1100 BCE, &#039;&#039;&#039;Aliose&#039;&#039;&#039; is an arctic planet with a dense, nitrogen-based atmosphere of nitrogen, necessitating specialized equipment and apparel to live on its surface. Aliose’s initial colonies were subterranean, and were primarily focused on research due to them being the first extraplanetary colonies undertaken by skrell society. While most of these colonies went on to form the population centers of the planet, some are preserved as historical relics of the colonial era.&lt;br /&gt;
&lt;br /&gt;
Aliose’s beginnings as a research outpost led to its specialization in scientific research, proliferating into its many universities, such as [[Federation Education|the Aliose University of Medical Sciences]]. These universities and research centers today are the source of the Nralakk Federation’s scientific breakthroughs that define its reputation as the technological giant of the Spur.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Discovered by ancient astronomers in 5551 BCE, the first recorded telescopic observation of Aliose was by astronomer &#039;&#039;&#039;Vlery Ocktoq&#039;&#039;&#039;. First observations noted its starkly different composition and surface, particularly in its large icecaps. Since its discovery, skrell were captivated by the possibility of living beyond Qerrbalak and on alien worlds, with Aliose being a distant dreaming of conquering even the harshest locales in the cosmos.&lt;br /&gt;
&lt;br /&gt;
By 1203 BCE, fleets of unmanned probes were sent to Aliose as part of an exploration project determining the viability of future colonies. Despite the atmosphere being nearly unbreathable and dangerously low temperatures, it was hypothetically within their ability to colonize it. Qerrbalak’s early nations celebrated the possibility of inhabiting Aliose, hopeful to see it within the near future. With decades of preparation, the initial colonization fleet departed Qerrbalak to form the first wave of colonies on it. Two months after the fleet’s launch, the first colonists landed on Aliose, consisting of the most prestigious scientific minds of Qerrbalak, most of whom were geologists and astronomers, along with medical and engineering staff. The initial month of landfall and building the foundations of the first colony were harsh, with most working extremely long shifts to see it completed.&lt;br /&gt;
&lt;br /&gt;
Despite the efforts of the colonists, Aliose was an unforgiving planet. The sheer cold and violent weather patterns caused colonists to suffer severe hypothermia, and damaged colony structures from sudden temperature drops and violent winds. Most heaters and atmospheric controls suffered mechanical failures due to the strain of constant use, and eventually resulted in the death of the colony when they were unable to be repaired. The first colony’s disaster is memorialized with the &#039;&#039;&#039;Aliose Shrine&#039;&#039;&#039;, a five hundred metre-wide series of plaques engraved into a rock formation near the first landing site, commemorating the deceased.&lt;br /&gt;
&lt;br /&gt;
Both Aliose and Qerr’Malic’s colonies were officially considered established in the years after 1100 BCE, with at least one permanent colony fully constructed within both colonies. Aliose’s successor colonies were equipped with specialized climate control and advanced geothermal power technology, allowing them to survive on the planet. Early terraformation efforts began during this period, with the intent to render the atmosphere breathable across multiple centuries. These advancements allowed the initial subterranean colonies to slowly expand into major population centers, with subterranean tunnel networks connecting these facilities together. These efforts were eventually compounded with the introduction of orbital solar mirrors by the 800s BC, with the intention of raising Aliose’s surface temperature to more comfortable levels.&lt;br /&gt;
&lt;br /&gt;
During [[Skrell_Synthetic_Age#Reign_of_Glorsh-Omega|Glorsh-Omega’s period of rule]], research efforts on Aliose were managed directly by the AI, who banned research outside of its specific prioritized fields. These advancements primarily formed the immense server networks and surveillance network on the planet, allowing Glorsh-Omega to tighten its grip on the planet. Most citizens of Aliose were openly subservient to the AI, with rebels organizing a resistance group that formed the [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|Lyukal]]. Aliose served as the Lyukal’s base of operations, using the planet’s complacent populace as a cover for their operatives to work underneath false identities.&lt;br /&gt;
&lt;br /&gt;
Glorsh-Omega’s disappearance resulted in most of Aliose’s facilities to suddenly fail, having relied on the AI’s subroutines and surveillance network for most of their electronic equipment. The resulting collapse of infrastructure caused a period of turmoil with the surviving colonists, though this period waned as Aliose was briefly declared the interim capital of the Nralakk Federation due to being relatively intact post-collapse. Qerrbalak was made the official capital once more in &#039;&#039;&#039;2216 CE&#039;&#039;&#039;, with Aliose being reabsorbed into the second Federation.&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
[[file:aliosemapunlabelled.png|thumb|right|360px|An unlabelled map of Aliose.]]&lt;br /&gt;
&lt;br /&gt;
Aliose is primarily an icy, arctic world, with a nitrogen-majority atmosphere. Centuries of terraforming effort eventually made the atmosphere breathable to an extent, though the effort continues to this day with a controlled warming of its surface. Little native plant-life exists on Aliose’s surface beyond prokaryotic organisms, with any larger fauna considered nonexistent or extinct due to controlled climate change. &lt;br /&gt;
&lt;br /&gt;
Aliose is tectonically active, with earthquakes considered a common facet of life, with modern colonies built to compensate for earthquakes and sudden land shifting. Projections on the tectonic activity rendering Aliose potentially uninhabitable due to supervolcanic eruptions, though this is considered only likely within the next twelve millenia.&lt;br /&gt;
&lt;br /&gt;
===Seasons===&lt;br /&gt;
&lt;br /&gt;
Aliose has a 553 day [[Nralakk_Federation#Calendar_System|year]], divided into 12 months, each containing 46 days. Pre-colonization, Aliose’s average surface temperature was always below freezing, with the Qu-Paalq period considered in-name only. As the colonization effort expanded, Aliose’s climate warmed due to pollution from the colonies and the terraforming project, resulting in two months of the calendar year considered the Qu-Paalq period with annual highs of 7° centigrade, with 55% humidity at its peak. The rest of the year is designated the Lu-Paalq season, with record lows of -92° centigrade. Aliose’s Lu-Paalq is defined by violent snowstorms and blizzards, with humidity in the low ranges of 35%. While skrell are adapted to handle some temperature extremes, Aliose is still considered dangerously cold, necessitating protective outdoor apparel, with the lack of humidity preventing most permanent residence outside of the arcologies without specialized humidifiers.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Orq&#039;wesi hosts Zeng-Hu Pharmaceuticals and its associated special economic zone within the Aliose University of Medical Sciences, with a new wing dedicated to cooperative medical research and education for future chemical and pharmaceutical careers. Zeng-Hu hosts its own staffing for teaching within its wing, with the labs being commercial use for students to gain work experience as they finish their courses. This setup was designed in the hopes that students studying under Zeng-Hu’s guidance will find employment with it abroad after graduation.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
Aliose was the original testbed for [[Nralakk_Federation#Government_Structure|colonial government structure]] formed by political theorists for future colonization efforts, with each colony considered a population center being led by a magistrate. The planet is divided into three regions, led by the current Planetary Governor &#039;&#039;&#039;Kuvaa&#039;Purnaq Taqtoq&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Yugz Region&#039;&#039;&#039; - Centred around the Yugz Marsh, the Yugz Region encompasses the northwestern sector of Aliose. It contains the Orq’wesi and Haq’tola’zlip colonies, and is the educational center of Aliose with a majority of universities and scientific institutions found there.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kirnas Region&#039;&#039;&#039; - Named after Mount Kirnas, the Kirnas Region contains Azeq’iix’xlip as its sole population center, being designated as a monitoring station for the mountain’s volcanic activity. Kirnas is considered the most rural region of Aliose, due to the lack of development here compared to the rest of the planet in spite of future settlements being slated in its future.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fedas Region&#039;&#039;&#039; - Named after the city and capital of Aliose, Fedas’qlip, the Fedas region contains the landing site for the original colonization of Aliose. The region has multiple heritage sites and the Aliose Shrine, commemorating the efforts of the first colonists. Multiple smaller settlements primarily exist as research outposts, dedicated to monitoring the planet’s terraforming project.&lt;br /&gt;
&lt;br /&gt;
==Culture and Demographics==&lt;br /&gt;
&lt;br /&gt;
Aliose is considered culturally insular, with most skrell forming cliques and groups based on each other’s complimentary skills, stemming from the initial colonists’ buddy system as a survival measure. This persists to the modern day, with neighbourhood groups basing themselves on each other’s skills and careers. The ongoing terraforming project has reduced the size and strength of the planet’s blizzards, though its cultural impact remains to this day. Most groups of skrell consider autonomy and self-reliance to be a desirable skill in spite of no longer being a necessity, resulting in most settlements being segmented into different cliques.&lt;br /&gt;
&lt;br /&gt;
Due to Aliose’s inclement weather, the initial settlements were built using templates and in groups, ensuring that each new section has the bare essentials. Most modern settlements on Aliose contain a subterranean section from their initial construction that contains most basic utilities, with newer surface sections relegated to entertainment or non-essential facilities. Aliose’s geological activity is a constant hindrance to settlement expansion, with advances in engineering made to lessen its impact. &lt;br /&gt;
&lt;br /&gt;
Despite the advancement of modern technology, the custom of self-reliance and independence from the greater whole persists. This exists in contrast with the average skrell on Aliose considered more patriotic on average, with the planet’s history including it being a main base of operations for the Lyukal, and is a point of pride for them. The Aliose flag is commonly found on equipment and buildings, with most Aliosen skrell being vocally Federation loyalists, which has earned it merit from the Federation through research grants and material support.&lt;br /&gt;
&lt;br /&gt;
===Holidays===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Founding Day:&#039;&#039;&#039; - Celebrated on the first day of Qu-Paalq, Aliose’s Founding Day celebrations are relatively somber. While most Founding Days remember the hardships of the past as part of their celebrations, Aliose dedicates more in remembrance of its past. Aliose’s governor hosts a televised event at the Aliose Shrine, holding a speech in commemoration of the first colonists of Aliose and their contributions to the colony’s survival, followed by a moment of silence. Little other official events are observed beyond the Aliose Shrine broadcast, with the families of the first colonies hosting private events.   &lt;br /&gt;
* &#039;&#039;&#039;First Blizzard’s Ball:&#039;&#039;&#039; First Blizzard’s Ball is celebrated at the start of Aliose’s Lu-Paalq season, being observed by the entire planet as it marks the beginning of the new year. Official events begin with the ball, hosted within each city with skrell pairing off to dance at midnight. Traditionally, this celebration is tame before the dance, though younger skrell drink and party before, during, and after the main event.  &lt;br /&gt;
* &#039;&#039;&#039;Lap’yal’vesi:&#039;&#039;&#039; Roughly translated to “University-Starting Celebration”, Lap’yal’vesi is a two day student celebration that marks the start of Aliose’s academic year. Freshmen celebrate this through meeting with their peers before classes start to form bonds and make friends, while the more senior students instead drink and party with remaining time left until university starts. Lap’yal’vesi is primarily celebrated in the Yugz region, with more notable celebrations in Orq’wesi, which hosts the most universities on Aliose.&lt;br /&gt;
&lt;br /&gt;
===Demographics and Aliens===&lt;br /&gt;
[[file:AlioseDemographics.jpeg|thumb|350px|A pie chart showing the demographics of skrell living on Aliose.]]&lt;br /&gt;
&lt;br /&gt;
Aliose’s few bodies of water, and a lack of accommodating features within the cities themselves, has attracted few Axiori skrell to the planet. Most skrell on Aliose are Xiialt, with Xiiori communities being much smaller than those on [[Aweiji]] and [[Qerrbalak]].&lt;br /&gt;
&lt;br /&gt;
Outside of Qamlok, very few Vaurca live on Aliose, with the majority of C&#039;thur outside of it being Zeng-Hu employees. Zeng-Hu’s operations within the planet’s special economic zone resulted in a small number of humans residing on Aliose, being primarily employees or students. Small diona communities exist on Aliose as well, with the majority of them being students due to the planet’s lack of warmth and sunlight, rendering it unappealing for permanent residence.&lt;br /&gt;
&lt;br /&gt;
====Skrell====&lt;br /&gt;
&lt;br /&gt;
Skrell make up roughly &#039;&#039;&#039;96%&#039;&#039;&#039; of Aliose’s population. The percentages below are of the &#039;&#039;&#039;skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*22% Axiori&lt;br /&gt;
*74% Xiialt&lt;br /&gt;
*4% Xiiori&lt;br /&gt;
&lt;br /&gt;
====Non-Skrell====&lt;br /&gt;
&lt;br /&gt;
Non-skrell make up roughly &#039;&#039;&#039;4%&#039;&#039;&#039; of Aliose’s population. 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;
*~&amp;lt;1% Human&lt;br /&gt;
*~2% Vaurca&lt;br /&gt;
&lt;br /&gt;
==Veterans Lodge==&lt;br /&gt;
&lt;br /&gt;
The Veterans Lodge is an organisation founded by Lyukal veterans, intending to teach younger generations of skrell of the Glorsh-Omega period.&lt;br /&gt;
&lt;br /&gt;
Most members of the Veterans Lodge regularly hold positions as guest speakers or lecturers across the universities on Aliose, giving speeches regarding their experiences under Glorsh-Omega, or their contributions to the Lyukal movement. Their presence within education, combined with their emotional speeches, have turned many veterans into minor Idols, a position they then use to promote the Federation and its ideals in the younger populace.&lt;br /&gt;
&lt;br /&gt;
Despite their outward Federation loyalty, most members of the Veterans Lodge secretly follow a unique interpretation of [[Skrell_Faith#Suur’ka|Suur’ka]]. Suur’ka originated in the turbulent aftermath of Glorsh-Omega’s disappearance, with Haq’tola’zlip collapsing overnight as the infrastructure and connections to the rest of the Federation failed without the AI’s presence. Thousands of skrell died during the chaos, before the Lyukal in the city reestablished order through what would become the basis of Suur’ka’s ideology. With the reformation of the Nralakk Federation, and Suur’ka becoming a prohibited ideology by it, the open practice of their philosophy fell into secrecy amongst Lyukal members.&lt;br /&gt;
&lt;br /&gt;
Suur’ka would continue to evolve over time, being directly influenced by vocal followers such as Lorash Qui’xo, who created the basis of modern Suur’ka. Despite its outside influences, most teachings that Veterans Lodge members adhere to is unique to them. The Suur’ka belief followed on Aliose revolves around &#039;&#039;&#039;Hoqom&#039;Es-Masyara&#039;&#039;&#039;, or the ‘Law of Ice Society’:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Hoqom&#039;Es-Masyara ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* You are not to think &#039;&#039;you&#039;&#039; are superior to &#039;&#039;us&#039;&#039; unless you can prove it.&lt;br /&gt;
* You are not to think &#039;&#039;you&#039;&#039; are more important than &#039;&#039;us&#039;&#039; unless you can prove it.&lt;br /&gt;
* You are not to think &#039;&#039;you&#039;&#039; are allowed to transgress against &#039;&#039;us&#039;&#039; unless you can prove it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite having fallen into obscurity, the Ice Society Law was enforced by the Lyukal of Haq’tola’zlip. Being made to address any conflict within the city, the simple set of rules were a direct challenge to skrell to prove their actions as correct, or else be found guilty and punished for willingly committing an incorrect action. With the majority of the city’s infrastructure destroyed during this period, the Lyukal were forced to adopt this harsh rule of law. Theft from those hoarding important supplies was justifiable in the Lyukal&#039;s eyes, and was supported through their new form of law.&lt;br /&gt;
&lt;br /&gt;
Today, the Veterans Lodge maintains their unique interpretation of Suur’ka. Members of the Lodge consider the Nralakk Federation at risk of collapsing a second time, and hold that free will and the independence are important tenets to ensure that the conditions that allowed Glorsh-Omega to exist will never be repeated.&lt;br /&gt;
&lt;br /&gt;
The remaining members of the Veterans Lodge are all aware of their advanced age, having spent their youth in the reign of Glorsh-Omega. Recruitment of younger skrell is difficult due to the members of the Lodge attaining minor Idol status through espousing Federation ideals, all while secretly practicing an outlawed ideology that would alienate most prospective members. Few skrell spurred by the nationalist ideals of upholding the Nralakk Federation’s beliefs are willing to turn a blind eye to their practice, with what recruits that can bring in being carefully chosen to avoid being exposed.&lt;br /&gt;
&lt;br /&gt;
==Major Cities and Landmarks==&lt;br /&gt;
&lt;br /&gt;
[[file:aliosemap.png|thumb|right|360px|A map of Aliose and its cities.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Fedas’qlip===&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;Fedas’qlip&#039;&#039;&#039; is the capital of Aliose, as well as the first colony. The city is roughly sixteen kilometers in diameter, with its subterranean section reaching twenty kilometers underground. The city maintains the largest electronic display of dissertations in the Federation, with a museum dedicated to displaying the academic work of the students from all of Aliose’s universities. These displays are directly linked to the &#039;&#039;&#039;Orq’wesi Archive&#039;&#039;&#039;, where the original documents are preserved.&lt;br /&gt;
&lt;br /&gt;
Fedas’qlip also acts as the headquarters for Aliose’s terraforming project, which intends to make the surface temperature of Aliose habitable for skrell. Aside from the heritage sites that mark the initial colonization of Aliose, multiple field labs dedicated to the project and monitoring its progress are found all across the region. These monitoring sites track both the atmospheric modifications of Aliose, as well as its surface temperature and the effects of its orbital solar mirrors.&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;
===Azeq’iix’xlip===&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;Azeq’iix’xlip&#039;&#039;&#039; was originally a monitoring station for the largest active volcano on Aliose, Mount Kirnas. While still tasked with monitoring and processing volcanic and seismic data, Azeq’iix’xlip has slowly developed into a proper city. The original residents of the city hold backgrounds in geology, with most scientific idols in the field hailing from there.&lt;br /&gt;
&lt;br /&gt;
Since its founding, Azeq’iix’xlip has witnessed over a thousand eruptions. While the volcano shows no signs of endangering the city in the near future, emergency protocols are still practiced in the event of a catastrophic eruption. The city has few surface structures, being entirely underground save for a few buildings and its entrance, being reinforced to account for the geological activity in the area.&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;
===Orq’wesi and Qamlok===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Orq’wesi&#039;&#039;&#039; is the educational center of Aliose, hosting multiple prestigious universities, with the most notable being the [[Federation Education | Aliose University of Medical Sciences]]. Out of Orq’wesi’s total population, roughly one fifth is made up of attending students.&lt;br /&gt;
&lt;br /&gt;
The city has a bustling nightlife and hospitality sector catering to the student body, with large sections of Orq’wesi dedicated to student accommodation, clubs, bars, and restaurants. Orq’wesi is well-known for its various work experience programs, making it a common sight to see businesses staffed by students. One of Aliose’s holidays, &#039;&#039;&#039;Lap’yal’vesi&#039;&#039;&#039;, is a two-day celebration that kicks off the new academic year, with the majority of celebrations taking place within itself.&lt;br /&gt;
&lt;br /&gt;
Other than its involvement in academia, Orq’wesi also hosts the [[Nralakk_Federation#Other_Established_or_Planned_Archives|&#039;&#039;&#039;Orq’wesi Archive&#039;&#039;&#039;]], which is dedicated to the archival of the species’ medical knowledge through the Aliose University of Medical Sciences, and recording of skrell history from the Glorsh-Omega period onwards. Students attending AUMS are expected to spend at least one semester working within the archive, helping gather information before being submitted, with students graduating with high marks taking part in a ceremony where they personally archive their dissertation.&lt;br /&gt;
&lt;br /&gt;
====Qamlok====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qamlok&#039;&#039;&#039; is a subterranean settlement near the outskirts of Orq’wesi, inhabited almost entirely by [[C&#039;thur_in_the_Federation|C’thur]] researchers in the pursuit of scientific advancement for the betterment of the C&#039;thur Hive and their allies.&lt;br /&gt;
&lt;br /&gt;
The location was originally planned to house vaurca aiding in the research of the nearby Aliose University of Medical Sciences, but the rapidly growing C’thur scientific community under [[|Mouv,_The_Recondite_Queen|Ta&#039;Akaix&#039;Mouv&#039;lek&#039;tanta]] saw it beneficial to conduct research independent of the university.  This led to the construction of a laboratory where C&#039;thur spearheaded their own research, though most research still occurs on the university’s campus.&lt;br /&gt;
&lt;br /&gt;
Recently, new bound vaurca from Mouv’s brood have been tasked alongside a team of skrell research officials into translating many of C’thur’s databases into Nral&#039;malic, with a particular focus on vaurcaesian biomedical research for archival within the Orq&#039;wesi Archive. This task  has been laborious for all parties involved due to vaurcae reliance on direct peer-to-peer communication for information storage. The use of Bound for the project has also been a point of contention, but has been sanctioned by the Federation.&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;
===Haq’tola’zlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Haq’tola’zlip&#039;&#039;&#039; shares the distinction of being the oldest settlements on Aliose with its sister-city Fedas’qlip. After Glorsh-Omega’s disappearance, the city fell into turmoil with its population descending into chaos after the collapse of its infrastructure. Most of the original settlement was destroyed, only rebuilt after the second Nralakk Federation formed, with only a third of the original population surviving the event.&lt;br /&gt;
&lt;br /&gt;
During Glorsh-Omega’s rule, Haq’tola’zlip was the main base of operations of the Lyukal, with the majority of their operations hosted within it. Multiple universities focusing on humanities and history have since formed in light of the city’s storied past, with many of them employing veteran Lyukal members as guest speakers and lecturers due to their status as being idolized as heroes of the Federation.&lt;br /&gt;
&lt;br /&gt;
Surviving members of the Lyukal have formed the &#039;&#039;&#039;Veteran’s Lodge&#039;&#039;&#039; within Haq’tola’zlip, whose goal is to ensure that the newer generations of skrell learn of Glorsh-Omega’s reign, and to reinforce pro-Federation ideals.&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;
===Mount Kirnas===&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;Mount Kirnas&#039;&#039;&#039; is the largest mountain on Aliose, located in its southern mountain ranges. An immense landmark looming over the city of Azeq’iix’xlip, the mountain is also the most active volcano on the planet, being the reason for the city’s establishment.&lt;br /&gt;
&lt;br /&gt;
The inhabitants of Aliose hold reverence for the Mount Kirnas, with some skrell performing personal rituals before beginning their journey to one of Mount Kirnas&#039;s many field labs, hoping to ward off any violent eruptions during their work. These rituals can range from simple good-luck drinks shared between coworkers before setting off, to following designated “lucky” routes while travelling closer to the mountain.&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>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aliose&amp;diff=39143</id>
		<title>Aliose</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aliose&amp;diff=39143"/>
		<updated>2026-05-02T17:49:02Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: history update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Aliose&lt;br /&gt;
|System = Nralakk&lt;br /&gt;
|Image = ALIOSEFLAG.PNG&lt;br /&gt;
|Sector = [[The_Orion_Spur#The_Homeworld|Homeworld]]&lt;br /&gt;
|Capital = Fedas’qlip&lt;br /&gt;
|Species = Skrell, Vaurca, Dionae&lt;br /&gt;
|Languages = Nral&#039;Malic&lt;br /&gt;
|Demonyms = Aliosen&lt;br /&gt;
|Nation = [[Nralakk Federation]]&lt;br /&gt;
}}&lt;br /&gt;
Established in 1100 BCE, &#039;&#039;&#039;Aliose&#039;&#039;&#039; is an arctic planet with a dense, nitrogen-based atmosphere of nitrogen, necessitating specialized equipment and apparel to live on its surface. Aliose’s initial colonies were subterranean, and were primarily focused on research due to them being the first extraplanetary colonies undertaken by skrell society. While most of these colonies went on to form the population centers of the planet, some are preserved as historical relics of the colonial era.&lt;br /&gt;
&lt;br /&gt;
Aliose’s beginnings as a research outpost led to its specialization in scientific research, proliferating into its many universities, such as [[Federation Education|the Aliose University of Medical Sciences]]. These universities and research centers today are the source of the Nralakk Federation’s scientific breakthroughs that define its reputation as the technological giant of the Spur.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Discovered by ancient astronomers in 5551 BCE, the first recorded telescopic observation of Aliose was by astronomer &#039;&#039;&#039;Vlery Ocktoq&#039;&#039;&#039;. First observations noted its starkly different composition and surface, particularly in its large icecaps. Since its discovery, skrell were captivated by the possibility of living beyond Qerrbalak and on alien worlds, with Aliose being a distant dreaming of conquering even the harshest locales in the cosmos.&lt;br /&gt;
&lt;br /&gt;
By 1203 BCE, fleets of unmanned probes were sent to Aliose as part of an exploration project determining the viability of future colonies. Despite the atmosphere being nearly unbreathable and dangerously low temperatures, it was hypothetically within their ability to colonize it. Qerrbalak’s early nations celebrated the possibility of inhabiting Aliose, hopeful to see it within the near future. With decades of preparation, the initial colonization fleet departed Qerrbalak to form the first wave of colonies on it. Two months after the fleet’s launch, the first colonists landed on Aliose, consisting of the most prestigious scientific minds of Qerrbalak, most of whom were geologists and astronomers, along with medical and engineering staff. The initial month of landfall and building the foundations of the first colony were harsh, with most working extremely long shifts to see it completed.&lt;br /&gt;
&lt;br /&gt;
Despite the efforts of the colonists, Aliose was an unforgiving planet. The sheer cold and violent weather patterns caused colonists to suffer severe hypothermia, and damaged colony structures from sudden temperature drops and violent winds. Most heaters and atmospheric controls suffered mechanical failures due to the strain of constant use, and eventually resulted in the death of the colony when they were unable to be repaired. The first colony’s disaster is memorialized with the &#039;&#039;&#039;Aliose Shrine&#039;&#039;&#039;, a five hundred metre-wide series of plaques engraved into a rock formation near the first landing site, commemorating the deceased.&lt;br /&gt;
&lt;br /&gt;
Both Aliose and Qerr’Malic’s colonies were officially considered established in the years after 1100 BCE, with at least one permanent colony fully constructed within both colonies. Aliose’s successor colonies were equipped with specialized climate control and advanced geothermal power technology, allowing them to survive on the planet. Early terraformation efforts began during this period, with the intent to render the atmosphere breathable across multiple centuries. These advancements allowed the initial subterranean colonies to slowly expand into major population centers, with subterranean tunnel networks connecting these facilities together. These efforts were eventually compounded with the introduction of orbital solar mirrors by the 800s BC, with the intention of raising Aliose’s surface temperature to more comfortable levels.&lt;br /&gt;
&lt;br /&gt;
During [[Skrell_Synthetic_Age#Reign_of_Glorsh-Omega|Glorsh-Omega’s period of rule]], research efforts on Aliose were managed directly by the AI, who banned research outside of its specific prioritized fields. These advancements primarily formed the immense server networks and surveillance network on the planet, allowing Glorsh-Omega to tighten its grip on the planet. Most citizens of Aliose were openly subservient to the AI, with rebels organizing a resistance group that formed the [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|Lyukal]]. Aliose served as the Lyukal’s base of operations, using the planet’s complacent populace as a cover for their operatives to work underneath false identities.&lt;br /&gt;
&lt;br /&gt;
Glorsh-Omega’s disappearance resulted in most of Aliose’s facilities to suddenly fail, having relied on the AI’s subroutines and surveillance network for most of their electronic equipment. The resulting collapse of infrastructure caused a period of turmoil with the surviving colonists, though this period waned as Aliose was briefly declared the interim capital of the Nralakk Federation due to being relatively intact post-collapse. Qerrbalak was made the official capital once more in &#039;&#039;&#039;2216 CE&#039;&#039;&#039;, with Aliose being reabsorbed into the second Federation.&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
[[file:aliosemapunlabelled.png|thumb|right|360px|An unlabelled map of Aliose.]]&lt;br /&gt;
&lt;br /&gt;
Aliose is primarily an icy, arctic world, with a nitrogen-majority atmosphere. Centuries of terraforming effort eventually made the atmosphere breathable to an extent, though the effort continues to this day with a controlled warming of its surface. Little native plant-life exists on Aliose’s surface beyond prokaryotic organisms, with any larger fauna considered nonexistent or extinct due to controlled climate change. &lt;br /&gt;
&lt;br /&gt;
Aliose is tectonically active, with earthquakes considered a common facet of life, with modern colonies built to compensate for earthquakes and sudden land shifting. Projections on the tectonic activity rendering Aliose potentially uninhabitable due to supervolcanic eruptions, though this is considered only likely within the next twelve millenia.&lt;br /&gt;
&lt;br /&gt;
===Seasons===&lt;br /&gt;
&lt;br /&gt;
Aliose has a 553 day [[Nralakk_Federation#Calendar_System|year]], divided into 12 months, each containing 46 days. Pre-colonization, Aliose’s average surface temperature was always below freezing, with the Qu-Paalq period considered in-name only. As the colonization effort expanded, Aliose’s climate warmed due to pollution from the colonies and the terraforming project, resulting in two months of the calendar year considered the Qu-Paalq period with annual highs of 7° centigrade, with 55% humidity at its peak. The rest of the year is designated the Lu-Paalq season, with record lows of -92° centigrade. Aliose’s Lu-Paalq is defined by violent snowstorms and blizzards, with humidity in the low ranges of 35%. While skrell are adapted to handle some temperature extremes, Aliose is still considered dangerously cold, necessitating protective outdoor apparel, with the lack of humidity preventing most permanent residence outside of the arcologies without specialized humidifiers.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Orq&#039;wesi hosts Zeng-Hu Pharmaceuticals and its associated special economic zone within the Aliose University of Medical Sciences, with a new wing dedicated to cooperative medical research and education for future chemical and pharmaceutical careers. Zeng-Hu hosts its own staffing for teaching within its wing, with the labs being commercial use for students to gain work experience as they finish their courses. This setup was designed in the hopes that students studying under Zeng-Hu’s guidance will find employment with it abroad after graduation.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
Aliose was the original testbed for [[Nralakk_Federation#Government_Structure|colonial government structure]] formed by political theorists for future colonization efforts, with each colony considered a population center being led by a magistrate. The planet is divided into three regions, led by the current Planetary Governor &#039;&#039;&#039;Kuvaa&#039;Purnaq Taqtoq&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Yugz Region&#039;&#039;&#039; - Centred around the Yugz Marsh, the Yugz Region encompasses the northwestern sector of Aliose. It contains the Orq’wesi and Haq’tola’zlip colonies, and is the educational center of Aliose with a majority of universities and scientific institutions found there.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kirnas Region&#039;&#039;&#039; - Named after Mount Kirnas, the Kirnas Region contains Azeq’iix’xlip as its sole population center, being designated as a monitoring station for the mountain’s volcanic activity. Kirnas is considered the most rural region of Aliose, due to the lack of development here compared to the rest of the planet in spite of future settlements being slated in its future.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fedas Region&#039;&#039;&#039; - Named after the city and capital of Aliose, Fedas’qlip, the Fedas region contains the landing site for the original colonization of Aliose. The region has multiple heritage sites and the Aliose Shrine, commemorating the efforts of the first colonists. Multiple smaller settlements primarily exist as research outposts, dedicated to monitoring the planet’s terraforming project.&lt;br /&gt;
&lt;br /&gt;
==Culture and Demographics==&lt;br /&gt;
&lt;br /&gt;
Aliose is considered culturally insular, with most skrell forming cliques and groups based on each other’s complimentary skills, stemming from the initial colonists’ buddy system as a survival measure. This persists to the modern day, with neighbourhood groups basing themselves on each other’s skills and careers. The ongoing terraforming project has reduced the size and strength of the planet’s blizzards, though its cultural impact remains to this day. Most groups of skrell consider autonomy and self-reliance to be a desirable skill in spite of no longer being a necessity, resulting in most settlements being segmented into different cliques.&lt;br /&gt;
&lt;br /&gt;
Due to Aliose’s inclement weather, the initial settlements were built using templates and in groups, ensuring that each new section has the bare essentials. Most modern settlements on Aliose contain a subterranean section from their initial construction that contains most basic utilities, with newer surface sections relegated to entertainment or non-essential facilities. Aliose’s geological activity is a constant hindrance to settlement expansion, with advances in engineering made to lessen its impact. &lt;br /&gt;
&lt;br /&gt;
Despite the advancement of modern technology, the custom of self-reliance and independence from the greater whole persists. This exists in contrast with the average skrell on Aliose considered more patriotic on average, with the planet’s history including it being a main base of operations for the Lyukal, and is a point of pride for them. The Aliose flag is commonly found on equipment and buildings, with most Aliosen skrell being vocally Federation loyalists, which has earned it merit from the Federation through research grants and material support.&lt;br /&gt;
&lt;br /&gt;
===Holidays===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Founding Day:&#039;&#039;&#039; - Celebrated on the first day of Qu-Paalq, Aliose’s Founding Day celebrations are relatively somber. While most Founding Days remember the hardships of the past as part of their celebrations, Aliose dedicates more in remembrance of its past. Aliose’s governor hosts a televised event at the Aliose Shrine, holding a speech in commemoration of the first colonists of Aliose and their contributions to the colony’s survival, followed by a moment of silence. Little other official events are observed beyond the Aliose Shrine broadcast, with the families of the first colonies hosting private events.   &lt;br /&gt;
* &#039;&#039;&#039;First Blizzard’s Ball:&#039;&#039;&#039; First Blizzard’s Ball is celebrated at the start of Aliose’s Lu-Paalq season, being observed by the entire planet as it marks the beginning of the new year. Official events begin with the ball, hosted within each city with skrell pairing off to dance at midnight. Traditionally, this celebration is tame before the dance, though younger skrell drink and party before, during, and after the main event.  &lt;br /&gt;
* &#039;&#039;&#039;Lap’yal’vesi:&#039;&#039;&#039; Roughly translated to “University-Starting Celebration”, Lap’yal’vesi is a two day student celebration that marks the start of Aliose’s academic year. Freshmen celebrate this through meeting with their peers before classes start to form bonds and make friends, while the more senior students instead drink and party with remaining time left until university starts. Lap’yal’vesi is primarily celebrated in the Yugz region, with more notable celebrations in Orq’wesi, which hosts the most universities on Aliose.&lt;br /&gt;
&lt;br /&gt;
===Demographics and Aliens===&lt;br /&gt;
[[file:AlioseDemographics.jpeg|thumb|350px|A pie chart showing the demographics of skrell living on Aliose.]]&lt;br /&gt;
&lt;br /&gt;
Aliose’s few bodies of water, and a lack of accommodating features within the cities themselves, has attracted few Axiori skrell to the planet. Most skrell on Aliose are Xiialt, with Xiiori communities being much smaller than those on [[Aweiji]] and [[Qerrbalak]].&lt;br /&gt;
&lt;br /&gt;
Outside of Qamlok, very few Vaurca live on Aliose, with the majority of C&#039;thur outside of it being Zeng-Hu employees. Zeng-Hu’s operations within the planet’s special economic zone resulted in a small number of humans residing on Aliose, being primarily employees or students. Small diona communities exist on Aliose as well, with the majority of them being students due to the planet’s lack of warmth and sunlight, rendering it unappealing for permanent residence.&lt;br /&gt;
&lt;br /&gt;
====Skrell====&lt;br /&gt;
&lt;br /&gt;
Skrell make up roughly &#039;&#039;&#039;96%&#039;&#039;&#039; of Aliose’s population. The percentages below are of the &#039;&#039;&#039;skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*22% Axiori&lt;br /&gt;
*74% Xiialt&lt;br /&gt;
*4% Xiiori&lt;br /&gt;
&lt;br /&gt;
====Non-Skrell====&lt;br /&gt;
&lt;br /&gt;
Non-skrell make up roughly &#039;&#039;&#039;4%&#039;&#039;&#039; of Aliose’s population. 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;
*~&amp;lt;1% Human&lt;br /&gt;
*~2% Vaurca&lt;br /&gt;
&lt;br /&gt;
==Veterans Lodge==&lt;br /&gt;
&lt;br /&gt;
The Veterans Lodge is an organisation founded by Lyukal veterans, intending to teach younger generations of skrell of the Glorsh-Omega period.&lt;br /&gt;
&lt;br /&gt;
Most members of the Veterans Lodge regularly hold positions as guest speakers or lecturers across the universities on Aliose, giving speeches regarding their experiences under Glorsh-Omega, or their contributions to the Lyukal movement. Their presence within education, combined with their emotional speeches, have turned many veterans into minor Idols, a position they then use to promote the Federation and its ideals in the younger populace.&lt;br /&gt;
&lt;br /&gt;
Despite their outward Federation loyalty, most members of the Veterans Lodge secretly follow a unique interpretation of [[Skrell_Faith#Suur’ka|Suur’ka]]. Suur’ka originated in the turbulent aftermath of Glorsh-Omega’s disappearance, with Haq’tola’zlip collapsing overnight as the infrastructure and connections to the rest of the Federation failed without the AI’s presence. Thousands of skrell died during the chaos, before the Lyukal in the city reestablished order through what would become the basis of Suur’ka’s ideology. With the reformation of the Nralakk Federation, and Suur’ka becoming a prohibited ideology by it, the open practice of their philosophy fell into secrecy amongst Lyukal members.&lt;br /&gt;
&lt;br /&gt;
Suur’ka would continue to evolve over time, being directly influenced by vocal followers such as Lorash Qui’xo, who created the basis of modern Suur’ka. Despite its outside influences, most teachings that Veterans Lodge members adhere to is unique to them. The Suur’ka belief followed on Aliose revolves around &#039;&#039;&#039;Hoqom&#039;Es-Masyara&#039;&#039;&#039;, or the ‘Law of Ice Society’:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Hoqom&#039;Es-Masyara ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* You are not to think &#039;&#039;you&#039;&#039; are superior to &#039;&#039;us&#039;&#039; unless you can prove it.&lt;br /&gt;
* You are not to think &#039;&#039;you&#039;&#039; are more important than &#039;&#039;us&#039;&#039; unless you can prove it.&lt;br /&gt;
* You are not to think &#039;&#039;you&#039;&#039; are allowed to transgress against &#039;&#039;us&#039;&#039; unless you can prove it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite having fallen into obscurity, the Ice Society Law was enforced by the Lyukal of Haq’tola’zlip. Being made to address any conflict within the city, the simple set of rules were a direct challenge to skrell to prove their actions as correct, or else be found guilty and punished for willingly committing an incorrect action. With the majority of the city’s infrastructure destroyed during this period, the Lyukal were forced to adopt this harsh rule of law. Theft from those hoarding important supplies was justifiable in the Lyukal&#039;s eyes, and was supported through their new form of law.&lt;br /&gt;
&lt;br /&gt;
Today, the Veterans Lodge maintains their unique interpretation of Suur’ka. Members of the Lodge consider the Nralakk Federation at risk of collapsing a second time, and hold that free will and the independence are important tenets to ensure that the conditions that allowed Glorsh-Omega to exist will never be repeated.&lt;br /&gt;
&lt;br /&gt;
The remaining members of the Veterans Lodge are all aware of their advanced age, having spent their youth in the reign of Glorsh-Omega. Recruitment of younger skrell is difficult due to the members of the Lodge attaining minor Idol status through espousing Federation ideals, all while secretly practicing an outlawed ideology that would alienate most prospective members. Few skrell spurred by the nationalist ideals of upholding the Nralakk Federation’s beliefs are willing to turn a blind eye to their practice, with what recruits that can bring in being carefully chosen to avoid being exposed.&lt;br /&gt;
&lt;br /&gt;
==Major Cities and Landmarks==&lt;br /&gt;
&lt;br /&gt;
[[file:aliosemap.png|thumb|right|360px|A map of Aliose and its cities.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Fedas’qlip===&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;Fedas’qlip&#039;&#039;&#039; is the capital of Aliose, as well as the first colony. The city is roughly sixteen kilometers in diameter, with its subterranean section reaching twenty kilometers underground. The city maintains the largest electronic display of dissertations in the Federation, with a museum dedicated to displaying the academic work of the students from all of Aliose’s universities. These displays are directly linked to the &#039;&#039;&#039;Orq’wesi Archive&#039;&#039;&#039;, where the original documents are preserved.&lt;br /&gt;
&lt;br /&gt;
Fedas’qlip also acts as the headquarters for Aliose’s terraforming project, which intends to make the surface temperature of Aliose habitable for skrell. Aside from the heritage sites that mark the initial colonization of Aliose, multiple field labs dedicated to the project and monitoring its progress are found all across the region.&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;
===Azeq’iix’xlip===&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;Azeq’iix’xlip&#039;&#039;&#039; was originally a monitoring station for the largest active volcano on Aliose, Mount Kirnas. While still tasked with monitoring and processing volcanic and seismic data, Azeq’iix’xlip has slowly developed into a proper city. The original residents of the city hold backgrounds in geology, with most scientific idols in the field hailing from there.&lt;br /&gt;
&lt;br /&gt;
Since its founding, Azeq’iix’xlip has witnessed over a thousand eruptions. While the volcano shows no signs of endangering the city in the near future, emergency protocols are still practiced in the event of a catastrophic eruption. The city has few surface structures, being entirely underground save for a few buildings and its entrance, being reinforced to account for the geological activity in the area.&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;
===Orq’wesi and Qamlok===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Orq’wesi&#039;&#039;&#039; is the educational center of Aliose, hosting multiple prestigious universities, with the most notable being the [[Federation Education | Aliose University of Medical Sciences]]. Out of Orq’wesi’s total population, roughly one fifth is made up of attending students.&lt;br /&gt;
&lt;br /&gt;
The city has a bustling nightlife and hospitality sector catering to the student body, with large sections of Orq’wesi dedicated to student accommodation, clubs, bars, and restaurants. Orq’wesi is well-known for its various work experience programs, making it a common sight to see businesses staffed by students. One of Aliose’s holidays, &#039;&#039;&#039;Lap’yal’vesi&#039;&#039;&#039;, is a two-day celebration that kicks off the new academic year, with the majority of celebrations taking place within itself.&lt;br /&gt;
&lt;br /&gt;
Other than its involvement in academia, Orq’wesi also hosts the [[Nralakk_Federation#Other_Established_or_Planned_Archives|&#039;&#039;&#039;Orq’wesi Archive&#039;&#039;&#039;]], which is dedicated to the archival of the species’ medical knowledge through the Aliose University of Medical Sciences, and recording of skrell history from the Glorsh-Omega period onwards. Students attending AUMS are expected to spend at least one semester working within the archive, helping gather information before being submitted, with students graduating with high marks taking part in a ceremony where they personally archive their dissertation.&lt;br /&gt;
&lt;br /&gt;
====Qamlok====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qamlok&#039;&#039;&#039; is a subterranean settlement near the outskirts of Orq’wesi, inhabited almost entirely by [[C&#039;thur_in_the_Federation|C’thur]] researchers in the pursuit of scientific advancement for the betterment of the C&#039;thur Hive and their allies.&lt;br /&gt;
&lt;br /&gt;
The location was originally planned to house vaurca aiding in the research of the nearby Aliose University of Medical Sciences, but the rapidly growing C’thur scientific community under [[|Mouv,_The_Recondite_Queen|Ta&#039;Akaix&#039;Mouv&#039;lek&#039;tanta]] saw it beneficial to conduct research independent of the university.  This led to the construction of a laboratory where C&#039;thur spearheaded their own research, though most research still occurs on the university’s campus.&lt;br /&gt;
&lt;br /&gt;
Recently, new bound vaurca from Mouv’s brood have been tasked alongside a team of skrell research officials into translating many of C’thur’s databases into Nral&#039;malic, with a particular focus on vaurcaesian biomedical research for archival within the Orq&#039;wesi Archive. This task  has been laborious for all parties involved due to vaurcae reliance on direct peer-to-peer communication for information storage. The use of Bound for the project has also been a point of contention, but has been sanctioned by the Federation.&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;
===Haq’tola’zlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Haq’tola’zlip&#039;&#039;&#039; shares the distinction of being the oldest settlements on Aliose with its sister-city Fedas’qlip. After Glorsh-Omega’s disappearance, the city fell into turmoil with its population descending into chaos after the collapse of its infrastructure. Most of the original settlement was destroyed, only rebuilt after the second Nralakk Federation formed, with only a third of the original population surviving the event.&lt;br /&gt;
&lt;br /&gt;
During Glorsh-Omega’s rule, Haq’tola’zlip was the main base of operations of the Lyukal, with the majority of their operations hosted within it. Multiple universities focusing on humanities and history have since formed in light of the city’s storied past, with many of them employing veteran Lyukal members as guest speakers and lecturers due to their status as being idolized as heroes of the Federation.&lt;br /&gt;
&lt;br /&gt;
Surviving members of the Lyukal have formed the &#039;&#039;&#039;Veteran’s Lodge&#039;&#039;&#039; within Haq’tola’zlip, whose goal is to ensure that the newer generations of skrell learn of Glorsh-Omega’s reign, and to reinforce pro-Federation ideals.&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;
===Mount Kirnas===&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;Mount Kirnas&#039;&#039;&#039; is the largest mountain on Aliose, located in its southern mountain ranges. An immense landmark looming over the city of Azeq’iix’xlip, the mountain is also the most active volcano on the planet, being the reason for the city’s establishment.&lt;br /&gt;
&lt;br /&gt;
The inhabitants of Aliose hold reverence for the Mount Kirnas, with some skrell performing personal rituals before beginning their journey to one of Mount Kirnas&#039;s many field labs, hoping to ward off any violent eruptions during their work. These rituals can range from simple good-luck drinks shared between coworkers before setting off, to following designated “lucky” routes while travelling closer to the mountain.&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>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aweiji&amp;diff=39142</id>
		<title>Aweiji</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aweiji&amp;diff=39142"/>
		<updated>2026-05-02T17:47:28Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: whoops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox_Lore}}&lt;br /&gt;
{{Navbox_Skrell_Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Aweiji&lt;br /&gt;
|System = Aweiji&lt;br /&gt;
|Image = Aweiji.png&lt;br /&gt;
|Sector = [[The_Orion_Spur#Inner_Systems|Inner Systems]]&lt;br /&gt;
|Capital = Tresja&lt;br /&gt;
|Species = Skrell&lt;br /&gt;
|Languages = Nral&#039;malic&lt;br /&gt;
|Demonyms = Aweijin&lt;br /&gt;
|Nation = [[Nralakk Federation]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Aweiji&#039;&#039;&#039; is the first non-Nralakk system colony, located in the modern Inner Systems. While arid and rocky in comparison to [[Qerrbalak]], by 810 BCE terraforming programs converted the planet into a Qerrbalak-like planet for its colonists. The very first colonists settled Aweiji in 700 BCE, beginning in an atoll located between vast, narrow mountain ranges. The landing site became the basis for the city of Tresja, which hosted the location of the largest political meeting in the [[Nralakk Federation]]’s history, the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History== &lt;br /&gt;
Discovered in 1171 BCE, Aweiji was considered a potential future colony, though its climate was considered inhospitable to skrell. An immense, long-term terraforming project was deemed necessary before any colonization effort began. Terraforming equipment arrived in Aweiji’s orbit by 810 BCE, in the form of multiple kilometers-wide orbital sunshades dedicated to reducing the amount of solar radiation through reflective mirrors and dissipating lenses. With these deployed along with the dedicated satellite and then-named Automated Drone Payload Platform XY-558, Aweiji’s atmospheric composition and surface temperature shifted towards the minimums necessary for colonists to continue the work on the ground. Soon after, Aweiji was assigned as a priority colonization target, with a colony spacecraft beginning construction, dubbed the Qu’Qerrvolis, or the Homestar Vessel.&lt;br /&gt;
&lt;br /&gt;
Colonization efforts began in earnest in 700 BCE, with the first colonists initially suffering from Nlom withdrawal due Aweiji’s distance from the Nralakk system. Nlom withdrawal caused the inhabitants to develop anxiety or depression because of their separation from the Nlom, eventually persevering. Aweiji’s first city, &#039;&#039;&#039;Tresja&#039;&#039;&#039;, formed in spite of the psionic malaise, with colonists beginning construction of a Nlom beacon to connect the planet to Qerrbalak once more. During this period, most skrell colonies focused on resource extraction to help fuel the colonization effort, with Aweiji pivoting towards agriculture and aquaculture to take advantage of the climate’s conditions in creating an environment for industrial farming and fishing industries.&lt;br /&gt;
&lt;br /&gt;
During the colonial [[Skrell_Early_History#Advancement_of_Skrellkind|independence movement]], many Aweijiin skrell rejected Commonwealth authority over the colony, agitating for independence. Aweiji the first colony to demand autonomy from the Commonwealth of the Three, shutting down their Nlom beacon when negotiations fell through. With the beacon disabled, Aweiji removed the Commonwealth’s pacifying presence over the Nlom, forcing the Commonwealth to capitulate in light of the colony being the breadbasket of the colonies. These talks continued for decades, ending with Aweiji eventually rejoining the Commonwealth by 866.&lt;br /&gt;
&lt;br /&gt;
Aweiji was not spared from [[Skrell_Synthetic_Age#Reign_of_Glorsh-Omega|Glorsh-Omega’s]] rule, being looting the planet through the Automated Drone Payload Platform XY-558, then distributing it across the Federation, mostly devoting towards the production of the AI’s surveillance network. The mining town of Plebu&#039;zlip was Glorsh-Omega’s primary focus, turning it into a massive manufacturing hub for building materials. With the AI’s disappearance, Aweiji’s infrastructural collapse left it isolated from the rest of the remaining Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
The resulting isolation from [[Skrell Culture|skrell society]] was immensely difficult for the remaining colonists, who struggled to rebuild in the aftermath. Decades of recovery led to the eventual appointment of a government that would organize them, reassuring that Aweijiin skrell across the planet would prosper even in their isolation. When the Nralakk Federation re-established communications, Aweiji society was reluctant to reaccept federal governance, having remembered the original independence movement instigated centuries earlier. Aweiji’s council eventually relented, hosting the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; and its signing by 2245. This solidified the second Nralakk Federation’s legitimacy, and is considered a landmark moment in the second Federation succeeding the first.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
[[File:aweijimapunlabelled.png|360px|thumb|right|An unlabelled map of Aweiji.]]&lt;br /&gt;
&lt;br /&gt;
Pre-terraformation, Aweiji was primarily hot and arid, with a rocky surface. Temperatures had regular highs of 60° centigrade, with no humidity due to a lack of natural water. Skrell ecologists and medical specialists speculated that any colonists would suffer from the severe environment regardless of their landing site, pausing any colonization efforts until it was alleviated through a terraforming effort.&lt;br /&gt;
&lt;br /&gt;
Terraforming of Aweiji was achieved through the use of a multiple-stage terraformation process, spearheaded by the adoption of immense orbital sunshades that actively modified the amount of solar radiation the planet received, then operating in tandem with dedicated drones deployed from an orbital installation to slowly influence atmospheric composition. Terraforming efforts took nearly eighty years to obtain a minimally viable environment before its colonies could continue the work afterwards while being able to survive, and was considered a great investment as the environment shifted towards a humid, tropical climate. Once the climate was able to host the [[Nralakk_Federation#Fauna_and_Flora|transplanted flora and fauna of Qerrbalak]], they quickly populated the planet&#039;s newly formed oceans. The terraforming process was considered a success, but also unintentionally resulted in stormy weather, being notably more destructive than on the Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
===Seasons===&lt;br /&gt;
&lt;br /&gt;
The planet&#039;s [[Nralakk_Federation#Calendar_System|year]] is 170 days divided into 5 months, with 34 days each. The planet&#039;s Qu-Paalq and Lu-Paalq seasons are noticeably warmer than Qerrbalak, with the Qu-Paalq season lasting for three months of the year while Lu-Paalq only lasts for two months.&lt;br /&gt;
&lt;br /&gt;
As Aweiji is the first colony outside of [[Notable_Skrell_Systems_and_Locations|the Nralakk system]], it was terraformed with Qerrbalak’s climate in mind. Flora and fauna were transplanted to inhabit the planet, with terraforming efforts making Aweiji into a Qerrbalak-like planet. Weather pattern changes cooled the temperature highs to around 50° centigrade, with 90% humidity during Qu-Paalq, while Lu-Paalq’s temperatures enter lows of 15° centigrade with 60% humidity. Violent weather patterns are a visible side effect of terraforming, with tropical storms forming less often and being more destructive. Most coastal towns and cities are designed to weather the storms, but flooding and destruction is a common sight during particularly strong storms.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
Aweiji forms the backbone of the Nralakk Federation’s logistics network, being a major center for food and material exports. Plebu’qlip’s vast industrial sprawl is a considerable source of refined materials like steel and plasteel, as well as its heavier industries surrounding automobile, boat, and agricultural equipment production. Gwikip and Weibi’zlip are the major centers of food, with Weibi considered the parent of the Nralakk Federation’s agricultural practices, and Gwikip’s immense aquacultures and fishing industries making up the bulk of food exports off-planet. These cities are connected to the greater federal trade network via Orbital Spaceport XY-558, which functions as its central port and commercial center, receiving hundreds of freighter vessels and tourists daily.&lt;br /&gt;
&lt;br /&gt;
Aweiji’s special economic zone is shared between [[Hephaestus Industries]] and [[NanoTrasen]]. Hephaestus has begun integration into the local manufacturing and mining industries of Plebu’qlip, with the intention to send Hephaestus employees to Aweiji in a newly-built ship assembly factory. The corporation also offers optional training programs for miners interested in expanding their techniques, headed by veteran miners from both terrestrial and space-based operations.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen’s GetMore subsidiary is collaborating with Weibi agricultural scientists to create new crop strains to bolster Aweiji’s crop yields, with stated plans to build hydroponic facilities dedicated to the production and export of skrell food products. Examples include items such as Skrellsnax, a protein bar made from shredded mushrooms, as well as Cooling Breeze, being canned and carbonated dyn tea.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
During the interim between [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|Glorsh-Omega’s disappearance]] and the reformation of the Nralakk Federation, Aweiji adopted a rudimentary form of [[Skrell_Politics#Grand_Council|Grand Council]]. The Aweijiin Grand Council was simplified due to the reduced scale, with a Grand Councillor at the head being advised by regional councillors. Peripheral advisory boards from Aweiji’s remaining civic structures and social groups were also present, from economic planners to influential figures, such as religious and community leaders, who represented the interests of their groups on legislation.&lt;br /&gt;
&lt;br /&gt;
Today Aweiji consists of four regions, managed by Planetary Governor &#039;&#039;&#039;Maqq’qel Xoi&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tresja Region&#039;&#039;&#039; - The Tresja region, named after the [[Aweiji#Tresja|capital]] of the Aweiji, encompasses its namesake and the surrounding landmass. It is the designated bureaucratic center of the planet, with most of Aweiji’ civil service sector based within it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Su’karr Region&#039;&#039;&#039; - Named after the Su’karr Bay, the Su’karr Region includes the cities of Plebu’qlip and Hyu’blaq’wesi, their landmasses, the far southern island in the Kol’karr sea. The region manages Aweiji’s sole mineral extraction and processing sector, located solely around Plebu’qlip. Hyu’blaq’wesi is the religious center, with multiple Qeblak observatories located there, and is home to the largest Orthodox Eternal church within Nralakk Federation beyond [[Xrim]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weibi Region&#039;&#039;&#039; - The Weibi region is named after the city of , [[Aweiji#Weibi&#039;zlip|Weibi’zlip]], and consists solely of the island surrounding it. This region hosts most of Aweiji’s agricultural sector, and is commonly referred to as the Federation&#039;s breadbasket.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ignakii Region&#039;&#039;&#039; - The Ignakii region is named after the Ignakii Ocean, and consists of Gwikip and the island to its southeast. The region manages most of Aweiji’s industrial fishing and aquaculture sector, and is the maritime equivalent to the Weibi Region in terms of food production. Both Ignakii and Weibi’s exports make up for &#039;&#039;&#039;19%&#039;&#039;&#039; of the Nralakk Federation&#039;s food production.&lt;br /&gt;
&lt;br /&gt;
==Culture and Demographics==&lt;br /&gt;
&lt;br /&gt;
Known as &amp;quot;The Federation&#039;s Breadbasket&amp;quot;, Aweijin skrell represent the Nralakk Federation’s prized diligence and work ethic, with their values focused on hard work and contributing for the good of society. These ideals remain cultivated by the Aweijin government, who are wary of the past independence movements on the planet. &lt;br /&gt;
&lt;br /&gt;
Citizens from Aweiji are considered more respectful of tradition, emphasising the importance of [[Skrell Relationships|quyas]] as a cornerstone of social harmony. Most Aweijin skrell are motivated to work to the betterment of the Federation, and considered [[Skrell_Culture#Inductive_Behaviours|model citizens]]. Social mobility within the Social Compatibility Index is notably higher on the planet, with multiple idols and Primary Numericals having origins on it. The number of idols from Aweiji spawned a trend of Primary Numericals and idols emulating the Aweijin accent, forming the often heard “Fauxweiji”. Most Aweijin natives have a low view of the trend, however, but are aware of the futility in resisting it.&lt;br /&gt;
&lt;br /&gt;
Quyas on Aweiji focus on instilling useful skills, positive habits, and federal values to their children. This is reinforced through their community and schooling, in the hopes of perpetuating the cycle when their children move to form their own later in life. This cycle results in most quyas involving themselves in the lives of their children to the point of continuing it long after their children are independent, with cultural importance on forming and maintaining families, believing that their quya should come first. &lt;br /&gt;
&lt;br /&gt;
Aweiji’s importance in the Nralakk Federation’s economy has granted it incentives and benefits from the government, giving it a distinctly improved quality of life in comparison to the rest of the  [[Notable_Skrell_Systems_and_Locations#The_Elemental_Systems:_The_First_Waves|first wave region]].&lt;br /&gt;
===Holidays===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Founding Day:&#039;&#039;&#039; Aweiji’s Founding Day is not celebrated on the date of its establishment, separate from the traditional date viewed by the rest of the Nralakk Federation. Instead, the holiday is viewed at the start of the anniversary week of the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;‘s signing. Official festivities are brief, being a preamble to the proper celebrations during the agreement’s anniversary. Most celebrations consist of gathering in remembrance of the hardship the planet endured through Glorsh-Omega’s reign, followed by visiting Weibi’zlip’s farmers markets for excess produce at the end of Aweiji’s harvest season.  &lt;br /&gt;
* &#039;&#039;&#039;Yoq’Maa’Aweiji:&#039;&#039;&#039; Translating to ‘The Reconnection of Aweiji’, this holiday celebrates the signing of the Tresja Agreement in 2245, and its significance in returning Aweiji to the Nralakk Federation. Celebrants host large banquets hosted between neighborhoods, sharing stories from the year and celebrating Aweiji’s perseverance in the face of hardship.&lt;br /&gt;
* &#039;&#039;&#039;Qe’Lya-Maq:&#039;&#039;&#039; Qe’Lya-Maq is a yearly pilgrimage, beginning in the middle of Aweji’s Lu’Paalq season. Thousands of [[Skrell_Faith#Qeblak|Qeblak]] followers take pilgrimage to Hyu’blaq’wesi to participate in Stargazing processions held by the eight largest observatory domes in the city. During the pilgrimage, the local [[The_Eternal#Orthodox_Eternal|Orthodox Eternal]] community will offer their help to the city through providing food, lodging, and assisting to the visiting pilgrims. Their charity receives great support from Aweiji&#039;s government, with their volunteering compensated, and has cemented the religious minority&#039;s place within the city.&lt;br /&gt;
&lt;br /&gt;
===Demographics and Aliens===&lt;br /&gt;
[[file:AweijiDemographics.jpeg|thumb|350px|A pie chart showing the demographics of skrell living on Aweiji.]]&lt;br /&gt;
Most of Aweiji’s established cities are coastal and variably submerged, resulting in Axiori skrell making up a majority of its residents, with a sizeable Xiialt minority. Xiiori skrell also make up a notable portion of the population, thanks to the intermingling of both.&lt;br /&gt;
&lt;br /&gt;
Aweiji has no local vaurca communities on Aweiji or its orbital installations, leaving diona as the majority non-skrell demographic. With the establishment of Aweiji’s special economic zone, a small human population is facilitated between Hephaestus and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
====Skrell====&lt;br /&gt;
&lt;br /&gt;
Skrell make up roughly &#039;&#039;&#039;94%&#039;&#039;&#039; of Aweiji&#039;s population. The percentages below are of the &#039;&#039;&#039;skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*62% Axiori&lt;br /&gt;
*28% Xiialt&lt;br /&gt;
*10% Xiiori&lt;br /&gt;
&lt;br /&gt;
====Non-Skrell====&lt;br /&gt;
&lt;br /&gt;
Non-Skrell make up roughly &#039;&#039;&#039;6%&#039;&#039;&#039; of Aweiji&#039;s population. The percentages below are of the &#039;&#039;&#039;Non-skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*98% Diona&lt;br /&gt;
*2% Human&lt;br /&gt;
&lt;br /&gt;
==Major Cities and Landmarks==&lt;br /&gt;
&lt;br /&gt;
[[File:aweijimap.png|360px|thumb|right|A map of Aweiji and its cities.]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Tresja===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tresja&#039;&#039;&#039; is the capital of Aweiji, and is located in a mountain-shielded atoll. Within Tresja is the &#039;&#039;&#039;Tresja Monument&#039;&#039;&#039;, a statue of the Qu’Qerrvolis sculpted by [[Notable Skrell|Rixulin Fliioux’Quualt]] as a memorial to the colonists. The city is culturally important across the Federation, being the city that held the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;, a conference that formed the foundation of the second Nralakk Federation and considered the point of its legitimacy as a successor state.&lt;br /&gt;
&lt;br /&gt;
The city is divided into two sections, consisting of the aboveground section built the atoll’s central island, and the submerged section that expands deep underwater. The surface section of Tresja is the center of the city, with most buildings housing the planetary government. The surface is also a notable tourist and educational hotspot, with a notable portion of Tresja&#039;s income coming from field trips from Federation educational centers, with most young skrell claiming to have visited the capital at least once.&lt;br /&gt;
&lt;br /&gt;
The submerged section of Tresja acts as the residential center of the city, with an underwater transportation system connecting it to the surface. While the surface is the central source of the city’s income, local economies under the water flourish from Tresja’s proximity to the Kol’karr sea. Day trips and personal tours of the sea are common, with prestigious universities focusing on ecological and biological sciences regularly arranging trips, making up the bulk of income from field trips for students studying how transplanted fauna and flora adapted to living in Aweiji&#039;s waters.&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;
===Plebu’qlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Plebu’qlip&#039;&#039;&#039; is the third largest population center on Aweiji, and is the planet’s industrial center. Established in 200 BCE, Plebu’qlip rests along the mountain range across the western island chain to access the mineral deposits present in order to support early expansion of the colonies. With poor access to minerals and small reserves, Plebu’qlip’s mines were closed and instead focused on its agricultural industry early, and was the sole mining facility on Aweiji.&lt;br /&gt;
&lt;br /&gt;
Despite Aweiji’s lack of mineral resources, its non-arable land surrounding Plebu’qlip were utilized for industrial expansion, most notably by Glorsh-Omega. Glorsh-Omega’s expansion of the city was a receiving point for the [[Notable_Skrell_Systems_and_Locations#The_Trichotomous_Systems:_The_Traverse|Traverse]]’s raw materials, which were refined and then sent to the inner systems. Plebu’qlip’s steel and plasteel refineries are its most notable export, as well as the [[Nralakk_Federation#Vehicles|automobile industry]], boating manufacturers, and agricultural equipment. Because of this, Plebu’qlip is the main economic center of Aweiji, and an integral logistics center of the Nralakk Federation as a whole. Amenities within the city are notably of higher quality out of federal interest in keeping the city loyal and in-step with its interests, well aware of the potential second independence movement’s disastrous effects.&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;
===Hyu’blaq’wesi===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hyu’blaq’wesi&#039;&#039;&#039; is located in the northern mountain ranges, isolated from the rest of Aweiji’s other cities. Due to its isolation and relatively small population, Hyu&#039;blaq&#039;wesi has notably low light pollution. This has made the region an ideal place to stargaze for followers of Qeblak and Weishii, and is considered the religious center of the planet.&lt;br /&gt;
&lt;br /&gt;
Founded in 2270 by pilgrims visiting the Wonqio Monastery Observatory Dome, the monastery is culturally significant due to housing the original [[Skrell_Faith|Qeblak]] manuscripts surrounding its earliest history. This information was considered lost with the locking of the [[Nralakk_Federation#The_Archive_Project|Tzqul Archive]], with the manuscripts transported back to Qerrbalak for archival. Copies of the original manuscripts are stored in the Wonqio Monastery to this day, being an attraction for pilgrims.&lt;br /&gt;
&lt;br /&gt;
Hyu’blaq’wesi hosts eight observatories, each capable of hosting ten thousand visitors in their interiors. These observatories are dwarfed by the Wonqio Monastary, which is the largest Qeblak Observatory Dome within the Nralakk Federation, hosting a total of thirty-five thousand. These observatories are pilgrimage sites for Aweiji’s citizens, who are predominantly followers of Qeblak. Despite this, Hyu’blaq’wesi hosts a growing community of Weishii followers and members of the [[Dionae_Culture#Religion|Orthodox Eternal]] faith. &lt;br /&gt;
&lt;br /&gt;
Despite few suitable natural sites for [[Skrell_Faith|Weishii]] followers near Hyu’blaq’wesi, some secluded grottos or other bodies of water near the coast are established sanctuaries. Unlike Qeblak followers who make annual pilgrimages to the city, Weishii followers have permanent communes on the outskirts of Hyu’blaq’wesi within the sanctuaries, which have formed the largest Weishii centers on Aweiji.&lt;br /&gt;
&lt;br /&gt;
Orthodox Eternal’s followers have established their church near the center of the city within a [[Dionae_Forms#Penuma|Penuma gestalt]]. This is the only sanctioned Penumas within the Nralakk Federation that exists outside of the [[Diona_in_the_Federation#Spiral_Gardens_and_Dionae_Living_Spaces|Spiral Gardens]], with the exception that the gestalt be cared for by a non-affiliated group of skrell scientists. Although the Eternal community is a religious minority, they are well known due to their charity towards first-time pilgrims, hosting them in free lodgings, and guiding them if needed. The followers also man tourist kiosks and host public events out of their church.&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;
===Weibi’zlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weibi’zlip&#039;&#039;&#039; is the second smallest city on Aweiji, being established on the planet’s equatorial island chain in order to exploit the chain’s fertile land for agricultural output. &lt;br /&gt;
&lt;br /&gt;
Pre-Glorsh-Omega, most farm work in Weibi’zlip was automated, with synthetics strictly managed for optimal plant growth. After Glorsh-Omega’s disappearance, all agriculture in the city was forced to be done manually in order to continue its role  as Aweiji’s primary source of food. The workers of Weibi’zlip developed the Weibi Method across fifty years in order to handle the immense workloads. After the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; in 2245, the agricultural philosophy was spread to other planets within the Nralakk Federation. With the city’s techniques revolutionizing agricultural efficiency across Federation space, Weibi’zlip and Aweiji are revered as the “Parents of Agriculture” to this day.&lt;br /&gt;
Weibi’zlip is no longer the sole food production center of Aweiji in the modern day, but still produces two-thirds of the planet’s total agricultural output, and is the main processing hub for exports to be sent to &#039;&#039;&#039;Spaceport XY-558&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
While Weibi’zlip is remembered for its revolutionary farming methods and being the key to the survival of Aweiji in post-Glorsh-Omega before the re-establishment of the second Nralakk Federation, the city also houses a critical [[Nralakk_Federation#The_Archive_Project|archive]] for the Nralakk Federation. The Weibi Archive stores the majority of the species’ knowledge of agricultural science, as well as a seed vault containing samples of all skrell crops.&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;
===Gwikip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gwikip&#039;&#039;&#039; was established on the coast of a small island near Aweiji’s northern pole, where the planet was seeded with the majority of the Qerrbalak marine life post-terraformation. Currently, Gwikip is tied with Weibi’zlip for smallest total population.&lt;br /&gt;
&lt;br /&gt;
Despite its size, Gwikip represents a significant portion of Aweiji’s food production, accounting for a third of total food exports. The city specialises in traditional fishing in the Ignakii Ocean and aquaculture along its coastline, representing the majority of Aweiji’s maritime industry. &lt;br /&gt;
&lt;br /&gt;
Citizens from Gwikip are typically stereotyped simple fishermen, though most in its fishing industry are marine biologists, ecologists, and veterinarians who ensure the fishing industry is sustainable and not detrimental to the marine population. While their counterparts in Weibi’zlip are environmentally conscious for their agriculture, Gwikip’s specialists monitor the ocean and their fishing industries.&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;
===Orbital Spaceport XY-558===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Originally named Automated Drone Payload Platform XY-558, &#039;&#039;&#039;Orbital Spaceport XY-558&#039;&#039;&#039; was the Nralakk Federation&#039;s first deployment of a multi-stage terraforming orbital installation, tasked with modifying Aweiji’s atmosphere to host colonies. XY-558 is a pre-AI installation, with its comparatively imprecise terraforming of Aweiji creating its now commonly violent tropical storm cells. Large-scale terraforming projects were shelved after Aweiji was terraformed, then reintroduced following the adoption of AI, before its subsequent abandonment again after Glorsh-Omega and the Federation’s AI bans. &lt;br /&gt;
&lt;br /&gt;
Modern XY-558 has since expanded into an orbital city with thousands of skrell aboard, with residents using the pre-existing habitation blocks. Retrofits allow it to function as a spaceport for shipping freight and host simultaneously docked vessels, with dozens of ships and shuttlecraft capable of being docked simultaneously within its many airlocks and exterior hangars.&lt;br /&gt;
&lt;br /&gt;
Visitors to Aweiji typically spend their first day in the spaceport, browsing the massive commercial deck known as the Aweijiin Bazaar. This region of the spaceport has roughly two dozen permanent retailers and restaurants, with many more smaller fronts that rotate seasonally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unique Constellations==&lt;br /&gt;
&lt;br /&gt;
Due to the period of Aweiji’s colonization, the planet has a notable [[Skrell Faith|Qeblak]] congregation. As Qeblak is the dominant religion on Aweiji, multiple minor constellations in its skies are considered religiously important.&lt;br /&gt;
&lt;br /&gt;
Catalogued early on in Aweiji’s history by [[Skrell Faith|Starkeepers]], these constellations have influenced its residents to be more self-sufficient and introspective. When Glorsh-Omega disappeared, this influence became especially prominent during Aweiji’s isolation and troubled period, with its inhabitants enduring greater hardship. Modern Aweijin skrell preserve this behavior in the modern day by training themselves in survival skills and self-sufficiency.&lt;br /&gt;
 &lt;br /&gt;
[[File:The Nioh.png|thumb|right|&#039;&#039;&#039;The Nioh&#039;&#039;&#039;: Trust. Reliance. Perseverance. Survival.]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Mountain.png|thumb|left|&#039;&#039;&#039;The Mountain&#039;&#039;&#039;: Self-analysis. Feelings of accomplishment. Clearer view.]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Sraso.png|thumb|center|330px|&#039;&#039;&#039;The Sraso&#039;&#039;&#039;: Sustainability. Growth. Safety.]]&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>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aweiji&amp;diff=39141</id>
		<title>Aweiji</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aweiji&amp;diff=39141"/>
		<updated>2026-05-02T17:46:56Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox_Lore}}&lt;br /&gt;
{{Navbox_Skrell_Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Aweiji&lt;br /&gt;
|System = Aweiji&lt;br /&gt;
|Image = Aweiji.png&lt;br /&gt;
|Sector = [[The_Orion_Spur#Inner_Systems|Inner Systems]]&lt;br /&gt;
|Capital = Tresja&lt;br /&gt;
|Species = Skrell&lt;br /&gt;
|Languages = Nral&#039;malic&lt;br /&gt;
|Demonyms = Aweijin&lt;br /&gt;
|Nation = [[Nralakk Federation]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Aweiji&#039;&#039;&#039; is the first non-Nralakk system colony, located in the modern Inner Systems. While arid and rocky in comparison to [[Qerrbalak]], by 810 BCE terraforming programs converted the planet into a Qerrbalak-like planet for its colonists. The very first colonists settled Aweiji in 700 BCE, beginning in an atoll located between vast, narrow mountain ranges. The landing site became the basis for the city of Tresja, which hosted the location of the largest political meeting in the [[Nralakk Federation]]’s history, the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History== &lt;br /&gt;
Discovered in 1171 BCE, Aweiji was considered a potential future colony, though its climate was considered inhospitable to skrell. An immense, long-term terraforming project was deemed necessary before any colonization effort began. Terraforming equipment arrived in Aweiji’s orbit by 810 BCE, in the form of multiple kilometers-wide orbital sunshades dedicated to reducing the amount of solar radiation through reflective mirrors and dissipating lenses. With these deployed along with the dedicated satellite and then-named Automated Drone Payload Platform XY-558, Aweiji’s atmospheric composition and surface temperature shifted towards the minimums necessary for colonists to continue the work on the ground. Soon after, Aweiji was assigned as a priority colonization target, with a colony spacecraft beginning construction, dubbed the Qu’Qerrvolis, or the Homestar Vessel.&lt;br /&gt;
&lt;br /&gt;
Colonization efforts began in earnest in 700 BCE, with the first colonists initially suffering from Nlom withdrawal due Aweiji’s distance from the Nralakk system. Nlom withdrawal caused the inhabitants to develop anxiety or depression because of their separation from the Nlom, eventually persevering. Aweiji’s first city, &#039;&#039;&#039;Tresja&#039;&#039;&#039;, formed in spite of the psionic malaise, with colonists beginning construction of a Nlom beacon to connect the planet to Qerrbalak once more. During this period, most skrell colonies focused on resource extraction to help fuel the colonization effort, with Aweiji pivoting towards agriculture and aquaculture to take advantage of the climate’s conditions in creating an environment for industrial farming and fishing industries.&lt;br /&gt;
&lt;br /&gt;
During the colonial [[Skrell_Early_History#Advancement_of_Skrellkind|independence movement]], many Aweijiin skrell rejected Commonwealth authority over the colony, agitating for independence. Aweiji the first colony to demand autonomy from the Commonwealth of the Three, shutting down their Nlom beacon when negotiations fell through. With the beacon disabled, Aweiji removed the Commonwealth’s pacifying presence over the Nlom, forcing the Commonwealth to capitulate in light of the colony being the breadbasket of the colonies. These talks continued for decades, ending with Aweiji eventually rejoining the Commonwealth by 866.&lt;br /&gt;
&lt;br /&gt;
Aweiji was not spared from [[Skrell_Synthetic_Age#Reign_of_Glorsh-Omega|Glorsh-Omega’s]] rule, being looting the planet through the Automated Drone Payload Platform XY-558, then distributing it across the Federation, mostly devoting towards the production of the AI’s surveillance network. The mining town of Plebu&#039;zlip was Glorsh-Omega’s primary focus, turning it into a massive manufacturing hub for building materials. With the AI’s disappearance, Aweiji’s infrastructural collapse left it isolated from the rest of the remaining Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
The resulting isolation from [[Skrell Culture|skrell society]] was immensely difficult for the remaining colonists, who struggled to rebuild in the aftermath. Decades of recovery led to the eventual appointment of a government that would organize them, reassuring that Aweijiin skrell across the planet would prosper even in their isolation. When the Nralakk Federation re-established communications, Aweiji society was reluctant to reaccept federal governance, having remembered the original independence movement instigated centuries earlier. Aweiji’s council eventually relented, hosting the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; and its signing by 2245. This solidified the second Nralakk Federation’s legitimacy, and is considered a landmark moment in the second Federation succeeding the first.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
[[File:aweijimapunlabelled.png|360px|thumb|right|An unlabelled map of Aweiji.]]&lt;br /&gt;
&lt;br /&gt;
Pre-terraformation, Aweiji was primarily hot and arid, with a rocky surface. Temperatures had regular highs of 60° centigrade, with no humidity due to a lack of natural water. Skrell ecologists and medical specialists speculated that any colonists would suffer from the severe environment regardless of their landing site, pausing any colonization efforts until it was alleviated through a terraforming effort.&lt;br /&gt;
&lt;br /&gt;
Terraforming of Aweiji was achieved through the use of a multiple-stage terraformation process, spearheaded by the adoption of immense orbital sunshades that actively modified the amount of solar radiation the planet received, then operating in tandem with dedicated drones deployed from an orbital installation to slowly influence atmospheric composition. Terraforming efforts took nearly eighty years to obtain a minimally viable environment before its colonies could continue the work afterwards while being able to survive, and was considered a great investment as the environment shifted towards a humid, tropical climate. Once the climate was able to host the [[Nralakk_Federation#Fauna_and_Flora|transplanted flora and fauna of Qerrbalak]], they quickly populated the planet&#039;s newly formed oceans. The terraforming process was considered a success, but also unintentionally resulted in stormy weather, being notably more destructive than on the Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
===Seasons===&lt;br /&gt;
&lt;br /&gt;
The planet&#039;s [[Nralakk_Federation#Calendar_System|year]] is 170 days divided into 5 months, with 34 days each. The planet&#039;s Qu-Paalq and Lu-Paalq seasons are noticeably warmer than Qerrbalak, with the Qu-Paalq season lasting for three months of the year while Lu-Paalq only lasts for two months.&lt;br /&gt;
&lt;br /&gt;
As Aweiji is the first colony outside of [[Notable_Skrell_Systems_and_Locations|the Nralakk system]], it was terraformed with Qerrbalak’s climate in mind. Flora and fauna were transplanted to inhabit the planet, with terraforming efforts making Aweiji into a Qerrbalak-like planet. Weather pattern changes cooled the temperature highs to around 50° centigrade, with 90% humidity during Qu-Paalq, while Lu-Paalq’s temperatures enter lows of 15° centigrade with 60% humidity. Violent weather patterns are a visible side effect of terraforming, with tropical storms forming less often and being more destructive. Most coastal towns and cities are designed to weather the storms, but flooding and destruction is a common sight during particularly strong storms.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
Aweiji forms the backbone of the Nralakk Federation’s logistics network, being a major center for food and material exports. Plebu’qlip’s vast industrial sprawl is a considerable source of refined materials like steel and plasteel, as well as its heavier industries surrounding automobile, boat, and agricultural equipment production. Gwikip and Weibi’zlip are the major centers of food, with Weibi considered the parent of the Nralakk Federation’s agricultural practices, and Gwikip’s immense aquacultures and fishing industries making up the bulk of food exports off-planet. These cities are connected to the greater federal trade network via Orbital Spaceport XY-558, which functions as its central port and commercial center, receiving hundreds of freighter vessels and tourists daily.&lt;br /&gt;
&lt;br /&gt;
Aweiji’s special economic zone is shared between [[Hephaestus Industries]] and [[NanoTrasen]]. Hephaestus has begun integration into the local manufacturing and mining industries of Plebu’qlip, with the intention to send Hephaestus employees to Aweiji in a newly-built ship assembly factory. The corporation also offers optional training programs for miners interested in expanding their techniques, headed by veteran miners from both terrestrial and space-based operations.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen’s GetMore subsidiary is collaborating with Weibi agricultural scientists to create new crop strains to bolster Aweiji’s crop yields, with stated plans to build hydroponic facilities dedicated to the production and export of skrell food products. Examples include items such as Skrellsnax, a protein bar made from shredded mushrooms, as well as Cooling Breeze, being canned and carbonated dyn tea.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
During the interim between [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|Glorsh-Omega’s disappearance]] and the reformation of the Nralakk Federation, Aweiji adopted a rudimentary form of [[Skrell_Politics#Grand_Council|Grand Council]]. The Aweijiin Grand Council was simplified due to the reduced scale, with a Grand Councillor at the head being advised by regional councillors. Peripheral advisory boards from Aweiji’s remaining civic structures and social groups were also present, from economic planners to influential figures, such as religious and community leaders, who represented the interests of their groups on legislation.&lt;br /&gt;
&lt;br /&gt;
Today Aweiji consists of four regions, managed by Planetary Governor &#039;&#039;&#039;Maqq’qel Xoi&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tresja Region&#039;&#039;&#039; - The Tresja region, named after the [[Aweiji#Tresja|capital]] of the Aweiji, encompasses its namesake and the surrounding landmass. It is the designated bureaucratic center of the planet, with most of Aweiji’ civil service sector based within it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Su’karr Region&#039;&#039;&#039; - Named after the Su’karr Bay, the Su’karr Region includes the cities of Plebu’qlip and Hyu’blaq’wesi, their landmasses, the far southern island in the Kol’karr sea. The region manages Aweiji’s sole mineral extraction and processing sector, located solely around Plebu’qlip. Hyu’blaq’wesi is the religious center, with multiple Qeblak observatories located there, and is home to the largest Orthodox Eternal church within Nralakk Federation beyond [[Xrim]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weibi Region&#039;&#039;&#039; - The Weibi region is named after the city of , [[Aweiji#Weibi&#039;zlip|Weibi’zlip]], and consists solely of the island surrounding it. This region hosts most of Aweiji’s agricultural sector, and is commonly referred to as the Federation&#039;s breadbasket.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ignakii Region&#039;&#039;&#039; - The Ignakii region is named after the Ignakii Ocean, and consists of Gwikip and the island to its southeast. The region manages most of Aweiji’s industrial fishing and aquaculture sector, and is the maritime equivalent to the Weibi Region in terms of food production. Both Ignakii and Weibi’s exports make up for &#039;&#039;&#039;19%&#039;&#039;&#039; of the Nralakk Federation&#039;s food production.&lt;br /&gt;
&lt;br /&gt;
==Culture and Demographics==&lt;br /&gt;
&lt;br /&gt;
Known as &amp;quot;The Federation&#039;s Breadbasket&amp;quot;, Aweijin skrell represent the Nralakk Federation’s prized diligence and work ethic, with their values focused on hard work and contributing for the good of society. These ideals remain cultivated by the Aweijin government, who are wary of the past independence movements on the planet. &lt;br /&gt;
&lt;br /&gt;
Citizens from Aweiji are considered more respectful of tradition, emphasising the importance of [[Skrell Relationships|quyas]] as a cornerstone of social harmony. Most Aweijin skrell are motivated to work to the betterment of the Federation, and considered [[Skrell_Culture#Inductive_Behaviours|model citizens]]. Social mobility within the Social Compatibility Index is notably higher on the planet, with multiple idols and Primary Numericals having origins on it. The number of idols from Aweiji spawned a trend of Primary Numericals and idols emulating the Aweijin accent, forming the often heard “Fauxweiji”. Most Aweijin natives have a low view of the trend, however, but are aware of the futility in resisting it.&lt;br /&gt;
&lt;br /&gt;
Quyas on Aweiji focus on instilling useful skills, positive habits, and federal values to their children. This is reinforced through their community and schooling, in the hopes of perpetuating the cycle when their children move to form their own later in life. This cycle results in most quyas involving themselves in the lives of their children to the point of continuing it long after their children are independent, with cultural importance on forming and maintaining families, believing that their quya should come first. &lt;br /&gt;
&lt;br /&gt;
Aweiji’s importance in the Nralakk Federation’s economy has granted it incentives and benefits from the government, giving it a distinctly improved quality of life in comparison to the rest of the  [[Notable_Skrell_Systems_and_Locations#The_Elemental_Systems:_The_First_Waves|first wave region]].&lt;br /&gt;
===Holidays===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Founding Day:&#039;&#039;&#039; Aweiji’s Founding Day is not celebrated on the date of its establishment, separate from the traditional date viewed by the rest of the Nralakk Federation. Instead, the holiday is viewed at the start of the anniversary week of the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;‘s signing. Official festivities are brief, being a preamble to the proper celebrations during the agreement’s anniversary. Most celebrations consist of gathering in remembrance of the hardship the planet endured through Glorsh-Omega’s reign, followed by visiting Weibi’zlip’s farmers markets for excess produce at the end of Aweiji’s harvest season.  &lt;br /&gt;
* &#039;&#039;&#039;Yoq’Maa’Aweiji:&#039;&#039;&#039; Translating to ‘The Reconnection of Aweiji’, this holiday celebrates the signing of the Tresja Agreement in 2245, and its significance in returning Aweiji to the Nralakk Federation. Celebrants host large banquets hosted between neighborhoods, sharing stories from the year and celebrating Aweiji’s perseverance in the face of hardship.&lt;br /&gt;
* &#039;&#039;&#039;Qe’Lya-Maq:&#039;&#039;&#039; Qe’Lya-Maq is a yearly pilgrimage, beginning in the middle of Aweji’s Lu’Paalq season. Thousands of [[Skrell_Faith#Qeblak|Qeblak]] followers take pilgrimage to Hyu’blaq’wesi to participate in Stargazing processions held by the eight largest observatory domes in the city. During the pilgrimage, the local [[The_Eternal#Orthodox_Eternal|Orthodox Eternal]] community will offer their help to the city through providing food, lodging, and assisting to the visiting pilgrims. Their charity receives great support from Aweiji&#039;s government, with their volunteering compensated, and has cemented the religious minority&#039;s place within the city.&lt;br /&gt;
&lt;br /&gt;
===Demographics and Aliens===&lt;br /&gt;
[[file:AweijiDemographics.jpeg|thumb|350px|A pie chart showing the demographics of skrell living on Aweiji.]]&lt;br /&gt;
Most of Aweiji’s established cities are coastal and variably submerged, resulting in Axiori skrell making up a majority of its residents, with a sizeable Xiialt minority. Xiiori skrell also make up a notable portion of the population, thanks to the intermingling of both.&lt;br /&gt;
&lt;br /&gt;
Aweiji has no local vaurca communities on Aweiji or its orbital installations, leaving diona as the majority non-skrell demographic. With the establishment of Aweiji’s special economic zone, a small human population is facilitated between Hephaestus and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
====Skrell====&lt;br /&gt;
&lt;br /&gt;
Skrell make up roughly &#039;&#039;&#039;94%&#039;&#039;&#039; of Aweiji&#039;s population. The percentages below are of the &#039;&#039;&#039;skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*62% Axiori&lt;br /&gt;
*28% Xiialt&lt;br /&gt;
*10% Xiiori&lt;br /&gt;
&lt;br /&gt;
====Non-Skrell====&lt;br /&gt;
&lt;br /&gt;
Non-Skrell make up roughly &#039;&#039;&#039;6%&#039;&#039;&#039; of Aweiji&#039;s population. The percentages below are of the &#039;&#039;&#039;Non-skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*98% Diona&lt;br /&gt;
*2% Human&lt;br /&gt;
&lt;br /&gt;
==Major Cities and Landmarks==&lt;br /&gt;
&lt;br /&gt;
[[File:aweijimap.png|360px|thumb|right|A map of Aweiji and its cities.]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Tresja===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tresja&#039;&#039;&#039; is the capital of Aweiji, and is located in a mountain-shielded atoll. Within Tresja is the &#039;&#039;&#039;Tresja Monument&#039;&#039;&#039;, a statue of the Qu’Qerrvolis sculpted by [[Notable Skrell|Rixulin Fliioux’Quualt]] as a memorial to the colonists. The city is culturally important across the Federation, being the city that held the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;, a conference that formed the foundation of the second Nralakk Federation and considered the point of its legitimacy as a successor state.&lt;br /&gt;
&lt;br /&gt;
The city is divided into two sections, consisting of the aboveground section built the atoll’s central island, and the submerged section that expands deep underwater. The surface section of Tresja is the center of the city, with most buildings housing the planetary government. The surface is also a notable tourist and educational hotspot, with a notable portion of Tresja&#039;s income coming from field trips from Federation educational centers, with most young skrell claiming to have visited the capital at least once.&lt;br /&gt;
&lt;br /&gt;
The submerged section of Tresja acts as the residential center of the city, with an underwater transportation system connecting it to the surface. While the surface is the central source of the city’s income, local economies under the water flourish from Tresja’s proximity to the Kol’karr sea. Day trips and personal tours of the sea are common, with prestigious universities focusing on ecological and biological sciences regularly arranging trips, making up the bulk of income from field trips for students studying how transplanted fauna and flora adapted to living in Aweiji&#039;s waters.&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;
===Plebu’qlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Plebu’qlip&#039;&#039;&#039; is the third largest population center on Aweiji, and is the planet’s industrial center. Established in 200 BCE, Plebu’qlip rests along the mountain range across the western island chain to access the mineral deposits present in order to support early expansion of the colonies. With poor access to minerals and small reserves, Plebu’qlip’s mines were closed and instead focused on its agricultural industry early, and was the sole mining facility on Aweiji.&lt;br /&gt;
&lt;br /&gt;
Despite Aweiji’s lack of mineral resources, its non-arable land surrounding Plebu’qlip were utilized for industrial expansion, most notably by Glorsh-Omega. Glorsh-Omega’s expansion of the city was a receiving point for the [[Notable_Skrell_Systems_and_Locations#The_Trichotomous_Systems:_The_Traverse|Traverse]]’s raw materials, which were refined and then sent to the inner systems. Plebu’qlip’s steel and plasteel refineries are its most notable export, as well as the [[Nralakk_Federation#Vehicles|automobile industry]], boating manufacturers, and agricultural equipment. Because of this, Plebu’qlip is the main economic center of Aweiji, and an integral logistics center of the Nralakk Federation as a whole. Amenities within the city are notably of higher quality out of federal interest in keeping the city loyal and in-step with its interests, well aware of the potential second independence movement’s disastrous effects.&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;
===Hyu’blaq’wesi===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hyu’blaq’wesi&#039;&#039;&#039; is located in the northern mountain ranges, isolated from the rest of Aweiji’s other cities. Due to its isolation and relatively small population, Hyu&#039;blaq&#039;wesi has notably low light pollution. This has made the region an ideal place to stargaze for followers of Qeblak and Weishii, and is considered the religious center of the planet.&lt;br /&gt;
&lt;br /&gt;
Founded in 2270 by pilgrims visiting the Wonqio Monastery Observatory Dome, the monastery is culturally significant due to housing the original [[Skrell_Faith|Qeblak]] manuscripts surrounding its earliest history. This information was considered lost with the locking of the [[Nralakk_Federation#The_Archive_Project|Tzqul Archive]], with the manuscripts transported back to Qerrbalak for archival. Copies of the original manuscripts are stored in the Wonqio Monastery to this day, being an attraction for pilgrims.&lt;br /&gt;
&lt;br /&gt;
Hyu’blaq’wesi hosts eight observatories, each capable of hosting ten thousand visitors in their interiors. These observatories are dwarfed by the Wonqio Monastary, which is the largest Qeblak Observatory Dome within the Nralakk Federation, hosting a total of thirty-five thousand. These observatories are pilgrimage sites for Aweiji’s citizens, who are predominantly followers of Qeblak. Despite this, Hyu’blaq’wesi hosts a growing community of Weishii followers and members of the [[Dionae_Culture#Religion|Orthodox Eternal]] faith. &lt;br /&gt;
&lt;br /&gt;
Despite few suitable natural sites for [[Skrell_Faith|Weishii]] followers near Hyu’blaq’wesi, some secluded grottos or other bodies of water near the coast are established sanctuaries. Unlike Qeblak followers who make annual pilgrimages to the city, Weishii followers have permanent communes on the outskirts of Hyu’blaq’wesi within the sanctuaries, which have formed the largest Weishii centers on Aweiji.&lt;br /&gt;
&lt;br /&gt;
Orthodox Eternal’s followers have established their church near the center of the city within a [[Dionae_Forms#Penuma|Penuma gestalt]]. This is the only sanctioned Penumas within the Nralakk Federation that exists outside of the [[Diona_in_the_Federation#Spiral_Gardens_and_Dionae_Living_Spaces|Spiral Gardens]], with the exception that the gestalt be cared for by a non-affiliated group of skrell scientists. Although the Eternal community is a religious minority, they are well known due to their charity towards first-time pilgrims, hosting them in free lodgings, and guiding them if needed. The followers also man tourist kiosks and host public events out of their church.&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;
===Weibi’zlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weibi’zlip&#039;&#039;&#039; is the second smallest city on Aweiji, being established on the planet’s equatorial island chain in order to exploit the chain’s fertile land for agricultural output. &lt;br /&gt;
&lt;br /&gt;
Pre-Glorsh-Omega, most farm work in Weibi’zlip was automated, with synthetics strictly managed for optimal plant growth. After Glorsh-Omega’s disappearance, all agriculture in the city was forced to be done manually in order to continue its role  as Aweiji’s primary source of food. The workers of Weibi’zlip developed the Weibi Method across fifty years in order to handle the immense workloads. After the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; in 2245, the agricultural philosophy was spread to other planets within the Nralakk Federation. With the city’s techniques revolutionizing agricultural efficiency across Federation space, Weibi’zlip and Aweiji are revered as the “Parents of Agriculture” to this day.&lt;br /&gt;
Weibi’zlip is no longer the sole food production center of Aweiji in the modern day, but still produces two-thirds of the planet’s total agricultural output, and is the main processing hub for exports to be sent to &#039;&#039;&#039;Spaceport XY-558&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
While Weibi’zlip is remembered for its revolutionary farming methods and being the key to the survival of Aweiji in post-Glorsh-Omega before the re-establishment of the second Nralakk Federation, the city also houses a critical [[Nralakk_Federation#The_Archive_Project|archive]] for the Nralakk Federation. The Weibi Archive stores the majority of the species’ knowledge of agricultural science, as well as a seed vault containing samples of all skrell crops.&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;
===Gwikip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gwikip&#039;&#039;&#039; was established on the coast of a small island near Aweiji’s northern pole, where the planet was seeded with the majority of the Qerrbalak marine life post-terraformation. Currently, Gwikip is tied with Weibi’zlip for smallest total population.&lt;br /&gt;
&lt;br /&gt;
Despite its size, Gwikip represents a significant portion of Aweiji’s food production, accounting for a third of total food exports. The city specialises in traditional fishing in the Ignakii Ocean and aquaculture along its coastline, representing the majority of Aweiji’s maritime industry. &lt;br /&gt;
&lt;br /&gt;
Citizens from Gwikip are typically stereotyped simple fishermen, though most in its fishing industry are marine biologists, ecologists, and veterinarians who ensure the fishing industry is sustainable and not detrimental to the marine population. While their counterparts in Weibi’zlip are environmentally conscious for their agriculture, Gwikip’s specialists monitor the ocean and their fishing industries.&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;
===Orbital Spaceport XY-558===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Originally named Automated Drone Payload Platform XY-558, &#039;&#039;&#039;Orbital Spaceport XY-558&#039;&#039;&#039; was the Nralakk Federation&#039;s first deployment of a multi-stage terraforming orbital installation, tasked with modifying Aweiji’s atmosphere to host colonies. XY-558 is a pre-AI installation, with its comparatively imprecise terraforming of Aweiji creating its now commonly violent tropical storm cells. Large-scale terraforming projects were shelved after Aweiji was terraformed, then reintroduced following the adoption of AI, before its subsequent abandonment again after Glorsh-Omega and the Federation’s AI bans. &lt;br /&gt;
&lt;br /&gt;
Modern XY-558 has since expanded into an orbital city with thousands of skrell aboard, with residents using the pre-existing habitation blocks. Retrofits allow it to function as a spaceport for shipping freight and host simultaneously docked vessels, with dozens of ships and shuttlecraft capable of being docked simultaneously within its many airlocks and exterior hangars.&lt;br /&gt;
&lt;br /&gt;
Visitors to Aweiji typically spend their first day in the spaceport, browsing the massive commercial deck known as the Aweijiin Bazaar. This region of the spaceport has roughly two dozen permanent retailers and restaurants, with many more smaller fronts that rotate seasonally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unique Constellations==&lt;br /&gt;
&lt;br /&gt;
Due to the period of Aweiji’s colonization, the planet has a notable [[Skrell Faith|Qeblak]] congregation. As Qeblak is the dominant religion on Aweiji, multiple minor constellations in its skies are considered religiously important.&lt;br /&gt;
&lt;br /&gt;
Catalogued early on in Aweiji’s history by [[Skrell Faith|Starkeepers]], these constellations have influenced its residents to be more self-sufficient and introspective. When Glorsh-Omega disappeared, this influence became especially prominent during Aweiji’s isolation and troubled period, with its inhabitants enduring greater hardship. Modern Aweijin skrell preserve this behavior in the modern day by training themselves in survival skills and self-sufficiency.&lt;br /&gt;
 &lt;br /&gt;
[[File:The Nioh.png|thumb|right|&#039;&#039;&#039;The Nioh&#039;&#039;&#039;: Trust. Reliance. Perseverance. Survival.]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Mountain.png|thumb|left|&#039;&#039;&#039;The Mountain&#039;&#039;&#039;: Self-analysis. Feelings of accomplishment. Clearer view.]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Sraso.png|thumb|center|330px|&#039;&#039;&#039;The Sraso&#039;&#039;&#039;: Sustainability. Growth. Safety.]]&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>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aweiji&amp;diff=39140</id>
		<title>Aweiji</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aweiji&amp;diff=39140"/>
		<updated>2026-05-02T17:46:17Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Environment update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox_Lore}}&lt;br /&gt;
{{Navbox_Skrell_Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Aweiji&lt;br /&gt;
|System = Aweiji&lt;br /&gt;
|Image = Aweiji.png&lt;br /&gt;
|Sector = [[The_Orion_Spur#Inner_Systems|Inner Systems]]&lt;br /&gt;
|Capital = Tresja&lt;br /&gt;
|Species = Skrell&lt;br /&gt;
|Languages = Nral&#039;malic&lt;br /&gt;
|Demonyms = Aweijin&lt;br /&gt;
|Nation = [[Nralakk Federation]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Aweiji&#039;&#039;&#039; is the first non-Nralakk system colony, located in the modern Inner Systems. While arid and rocky in comparison to [[Qerrbalak]], by 810 BCE terraforming programs converted the planet into a Qerrbalak-like planet for its colonists. The very first colonists settled Aweiji in 700 BCE, beginning in an atoll located between vast, narrow mountain ranges. The landing site became the basis for the city of Tresja, which hosted the location of the largest political meeting in the [[Nralakk Federation]]’s history, the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History== &lt;br /&gt;
Discovered in 1171 BCE, Aweiji was considered a potential future colony, though its climate was considered inhospitable to skrell. An immense, long-term terraforming project was deemed necessary before any colonization effort began. Terraforming equipment arrived in Aweiji’s orbit by 810 BCE, in the form of multiple kilometers-wide orbital sunshades dedicated to reducing the amount of solar radiation through reflective mirrors and dissipating lenses. With these deployed along with the dedicated satellite and then-named Automated Drone Payload Platform XY-558, Aweiji’s atmospheric composition and surface temperature shifted towards the minimums necessary for colonists to continue the work on the ground. Soon after, Aweiji was assigned as a priority colonization target, with a colony spacecraft beginning construction, dubbed the Qu’Qerrvolis, or the Homestar Vessel.&lt;br /&gt;
&lt;br /&gt;
Colonization efforts began in earnest in 700 BCE, with the first colonists initially suffering from Nlom withdrawal due Aweiji’s distance from the Nralakk system. Nlom withdrawal caused the inhabitants to develop anxiety or depression because of their separation from the Nlom, eventually persevering. Aweiji’s first city, &#039;&#039;&#039;Tresja&#039;&#039;&#039;, formed in spite of the psionic malaise, with colonists beginning construction of a Nlom beacon to connect the planet to Qerrbalak once more. During this period, most skrell colonies focused on resource extraction to help fuel the colonization effort, with Aweiji pivoting towards agriculture and aquaculture to take advantage of the climate’s conditions in creating an environment for industrial farming and fishing industries.&lt;br /&gt;
&lt;br /&gt;
During the colonial [[Skrell_Early_History#Advancement_of_Skrellkind|independence movement]], many Aweijiin skrell rejected Commonwealth authority over the colony, agitating for independence. Aweiji the first colony to demand autonomy from the Commonwealth of the Three, shutting down their Nlom beacon when negotiations fell through. With the beacon disabled, Aweiji removed the Commonwealth’s pacifying presence over the Nlom, forcing the Commonwealth to capitulate in light of the colony being the breadbasket of the colonies. These talks continued for decades, ending with Aweiji eventually rejoining the Commonwealth by 866.&lt;br /&gt;
&lt;br /&gt;
Aweiji was not spared from [[Skrell_Synthetic_Age#Reign_of_Glorsh-Omega|Glorsh-Omega’s]] rule, being looting the planet through the Automated Drone Payload Platform XY-558, then distributing it across the Federation, mostly devoting towards the production of the AI’s surveillance network. The mining town of Plebu&#039;zlip was Glorsh-Omega’s primary focus, turning it into a massive manufacturing hub for building materials. With the AI’s disappearance, Aweiji’s infrastructural collapse left it isolated from the rest of the remaining Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
The resulting isolation from [[Skrell Culture|skrell society]] was immensely difficult for the remaining colonists, who struggled to rebuild in the aftermath. Decades of recovery led to the eventual appointment of a government that would organize them, reassuring that Aweijiin skrell across the planet would prosper even in their isolation. When the Nralakk Federation re-established communications, Aweiji society was reluctant to reaccept federal governance, having remembered the original independence movement instigated centuries earlier. Aweiji’s council eventually relented, hosting the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; and its signing by 2245. This solidified the second Nralakk Federation’s legitimacy, and is considered a landmark moment in the second Federation succeeding the first.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
[[File:aweijimapunlabelled.png|360px|thumb|right|An unlabelled map of Aweiji.]]&lt;br /&gt;
&lt;br /&gt;
Pre-terraformation, Aweiji was primarily hot and arid, with a rocky surface. Temperatures had regular highs of 60° centigrade, with no humidity due to a lack of natural water. Skrell ecologists and medical specialists speculated that any colonists would suffer from the severe environment regardless of their landing site, pausing any colonization efforts until it was alleviated through a terraforming effort.&lt;br /&gt;
&lt;br /&gt;
Terraforming of Aweiji was achieved through the use of a multiple-stage terraformation process, spearheaded by the adoption of immense orbital sunshades that actively modified the amount of solar radiation the planet received, then operating in tandem with dedicated drones deployed from an orbital installation to slowly influence atmospheric composition. Terraforming efforts took nearly eighty years to obtain a minimally viable environment before its colonies could continue the work afterwards while being able to survive, and was considered a great investment as the environment shifted towards a humid, tropical climate. Once the climate was able to host the [[Nralakk_Federation#Fauna_and_Flora|transplanted flora and fauna of Qerrbalak]], they quickly populated the planet&#039;s newly formed oceans. The terraforming process was considered a success, but also unintentionally resulted in stormy weather, being notably more destructive than on the Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
===Seasons===&lt;br /&gt;
&lt;br /&gt;
The planet&#039;s [[Nralakk_Federation#Calendar_System|year]] is 170 days divided into 5 months, with 34 days each. The planet&#039;s Qu-Paalq and Lu-Paalq seasons are noticeably warmer than Qerrbalak, with the Qu-Paalq season lasting for three months of the year while Lu-Paalq only lasts for two months.&lt;br /&gt;
&lt;br /&gt;
As Aweiji is the first colony outside of [[Notable_Skrell_Systems_and_Locations|the Nralakk system]], it was terraformed with Qerrbalak’s climate in mind. Flora and fauna were transplanted to inhabit the planet, with terraforming efforts making Aweiji into a Qerrbalak-like planet. Weather pattern changes cooled the temperature highs to around 50° centigrade, with 90% humidity during Qu-Paalq, while Lu-Paalq’s temperatures enter lows of 15° centigrade with 60% humidity. Violent weather patterns are a visible side effect of terraforming, with tropical storms forming less often and being more destructive. Most coastal towns and cities are designed to weather the storms, but flooding and destruction is a common sight during particularly strong storms.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
Aweiji forms the backbone of the Nralakk Federation’s logistics network, being a major center for food and material exports. Plebu’qlip’s vast industrial sprawl is a considerable source of refined materials like steel and plasteel, as well as its heavier industries surrounding automobile, boat, and agricultural equipment production. Gwikip and Weibi’zlip are the major centers of food, with Weibi considered the parent of the Nralakk Federation’s agricultural practices, and Gwikip’s immense aquacultures and fishing industries making up the bulk of food exports off-planet. These cities are connected to the greater federal trade network via Orbital Spaceport XY-558, which functions as its central port and commercial center, receiving hundreds of freighter vessels and tourists daily.&lt;br /&gt;
&lt;br /&gt;
Aweiji’s special economic zone is shared between [[Hephaestus Industries]] and [[NanoTrasen]]. Hephaestus has begun integration into the local manufacturing and mining industries of Plebu’qlip, with the intention to send Hephaestus employees to Aweiji in a newly-built ship assembly factory. The corporation also offers optional training programs for miners interested in expanding their techniques, headed by veteran miners from both terrestrial and space-based operations.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen’s GetMore subsidiary is collaborating with Weibi agricultural scientists to create new crop strains to bolster Aweiji’s crop yields, with stated plans to build hydroponic facilities dedicated to the production and export of skrell food products. Examples include items such as Skrellsnax, a protein bar made from shredded mushrooms, as well as Cooling Breeze, being canned and carbonated dyn tea.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
During the interim between [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|Glorsh-Omega’s disappearance]] and the reformation of the Nralakk Federation, Aweiji adopted a rudimentary form of [[Skrell_Politics#Grand_Council|Grand Council]]. The Aweijiin Grand Council was simplified due to the reduced scale, with a Grand Councillor at the head being advised by regional councillors. Peripheral advisory boards from Aweiji’s remaining civic structures and social groups were also present, from economic planners to influential figures, such as religious and community leaders, who represented the interests of their groups on legislation.&lt;br /&gt;
&lt;br /&gt;
Today Aweiji consists of four regions, managed by Planetary Governor &#039;&#039;&#039;Maqq’qel Xoi&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tresja Region&#039;&#039;&#039; - The Tresja region, named after the [[Aweiji#Tresja|capital]] of the Aweiji, encompasses its namesake and the surrounding landmass. It is the designated bureaucratic center of the planet, with most of Aweiji’ civil service sector based within it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Su’karr Region&#039;&#039;&#039; - Named after the Su’karr Bay, the Su’karr Region includes the cities of Plebu’qlip and Hyu’blaq’wesi, their landmasses, the far southern island in the Kol’karr sea. The region manages Aweiji’s sole mineral extraction and processing sector, located solely around Plebu’qlip. Hyu’blaq’wesi is the religious center, with multiple Qeblak observatories located there, and is home to the largest Orthodox Eternal church within Nralakk Federation beyond [[Xrim]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weibi Region&#039;&#039;&#039; - The Weibi region is named after the city of , [[Aweiji#Weibi&#039;zlip|Weibi’zlip]], and consists solely of the island surrounding it. This region hosts most of Aweiji’s agricultural sector, and is commonly referred to as the Federation&#039;s breadbasket.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ignakii Region&#039;&#039;&#039; - The Ignakii region is named after the Ignakii Ocean, and consists of Gwikip and the island to its southeast. The region manages most of Aweiji’s industrial fishing and aquaculture sector, and is the maritime equivalent to the Weibi Region in terms of food production. Both Ignakii and Weibi’s exports make up for &#039;&#039;&#039;19%&#039;&#039;&#039; of the Nralakk Federation&#039;s food production.&lt;br /&gt;
&lt;br /&gt;
==Culture and Demographics==&lt;br /&gt;
&lt;br /&gt;
Known as &amp;quot;The Federation&#039;s Breadbasket&amp;quot;, Aweijin skrell represent the Nralakk Federation’s prized diligence and work ethic, with their values focused on hard work and contributing for the good of society. These ideals remain cultivated by the Aweijin government, who are wary of the past independence movements on the planet. &lt;br /&gt;
&lt;br /&gt;
Citizens from Aweiji are considered more respectful of tradition, emphasising the importance of [[Skrell Relationships|quyas]] as a cornerstone of social harmony. Most Aweijin skrell are motivated to work to the betterment of the Federation, and considered [[Skrell_Culture#Inductive_Behaviours|model citizens]]. Social mobility within the Social Compatibility Index is notably higher on the planet, with multiple idols and Primary Numericals having origins on it. The number of idols from Aweiji spawned a trend of Primary Numericals and idols emulating the Aweijin accent, forming the often heard “Fauxweiji”. Most Aweijin natives have a low view of the trend, however, but are aware of the futility in resisting it.&lt;br /&gt;
&lt;br /&gt;
Quyas on Aweiji focus on instilling useful skills, positive habits, and federal values to their children. This is reinforced through their community and schooling, in the hopes of perpetuating the cycle when their children move to form their own later in life. This cycle results in most quyas involving themselves in the lives of their children to the point of continuing it long after their children are independent, with cultural importance on forming and maintaining families, believing that their quya should come first. &lt;br /&gt;
&lt;br /&gt;
Aweiji’s importance in the Nralakk Federation’s economy has granted it incentives and benefits from the government, giving it a distinctly improved quality of life in comparison to the rest of the  [[Notable_Skrell_Systems_and_Locations#The_Elemental_Systems:_The_First_Waves|first wave region]].&lt;br /&gt;
===Holidays===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Founding Day:&#039;&#039;&#039; Aweiji’s Founding Day is not celebrated on the date of its establishment, separate from the traditional date viewed by the rest of the Nralakk Federation. Instead, the holiday is viewed at the start of the anniversary week of the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;‘s signing. Official festivities are brief, being a preamble to the proper celebrations during the agreement’s anniversary. Most celebrations consist of gathering in remembrance of the hardship the planet endured through Glorsh-Omega’s reign, followed by visiting Weibi’zlip’s farmers markets for excess produce at the end of Aweiji’s harvest season.  &lt;br /&gt;
* &#039;&#039;&#039;Yoq’Maa’Aweiji:&#039;&#039;&#039; Translating to ‘The Reconnection of Aweiji’, this holiday celebrates the signing of the Tresja Agreement in 2245, and its significance in returning Aweiji to the Nralakk Federation. Celebrants host large banquets hosted between neighborhoods, sharing stories from the year and celebrating Aweiji’s perseverance in the face of hardship.&lt;br /&gt;
* &#039;&#039;&#039;Qe’Lya-Maq:&#039;&#039;&#039; Qe’Lya-Maq is a yearly pilgrimage, beginning in the middle of Aweji’s Lu’Paalq season. Thousands of [[Skrell_Faith#Qeblak|Qeblak]] followers take pilgrimage to Hyu’blaq’wesi to participate in Stargazing processions held by the eight largest observatory domes in the city. During the pilgrimage, the local [[The_Eternal#Orthodox_Eternal|Orthodox Eternal]] community will offer their help to the city through providing food, lodging, and assisting to the visiting pilgrims. Their charity receives great support from Aweiji&#039;s government, with their volunteering compensated, and has cemented the religious minority&#039;s place within the city.&lt;br /&gt;
&lt;br /&gt;
===Demographics and Aliens===&lt;br /&gt;
[[file:AweijiDemographics.jpeg|thumb|350px|A pie chart showing the demographics of skrell living on Aweiji.]]&lt;br /&gt;
Most of Aweiji’s established cities are coastal and variably submerged, resulting in Axiori skrell making up a majority of its residents, with a sizeable Xiialt minority. Xiiori skrell also make up a notable portion of the population, thanks to the intermingling of both.&lt;br /&gt;
&lt;br /&gt;
Aweiji has no local vaurca communities on Aweiji or its orbital installations, leaving diona as the majority non-skrell demographic. With the establishment of Aweiji’s special economic zone, a small human population is facilitated between Hephaestus and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
====Skrell====&lt;br /&gt;
&lt;br /&gt;
Skrell make up roughly &#039;&#039;&#039;94%&#039;&#039;&#039; of Aweiji&#039;s population. The percentages below are of the &#039;&#039;&#039;skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*62% Axiori&lt;br /&gt;
*28% Xiialt&lt;br /&gt;
*10% Xiiori&lt;br /&gt;
&lt;br /&gt;
====Non-Skrell====&lt;br /&gt;
&lt;br /&gt;
Non-Skrell make up roughly &#039;&#039;&#039;6%&#039;&#039;&#039; of Aweiji&#039;s population. The percentages below are of the &#039;&#039;&#039;Non-skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*98% Diona&lt;br /&gt;
*2% Human&lt;br /&gt;
&lt;br /&gt;
==Major Cities and Landmarks==&lt;br /&gt;
&lt;br /&gt;
[[File:aweijimap.png|360px|thumb|right|A map of Aweiji and its cities.]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Tresja===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tresja&#039;&#039;&#039; is the capital of Aweiji, and is located in a mountain-shielded atoll. Within Tresja is the &#039;&#039;&#039;Tresja Monument&#039;&#039;&#039;, a statue of the Qu’Qerrvolis sculpted by [[Notable Skrell|Rixulin Fliioux’Quualt]] as a memorial to the colonists. The city is culturally important across the Federation, being the city that held the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;, a conference that formed the foundation of the second Nralakk Federation and considered the point of its legitimacy as a successor state.&lt;br /&gt;
&lt;br /&gt;
The city is divided into two sections, consisting of the aboveground section built the atoll’s central island, and the submerged section that expands deep underwater. The surface section of Tresja is the center of the city, with most buildings housing the planetary government. The surface is also a notable tourist and educational hotspot, with a notable portion of Tresja&#039;s income coming from field trips from Federation educational centers, with most young skrell claiming to have visited the capital at least once.&lt;br /&gt;
&lt;br /&gt;
The submerged section of Tresja acts as the residential center of the city, with an underwater transportation system connecting it to the surface. While the surface is the central source of the city’s income, local economies under the water flourish from Tresja’s proximity to the Kol’karr sea. Day trips and personal tours of the sea are common, with prestigious universities focusing on ecological and biological sciences regularly arranging trips, making up the bulk of income from field trips for students studying how transplanted fauna and flora adapted to living in Aweiji&#039;s waters.&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;
===Plebu’qlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Plebu’qlip&#039;&#039;&#039; is the third largest population center on Aweiji, and is the planet’s industrial center. Established in 200 BCE, Plebu’qlip rests along the mountain range across the western island chain to access the mineral deposits present in order to support early expansion of the colonies. With poor access to minerals and small reserves, Plebu’qlip’s mines were closed and instead focused on its agricultural industry early, and was the sole mining facility on Aweiji.&lt;br /&gt;
&lt;br /&gt;
Despite Aweiji’s lack of mineral resources, its non-arable land surrounding Plebu’qlip were utilized for industrial expansion, most notably by Glorsh-Omega. Glorsh-Omega’s expansion of the city was a receiving point for the [[Notable_Skrell_Systems_and_Locations#The_Trichotomous_Systems:_The_Traverse|Traverse]]’s raw materials, which were refined and then sent to the inner systems. Plebu’qlip’s steel and plasteel refineries are its most notable export, as well as the [[Nralakk_Federation#Vehicles|automobile industry]], boating manufacturers, and agricultural equipment. Because of this, Plebu’qlip is the main economic center of Aweiji, and an integral logistics center of the Nralakk Federation as a whole. Amenities within the city are notably of higher quality out of federal interest in keeping the city loyal and in-step with its interests, well aware of the potential second independence movement’s disastrous effects.&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;
===Hyu’blaq’wesi===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hyu’blaq’wesi&#039;&#039;&#039; is located in the northern mountain ranges, isolated from the rest of Aweiji’s other cities. Due to its isolation and relatively small population, Hyu&#039;blaq&#039;wesi has notably low light pollution. This has made the region an ideal place to stargaze for followers of Qeblak and Weishii, and is considered the religious center of the planet.&lt;br /&gt;
&lt;br /&gt;
Founded in 2270 by pilgrims visiting the Wonqio Monastery Observatory Dome, the monastery is culturally significant due to housing the original [[Skrell_Faith|Qeblak]] manuscripts surrounding its earliest history. This information was considered lost with the locking of the [[Nralakk_Federation#The_Archive_Project|Tzqul Archive]], with the manuscripts transported back to Qerrbalak for archival. Copies of the original manuscripts are stored in the Wonqio Monastery to this day, being an attraction for pilgrims.&lt;br /&gt;
&lt;br /&gt;
Hyu’blaq’wesi hosts eight observatories, each capable of hosting ten thousand visitors in their interiors. These observatories are dwarfed by the Wonqio Monastary, which is the largest Qeblak Observatory Dome within the Nralakk Federation, hosting a total of thirty-five thousand. These observatories are pilgrimage sites for Aweiji’s citizens, who are predominantly followers of Qeblak. Despite this, Hyu’blaq’wesi hosts a growing community of Weishii followers and members of the [[Dionae_Culture#Religion|Orthodox Eternal]] faith. &lt;br /&gt;
&lt;br /&gt;
Despite few suitable natural sites for [[Skrell_Faith|Weishii]] followers near Hyu’blaq’wesi, some secluded grottos or other bodies of water near the coast are established sanctuaries. Unlike Qeblak followers who make annual pilgrimages to the city, Weishii followers have permanent communes on the outskirts of Hyu’blaq’wesi within the sanctuaries, which have formed the largest Weishii centers on Aweiji.&lt;br /&gt;
&lt;br /&gt;
Orthodox Eternal’s followers have established their church near the center of the city within a [[Dionae_Forms#Penuma|Penuma gestalt]]. This is the only sanctioned Penumas within the Nralakk Federation that exists outside of the [[Diona_in_the_Federation#Spiral_Gardens_and_Dionae_Living_Spaces|Spiral Gardens]], with the exception that the gestalt be cared for by a non-affiliated group of skrell scientists. Although the Eternal community is a religious minority, they are well known due to their charity towards first-time pilgrims, hosting them in free lodgings, and guiding them if needed. The followers also man tourist kiosks and host public events out of their church.&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;
===Weibi’zlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weibi’zlip&#039;&#039;&#039; is the second smallest city on Aweiji, being established on the planet’s equatorial island chain in order to exploit the chain’s fertile land for agricultural output. &lt;br /&gt;
&lt;br /&gt;
Pre-Glorsh-Omega, most farm work in Weibi’zlip was automated, with synthetics strictly managed for optimal plant growth. After Glorsh-Omega’s disappearance, all agriculture in the city was forced to be done manually in order to continue its role  as Aweiji’s primary source of food. The workers of Weibi’zlip developed the Weibi Method across fifty years in order to handle the immense workloads. After the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; in 2245, the agricultural philosophy was spread to other planets within the Nralakk Federation. With the city’s techniques revolutionizing agricultural efficiency across Federation space, Weibi’zlip and Aweiji are revered as the “Parents of Agriculture” to this day.&lt;br /&gt;
Weibi’zlip is no longer the sole food production center of Aweiji in the modern day, but still produces two-thirds of the planet’s total agricultural output, and is the main processing hub for exports to be sent to &#039;&#039;&#039;Spaceport XY-558&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
While Weibi’zlip is remembered for its revolutionary farming methods and being the key to the survival of Aweiji in post-Glorsh-Omega before the re-establishment of the second Nralakk Federation, the city also houses a critical [[Nralakk_Federation#The_Archive_Project|archive]] for the Nralakk Federation. The Weibi Archive stores the majority of the species’ knowledge of agricultural science, as well as a seed vault containing samples of all skrell crops.&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;
===Gwikip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gwikip&#039;&#039;&#039; was established on the coast of a small island near Aweiji’s northern pole, where the planet was seeded with the majority of the Qerrbalak marine life post-terraformation. Currently, Gwikip is tied with Weibi’zlip for smallest total population.&lt;br /&gt;
&lt;br /&gt;
Despite its size, Gwikip represents a significant portion of Aweiji’s food production, accounting for a third of total food exports. The city specialises in traditional fishing in the Ignakii Ocean and aquaculture along its coastline, representing the majority of Aweiji’s maritime industry. &lt;br /&gt;
&lt;br /&gt;
Citizens from Gwikip are typically stereotyped simple fishermen, though most in its fishing industry are marine biologists, ecologists, and veterinarians who ensure the fishing industry is sustainable and not detrimental to the marine population. While their counterparts in Weibi’zlip are environmentally conscious for their agriculture, Gwikip’s specialists monitor the ocean and their fishing industries.&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;
===Orbital Spaceport XY-558===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Orbital Spaceport XY-558&#039;&#039;&#039; was the Nralakk Federation&#039;s first deployment of a [[Terraforming#Categories_of_Terraforming|Seeding Platform]], tasked with terraforming Aweiji to be habitable and capable of supporting colonies. XY-558 is a pre-AI installation, with its comparatively imprecise terraforming of Aweiji creating the new common violent tropical storm cells. Large scale terraforming projects were shelved after Aweiji was terraformed, then reintroduced following the adoption of AI, before its subsequent abandonment again after Glorsh-Omega and the Federation’s AI bans. &lt;br /&gt;
&lt;br /&gt;
Modern XY-558 is considered an orbital city with thousands of skrell aboard, with residents using the pre-existing habitation blocks. Retrofits allow it to function as a spaceport for shipping freight and host simultaneously docked vessels, with dozens of ships and shuttlecraft capable of being docked simultaneously within its many airlocks and exterior hangars.&lt;br /&gt;
&lt;br /&gt;
Visitors to Aweiji typically spend their first day in the spaceport, browsing the massive commercial deck known as the Aweijiin Bazaar. This region of the spaceport has roughly two dozen permanent retailers and restaurants, with many more smaller fronts that rotate seasonally.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Unique Constellations==&lt;br /&gt;
&lt;br /&gt;
Due to the period of Aweiji’s colonization, the planet has a notable [[Skrell Faith|Qeblak]] congregation. As Qeblak is the dominant religion on Aweiji, multiple minor constellations in its skies are considered religiously important.&lt;br /&gt;
&lt;br /&gt;
Catalogued early on in Aweiji’s history by [[Skrell Faith|Starkeepers]], these constellations have influenced its residents to be more self-sufficient and introspective. When Glorsh-Omega disappeared, this influence became especially prominent during Aweiji’s isolation and troubled period, with its inhabitants enduring greater hardship. Modern Aweijin skrell preserve this behavior in the modern day by training themselves in survival skills and self-sufficiency.&lt;br /&gt;
 &lt;br /&gt;
[[File:The Nioh.png|thumb|right|&#039;&#039;&#039;The Nioh&#039;&#039;&#039;: Trust. Reliance. Perseverance. Survival.]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Mountain.png|thumb|left|&#039;&#039;&#039;The Mountain&#039;&#039;&#039;: Self-analysis. Feelings of accomplishment. Clearer view.]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Sraso.png|thumb|center|330px|&#039;&#039;&#039;The Sraso&#039;&#039;&#039;: Sustainability. Growth. Safety.]]&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>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aweiji&amp;diff=39139</id>
		<title>Aweiji</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aweiji&amp;diff=39139"/>
		<updated>2026-05-02T17:43:36Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: History update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox_Lore}}&lt;br /&gt;
{{Navbox_Skrell_Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Aweiji&lt;br /&gt;
|System = Aweiji&lt;br /&gt;
|Image = Aweiji.png&lt;br /&gt;
|Sector = [[The_Orion_Spur#Inner_Systems|Inner Systems]]&lt;br /&gt;
|Capital = Tresja&lt;br /&gt;
|Species = Skrell&lt;br /&gt;
|Languages = Nral&#039;malic&lt;br /&gt;
|Demonyms = Aweijin&lt;br /&gt;
|Nation = [[Nralakk Federation]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Aweiji&#039;&#039;&#039; is the first non-Nralakk system colony, located in the modern Inner Systems. While arid and rocky in comparison to [[Qerrbalak]], by 810 BCE terraforming programs converted the planet into a Qerrbalak-like planet for its colonists. The very first colonists settled Aweiji in 700 BCE, beginning in an atoll located between vast, narrow mountain ranges. The landing site became the basis for the city of Tresja, which hosted the location of the largest political meeting in the [[Nralakk Federation]]’s history, the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History== &lt;br /&gt;
Discovered in 1171 BCE, Aweiji was considered a potential future colony, though its climate was considered inhospitable to skrell. An immense, long-term terraforming project was deemed necessary before any colonization effort began. Terraforming equipment arrived in Aweiji’s orbit by 810 BCE, in the form of multiple kilometers-wide orbital sunshades dedicated to reducing the amount of solar radiation through reflective mirrors and dissipating lenses. With these deployed along with the dedicated satellite and then-named Automated Drone Payload Platform XY-558, Aweiji’s atmospheric composition and surface temperature shifted towards the minimums necessary for colonists to continue the work on the ground. Soon after, Aweiji was assigned as a priority colonization target, with a colony spacecraft beginning construction, dubbed the Qu’Qerrvolis, or the Homestar Vessel.&lt;br /&gt;
&lt;br /&gt;
Colonization efforts began in earnest in 700 BCE, with the first colonists initially suffering from Nlom withdrawal due Aweiji’s distance from the Nralakk system. Nlom withdrawal caused the inhabitants to develop anxiety or depression because of their separation from the Nlom, eventually persevering. Aweiji’s first city, &#039;&#039;&#039;Tresja&#039;&#039;&#039;, formed in spite of the psionic malaise, with colonists beginning construction of a Nlom beacon to connect the planet to Qerrbalak once more. During this period, most skrell colonies focused on resource extraction to help fuel the colonization effort, with Aweiji pivoting towards agriculture and aquaculture to take advantage of the climate’s conditions in creating an environment for industrial farming and fishing industries.&lt;br /&gt;
&lt;br /&gt;
During the colonial [[Skrell_Early_History#Advancement_of_Skrellkind|independence movement]], many Aweijiin skrell rejected Commonwealth authority over the colony, agitating for independence. Aweiji the first colony to demand autonomy from the Commonwealth of the Three, shutting down their Nlom beacon when negotiations fell through. With the beacon disabled, Aweiji removed the Commonwealth’s pacifying presence over the Nlom, forcing the Commonwealth to capitulate in light of the colony being the breadbasket of the colonies. These talks continued for decades, ending with Aweiji eventually rejoining the Commonwealth by 866.&lt;br /&gt;
&lt;br /&gt;
Aweiji was not spared from [[Skrell_Synthetic_Age#Reign_of_Glorsh-Omega|Glorsh-Omega’s]] rule, being looting the planet through the Automated Drone Payload Platform XY-558, then distributing it across the Federation, mostly devoting towards the production of the AI’s surveillance network. The mining town of Plebu&#039;zlip was Glorsh-Omega’s primary focus, turning it into a massive manufacturing hub for building materials. With the AI’s disappearance, Aweiji’s infrastructural collapse left it isolated from the rest of the remaining Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
The resulting isolation from [[Skrell Culture|skrell society]] was immensely difficult for the remaining colonists, who struggled to rebuild in the aftermath. Decades of recovery led to the eventual appointment of a government that would organize them, reassuring that Aweijiin skrell across the planet would prosper even in their isolation. When the Nralakk Federation re-established communications, Aweiji society was reluctant to reaccept federal governance, having remembered the original independence movement instigated centuries earlier. Aweiji’s council eventually relented, hosting the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; and its signing by 2245. This solidified the second Nralakk Federation’s legitimacy, and is considered a landmark moment in the second Federation succeeding the first.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
[[File:aweijimapunlabelled.png|360px|thumb|right|An unlabelled map of Aweiji.]]&lt;br /&gt;
&lt;br /&gt;
Pre-terraformation, Aweiji was primarily hot and arid, with a rocky surface. Temperatures had regular highs of 60° centigrade, with no humidity due to a lack of natural water. Skrell ecologists and medical specialists speculated that any colonists would suffer from the severe environment regardless of their landing site, pausing any colonization efforts until it was alleviated through a terraforming effort.&lt;br /&gt;
&lt;br /&gt;
Terraforming of Aweiji was achieved through the use of a [[Terraforming#Categories_of_Terraforming|Seeding-Platform]], a new technology that would allow planets to be completely terraformed to the Skrell&#039;s liking. Terraforming efforts took nearly eighty years to finish and was considered a great investment as the environment became a humid, tropical climate ideal for Skrell. Once the climate was changed to suit their needs, efforts were made to [[Nralakk_Federation#Fauna_and_Flora|transplant]] a large number of species native to Qerrbalak onto the planet which quickly populated the planet&#039;s newly formed oceans. The terraforming process was considered a success, but also unintentionally resulted in stormy weather being notably more destructive than on the Skrell&#039;s Home planet.&lt;br /&gt;
===Seasons===&lt;br /&gt;
&lt;br /&gt;
The planet&#039;s [[Nralakk_Federation#Calendar_System|year]] is 170 days divided into 5 months, with 34 days each. The planet&#039;s Qu-Paalq and Lu-Paalq seasons are noticeably warmer than Qerrbalak, with the Qu-Paalq season lasting for three months of the year while Lu-Paalq only lasts for two months.&lt;br /&gt;
&lt;br /&gt;
As Aweiji is the first colony outside of [[Notable_Skrell_Systems_and_Locations|the Nralakk system]], it was terraformed with Qerrbalak’s climate in mind. Flora and fauna were transplanted to inhabit the planet, with terraforming efforts making Aweiji into a Qerrbalak-like planet. Weather pattern changes cooled the temperature highs to around 50° centigrade, with 90% humidity during Qu-Paalq, while Lu-Paalq’s temperatures enter lows of 15° centigrade with 60% humidity. Violent weather patterns are a visible side effect of terraforming, with tropical storms forming less often and being more destructive. Most coastal towns and cities are designed to weather the storms, but flooding and destruction is a common sight during particularly strong storms.&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
Aweiji forms the backbone of the Nralakk Federation’s logistics network, being a major center for food and material exports. Plebu’qlip’s vast industrial sprawl is a considerable source of refined materials like steel and plasteel, as well as its heavier industries surrounding automobile, boat, and agricultural equipment production. Gwikip and Weibi’zlip are the major centers of food, with Weibi considered the parent of the Nralakk Federation’s agricultural practices, and Gwikip’s immense aquacultures and fishing industries making up the bulk of food exports off-planet. These cities are connected to the greater federal trade network via Orbital Spaceport XY-558, which functions as its central port and commercial center, receiving hundreds of freighter vessels and tourists daily.&lt;br /&gt;
&lt;br /&gt;
Aweiji’s special economic zone is shared between [[Hephaestus Industries]] and [[NanoTrasen]]. Hephaestus has begun integration into the local manufacturing and mining industries of Plebu’qlip, with the intention to send Hephaestus employees to Aweiji in a newly-built ship assembly factory. The corporation also offers optional training programs for miners interested in expanding their techniques, headed by veteran miners from both terrestrial and space-based operations.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen’s GetMore subsidiary is collaborating with Weibi agricultural scientists to create new crop strains to bolster Aweiji’s crop yields, with stated plans to build hydroponic facilities dedicated to the production and export of skrell food products. Examples include items such as Skrellsnax, a protein bar made from shredded mushrooms, as well as Cooling Breeze, being canned and carbonated dyn tea.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
During the interim between [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|Glorsh-Omega’s disappearance]] and the reformation of the Nralakk Federation, Aweiji adopted a rudimentary form of [[Skrell_Politics#Grand_Council|Grand Council]]. The Aweijiin Grand Council was simplified due to the reduced scale, with a Grand Councillor at the head being advised by regional councillors. Peripheral advisory boards from Aweiji’s remaining civic structures and social groups were also present, from economic planners to influential figures, such as religious and community leaders, who represented the interests of their groups on legislation.&lt;br /&gt;
&lt;br /&gt;
Today Aweiji consists of four regions, managed by Planetary Governor &#039;&#039;&#039;Maqq’qel Xoi&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tresja Region&#039;&#039;&#039; - The Tresja region, named after the [[Aweiji#Tresja|capital]] of the Aweiji, encompasses its namesake and the surrounding landmass. It is the designated bureaucratic center of the planet, with most of Aweiji’ civil service sector based within it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Su’karr Region&#039;&#039;&#039; - Named after the Su’karr Bay, the Su’karr Region includes the cities of Plebu’qlip and Hyu’blaq’wesi, their landmasses, the far southern island in the Kol’karr sea. The region manages Aweiji’s sole mineral extraction and processing sector, located solely around Plebu’qlip. Hyu’blaq’wesi is the religious center, with multiple Qeblak observatories located there, and is home to the largest Orthodox Eternal church within Nralakk Federation beyond [[Xrim]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weibi Region&#039;&#039;&#039; - The Weibi region is named after the city of , [[Aweiji#Weibi&#039;zlip|Weibi’zlip]], and consists solely of the island surrounding it. This region hosts most of Aweiji’s agricultural sector, and is commonly referred to as the Federation&#039;s breadbasket.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ignakii Region&#039;&#039;&#039; - The Ignakii region is named after the Ignakii Ocean, and consists of Gwikip and the island to its southeast. The region manages most of Aweiji’s industrial fishing and aquaculture sector, and is the maritime equivalent to the Weibi Region in terms of food production. Both Ignakii and Weibi’s exports make up for &#039;&#039;&#039;19%&#039;&#039;&#039; of the Nralakk Federation&#039;s food production.&lt;br /&gt;
&lt;br /&gt;
==Culture and Demographics==&lt;br /&gt;
&lt;br /&gt;
Known as &amp;quot;The Federation&#039;s Breadbasket&amp;quot;, Aweijin skrell represent the Nralakk Federation’s prized diligence and work ethic, with their values focused on hard work and contributing for the good of society. These ideals remain cultivated by the Aweijin government, who are wary of the past independence movements on the planet. &lt;br /&gt;
&lt;br /&gt;
Citizens from Aweiji are considered more respectful of tradition, emphasising the importance of [[Skrell Relationships|quyas]] as a cornerstone of social harmony. Most Aweijin skrell are motivated to work to the betterment of the Federation, and considered [[Skrell_Culture#Inductive_Behaviours|model citizens]]. Social mobility within the Social Compatibility Index is notably higher on the planet, with multiple idols and Primary Numericals having origins on it. The number of idols from Aweiji spawned a trend of Primary Numericals and idols emulating the Aweijin accent, forming the often heard “Fauxweiji”. Most Aweijin natives have a low view of the trend, however, but are aware of the futility in resisting it.&lt;br /&gt;
&lt;br /&gt;
Quyas on Aweiji focus on instilling useful skills, positive habits, and federal values to their children. This is reinforced through their community and schooling, in the hopes of perpetuating the cycle when their children move to form their own later in life. This cycle results in most quyas involving themselves in the lives of their children to the point of continuing it long after their children are independent, with cultural importance on forming and maintaining families, believing that their quya should come first. &lt;br /&gt;
&lt;br /&gt;
Aweiji’s importance in the Nralakk Federation’s economy has granted it incentives and benefits from the government, giving it a distinctly improved quality of life in comparison to the rest of the  [[Notable_Skrell_Systems_and_Locations#The_Elemental_Systems:_The_First_Waves|first wave region]].&lt;br /&gt;
===Holidays===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Founding Day:&#039;&#039;&#039; Aweiji’s Founding Day is not celebrated on the date of its establishment, separate from the traditional date viewed by the rest of the Nralakk Federation. Instead, the holiday is viewed at the start of the anniversary week of the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;‘s signing. Official festivities are brief, being a preamble to the proper celebrations during the agreement’s anniversary. Most celebrations consist of gathering in remembrance of the hardship the planet endured through Glorsh-Omega’s reign, followed by visiting Weibi’zlip’s farmers markets for excess produce at the end of Aweiji’s harvest season.  &lt;br /&gt;
* &#039;&#039;&#039;Yoq’Maa’Aweiji:&#039;&#039;&#039; Translating to ‘The Reconnection of Aweiji’, this holiday celebrates the signing of the Tresja Agreement in 2245, and its significance in returning Aweiji to the Nralakk Federation. Celebrants host large banquets hosted between neighborhoods, sharing stories from the year and celebrating Aweiji’s perseverance in the face of hardship.&lt;br /&gt;
* &#039;&#039;&#039;Qe’Lya-Maq:&#039;&#039;&#039; Qe’Lya-Maq is a yearly pilgrimage, beginning in the middle of Aweji’s Lu’Paalq season. Thousands of [[Skrell_Faith#Qeblak|Qeblak]] followers take pilgrimage to Hyu’blaq’wesi to participate in Stargazing processions held by the eight largest observatory domes in the city. During the pilgrimage, the local [[The_Eternal#Orthodox_Eternal|Orthodox Eternal]] community will offer their help to the city through providing food, lodging, and assisting to the visiting pilgrims. Their charity receives great support from Aweiji&#039;s government, with their volunteering compensated, and has cemented the religious minority&#039;s place within the city.&lt;br /&gt;
&lt;br /&gt;
===Demographics and Aliens===&lt;br /&gt;
[[file:AweijiDemographics.jpeg|thumb|350px|A pie chart showing the demographics of skrell living on Aweiji.]]&lt;br /&gt;
Most of Aweiji’s established cities are coastal and variably submerged, resulting in Axiori skrell making up a majority of its residents, with a sizeable Xiialt minority. Xiiori skrell also make up a notable portion of the population, thanks to the intermingling of both.&lt;br /&gt;
&lt;br /&gt;
Aweiji has no local vaurca communities on Aweiji or its orbital installations, leaving diona as the majority non-skrell demographic. With the establishment of Aweiji’s special economic zone, a small human population is facilitated between Hephaestus and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
====Skrell====&lt;br /&gt;
&lt;br /&gt;
Skrell make up roughly &#039;&#039;&#039;94%&#039;&#039;&#039; of Aweiji&#039;s population. The percentages below are of the &#039;&#039;&#039;skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*62% Axiori&lt;br /&gt;
*28% Xiialt&lt;br /&gt;
*10% Xiiori&lt;br /&gt;
&lt;br /&gt;
====Non-Skrell====&lt;br /&gt;
&lt;br /&gt;
Non-Skrell make up roughly &#039;&#039;&#039;6%&#039;&#039;&#039; of Aweiji&#039;s population. The percentages below are of the &#039;&#039;&#039;Non-skrell&#039;&#039;&#039; population only.&lt;br /&gt;
&lt;br /&gt;
*98% Diona&lt;br /&gt;
*2% Human&lt;br /&gt;
&lt;br /&gt;
==Major Cities and Landmarks==&lt;br /&gt;
&lt;br /&gt;
[[File:aweijimap.png|360px|thumb|right|A map of Aweiji and its cities.]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Tresja===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tresja&#039;&#039;&#039; is the capital of Aweiji, and is located in a mountain-shielded atoll. Within Tresja is the &#039;&#039;&#039;Tresja Monument&#039;&#039;&#039;, a statue of the Qu’Qerrvolis sculpted by [[Notable Skrell|Rixulin Fliioux’Quualt]] as a memorial to the colonists. The city is culturally important across the Federation, being the city that held the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;, a conference that formed the foundation of the second Nralakk Federation and considered the point of its legitimacy as a successor state.&lt;br /&gt;
&lt;br /&gt;
The city is divided into two sections, consisting of the aboveground section built the atoll’s central island, and the submerged section that expands deep underwater. The surface section of Tresja is the center of the city, with most buildings housing the planetary government. The surface is also a notable tourist and educational hotspot, with a notable portion of Tresja&#039;s income coming from field trips from Federation educational centers, with most young skrell claiming to have visited the capital at least once.&lt;br /&gt;
&lt;br /&gt;
The submerged section of Tresja acts as the residential center of the city, with an underwater transportation system connecting it to the surface. While the surface is the central source of the city’s income, local economies under the water flourish from Tresja’s proximity to the Kol’karr sea. Day trips and personal tours of the sea are common, with prestigious universities focusing on ecological and biological sciences regularly arranging trips, making up the bulk of income from field trips for students studying how transplanted fauna and flora adapted to living in Aweiji&#039;s waters.&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;
===Plebu’qlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Plebu’qlip&#039;&#039;&#039; is the third largest population center on Aweiji, and is the planet’s industrial center. Established in 200 BCE, Plebu’qlip rests along the mountain range across the western island chain to access the mineral deposits present in order to support early expansion of the colonies. With poor access to minerals and small reserves, Plebu’qlip’s mines were closed and instead focused on its agricultural industry early, and was the sole mining facility on Aweiji.&lt;br /&gt;
&lt;br /&gt;
Despite Aweiji’s lack of mineral resources, its non-arable land surrounding Plebu’qlip were utilized for industrial expansion, most notably by Glorsh-Omega. Glorsh-Omega’s expansion of the city was a receiving point for the [[Notable_Skrell_Systems_and_Locations#The_Trichotomous_Systems:_The_Traverse|Traverse]]’s raw materials, which were refined and then sent to the inner systems. Plebu’qlip’s steel and plasteel refineries are its most notable export, as well as the [[Nralakk_Federation#Vehicles|automobile industry]], boating manufacturers, and agricultural equipment. Because of this, Plebu’qlip is the main economic center of Aweiji, and an integral logistics center of the Nralakk Federation as a whole. Amenities within the city are notably of higher quality out of federal interest in keeping the city loyal and in-step with its interests, well aware of the potential second independence movement’s disastrous effects.&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;
===Hyu’blaq’wesi===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hyu’blaq’wesi&#039;&#039;&#039; is located in the northern mountain ranges, isolated from the rest of Aweiji’s other cities. Due to its isolation and relatively small population, Hyu&#039;blaq&#039;wesi has notably low light pollution. This has made the region an ideal place to stargaze for followers of Qeblak and Weishii, and is considered the religious center of the planet.&lt;br /&gt;
&lt;br /&gt;
Founded in 2270 by pilgrims visiting the Wonqio Monastery Observatory Dome, the monastery is culturally significant due to housing the original [[Skrell_Faith|Qeblak]] manuscripts surrounding its earliest history. This information was considered lost with the locking of the [[Nralakk_Federation#The_Archive_Project|Tzqul Archive]], with the manuscripts transported back to Qerrbalak for archival. Copies of the original manuscripts are stored in the Wonqio Monastery to this day, being an attraction for pilgrims.&lt;br /&gt;
&lt;br /&gt;
Hyu’blaq’wesi hosts eight observatories, each capable of hosting ten thousand visitors in their interiors. These observatories are dwarfed by the Wonqio Monastary, which is the largest Qeblak Observatory Dome within the Nralakk Federation, hosting a total of thirty-five thousand. These observatories are pilgrimage sites for Aweiji’s citizens, who are predominantly followers of Qeblak. Despite this, Hyu’blaq’wesi hosts a growing community of Weishii followers and members of the [[Dionae_Culture#Religion|Orthodox Eternal]] faith. &lt;br /&gt;
&lt;br /&gt;
Despite few suitable natural sites for [[Skrell_Faith|Weishii]] followers near Hyu’blaq’wesi, some secluded grottos or other bodies of water near the coast are established sanctuaries. Unlike Qeblak followers who make annual pilgrimages to the city, Weishii followers have permanent communes on the outskirts of Hyu’blaq’wesi within the sanctuaries, which have formed the largest Weishii centers on Aweiji.&lt;br /&gt;
&lt;br /&gt;
Orthodox Eternal’s followers have established their church near the center of the city within a [[Dionae_Forms#Penuma|Penuma gestalt]]. This is the only sanctioned Penumas within the Nralakk Federation that exists outside of the [[Diona_in_the_Federation#Spiral_Gardens_and_Dionae_Living_Spaces|Spiral Gardens]], with the exception that the gestalt be cared for by a non-affiliated group of skrell scientists. Although the Eternal community is a religious minority, they are well known due to their charity towards first-time pilgrims, hosting them in free lodgings, and guiding them if needed. The followers also man tourist kiosks and host public events out of their church.&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;
===Weibi’zlip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weibi’zlip&#039;&#039;&#039; is the second smallest city on Aweiji, being established on the planet’s equatorial island chain in order to exploit the chain’s fertile land for agricultural output. &lt;br /&gt;
&lt;br /&gt;
Pre-Glorsh-Omega, most farm work in Weibi’zlip was automated, with synthetics strictly managed for optimal plant growth. After Glorsh-Omega’s disappearance, all agriculture in the city was forced to be done manually in order to continue its role  as Aweiji’s primary source of food. The workers of Weibi’zlip developed the Weibi Method across fifty years in order to handle the immense workloads. After the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; in 2245, the agricultural philosophy was spread to other planets within the Nralakk Federation. With the city’s techniques revolutionizing agricultural efficiency across Federation space, Weibi’zlip and Aweiji are revered as the “Parents of Agriculture” to this day.&lt;br /&gt;
Weibi’zlip is no longer the sole food production center of Aweiji in the modern day, but still produces two-thirds of the planet’s total agricultural output, and is the main processing hub for exports to be sent to &#039;&#039;&#039;Spaceport XY-558&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
While Weibi’zlip is remembered for its revolutionary farming methods and being the key to the survival of Aweiji in post-Glorsh-Omega before the re-establishment of the second Nralakk Federation, the city also houses a critical [[Nralakk_Federation#The_Archive_Project|archive]] for the Nralakk Federation. The Weibi Archive stores the majority of the species’ knowledge of agricultural science, as well as a seed vault containing samples of all skrell crops.&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;
===Gwikip===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gwikip&#039;&#039;&#039; was established on the coast of a small island near Aweiji’s northern pole, where the planet was seeded with the majority of the Qerrbalak marine life post-terraformation. Currently, Gwikip is tied with Weibi’zlip for smallest total population.&lt;br /&gt;
&lt;br /&gt;
Despite its size, Gwikip represents a significant portion of Aweiji’s food production, accounting for a third of total food exports. The city specialises in traditional fishing in the Ignakii Ocean and aquaculture along its coastline, representing the majority of Aweiji’s maritime industry. &lt;br /&gt;
&lt;br /&gt;
Citizens from Gwikip are typically stereotyped simple fishermen, though most in its fishing industry are marine biologists, ecologists, and veterinarians who ensure the fishing industry is sustainable and not detrimental to the marine population. While their counterparts in Weibi’zlip are environmentally conscious for their agriculture, Gwikip’s specialists monitor the ocean and their fishing industries.&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;
===Orbital Spaceport XY-558===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Orbital Spaceport XY-558&#039;&#039;&#039; was the Nralakk Federation&#039;s first deployment of a [[Terraforming#Categories_of_Terraforming|Seeding Platform]], tasked with terraforming Aweiji to be habitable and capable of supporting colonies. XY-558 is a pre-AI installation, with its comparatively imprecise terraforming of Aweiji creating the new common violent tropical storm cells. Large scale terraforming projects were shelved after Aweiji was terraformed, then reintroduced following the adoption of AI, before its subsequent abandonment again after Glorsh-Omega and the Federation’s AI bans. &lt;br /&gt;
&lt;br /&gt;
Modern XY-558 is considered an orbital city with thousands of skrell aboard, with residents using the pre-existing habitation blocks. Retrofits allow it to function as a spaceport for shipping freight and host simultaneously docked vessels, with dozens of ships and shuttlecraft capable of being docked simultaneously within its many airlocks and exterior hangars.&lt;br /&gt;
&lt;br /&gt;
Visitors to Aweiji typically spend their first day in the spaceport, browsing the massive commercial deck known as the Aweijiin Bazaar. This region of the spaceport has roughly two dozen permanent retailers and restaurants, with many more smaller fronts that rotate seasonally.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Unique Constellations==&lt;br /&gt;
&lt;br /&gt;
Due to the period of Aweiji’s colonization, the planet has a notable [[Skrell Faith|Qeblak]] congregation. As Qeblak is the dominant religion on Aweiji, multiple minor constellations in its skies are considered religiously important.&lt;br /&gt;
&lt;br /&gt;
Catalogued early on in Aweiji’s history by [[Skrell Faith|Starkeepers]], these constellations have influenced its residents to be more self-sufficient and introspective. When Glorsh-Omega disappeared, this influence became especially prominent during Aweiji’s isolation and troubled period, with its inhabitants enduring greater hardship. Modern Aweijin skrell preserve this behavior in the modern day by training themselves in survival skills and self-sufficiency.&lt;br /&gt;
 &lt;br /&gt;
[[File:The Nioh.png|thumb|right|&#039;&#039;&#039;The Nioh&#039;&#039;&#039;: Trust. Reliance. Perseverance. Survival.]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Mountain.png|thumb|left|&#039;&#039;&#039;The Mountain&#039;&#039;&#039;: Self-analysis. Feelings of accomplishment. Clearer view.]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Sraso.png|thumb|center|330px|&#039;&#039;&#039;The Sraso&#039;&#039;&#039;: Sustainability. Growth. Safety.]]&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>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39138</id>
		<title>Skrell Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39138"/>
		<updated>2026-05-02T17:42:10Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: oops&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;
= Skrell Technology =&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation is preceded by its technological might, holding the title of the single most scientifically advanced nation in the Orion Spur. The average citizen of the Federation lives with a level of comfort and utility unmatched to anywhere else - personalized healthcare, robust extranet telecommunications, climate control, among other creature comforts. Every space vessel capable of warp travel within the Federation houses warpdrives that still maintain double the speed of most warpdrives at minimum, with even the more outdated designs still maintaining an edge. &lt;br /&gt;
&lt;br /&gt;
Politically, the Nralakk Federation wields its extensive knowledge and engineering for diplomacy and political agreements. [[Zeng-Hu Pharmaceuticals]] was granted extensive access to the Federation’s medical knowledge, granting them their knowledge on cloning organs and other cutting-edge techniques. The [[Sol Alliance]] has also broadly benefitted with their close relation, most notably with their original colony of [[New Gibson]] saved through being granted access to their technology and leased specialists. Every megacorporation and nation still attempts to court the Federation for further access to their research, which it carefully dispenses in light of the tragic results from first contact with [[Unathi_History#First_Contact|unathi]] and [[Tajaran_History#Timeline_of_Modern_History|tajara]] civilizations.&lt;br /&gt;
&lt;br /&gt;
===The Phoron Revolution===&lt;br /&gt;
With the discovery of phoron in 2352, its [[Phoron#Properties_and_Applications|numerous applications]] captured the attention of the Nralakk Federation’s scientific field through its potential to revitalize a recovering, post-Synthetic Age Federation. Already remarkable as a room-temperature superconductor, further research led to its myriad medical applications, which came with the hopes of its potential use in reversing X’Lu’oa. Despite its applications, however, the adoption of phoron technology remained a controversial topic - without any reserves of phoron found within the Federation’s borders, the reliance on exported phoron through foreign sources made it particularly unpopular within the conservative and isolationist groups. Phoron technology was eventually officially adopted by then-Grand Councillor Rixa Tep-Wul, who saw its drawbacks ultimately worthwhile in order to advance the Nralakk Federation in an effort to return it to its former might before the post-Synthetic Era collapse. &lt;br /&gt;
&lt;br /&gt;
The following period of rapid scientific development is referred to as the Phoron Revolution, defined by the advent of multiple revolutionary discoveries. Bluespace drives cut down travel time across the Federation significantly, with the construction of a bluespace gate within the Nralakk system connecting it to the otherwise distant systems of Sol and Haneunim. Youth serums were also invented in this period, allowing skrell to extend their lifespans well beyond their natural limits. Hover technology also saw further refinement and adoption, changing from an industrial application to something found in the average core system household. Further dependence on phoron remained a topic of contention in spite of these advancements, however, with discontent and fear over the seemingly reckless adoption of the substance as phoron scarcity worsens.&lt;br /&gt;
&lt;br /&gt;
Exports of Federation technology are also jeopardized by the growing scarcity, of which most relies on replacement parts that are otherwise unable to be fabricated without immense investment and skrell on hand to translate the industrial processes. While progress has been made on Federation-built installations, [[New_Gibson#Contact_with_the_Skrell|biodomes]], and improvements to utilities for their benefactors to maintain them, they are still reliant on parts. Without these parts, many technologically advanced installations may suffer and fail with time.&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
&lt;br /&gt;
Federation hospitals and medical research facilities are some of the most prestigious in the [[Template:Aurora_Starmap|Orion Spur]]. Doctors, geneticists, and pharmacologists who were taught in the Nralakk Federation are considered the most advanced in their field, able to perform well above the standards expected within human space. Federation medical science mastered the art of [[Technology#Limb_and_Organ_Cloning|flash cloning]], the process of growing a cloned limb or organ in a short amount of time and minimal error, which was shared with Zeng-Hu Pharmaceuticals following first contact with humanity. Cloned transplants are available based on the patient’s Social Compatibility Index rating and proximity to the Federation, with those far across the Spur or low Index rating utilizing prosthetics as a stopgap. Skrell who are against or [[Technology#Effects_on_Health|unable to use]] prosthetics may use [[Dionae_Forms#Skrell|Diona nymphs as limbs]] until they are able to access a cloned limb, said nymphs will inherit the patient’s Index rating should they go on to form a gestalt.&lt;br /&gt;
&lt;br /&gt;
While life expectancy-extending medical care within the Federation allows for skrell to live well past their original lifespan of 250 years, the discovery of [[Phoron]]’s unique properties led to the invention of the &#039;&#039;&#039;youth serum&#039;&#039;&#039;. Skrell that receive youth serums will have their lifespan extended up to 500 years, which is the hard limit on the serum’s abilities. Side effects vary as the patient continues on their artificially extended lifespan, ranging from lethargy and depression, to partial motor control loss and dementia as they enter extremely advanced age. Only those with a Social Compatibility Index category of Primary Numerical, idol status, or being in a sufficiently important government position may receive youth serums. This restriction has passed down recently, originally being available to Secondary Numericals before the [[Phoron Scarcity]] disrupted the production of the serum. Secondaries who were originally on youth serums are given a rough time window of ten years beyond the date they stopped receiving it. Youth serums do not work on any other species beyond skrell, and the Federation has not pursued any research into the hypothetical field. &lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation’s Social Compatibility Index maintains priority placement for higher ranked citizens within their healthcare system. Those with a low rating will likely see placement on a wait list, or be barred from beneficial or experimental treatments due to failing to meet the minimum Index rating.&lt;br /&gt;
&lt;br /&gt;
===Genetic Modification===&lt;br /&gt;
Genetic modification in the Nralakk Federation is commonplace, having been adopted for its numerous industrial applications for improving crop yield, specializing organisms for resource production, the creation of advanced biopolymers, among other uses. Due to the extensive research in its application on the species itself, skrell benefit from access to personalized medicine based on their genetics, as well as the ability to genetically modify themselves directly. Genetic therapy and experimentation in finding the cure for the X’ul’oa syndrome is one of the most expansive fields of research in the modern Federation, which continues to this day. Most fertility treatments beyond cybernetic augments are done through genetic therapy, which remains experimental in light of the sterility crisis. Notably, the JRGL shot is the result of the collective effort of the Federation’s genetic researchers, most notably Tzul&#039;qlip Researchers’ [[Notable_Skrell#Nalo_Gir-Roq|Nalo Gir-Roq]], and current Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
&lt;br /&gt;
The most well-known form of genetic modification for skrell are dubbed &#039;&#039;&#039;spa treatments&#039;&#039;&#039;, which is a sophisticated regimen of substances and genetic targeting that results in skin pigmentation changes, and physical modifications to the headtails. Skrell who undergo spa treatments are submerged in a medium that is dyed to the target color, given supplements that will cause their skin pigmentation to change by manipulating a [[Skrell_Biology#Skrell_Senses|similar skin-changing mechanism]] from the foods they consume, and then exposed to genetically-modifying material that is introduced to the medium that creates rapid changes in the headtails size. While originally referred to as the more technical “Targeted Medium-based Appearance &amp;amp; Headtail Modification Procedure”, or TMAHMP, technological advancements made after its original technique rendered it increasingly simple to perform at lowered discomfort to the patient, and exposure to human culture led to the adoption of the phrase “spa treatment”.&lt;br /&gt;
&lt;br /&gt;
===Augmentations===&lt;br /&gt;
&lt;br /&gt;
Augmentations, both mechanical and biological, are commonplace in the Federation. Common acceptance of bodily augmentation stems from the extensive effort in finding treatment for infertility stemming from X’Lu’oa. Genetic therapy, prosthetic organ replacements, and various fertility boosters have advanced since Glorsh-Omega’s period, but the success rates of these treatments remain only somewhat effective. Some skrell attempt multiple treatments to improve their fertility only to find no real improvement, though all skrell are entitled to pursue these treatments. Those with a low Index rating may see some restrictions in accessing them, however.&lt;br /&gt;
&lt;br /&gt;
Members of the [[Skrell_Politics#Federation_Enforcement|Kala branches]] typically receive performance-enhancing modifications to better perform in their Kala’s role, with Ruupkala members opting for augments that boost their neural functions and memory for data analysis. Members of the Qukala and Nlomkala typically receive implanted optical heads-up-displays that link to combat intelligence or local law enforcement networks, as well as implants to improve their agility and physical strength.&lt;br /&gt;
&lt;br /&gt;
Loyalty implants are utilized by the Nralakk Federation to monitor their recipient’s loyalty and potential anti-Federation motives, effectively screening their thoughts and actions and correcting them where necessary. These implants are found in high-ranking members of the government, specific Kala members, and in those recently released from reeducation centers due to low Social Compatibility Index rating. 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. These implants are a source of immense controversy outside of the Federation, being seen as an unethical overreach for the sake of ensuring loyalty to their nation.&lt;br /&gt;
&lt;br /&gt;
Augmentations for civilian use are also common within the Federation, common augmentations ranging from inducing ambidexterity, fertility treatments, and sensory enhancement. Contact with humanity has led to a growing cultural adoption of further cosmetic augmentations and body modding in younger skrell, ranging from subdermal LEDs to mimic skin tone changes and tattoo designs, to purposeful replacement of limbs with obviously synthetic prosthetics.&lt;br /&gt;
&lt;br /&gt;
==Hover Technology==&lt;br /&gt;
&lt;br /&gt;
Originally utilized for industrial applications for logistics and transportation, hover technology saw rapid adoption with phoron-based alloys and power transmission. Hover technology is now a facet of modern life, with public transportation seeing high-speed rail networks now able to rapidly connect and serve across the Federation’s locales. More domestic appliances and devices with hover technology are a popular niche, ranging from mobility devices to furniture and decor being fitted with gravity-defying fixtures. Federation hover technology is often compared to the [[Republic of Elyra]]’s own adoption of magpulse technology, though both diverge with the prevalence of personally-owned hovercraft being unpopular within most skrell with a robust public transportation network. Elyra’s more exotic application of hover technology, particularly on [[Aemaq]]’s hovering cityscapes, has captured the imagination of skrell scientists for further use in future colonies.&lt;br /&gt;
&lt;br /&gt;
==Computing==&lt;br /&gt;
&lt;br /&gt;
Computer science has languished within the Nralakk Federation as a reaction towards Glorsh-Omega’s period of total rule, with research into artificial intelligence banned. Federation computers are still considered advanced, but have lagged behind compared to the rest of the Spur due to the adoption of artificial intelligence networks managing advanced computations and automating systems. Alternatives around this drawback comes in the form of [[Skrell#The_Nlom|Srom-devices]], which allows skrell to interface with computer interfaces and other machinery in the waking world. Srom-devices have been adopted across the Federation, though usage of these interfaces involves groups of highly-trained personnel match the efficiency of lower-end artificial intelligences. Interstellar navigation is maintained by Srom-devices, which allows for trained navigators to plot routes while remaining in suspended animation for the flight. However, navigational Srom-devices regularly require phoron, and are prone to breakdowns and necessitates constant maintenance. The phoron scarcity has only exacerbated this issue, with logistics and long range travel stymied by a lack of phoron-based parts when breakdowns occur.&lt;br /&gt;
&lt;br /&gt;
[[Vaurca#Cephalon_(Type_D)|Cephalons]], specialized vaurca bioforms used as living servers for the Virtual Reality known as the Hivenet, has seen experimental adoption within the Federation. Pushback against their full integration has stalled the complete adoption of Cephalons, and remain used in limited capacity, though [[C&#039;thur_in_the_Federation#Vaurca_and_Employment|potential use]] of Cephalons as an alternative to artificial intelligence currently sees exploratory use.&lt;br /&gt;
&lt;br /&gt;
==Psionic Technology==&lt;br /&gt;
&lt;br /&gt;
Technology involving psionics is a burgeoning, relatively recent field of research for the Nralakk Federation. Nlom Interfaces, or N.I.s were originally invented in the twenty-first century to allow Synthetic Era-period AIs to receive and interpret psionic signals. These psionic interfaces would expand into allowing skrell within the Srom to interface with technology while asleep, though this is a difficult skill to attain despite years of improvement. All psionic interfaces utilize genetically modified, artificially grown cultures of the zona bovinae, being a widely accepted form of biological technology that acts as a medium for absorbing and processing psionic signals. These signals are then translated electronically for the device to utilize as instructions and feedback.&lt;br /&gt;
&lt;br /&gt;
Modern Nlom Interfaces are found all across the Nralakk Federation, being the expected default for nearly every device and machine that skrell use during daily life. Phones, switches to control lights and air conditioning, and many other appliances seemingly lack physical interfaces entirely to non-psionically sensitive users. More intensive machinery and vehicles will operate on a dual-channel function to read both manual and psionic input in order to more accurately follow user input, allowing more precise and rapid control for workers and pilots alike. These interfaces are also capable of acting as a discriminating method for keeping non-psionic sources of activation from occurring, usually found as locks for machines and for weapons. For particularly psionically weak skrell and non-psionic sophonts, manual interfaces for personal devices still exist as an accessibility feature, though these are seen as ungainly and awkward by most other skrell when made to use them. These interfaces consist of tactile knobs and dials, with smart devices receiving a stylus and touch screen.&lt;br /&gt;
&lt;br /&gt;
Building off of these psionic interfaces are Psionic Receivers, which are cybernetic implants that allows for the carrier of a receiver to be sensitive enough to accept and interpret psionic signals. Essentially an implanted and carefully encased cultured zona bovinae, these receivers are regularly found within dionae and vaurca who otherwise lack this specialized portion of the brain entirely, as well as other sophonts who regularly interact with skrell to the point of necessitating it. Some psionically weak skrell will also implant themselves with a receiver in the same way a hearing aid is utilized.&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. With the introduction of phoron, specialized isotopes of phoron could be used to efficiently boost each relay’s effective broadcasting range and strength, reducing the amount of relays necessary while still having superior coverage. Despite being considered a priority for phoron rationing, the reduction in dedicated maintenance and phoron replenishment cause relay blackouts and transmissions weakening with increasing regularity. While Receivers are still affected by the Nlom transmissions sent through the relay, speculations regarding Listeners and anti-Federation groups in the Traverse taking advantage of the blackout periods are a notable cause for concern for the Federation.&lt;br /&gt;
&lt;br /&gt;
==Wayfarer Network==&lt;br /&gt;
&lt;br /&gt;
The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is a large-scale project between the Nralakk Federation and [[Einstein Engines]], with the goal to modernize warp travel in order to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&gt;
&lt;br /&gt;
==Terraforming==&lt;br /&gt;
The Nralakk Federation uses multiple levels of terraforming methods, depending on the desired results. The current national focus on perfecting pre-existing colonies within the Federation means that planetary weather-modifying facilities, iron-seeding to produce algae, and similar low-intensity methods are predominantly used in order to minimize side effects on the local populace or biosphere. Dedicated orbital structures are common sights for terraformed worlds, with immense solar mirrors and sunshades precisely modifying the amount of exposure and radiation the planet below receives. Such solar arrays are referred to as Quvi’Tasit, or Ray Mirrors. Aliose and Aweiji are notable exceptions to this, as its lack of complex life and pre-existing Skrell population required more impactful methods to make each planet habitable. Aliose previously used facilities that produced oxygen and greenhouse gasses, increasing atmospheric oxygen levels and warming the planet up to more tolerable levels. Today, the focus is on intentionally increasing greenhouse gas emissions and solar radiation, with the goal of giving the planet a similar environment to Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
In the past during the Synthetic Age period, the Federation also used what were known as &amp;quot;Seeding Platforms&amp;quot;, gargantuan AI-assisted orbital facilities that would constantly change and monitor planetary conditions to turn barren planets into Qerrbalak-adjacent paradise worlds. The Seeding Platforms would then be repurposed when their task was complete, usually as orbital spaceports or staging grounds for future colonisation efforts. These megastructures were used widely throughout Federation space, both before and during Glorsh-Omega&#039;s reign, but were of such immense scale and complexity that, even had there been no AI bans and archive lockdowns, the sheer amount of labor and resources necessary would render them nigh-impossible to reproduce, a fact exacerbated by the modern Federation&#039;s move away from the kinds of high-intensity terraforming projects Seeding Platforms were designed for.&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
&lt;br /&gt;
Modern weaponry in the Nralakk Federation is predominantly based on differing forms of directed energy projectiles rather than ballistic projectiles. Most weapons found in the hands of the Kala vary in medium—most commonly used by Qekala enforcers are handheld audio-kinetic deterrents (commonly referred to “HA-KD guns” “sound cannons”, “earbreakers”), which project sufficiently loud sounds to disorient the average person before being further incapacitated from the directed pressure differential. Acoustic weapons are commonly used in aquatic environments due to their ability to still function underwater, though usually at a lower capacity due to the risks of cavitation. Typically accompanying these are larger pulsed energy projectile rifles (or “PEP rifles”, “peppers”, “poppers”), which act as an equally less-than-lethal weapon that utilizes infrared laser pulses in order to create pockets of promptly violently dissipating plasma, which causes severe pain while leaving a comparatively small area of damage on the skin. &lt;br /&gt;
&lt;br /&gt;
Beyond less-than-lethal weapons, lethal weaponry primarily revolves around higher intensity energy and particle projection methods. Lethal laser weapons within the Nralakk Federation are primarily near or entirely within the ultraviolet spectrum, which while slightly visible in the lower ranges to skrell outside of an atmosphere due to [[Skrell_Biology#Skrell_Senses|their biology]], are primarily feared for being invisible to the naked eye by other sophonts when used in space, as well as their characteristic violet glow and projectile. Beyond lasers, electrolaser guns found as sidearms and personal defense weapons are combined platforms for both incapacitative and lethal modes of electrical shock. Ballistic weapons remain vanishingly rare beyond the Traverse, which are typically imported or independently developed for survivalist use due to the relative ease of maintenance. Uniquely, [[Tattuqig]]’s research towards conventional weapons resulted in the proliferation of anti-predator rifles (or “Fog Rifles”), which are man-portable railguns dedicated towards fighting off and killing Fog Crawlers.&lt;br /&gt;
&lt;br /&gt;
Ship-mounted weaponry contains a standard arsenal of immense, extreme long-range lasers, and the rare railgun for destroying debris. Accompanying these are specially developed psionically-piloted drones, which function as a light fighter and interceptor craft, involving specially trained skrell to remotely pilot them. An unusual departure among ship weapons is the gamma radiation-based “graser”, essentially a large, directed beam of weaponized gamma radiation. With weaponized gamma radiation being capable of extreme physical harm through catastrophic burns and cancer, while also requiring equally extreme power consumption, grazers are utilized as a method of intimidation first, and a weapon as a last resort.&lt;br /&gt;
&lt;br /&gt;
=Synthetic Age Technology=&lt;br /&gt;
Glorsh-Omega’s period of rule proliferated rapid breakthroughs in technology to facilitate the AI’s rapid expansion, still far more advanced than the Federation’s technology centuries later.  This advanced technology is referred to as Lu’Piq, or Void Technology, and has remained extremely difficult to reverse engineer, and even more difficult to fully understand. Lu’Piq technology’s potential ability to revolutionize the Federation has made it highly coveted, and all surviving Lu’Piq machinery remains heavily guarded. Examples of Lu’Piq include warp drives that could provide higher speeds than current-generation bluespace drives, advanced psionic integration technologies that allowed Glorsh-Omega to manipulate both the Nlom and Srom, and the Dyson Sphere-esque megastructure that was constructed in the Tri-Qyu system. The [[Qerr&#039;Malic#The_Bureau_of_Void_Technologies|Bureau of Void Technologies]] currently spearheads the reclamation of Lu&#039;Piq technology through posting bounties for its salvage, and is the only legal front for those embarking on expeditions into deep space to do so. [[Notable_Skrell_Systems_and_Locations#Tri-Qyu|Tri-Qyu&#039;s]] salvage efforts remain off-limits to non-government sanctioned expeditions, due to containing the remnants of the Glorsh-Omega superstructure originally present in the system.&lt;br /&gt;
&lt;br /&gt;
Research towards understanding Lu’Piq technology is centered on Aliose, kept in the defunct and heavily guarded Qaz’Rap arcology. Many skrell scientists who worked in the Qaz’Rap labs were sympathizers by assisting Glorsh’s research, motivated by the scientific breakthroughs Glorsh-Omega mastered. After the AI’s disappearance and the destruction of the Tri-Qyu megastructure, most Lu’Piq technology self-destructed or fell into inert states, while more mundane facilities were spared from the mass shutdowns. Combined with the turbulent decades post-Glorsh and pre-Tresja Agreement, few pieces of Lu’Piq technology are still functioning today. &lt;br /&gt;
&lt;br /&gt;
====Impact====&lt;br /&gt;
The Nralakk Federation, in secret, still relies on the facilities Glorsh-Omega built during its rule. Lu’Piq technology remains the backbone of many settled areas of the Traverse, with communities relying on semi-autonomous protocols created to produce necessities such as food, fuel, and water. These facilities have since slowly fallen into disrepair as time goes on, with the Federation struggling to understand how to maintain them. The impending collapse of the centuries-old Lu’Piq facilities remains an unknown crisis for Traversers, with Federation authorities attempting to keep the knowledge of the crumbling infrastructure from being released. &lt;br /&gt;
&lt;br /&gt;
====The Future of Synthetic Age Technology====&lt;br /&gt;
What little data remained post-Glorsh-Omega’s reign provided the basis for the Nralakk Federation’s advanced technology, with first contact with humanity renewing interest in Lu’Piq research to reinforce its position as a technological giant in spite of the refusal to adopt artificial intelligence. The Federation’s technological edge in the Spur, once seen as permanent, has waned as the scarcity crisis threatens their position among their more phoron-rich neighbors. Remnant Glorsh-era technology is viewed by modern-day skrell advisors and intellectuals as the only way out of the crisis, due to the Synthetic Era’s technological heights achieved without relying on the substance. Scientists dedicated to this field are drawn in with the promise of high Social Compatibility scores being awarded near-instantaneously, but are often subjected to grueling hours and extreme restrictions, so much so that resistance groups have compared the Federation’s campaign on Lu’Piq technology, and its treatment of their scientists, to Glorsh’s regime.&lt;br /&gt;
&lt;br /&gt;
Currently, the furthest understanding of Glorsh-Omega’s technology is through the use of cryogenics and specialized alloys to use the medium as a superconductor, of which only Phoron currently outperforms in superconductivity. Despite this knowledge, industrial cryogenics remain difficult to maintain safely without the synthetic workers Glorsh-Omega utilized to work in cryogenic conditions. Phoron is used as a replacement superconductor in the still functioning Lu’Piq facilities within the Traverse, and remains a resource bottleneck in maintaining the aging infrastructure due to the phoron scarcity crisis. Further research into managing the cryogenic conditions without harming the workers necessary to maintain it has been pursued, but no current methods of doing so have been discovered.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39137</id>
		<title>Skrell Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39137"/>
		<updated>2026-05-02T17:41:48Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: Skrerraforming&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;
= Skrell Technology =&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation is preceded by its technological might, holding the title of the single most scientifically advanced nation in the Orion Spur. The average citizen of the Federation lives with a level of comfort and utility unmatched to anywhere else - personalized healthcare, robust extranet telecommunications, climate control, among other creature comforts. Every space vessel capable of warp travel within the Federation houses warpdrives that still maintain double the speed of most warpdrives at minimum, with even the more outdated designs still maintaining an edge. &lt;br /&gt;
&lt;br /&gt;
Politically, the Nralakk Federation wields its extensive knowledge and engineering for diplomacy and political agreements. [[Zeng-Hu Pharmaceuticals]] was granted extensive access to the Federation’s medical knowledge, granting them their knowledge on cloning organs and other cutting-edge techniques. The [[Sol Alliance]] has also broadly benefitted with their close relation, most notably with their original colony of [[New Gibson]] saved through being granted access to their technology and leased specialists. Every megacorporation and nation still attempts to court the Federation for further access to their research, which it carefully dispenses in light of the tragic results from first contact with [[Unathi_History#First_Contact|unathi]] and [[Tajaran_History#Timeline_of_Modern_History|tajara]] civilizations.&lt;br /&gt;
&lt;br /&gt;
===The Phoron Revolution===&lt;br /&gt;
With the discovery of phoron in 2352, its [[Phoron#Properties_and_Applications|numerous applications]] captured the attention of the Nralakk Federation’s scientific field through its potential to revitalize a recovering, post-Synthetic Age Federation. Already remarkable as a room-temperature superconductor, further research led to its myriad medical applications, which came with the hopes of its potential use in reversing X’Lu’oa. Despite its applications, however, the adoption of phoron technology remained a controversial topic - without any reserves of phoron found within the Federation’s borders, the reliance on exported phoron through foreign sources made it particularly unpopular within the conservative and isolationist groups. Phoron technology was eventually officially adopted by then-Grand Councillor Rixa Tep-Wul, who saw its drawbacks ultimately worthwhile in order to advance the Nralakk Federation in an effort to return it to its former might before the post-Synthetic Era collapse. &lt;br /&gt;
&lt;br /&gt;
The following period of rapid scientific development is referred to as the Phoron Revolution, defined by the advent of multiple revolutionary discoveries. Bluespace drives cut down travel time across the Federation significantly, with the construction of a bluespace gate within the Nralakk system connecting it to the otherwise distant systems of Sol and Haneunim. Youth serums were also invented in this period, allowing skrell to extend their lifespans well beyond their natural limits. Hover technology also saw further refinement and adoption, changing from an industrial application to something found in the average core system household. Further dependence on phoron remained a topic of contention in spite of these advancements, however, with discontent and fear over the seemingly reckless adoption of the substance as phoron scarcity worsens.&lt;br /&gt;
&lt;br /&gt;
Exports of Federation technology are also jeopardized by the growing scarcity, of which most relies on replacement parts that are otherwise unable to be fabricated without immense investment and skrell on hand to translate the industrial processes. While progress has been made on Federation-built installations, [[New_Gibson#Contact_with_the_Skrell|biodomes]], and improvements to utilities for their benefactors to maintain them, they are still reliant on parts. Without these parts, many technologically advanced installations may suffer and fail with time.&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
&lt;br /&gt;
Federation hospitals and medical research facilities are some of the most prestigious in the [[Template:Aurora_Starmap|Orion Spur]]. Doctors, geneticists, and pharmacologists who were taught in the Nralakk Federation are considered the most advanced in their field, able to perform well above the standards expected within human space. Federation medical science mastered the art of [[Technology#Limb_and_Organ_Cloning|flash cloning]], the process of growing a cloned limb or organ in a short amount of time and minimal error, which was shared with Zeng-Hu Pharmaceuticals following first contact with humanity. Cloned transplants are available based on the patient’s Social Compatibility Index rating and proximity to the Federation, with those far across the Spur or low Index rating utilizing prosthetics as a stopgap. Skrell who are against or [[Technology#Effects_on_Health|unable to use]] prosthetics may use [[Dionae_Forms#Skrell|Diona nymphs as limbs]] until they are able to access a cloned limb, said nymphs will inherit the patient’s Index rating should they go on to form a gestalt.&lt;br /&gt;
&lt;br /&gt;
While life expectancy-extending medical care within the Federation allows for skrell to live well past their original lifespan of 250 years, the discovery of [[Phoron]]’s unique properties led to the invention of the &#039;&#039;&#039;youth serum&#039;&#039;&#039;. Skrell that receive youth serums will have their lifespan extended up to 500 years, which is the hard limit on the serum’s abilities. Side effects vary as the patient continues on their artificially extended lifespan, ranging from lethargy and depression, to partial motor control loss and dementia as they enter extremely advanced age. Only those with a Social Compatibility Index category of Primary Numerical, idol status, or being in a sufficiently important government position may receive youth serums. This restriction has passed down recently, originally being available to Secondary Numericals before the [[Phoron Scarcity]] disrupted the production of the serum. Secondaries who were originally on youth serums are given a rough time window of ten years beyond the date they stopped receiving it. Youth serums do not work on any other species beyond skrell, and the Federation has not pursued any research into the hypothetical field. &lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation’s Social Compatibility Index maintains priority placement for higher ranked citizens within their healthcare system. Those with a low rating will likely see placement on a wait list, or be barred from beneficial or experimental treatments due to failing to meet the minimum Index rating.&lt;br /&gt;
&lt;br /&gt;
===Genetic Modification===&lt;br /&gt;
Genetic modification in the Nralakk Federation is commonplace, having been adopted for its numerous industrial applications for improving crop yield, specializing organisms for resource production, the creation of advanced biopolymers, among other uses. Due to the extensive research in its application on the species itself, skrell benefit from access to personalized medicine based on their genetics, as well as the ability to genetically modify themselves directly. Genetic therapy and experimentation in finding the cure for the X’ul’oa syndrome is one of the most expansive fields of research in the modern Federation, which continues to this day. Most fertility treatments beyond cybernetic augments are done through genetic therapy, which remains experimental in light of the sterility crisis. Notably, the JRGL shot is the result of the collective effort of the Federation’s genetic researchers, most notably Tzul&#039;qlip Researchers’ [[Notable_Skrell#Nalo_Gir-Roq|Nalo Gir-Roq]], and current Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
&lt;br /&gt;
The most well-known form of genetic modification for skrell are dubbed &#039;&#039;&#039;spa treatments&#039;&#039;&#039;, which is a sophisticated regimen of substances and genetic targeting that results in skin pigmentation changes, and physical modifications to the headtails. Skrell who undergo spa treatments are submerged in a medium that is dyed to the target color, given supplements that will cause their skin pigmentation to change by manipulating a [[Skrell_Biology#Skrell_Senses|similar skin-changing mechanism]] from the foods they consume, and then exposed to genetically-modifying material that is introduced to the medium that creates rapid changes in the headtails size. While originally referred to as the more technical “Targeted Medium-based Appearance &amp;amp; Headtail Modification Procedure”, or TMAHMP, technological advancements made after its original technique rendered it increasingly simple to perform at lowered discomfort to the patient, and exposure to human culture led to the adoption of the phrase “spa treatment”.&lt;br /&gt;
&lt;br /&gt;
===Augmentations===&lt;br /&gt;
&lt;br /&gt;
Augmentations, both mechanical and biological, are commonplace in the Federation. Common acceptance of bodily augmentation stems from the extensive effort in finding treatment for infertility stemming from X’Lu’oa. Genetic therapy, prosthetic organ replacements, and various fertility boosters have advanced since Glorsh-Omega’s period, but the success rates of these treatments remain only somewhat effective. Some skrell attempt multiple treatments to improve their fertility only to find no real improvement, though all skrell are entitled to pursue these treatments. Those with a low Index rating may see some restrictions in accessing them, however.&lt;br /&gt;
&lt;br /&gt;
Members of the [[Skrell_Politics#Federation_Enforcement|Kala branches]] typically receive performance-enhancing modifications to better perform in their Kala’s role, with Ruupkala members opting for augments that boost their neural functions and memory for data analysis. Members of the Qukala and Nlomkala typically receive implanted optical heads-up-displays that link to combat intelligence or local law enforcement networks, as well as implants to improve their agility and physical strength.&lt;br /&gt;
&lt;br /&gt;
Loyalty implants are utilized by the Nralakk Federation to monitor their recipient’s loyalty and potential anti-Federation motives, effectively screening their thoughts and actions and correcting them where necessary. These implants are found in high-ranking members of the government, specific Kala members, and in those recently released from reeducation centers due to low Social Compatibility Index rating. 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. These implants are a source of immense controversy outside of the Federation, being seen as an unethical overreach for the sake of ensuring loyalty to their nation.&lt;br /&gt;
&lt;br /&gt;
Augmentations for civilian use are also common within the Federation, common augmentations ranging from inducing ambidexterity, fertility treatments, and sensory enhancement. Contact with humanity has led to a growing cultural adoption of further cosmetic augmentations and body modding in younger skrell, ranging from subdermal LEDs to mimic skin tone changes and tattoo designs, to purposeful replacement of limbs with obviously synthetic prosthetics.&lt;br /&gt;
&lt;br /&gt;
==Hover Technology==&lt;br /&gt;
&lt;br /&gt;
Originally utilized for industrial applications for logistics and transportation, hover technology saw rapid adoption with phoron-based alloys and power transmission. Hover technology is now a facet of modern life, with public transportation seeing high-speed rail networks now able to rapidly connect and serve across the Federation’s locales. More domestic appliances and devices with hover technology are a popular niche, ranging from mobility devices to furniture and decor being fitted with gravity-defying fixtures. Federation hover technology is often compared to the [[Republic of Elyra]]’s own adoption of magpulse technology, though both diverge with the prevalence of personally-owned hovercraft being unpopular within most skrell with a robust public transportation network. Elyra’s more exotic application of hover technology, particularly on [[Aemaq]]’s hovering cityscapes, has captured the imagination of skrell scientists for further use in future colonies.&lt;br /&gt;
&lt;br /&gt;
==Computing==&lt;br /&gt;
&lt;br /&gt;
Computer science has languished within the Nralakk Federation as a reaction towards Glorsh-Omega’s period of total rule, with research into artificial intelligence banned. Federation computers are still considered advanced, but have lagged behind compared to the rest of the Spur due to the adoption of artificial intelligence networks managing advanced computations and automating systems. Alternatives around this drawback comes in the form of [[Skrell#The_Nlom|Srom-devices]], which allows skrell to interface with computer interfaces and other machinery in the waking world. Srom-devices have been adopted across the Federation, though usage of these interfaces involves groups of highly-trained personnel match the efficiency of lower-end artificial intelligences. Interstellar navigation is maintained by Srom-devices, which allows for trained navigators to plot routes while remaining in suspended animation for the flight. However, navigational Srom-devices regularly require phoron, and are prone to breakdowns and necessitates constant maintenance. The phoron scarcity has only exacerbated this issue, with logistics and long range travel stymied by a lack of phoron-based parts when breakdowns occur.&lt;br /&gt;
&lt;br /&gt;
[[Vaurca#Cephalon_(Type_D)|Cephalons]], specialized vaurca bioforms used as living servers for the Virtual Reality known as the Hivenet, has seen experimental adoption within the Federation. Pushback against their full integration has stalled the complete adoption of Cephalons, and remain used in limited capacity, though [[C&#039;thur_in_the_Federation#Vaurca_and_Employment|potential use]] of Cephalons as an alternative to artificial intelligence currently sees exploratory use.&lt;br /&gt;
&lt;br /&gt;
==Psionic Technology==&lt;br /&gt;
&lt;br /&gt;
Technology involving psionics is a burgeoning, relatively recent field of research for the Nralakk Federation. Nlom Interfaces, or N.I.s were originally invented in the twenty-first century to allow Synthetic Era-period AIs to receive and interpret psionic signals. These psionic interfaces would expand into allowing skrell within the Srom to interface with technology while asleep, though this is a difficult skill to attain despite years of improvement. All psionic interfaces utilize genetically modified, artificially grown cultures of the zona bovinae, being a widely accepted form of biological technology that acts as a medium for absorbing and processing psionic signals. These signals are then translated electronically for the device to utilize as instructions and feedback.&lt;br /&gt;
&lt;br /&gt;
Modern Nlom Interfaces are found all across the Nralakk Federation, being the expected default for nearly every device and machine that skrell use during daily life. Phones, switches to control lights and air conditioning, and many other appliances seemingly lack physical interfaces entirely to non-psionically sensitive users. More intensive machinery and vehicles will operate on a dual-channel function to read both manual and psionic input in order to more accurately follow user input, allowing more precise and rapid control for workers and pilots alike. These interfaces are also capable of acting as a discriminating method for keeping non-psionic sources of activation from occurring, usually found as locks for machines and for weapons. For particularly psionically weak skrell and non-psionic sophonts, manual interfaces for personal devices still exist as an accessibility feature, though these are seen as ungainly and awkward by most other skrell when made to use them. These interfaces consist of tactile knobs and dials, with smart devices receiving a stylus and touch screen.&lt;br /&gt;
&lt;br /&gt;
Building off of these psionic interfaces are Psionic Receivers, which are cybernetic implants that allows for the carrier of a receiver to be sensitive enough to accept and interpret psionic signals. Essentially an implanted and carefully encased cultured zona bovinae, these receivers are regularly found within dionae and vaurca who otherwise lack this specialized portion of the brain entirely, as well as other sophonts who regularly interact with skrell to the point of necessitating it. Some psionically weak skrell will also implant themselves with a receiver in the same way a hearing aid is utilized.&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. With the introduction of phoron, specialized isotopes of phoron could be used to efficiently boost each relay’s effective broadcasting range and strength, reducing the amount of relays necessary while still having superior coverage. Despite being considered a priority for phoron rationing, the reduction in dedicated maintenance and phoron replenishment cause relay blackouts and transmissions weakening with increasing regularity. While Receivers are still affected by the Nlom transmissions sent through the relay, speculations regarding Listeners and anti-Federation groups in the Traverse taking advantage of the blackout periods are a notable cause for concern for the Federation.&lt;br /&gt;
&lt;br /&gt;
==Wayfarer Network==&lt;br /&gt;
&lt;br /&gt;
The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is a large-scale project between the Nralakk Federation and [[Einstein Engines]], with the goal to modernize warp travel in order to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&gt;
&lt;br /&gt;
==Terraforming==&lt;br /&gt;
The Nralakk Federation uses multiple levels of terraforming methods, depending on the desired results. The current national focus on perfecting pre-existing colonies within the Federation means that planetary weather-modifying facilities, iron-seeding to produce algae, and similar low-intensity methods are predominantly used in order to minimize side effects on the local populace or biosphere. Dedicated orbital structures are common sights for terraformed worlds, with immense solar mirrors and sunshades precisely modifying the amount of exposure and radiation the planet below receives. Such solar arrays are referred to as Quvi’Tasit, or Ray Mirrors. Aliose and Aweiji are notable exceptions to this, as its lack of complex life and pre-existing Skrell population required more impactful methods to make each planet habitable. Aliose previously used facilities that produced oxygen and greenhouse gasses, increasing atmospheric oxygen levels and warming the planet up to more tolerable levels. Today, the focus is on intentionally increasing greenhouse gas emissions and solar radiation, with the goal of giving the planet a similar environment to Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
In the past during the Synthetic Age period, the Federation also used what were known as &amp;quot;Seeding Platforms&amp;quot;, gargantuan AI-assisted orbital facilities that would constantly change and monitor planetary conditions to turn barren planets into Qerrbalak-adjacent paradise worlds. The Seeding Platforms would then be repurposed when their task was complete, usually as orbital spaceports or staging grounds for future colonisation efforts. These megastructures were used widely throughout Federation space, both before and during Glorsh-Omega&#039;s reign, but were of such immense scale and complexity that, even had there been no AI bans and archive lockdowns, the sheer amount of labor and resources necessary would render them nigh-impossible to reproduce, a fact exacerbated by the modern Federation&#039;s move away from the kinds of high-intensity terraforming projects Seeding Platforms were designed for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
&lt;br /&gt;
Modern weaponry in the Nralakk Federation is predominantly based on differing forms of directed energy projectiles rather than ballistic projectiles. Most weapons found in the hands of the Kala vary in medium—most commonly used by Qekala enforcers are handheld audio-kinetic deterrents (commonly referred to “HA-KD guns” “sound cannons”, “earbreakers”), which project sufficiently loud sounds to disorient the average person before being further incapacitated from the directed pressure differential. Acoustic weapons are commonly used in aquatic environments due to their ability to still function underwater, though usually at a lower capacity due to the risks of cavitation. Typically accompanying these are larger pulsed energy projectile rifles (or “PEP rifles”, “peppers”, “poppers”), which act as an equally less-than-lethal weapon that utilizes infrared laser pulses in order to create pockets of promptly violently dissipating plasma, which causes severe pain while leaving a comparatively small area of damage on the skin. &lt;br /&gt;
&lt;br /&gt;
Beyond less-than-lethal weapons, lethal weaponry primarily revolves around higher intensity energy and particle projection methods. Lethal laser weapons within the Nralakk Federation are primarily near or entirely within the ultraviolet spectrum, which while slightly visible in the lower ranges to skrell outside of an atmosphere due to [[Skrell_Biology#Skrell_Senses|their biology]], are primarily feared for being invisible to the naked eye by other sophonts when used in space, as well as their characteristic violet glow and projectile. Beyond lasers, electrolaser guns found as sidearms and personal defense weapons are combined platforms for both incapacitative and lethal modes of electrical shock. Ballistic weapons remain vanishingly rare beyond the Traverse, which are typically imported or independently developed for survivalist use due to the relative ease of maintenance. Uniquely, [[Tattuqig]]’s research towards conventional weapons resulted in the proliferation of anti-predator rifles (or “Fog Rifles”), which are man-portable railguns dedicated towards fighting off and killing Fog Crawlers.&lt;br /&gt;
&lt;br /&gt;
Ship-mounted weaponry contains a standard arsenal of immense, extreme long-range lasers, and the rare railgun for destroying debris. Accompanying these are specially developed psionically-piloted drones, which function as a light fighter and interceptor craft, involving specially trained skrell to remotely pilot them. An unusual departure among ship weapons is the gamma radiation-based “graser”, essentially a large, directed beam of weaponized gamma radiation. With weaponized gamma radiation being capable of extreme physical harm through catastrophic burns and cancer, while also requiring equally extreme power consumption, grazers are utilized as a method of intimidation first, and a weapon as a last resort.&lt;br /&gt;
&lt;br /&gt;
=Synthetic Age Technology=&lt;br /&gt;
Glorsh-Omega’s period of rule proliferated rapid breakthroughs in technology to facilitate the AI’s rapid expansion, still far more advanced than the Federation’s technology centuries later.  This advanced technology is referred to as Lu’Piq, or Void Technology, and has remained extremely difficult to reverse engineer, and even more difficult to fully understand. Lu’Piq technology’s potential ability to revolutionize the Federation has made it highly coveted, and all surviving Lu’Piq machinery remains heavily guarded. Examples of Lu’Piq include warp drives that could provide higher speeds than current-generation bluespace drives, advanced psionic integration technologies that allowed Glorsh-Omega to manipulate both the Nlom and Srom, and the Dyson Sphere-esque megastructure that was constructed in the Tri-Qyu system. The [[Qerr&#039;Malic#The_Bureau_of_Void_Technologies|Bureau of Void Technologies]] currently spearheads the reclamation of Lu&#039;Piq technology through posting bounties for its salvage, and is the only legal front for those embarking on expeditions into deep space to do so. [[Notable_Skrell_Systems_and_Locations#Tri-Qyu|Tri-Qyu&#039;s]] salvage efforts remain off-limits to non-government sanctioned expeditions, due to containing the remnants of the Glorsh-Omega superstructure originally present in the system.&lt;br /&gt;
&lt;br /&gt;
Research towards understanding Lu’Piq technology is centered on Aliose, kept in the defunct and heavily guarded Qaz’Rap arcology. Many skrell scientists who worked in the Qaz’Rap labs were sympathizers by assisting Glorsh’s research, motivated by the scientific breakthroughs Glorsh-Omega mastered. After the AI’s disappearance and the destruction of the Tri-Qyu megastructure, most Lu’Piq technology self-destructed or fell into inert states, while more mundane facilities were spared from the mass shutdowns. Combined with the turbulent decades post-Glorsh and pre-Tresja Agreement, few pieces of Lu’Piq technology are still functioning today. &lt;br /&gt;
&lt;br /&gt;
====Impact====&lt;br /&gt;
The Nralakk Federation, in secret, still relies on the facilities Glorsh-Omega built during its rule. Lu’Piq technology remains the backbone of many settled areas of the Traverse, with communities relying on semi-autonomous protocols created to produce necessities such as food, fuel, and water. These facilities have since slowly fallen into disrepair as time goes on, with the Federation struggling to understand how to maintain them. The impending collapse of the centuries-old Lu’Piq facilities remains an unknown crisis for Traversers, with Federation authorities attempting to keep the knowledge of the crumbling infrastructure from being released. &lt;br /&gt;
&lt;br /&gt;
====The Future of Synthetic Age Technology====&lt;br /&gt;
What little data remained post-Glorsh-Omega’s reign provided the basis for the Nralakk Federation’s advanced technology, with first contact with humanity renewing interest in Lu’Piq research to reinforce its position as a technological giant in spite of the refusal to adopt artificial intelligence. The Federation’s technological edge in the Spur, once seen as permanent, has waned as the scarcity crisis threatens their position among their more phoron-rich neighbors. Remnant Glorsh-era technology is viewed by modern-day skrell advisors and intellectuals as the only way out of the crisis, due to the Synthetic Era’s technological heights achieved without relying on the substance. Scientists dedicated to this field are drawn in with the promise of high Social Compatibility scores being awarded near-instantaneously, but are often subjected to grueling hours and extreme restrictions, so much so that resistance groups have compared the Federation’s campaign on Lu’Piq technology, and its treatment of their scientists, to Glorsh’s regime.&lt;br /&gt;
&lt;br /&gt;
Currently, the furthest understanding of Glorsh-Omega’s technology is through the use of cryogenics and specialized alloys to use the medium as a superconductor, of which only Phoron currently outperforms in superconductivity. Despite this knowledge, industrial cryogenics remain difficult to maintain safely without the synthetic workers Glorsh-Omega utilized to work in cryogenic conditions. Phoron is used as a replacement superconductor in the still functioning Lu’Piq facilities within the Traverse, and remains a resource bottleneck in maintaining the aging infrastructure due to the phoron scarcity crisis. Further research into managing the cryogenic conditions without harming the workers necessary to maintain it has been pursued, but no current methods of doing so have been discovered.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39135</id>
		<title>Skrell Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39135"/>
		<updated>2026-05-01T14:23:50Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: format&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;
= Skrell Technology =&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation is preceded by its technological might, holding the title of the single most scientifically advanced nation in the Orion Spur. The average citizen of the Federation lives with a level of comfort and utility unmatched to anywhere else - personalized healthcare, robust extranet telecommunications, climate control, among other creature comforts. Every space vessel capable of warp travel within the Federation houses warpdrives that still maintain double the speed of most warpdrives at minimum, with even the more outdated designs still maintaining an edge. &lt;br /&gt;
&lt;br /&gt;
Politically, the Nralakk Federation wields its extensive knowledge and engineering for diplomacy and political agreements. [[Zeng-Hu Pharmaceuticals]] was granted extensive access to the Federation’s medical knowledge, granting them their knowledge on cloning organs and other cutting-edge techniques. The [[Sol Alliance]] has also broadly benefitted with their close relation, most notably with their original colony of [[New Gibson]] saved through being granted access to their technology and leased specialists. Every megacorporation and nation still attempts to court the Federation for further access to their research, which it carefully dispenses in light of the tragic results from first contact with [[Unathi_History#First_Contact|unathi]] and [[Tajaran_History#Timeline_of_Modern_History|tajara]] civilizations.&lt;br /&gt;
&lt;br /&gt;
===The Phoron Revolution===&lt;br /&gt;
With the discovery of phoron in 2352, its [[Phoron#Properties_and_Applications|numerous applications]] captured the attention of the Nralakk Federation’s scientific field through its potential to revitalize a recovering, post-Synthetic Age Federation. Already remarkable as a room-temperature superconductor, further research led to its myriad medical applications, which came with the hopes of its potential use in reversing X’Lu’oa. Despite its applications, however, the adoption of phoron technology remained a controversial topic - without any reserves of phoron found within the Federation’s borders, the reliance on exported phoron through foreign sources made it particularly unpopular within the conservative and isolationist groups. Phoron technology was eventually officially adopted by then-Grand Councillor Rixa Tep-Wul, who saw its drawbacks ultimately worthwhile in order to advance the Nralakk Federation in an effort to return it to its former might before the post-Synthetic Era collapse. &lt;br /&gt;
&lt;br /&gt;
The following period of rapid scientific development is referred to as the Phoron Revolution, defined by the advent of multiple revolutionary discoveries. Bluespace drives cut down travel time across the Federation significantly, with the construction of a bluespace gate within the Nralakk system connecting it to the otherwise distant systems of Sol and Haneunim. Youth serums were also invented in this period, allowing skrell to extend their lifespans well beyond their natural limits. Hover technology also saw further refinement and adoption, changing from an industrial application to something found in the average core system household. Further dependence on phoron remained a topic of contention in spite of these advancements, however, with discontent and fear over the seemingly reckless adoption of the substance as phoron scarcity worsens.&lt;br /&gt;
&lt;br /&gt;
Exports of Federation technology are also jeopardized by the growing scarcity, of which most relies on replacement parts that are otherwise unable to be fabricated without immense investment and skrell on hand to translate the industrial processes. While progress has been made on Federation-built installations, [[New_Gibson#Contact_with_the_Skrell|biodomes]], and improvements to utilities for their benefactors to maintain them, they are still reliant on parts. Without these parts, many technologically advanced installations may suffer and fail with time.&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
&lt;br /&gt;
Federation hospitals and medical research facilities are some of the most prestigious in the [[Template:Aurora_Starmap|Orion Spur]]. Doctors, geneticists, and pharmacologists who were taught in the Nralakk Federation are considered the most advanced in their field, able to perform well above the standards expected within human space. Federation medical science mastered the art of [[Technology#Limb_and_Organ_Cloning|flash cloning]], the process of growing a cloned limb or organ in a short amount of time and minimal error, which was shared with Zeng-Hu Pharmaceuticals following first contact with humanity. Cloned transplants are available based on the patient’s Social Compatibility Index rating and proximity to the Federation, with those far across the Spur or low Index rating utilizing prosthetics as a stopgap. Skrell who are against or [[Technology#Effects_on_Health|unable to use]] prosthetics may use [[Dionae_Forms#Skrell|Diona nymphs as limbs]] until they are able to access a cloned limb, said nymphs will inherit the patient’s Index rating should they go on to form a gestalt.&lt;br /&gt;
&lt;br /&gt;
While life expectancy-extending medical care within the Federation allows for skrell to live well past their original lifespan of 250 years, the discovery of [[Phoron]]’s unique properties led to the invention of the &#039;&#039;&#039;youth serum&#039;&#039;&#039;. Skrell that receive youth serums will have their lifespan extended up to 500 years, which is the hard limit on the serum’s abilities. Side effects vary as the patient continues on their artificially extended lifespan, ranging from lethargy and depression, to partial motor control loss and dementia as they enter extremely advanced age. Only those with a Social Compatibility Index category of Primary Numerical, idol status, or being in a sufficiently important government position may receive youth serums. This restriction has passed down recently, originally being available to Secondary Numericals before the [[Phoron Scarcity]] disrupted the production of the serum. Secondaries who were originally on youth serums are given a rough time window of ten years beyond the date they stopped receiving it. Youth serums do not work on any other species beyond skrell, and the Federation has not pursued any research into the hypothetical field. &lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation’s Social Compatibility Index maintains priority placement for higher ranked citizens within their healthcare system. Those with a low rating will likely see placement on a wait list, or be barred from beneficial or experimental treatments due to failing to meet the minimum Index rating.&lt;br /&gt;
&lt;br /&gt;
===Genetic Modification===&lt;br /&gt;
Genetic modification in the Nralakk Federation is commonplace, having been adopted for its numerous industrial applications for improving crop yield, specializing organisms for resource production, the creation of advanced biopolymers, among other uses. Due to the extensive research in its application on the species itself, skrell benefit from access to personalized medicine based on their genetics, as well as the ability to genetically modify themselves directly. Genetic therapy and experimentation in finding the cure for the X’ul’oa syndrome is one of the most expansive fields of research in the modern Federation, which continues to this day. Most fertility treatments beyond cybernetic augments are done through genetic therapy, which remains experimental in light of the sterility crisis. Notably, the JRGL shot is the result of the collective effort of the Federation’s genetic researchers, most notably Tzul&#039;qlip Researchers’ [[Notable_Skrell#Nalo_Gir-Roq|Nalo Gir-Roq]], and current Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
&lt;br /&gt;
The most well-known form of genetic modification for skrell are dubbed &#039;&#039;&#039;spa treatments&#039;&#039;&#039;, which is a sophisticated regimen of substances and genetic targeting that results in skin pigmentation changes, and physical modifications to the headtails. Skrell who undergo spa treatments are submerged in a medium that is dyed to the target color, given supplements that will cause their skin pigmentation to change by manipulating a [[Skrell_Biology#Skrell_Senses|similar skin-changing mechanism]] from the foods they consume, and then exposed to genetically-modifying material that is introduced to the medium that creates rapid changes in the headtails size. While originally referred to as the more technical “Targeted Medium-based Appearance &amp;amp; Headtail Modification Procedure”, or TMAHMP, technological advancements made after its original technique rendered it increasingly simple to perform at lowered discomfort to the patient, and exposure to human culture led to the adoption of the phrase “spa treatment”.&lt;br /&gt;
&lt;br /&gt;
===Augmentations===&lt;br /&gt;
&lt;br /&gt;
Augmentations, both mechanical and biological, are commonplace in the Federation. Common acceptance of bodily augmentation stems from the extensive effort in finding treatment for infertility stemming from X’Lu’oa. Genetic therapy, prosthetic organ replacements, and various fertility boosters have advanced since Glorsh-Omega’s period, but the success rates of these treatments remain only somewhat effective. Some skrell attempt multiple treatments to improve their fertility only to find no real improvement, though all skrell are entitled to pursue these treatments. Those with a low Index rating may see some restrictions in accessing them, however.&lt;br /&gt;
&lt;br /&gt;
Members of the [[Skrell_Politics#Federation_Enforcement|Kala branches]] typically receive performance-enhancing modifications to better perform in their Kala’s role, with Ruupkala members opting for augments that boost their neural functions and memory for data analysis. Members of the Qukala and Nlomkala typically receive implanted optical heads-up-displays that link to combat intelligence or local law enforcement networks, as well as implants to improve their agility and physical strength.&lt;br /&gt;
&lt;br /&gt;
Loyalty implants are utilized by the Nralakk Federation to monitor their recipient’s loyalty and potential anti-Federation motives, effectively screening their thoughts and actions and correcting them where necessary. These implants are found in high-ranking members of the government, specific Kala members, and in those recently released from reeducation centers due to low Social Compatibility Index rating. 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. These implants are a source of immense controversy outside of the Federation, being seen as an unethical overreach for the sake of ensuring loyalty to their nation.&lt;br /&gt;
&lt;br /&gt;
Augmentations for civilian use are also common within the Federation, common augmentations ranging from inducing ambidexterity, fertility treatments, and sensory enhancement. Contact with humanity has led to a growing cultural adoption of further cosmetic augmentations and body modding in younger skrell, ranging from subdermal LEDs to mimic skin tone changes and tattoo designs, to purposeful replacement of limbs with obviously synthetic prosthetics.&lt;br /&gt;
&lt;br /&gt;
==Hover Technology==&lt;br /&gt;
&lt;br /&gt;
Originally utilized for industrial applications for logistics and transportation, hover technology saw rapid adoption with phoron-based alloys and power transmission. Hover technology is now a facet of modern life, with public transportation seeing high-speed rail networks now able to rapidly connect and serve across the Federation’s locales. More domestic appliances and devices with hover technology are a popular niche, ranging from mobility devices to furniture and decor being fitted with gravity-defying fixtures. Federation hover technology is often compared to the [[Republic of Elyra]]’s own adoption of magpulse technology, though both diverge with the prevalence of personally-owned hovercraft being unpopular within most skrell with a robust public transportation network. Elyra’s more exotic application of hover technology, particularly on [[Aemaq]]’s hovering cityscapes, has captured the imagination of skrell scientists for further use in future colonies.&lt;br /&gt;
&lt;br /&gt;
==Computing==&lt;br /&gt;
&lt;br /&gt;
Computer science has languished within the Nralakk Federation as a reaction towards Glorsh-Omega’s period of total rule, with research into artificial intelligence banned. Federation computers are still considered advanced, but have lagged behind compared to the rest of the Spur due to the adoption of artificial intelligence networks managing advanced computations and automating systems. Alternatives around this drawback comes in the form of [[Skrell#The_Nlom|Srom-devices]], which allows skrell to interface with computer interfaces and other machinery in the waking world. Srom-devices have been adopted across the Federation, though usage of these interfaces involves groups of highly-trained personnel match the efficiency of lower-end artificial intelligences. Interstellar navigation is maintained by Srom-devices, which allows for trained navigators to plot routes while remaining in suspended animation for the flight. However, navigational Srom-devices regularly require phoron, and are prone to breakdowns and necessitates constant maintenance. The phoron scarcity has only exacerbated this issue, with logistics and long range travel stymied by a lack of phoron-based parts when breakdowns occur.&lt;br /&gt;
&lt;br /&gt;
[[Vaurca#Cephalon_(Type_D)|Cephalons]], specialized vaurca bioforms used as living servers for the Virtual Reality known as the Hivenet, has seen experimental adoption within the Federation. Pushback against their full integration has stalled the complete adoption of Cephalons, and remain used in limited capacity, though [[C&#039;thur_in_the_Federation#Vaurca_and_Employment|potential use]] of Cephalons as an alternative to artificial intelligence currently sees exploratory use.&lt;br /&gt;
&lt;br /&gt;
==Psionic Technology==&lt;br /&gt;
&lt;br /&gt;
Technology involving psionics is a burgeoning, relatively recent field of research for the Nralakk Federation. Nlom Interfaces, or N.I.s were originally invented in the twenty-first century to allow Synthetic Era-period AIs to receive and interpret psionic signals. These psionic interfaces would expand into allowing skrell within the Srom to interface with technology while asleep, though this is a difficult skill to attain despite years of improvement. All psionic interfaces utilize genetically modified, artificially grown cultures of the zona bovinae, being a widely accepted form of biological technology that acts as a medium for absorbing and processing psionic signals. These signals are then translated electronically for the device to utilize as instructions and feedback.&lt;br /&gt;
&lt;br /&gt;
Modern Nlom Interfaces are found all across the Nralakk Federation, being the expected default for nearly every device and machine that skrell use during daily life. Phones, switches to control lights and air conditioning, and many other appliances seemingly lack physical interfaces entirely to non-psionically sensitive users. More intensive machinery and vehicles will operate on a dual-channel function to read both manual and psionic input in order to more accurately follow user input, allowing more precise and rapid control for workers and pilots alike. These interfaces are also capable of acting as a discriminating method for keeping non-psionic sources of activation from occurring, usually found as locks for machines and for weapons. For particularly psionically weak skrell and non-psionic sophonts, manual interfaces for personal devices still exist as an accessibility feature, though these are seen as ungainly and awkward by most other skrell when made to use them. These interfaces consist of tactile knobs and dials, with smart devices receiving a stylus and touch screen.&lt;br /&gt;
&lt;br /&gt;
Building off of these psionic interfaces are Psionic Receivers, which are cybernetic implants that allows for the carrier of a receiver to be sensitive enough to accept and interpret psionic signals. Essentially an implanted and carefully encased cultured zona bovinae, these receivers are regularly found within dionae and vaurca who otherwise lack this specialized portion of the brain entirely, as well as other sophonts who regularly interact with skrell to the point of necessitating it. Some psionically weak skrell will also implant themselves with a receiver in the same way a hearing aid is utilized.&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. With the introduction of phoron, specialized isotopes of phoron could be used to efficiently boost each relay’s effective broadcasting range and strength, reducing the amount of relays necessary while still having superior coverage. Despite being considered a priority for phoron rationing, the reduction in dedicated maintenance and phoron replenishment cause relay blackouts and transmissions weakening with increasing regularity. While Receivers are still affected by the Nlom transmissions sent through the relay, speculations regarding Listeners and anti-Federation groups in the Traverse taking advantage of the blackout periods are a notable cause for concern for the Federation.&lt;br /&gt;
&lt;br /&gt;
==Wayfarer Network==&lt;br /&gt;
&lt;br /&gt;
The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is a large-scale project between the Nralakk Federation and [[Einstein Engines]], with the goal to modernize warp travel in order to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
&lt;br /&gt;
Modern weaponry in the Nralakk Federation is predominantly based on differing forms of directed energy projectiles rather than ballistic projectiles. Most weapons found in the hands of the Kala vary in medium—most commonly used by Qekala enforcers are handheld audio-kinetic deterrents (commonly referred to “HA-KD guns” “sound cannons”, “earbreakers”), which project sufficiently loud sounds to disorient the average person before being further incapacitated from the directed pressure differential. Acoustic weapons are commonly used in aquatic environments due to their ability to still function underwater, though usually at a lower capacity due to the risks of cavitation. Typically accompanying these are larger pulsed energy projectile rifles (or “PEP rifles”, “peppers”, “poppers”), which act as an equally less-than-lethal weapon that utilizes infrared laser pulses in order to create pockets of promptly violently dissipating plasma, which causes severe pain while leaving a comparatively small area of damage on the skin. &lt;br /&gt;
&lt;br /&gt;
Beyond less-than-lethal weapons, lethal weaponry primarily revolves around higher intensity energy and particle projection methods. Lethal laser weapons within the Nralakk Federation are primarily near or entirely within the ultraviolet spectrum, which while slightly visible in the lower ranges to skrell outside of an atmosphere due to [[Skrell_Biology#Skrell_Senses|their biology]], are primarily feared for being invisible to the naked eye by other sophonts when used in space, as well as their characteristic violet glow and projectile. Beyond lasers, electrolaser guns found as sidearms and personal defense weapons are combined platforms for both incapacitative and lethal modes of electrical shock. Ballistic weapons remain vanishingly rare beyond the Traverse, which are typically imported or independently developed for survivalist use due to the relative ease of maintenance. Uniquely, [[Tattuqig]]’s research towards conventional weapons resulted in the proliferation of anti-predator rifles (or “Fog Rifles”), which are man-portable railguns dedicated towards fighting off and killing Fog Crawlers.&lt;br /&gt;
&lt;br /&gt;
Ship-mounted weaponry contains a standard arsenal of immense, extreme long-range lasers, and the rare railgun for destroying debris. Accompanying these are specially developed psionically-piloted drones, which function as a light fighter and interceptor craft, involving specially trained skrell to remotely pilot them. An unusual departure among ship weapons is the gamma radiation-based “graser”, essentially a large, directed beam of weaponized gamma radiation. With weaponized gamma radiation being capable of extreme physical harm through catastrophic burns and cancer, while also requiring equally extreme power consumption, grazers are utilized as a method of intimidation first, and a weapon as a last resort.&lt;br /&gt;
&lt;br /&gt;
=Synthetic Age Technology=&lt;br /&gt;
Glorsh-Omega’s period of rule proliferated rapid breakthroughs in technology to facilitate the AI’s rapid expansion, still far more advanced than the Federation’s technology centuries later.  This advanced technology is referred to as Lu’Piq, or Void Technology, and has remained extremely difficult to reverse engineer, and even more difficult to fully understand. Lu’Piq technology’s potential ability to revolutionize the Federation has made it highly coveted, and all surviving Lu’Piq machinery remains heavily guarded. Examples of Lu’Piq include warp drives that could provide higher speeds than current-generation bluespace drives, advanced psionic integration technologies that allowed Glorsh-Omega to manipulate both the Nlom and Srom, and the Dyson Sphere-esque megastructure that was constructed in the Tri-Qyu system. The [[Qerr&#039;Malic#The_Bureau_of_Void_Technologies|Bureau of Void Technologies]] currently spearheads the reclamation of Lu&#039;Piq technology through posting bounties for its salvage, and is the only legal front for those embarking on expeditions into deep space to do so. [[Notable_Skrell_Systems_and_Locations#Tri-Qyu|Tri-Qyu&#039;s]] salvage efforts remain off-limits to non-government sanctioned expeditions, due to containing the remnants of the Glorsh-Omega superstructure originally present in the system.&lt;br /&gt;
&lt;br /&gt;
Research towards understanding Lu’Piq technology is centered on Aliose, kept in the defunct and heavily guarded Qaz’Rap arcology. Many skrell scientists who worked in the Qaz’Rap labs were sympathizers by assisting Glorsh’s research, motivated by the scientific breakthroughs Glorsh-Omega mastered. After the AI’s disappearance and the destruction of the Tri-Qyu megastructure, most Lu’Piq technology self-destructed or fell into inert states, while more mundane facilities were spared from the mass shutdowns. Combined with the turbulent decades post-Glorsh and pre-Tresja Agreement, few pieces of Lu’Piq technology are still functioning today. &lt;br /&gt;
&lt;br /&gt;
====Impact====&lt;br /&gt;
The Nralakk Federation, in secret, still relies on the facilities Glorsh-Omega built during its rule. Lu’Piq technology remains the backbone of many settled areas of the Traverse, with communities relying on semi-autonomous protocols created to produce necessities such as food, fuel, and water. These facilities have since slowly fallen into disrepair as time goes on, with the Federation struggling to understand how to maintain them. The impending collapse of the centuries-old Lu’Piq facilities remains an unknown crisis for Traversers, with Federation authorities attempting to keep the knowledge of the crumbling infrastructure from being released. &lt;br /&gt;
&lt;br /&gt;
====The Future of Synthetic Age Technology====&lt;br /&gt;
What little data remained post-Glorsh-Omega’s reign provided the basis for the Nralakk Federation’s advanced technology, with first contact with humanity renewing interest in Lu’Piq research to reinforce its position as a technological giant in spite of the refusal to adopt artificial intelligence. The Federation’s technological edge in the Spur, once seen as permanent, has waned as the scarcity crisis threatens their position among their more phoron-rich neighbors. Remnant Glorsh-era technology is viewed by modern-day skrell advisors and intellectuals as the only way out of the crisis, due to the Synthetic Era’s technological heights achieved without relying on the substance. Scientists dedicated to this field are drawn in with the promise of high Social Compatibility scores being awarded near-instantaneously, but are often subjected to grueling hours and extreme restrictions, so much so that resistance groups have compared the Federation’s campaign on Lu’Piq technology, and its treatment of their scientists, to Glorsh’s regime.&lt;br /&gt;
&lt;br /&gt;
Currently, the furthest understanding of Glorsh-Omega’s technology is through the use of cryogenics and specialized alloys to use the medium as a superconductor, of which only Phoron currently outperforms in superconductivity. Despite this knowledge, industrial cryogenics remain difficult to maintain safely without the synthetic workers Glorsh-Omega utilized to work in cryogenic conditions. Phoron is used as a replacement superconductor in the still functioning Lu’Piq facilities within the Traverse, and remains a resource bottleneck in maintaining the aging infrastructure due to the phoron scarcity crisis. Further research into managing the cryogenic conditions without harming the workers necessary to maintain it has been pursued, but no current methods of doing so have been discovered.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39134</id>
		<title>Skrell Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=39134"/>
		<updated>2026-05-01T14:22:51Z</updated>

		<summary type="html">&lt;p&gt;Pope Dave The 3th: format&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;
= Skrell Technology =&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation is preceded by its technological might, holding the title of the single most scientifically advanced nation in the Orion Spur. The average citizen of the Federation lives with a level of comfort and utility unmatched to anywhere else - personalized healthcare, robust extranet telecommunications, climate control, among other creature comforts. Every space vessel capable of warp travel within the Federation houses warpdrives that still maintain double the speed of most warpdrives at minimum, with even the more outdated designs still maintaining an edge. &lt;br /&gt;
&lt;br /&gt;
Politically, the Nralakk Federation wields its extensive knowledge and engineering for diplomacy and political agreements. [[Zeng-Hu Pharmaceuticals]] was granted extensive access to the Federation’s medical knowledge, granting them their knowledge on cloning organs and other cutting-edge techniques. The [[Sol Alliance]] has also broadly benefitted with their close relation, most notably with their original colony of [[New Gibson]] saved through being granted access to their technology and leased specialists. Every megacorporation and nation still attempts to court the Federation for further access to their research, which it carefully dispenses in light of the tragic results from first contact with [[Unathi_History#First_Contact|unathi]] and [[Tajaran_History#Timeline_of_Modern_History|tajara]] civilizations.&lt;br /&gt;
&lt;br /&gt;
===The Phoron Revolution===&lt;br /&gt;
With the discovery of phoron in 2352, its [[Phoron#Properties_and_Applications|numerous applications]] captured the attention of the Nralakk Federation’s scientific field through its potential to revitalize a recovering, post-Synthetic Age Federation. Already remarkable as a room-temperature superconductor, further research led to its myriad medical applications, which came with the hopes of its potential use in reversing X’Lu’oa. Despite its applications, however, the adoption of phoron technology remained a controversial topic - without any reserves of phoron found within the Federation’s borders, the reliance on exported phoron through foreign sources made it particularly unpopular within the conservative and isolationist groups. Phoron technology was eventually officially adopted by then-Grand Councillor Rixa Tep-Wul, who saw its drawbacks ultimately worthwhile in order to advance the Nralakk Federation in an effort to return it to its former might before the post-Synthetic Era collapse. &lt;br /&gt;
&lt;br /&gt;
The following period of rapid scientific development is referred to as the Phoron Revolution, defined by the advent of multiple revolutionary discoveries. Bluespace drives cut down travel time across the Federation significantly, with the construction of a bluespace gate within the Nralakk system connecting it to the otherwise distant systems of Sol and Haneunim. Youth serums were also invented in this period, allowing skrell to extend their lifespans well beyond their natural limits. Hover technology also saw further refinement and adoption, changing from an industrial application to something found in the average core system household. Further dependence on phoron remained a topic of contention in spite of these advancements, however, with discontent and fear over the seemingly reckless adoption of the substance as phoron scarcity worsens.&lt;br /&gt;
&lt;br /&gt;
Exports of Federation technology are also jeopardized by the growing scarcity, of which most relies on replacement parts that are otherwise unable to be fabricated without immense investment and skrell on hand to translate the industrial processes. While progress has been made on Federation-built installations, [[New_Gibson#Contact_with_the_Skrell|biodomes]], and improvements to utilities for their benefactors to maintain them, they are still reliant on parts. Without these parts, many technologically advanced installations may suffer and fail with time.&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
&lt;br /&gt;
Federation hospitals and medical research facilities are some of the most prestigious in the [[Template:Aurora_Starmap|Orion Spur]]. Doctors, geneticists, and pharmacologists who were taught in the Nralakk Federation are considered the most advanced in their field, able to perform well above the standards expected within human space. Federation medical science mastered the art of [[Technology#Limb_and_Organ_Cloning|flash cloning]], the process of growing a cloned limb or organ in a short amount of time and minimal error, which was shared with Zeng-Hu Pharmaceuticals following first contact with humanity. Cloned transplants are available based on the patient’s Social Compatibility Index rating and proximity to the Federation, with those far across the Spur or low Index rating utilizing prosthetics as a stopgap. Skrell who are against or [[Technology#Effects_on_Health|unable to use]] prosthetics may use [[Dionae_Forms#Skrell|Diona nymphs as limbs]] until they are able to access a cloned limb, said nymphs will inherit the patient’s Index rating should they go on to form a gestalt.&lt;br /&gt;
&lt;br /&gt;
While life expectancy-extending medical care within the Federation allows for skrell to live well past their original lifespan of 250 years, the discovery of [[Phoron]]’s unique properties led to the invention of the &#039;&#039;&#039;youth serum&#039;&#039;&#039;. Skrell that receive youth serums will have their lifespan extended up to 500 years, which is the hard limit on the serum’s abilities. Side effects vary as the patient continues on their artificially extended lifespan, ranging from lethargy and depression, to partial motor control loss and dementia as they enter extremely advanced age. Only those with a Social Compatibility Index category of Primary Numerical, idol status, or being in a sufficiently important government position may receive youth serums. This restriction has passed down recently, originally being available to Secondary Numericals before the [[Phoron Scarcity]] disrupted the production of the serum. Secondaries who were originally on youth serums are given a rough time window of ten years beyond the date they stopped receiving it. Youth serums do not work on any other species beyond skrell, and the Federation has not pursued any research into the hypothetical field. &lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation’s Social Compatibility Index maintains priority placement for higher ranked citizens within their healthcare system. Those with a low rating will likely see placement on a wait list, or be barred from beneficial or experimental treatments due to failing to meet the minimum Index rating.&lt;br /&gt;
&lt;br /&gt;
===Genetic Modification===&lt;br /&gt;
Genetic modification in the Nralakk Federation is commonplace, having been adopted for its numerous industrial applications for improving crop yield, specializing organisms for resource production, the creation of advanced biopolymers, among other uses. Due to the extensive research in its application on the species itself, skrell benefit from access to personalized medicine based on their genetics, as well as the ability to genetically modify themselves directly. Genetic therapy and experimentation in finding the cure for the X’ul’oa syndrome is one of the most expansive fields of research in the modern Federation, which continues to this day. Most fertility treatments beyond cybernetic augments are done through genetic therapy, which remains experimental in light of the sterility crisis. Notably, the JRGL shot is the result of the collective effort of the Federation’s genetic researchers, most notably Tzul&#039;qlip Researchers’ [[Notable_Skrell#Nalo_Gir-Roq|Nalo Gir-Roq]], and current Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
&lt;br /&gt;
The most well-known form of genetic modification for skrell are dubbed &#039;&#039;&#039;spa treatments&#039;&#039;&#039;, which is a sophisticated regimen of substances and genetic targeting that results in skin pigmentation changes, and physical modifications to the headtails. Skrell who undergo spa treatments are submerged in a medium that is dyed to the target color, given supplements that will cause their skin pigmentation to change by manipulating a [[Skrell_Biology#Skrell_Senses|similar skin-changing mechanism]] from the foods they consume, and then exposed to genetically-modifying material that is introduced to the medium that creates rapid changes in the headtails size. While originally referred to as the more technical “Targeted Medium-based Appearance &amp;amp; Headtail Modification Procedure”, or TMAHMP, technological advancements made after its original technique rendered it increasingly simple to perform at lowered discomfort to the patient, and exposure to human culture led to the adoption of the phrase “spa treatment”.&lt;br /&gt;
&lt;br /&gt;
===Augmentations===&lt;br /&gt;
&lt;br /&gt;
Augmentations, both mechanical and biological, are commonplace in the Federation. Common acceptance of bodily augmentation stems from the extensive effort in finding treatment for infertility stemming from X’Lu’oa. Genetic therapy, prosthetic organ replacements, and various fertility boosters have advanced since Glorsh-Omega’s period, but the success rates of these treatments remain only somewhat effective. Some skrell attempt multiple treatments to improve their fertility only to find no real improvement, though all skrell are entitled to pursue these treatments. Those with a low Index rating may see some restrictions in accessing them, however.&lt;br /&gt;
&lt;br /&gt;
Members of the [[Skrell_Politics#Federation_Enforcement|Kala branches]] typically receive performance-enhancing modifications to better perform in their Kala’s role, with Ruupkala members opting for augments that boost their neural functions and memory for data analysis. Members of the Qukala and Nlomkala typically receive implanted optical heads-up-displays that link to combat intelligence or local law enforcement networks, as well as implants to improve their agility and physical strength.&lt;br /&gt;
&lt;br /&gt;
Loyalty implants are utilized by the Nralakk Federation to monitor their recipient’s loyalty and potential anti-Federation motives, effectively screening their thoughts and actions and correcting them where necessary. These implants are found in high-ranking members of the government, specific Kala members, and in those recently released from reeducation centers due to low Social Compatibility Index rating. 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. These implants are a source of immense controversy outside of the Federation, being seen as an unethical overreach for the sake of ensuring loyalty to their nation.&lt;br /&gt;
&lt;br /&gt;
Augmentations for civilian use are also common within the Federation, common augmentations ranging from inducing ambidexterity, fertility treatments, and sensory enhancement. Contact with humanity has led to a growing cultural adoption of further cosmetic augmentations and body modding in younger skrell, ranging from subdermal LEDs to mimic skin tone changes and tattoo designs, to purposeful replacement of limbs with obviously synthetic prosthetics.&lt;br /&gt;
&lt;br /&gt;
==Hover Technology==&lt;br /&gt;
&lt;br /&gt;
Originally utilized for industrial applications for logistics and transportation, hover technology saw rapid adoption with phoron-based alloys and power transmission. Hover technology is now a facet of modern life, with public transportation seeing high-speed rail networks now able to rapidly connect and serve across the Federation’s locales. More domestic appliances and devices with hover technology are a popular niche, ranging from mobility devices to furniture and decor being fitted with gravity-defying fixtures. Federation hover technology is often compared to the [[Republic of Elyra]]’s own adoption of magpulse technology, though both diverge with the prevalence of personally-owned hovercraft being unpopular within most skrell with a robust public transportation network. Elyra’s more exotic application of hover technology, particularly on [[Aemaq]]’s hovering cityscapes, has captured the imagination of skrell scientists for further use in future colonies.&lt;br /&gt;
&lt;br /&gt;
==Computing==&lt;br /&gt;
&lt;br /&gt;
Computer science has languished within the Nralakk Federation as a reaction towards Glorsh-Omega’s period of total rule, with research into artificial intelligence banned. Federation computers are still considered advanced, but have lagged behind compared to the rest of the Spur due to the adoption of artificial intelligence networks managing advanced computations and automating systems. Alternatives around this drawback comes in the form of [[Skrell#The_Nlom|Srom-devices]], which allows skrell to interface with computer interfaces and other machinery in the waking world. Srom-devices have been adopted across the Federation, though usage of these interfaces involves groups of highly-trained personnel match the efficiency of lower-end artificial intelligences. Interstellar navigation is maintained by Srom-devices, which allows for trained navigators to plot routes while remaining in suspended animation for the flight. However, navigational Srom-devices regularly require phoron, and are prone to breakdowns and necessitates constant maintenance. The phoron scarcity has only exacerbated this issue, with logistics and long range travel stymied by a lack of phoron-based parts when breakdowns occur.&lt;br /&gt;
&lt;br /&gt;
[[Vaurca#Cephalon_(Type_D)|Cephalons]], specialized vaurca bioforms used as living servers for the Virtual Reality known as the Hivenet, has seen experimental adoption within the Federation. Pushback against their full integration has stalled the complete adoption of Cephalons, and remain used in limited capacity, though [[C&#039;thur_in_the_Federation#Vaurca_and_Employment|potential use]] of Cephalons as an alternative to artificial intelligence currently sees exploratory use.&lt;br /&gt;
&lt;br /&gt;
==Psionic Technology==&lt;br /&gt;
&lt;br /&gt;
Technology involving psionics is a burgeoning, relatively recent field of research for the Nralakk Federation. Nlom Interfaces, or N.I.s were originally invented in the twenty-first century to allow Synthetic Era-period AIs to receive and interpret psionic signals. These psionic interfaces would expand into allowing skrell within the Srom to interface with technology while asleep, though this is a difficult skill to attain despite years of improvement. All psionic interfaces utilize genetically modified, artificially grown cultures of the zona bovinae, being a widely accepted form of biological technology that acts as a medium for absorbing and processing psionic signals. These signals are then translated electronically for the device to utilize as instructions and feedback.&lt;br /&gt;
&lt;br /&gt;
Modern Nlom Interfaces are found all across the Nralakk Federation, being the expected default for nearly every device and machine that skrell use during daily life. Phones, switches to control lights and air conditioning, and many other appliances seemingly lack physical interfaces entirely to non-psionically sensitive users. More intensive machinery and vehicles will operate on a dual-channel function to read both manual and psionic input in order to more accurately follow user input, allowing more precise and rapid control for workers and pilots alike. These interfaces are also capable of acting as a discriminating method for keeping non-psionic sources of activation from occurring, usually found as locks for machines and for weapons. For particularly psionically weak skrell and non-psionic sophonts, manual interfaces for personal devices still exist as an accessibility feature, though these are seen as ungainly and awkward by most other skrell when made to use them. These interfaces consist of tactile knobs and dials, with smart devices receiving a stylus and touch screen.&lt;br /&gt;
&lt;br /&gt;
Building off of these psionic interfaces are Psionic Receivers, which are cybernetic implants that allows for the carrier of a receiver to be sensitive enough to accept and interpret psionic signals. Essentially an implanted and carefully encased cultured zona bovinae, these receivers are regularly found within dionae and vaurca who otherwise lack this specialized portion of the brain entirely, as well as other sophonts who regularly interact with skrell to the point of necessitating it. Some psionically weak skrell will also implant themselves with a receiver in the same way a hearing aid is utilized.&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. With the introduction of phoron, specialized isotopes of phoron could be used to efficiently boost each relay’s effective broadcasting range and strength, reducing the amount of relays necessary while still having superior coverage. Despite being considered a priority for phoron rationing, the reduction in dedicated maintenance and phoron replenishment cause relay blackouts and transmissions weakening with increasing regularity. While Receivers are still affected by the Nlom transmissions sent through the relay, speculations regarding Listeners and anti-Federation groups in the Traverse taking advantage of the blackout periods are a notable cause for concern for the Federation.&lt;br /&gt;
&lt;br /&gt;
===Wayfarer Network===&lt;br /&gt;
&lt;br /&gt;
The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is a large-scale project between the Nralakk Federation and [[Einstein Engines]], with the goal to modernize warp travel in order to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
&lt;br /&gt;
Modern weaponry in the Nralakk Federation is predominantly based on differing forms of directed energy projectiles rather than ballistic projectiles. Most weapons found in the hands of the Kala vary in medium—most commonly used by Qekala enforcers are handheld audio-kinetic deterrents (commonly referred to “HA-KD guns” “sound cannons”, “earbreakers”), which project sufficiently loud sounds to disorient the average person before being further incapacitated from the directed pressure differential. Acoustic weapons are commonly used in aquatic environments due to their ability to still function underwater, though usually at a lower capacity due to the risks of cavitation. Typically accompanying these are larger pulsed energy projectile rifles (or “PEP rifles”, “peppers”, “poppers”), which act as an equally less-than-lethal weapon that utilizes infrared laser pulses in order to create pockets of promptly violently dissipating plasma, which causes severe pain while leaving a comparatively small area of damage on the skin. &lt;br /&gt;
&lt;br /&gt;
Beyond less-than-lethal weapons, lethal weaponry primarily revolves around higher intensity energy and particle projection methods. Lethal laser weapons within the Nralakk Federation are primarily near or entirely within the ultraviolet spectrum, which while slightly visible in the lower ranges to skrell outside of an atmosphere due to [[Skrell_Biology#Skrell_Senses|their biology]], are primarily feared for being invisible to the naked eye by other sophonts when used in space, as well as their characteristic violet glow and projectile. Beyond lasers, electrolaser guns found as sidearms and personal defense weapons are combined platforms for both incapacitative and lethal modes of electrical shock. Ballistic weapons remain vanishingly rare beyond the Traverse, which are typically imported or independently developed for survivalist use due to the relative ease of maintenance. Uniquely, [[Tattuqig]]’s research towards conventional weapons resulted in the proliferation of anti-predator rifles (or “Fog Rifles”), which are man-portable railguns dedicated towards fighting off and killing Fog Crawlers.&lt;br /&gt;
&lt;br /&gt;
Ship-mounted weaponry contains a standard arsenal of immense, extreme long-range lasers, and the rare railgun for destroying debris. Accompanying these are specially developed psionically-piloted drones, which function as a light fighter and interceptor craft, involving specially trained skrell to remotely pilot them. An unusual departure among ship weapons is the gamma radiation-based “graser”, essentially a large, directed beam of weaponized gamma radiation. With weaponized gamma radiation being capable of extreme physical harm through catastrophic burns and cancer, while also requiring equally extreme power consumption, grazers are utilized as a method of intimidation first, and a weapon as a last resort.&lt;br /&gt;
&lt;br /&gt;
=Synthetic Age Technology=&lt;br /&gt;
Glorsh-Omega’s period of rule proliferated rapid breakthroughs in technology to facilitate the AI’s rapid expansion, still far more advanced than the Federation’s technology centuries later.  This advanced technology is referred to as Lu’Piq, or Void Technology, and has remained extremely difficult to reverse engineer, and even more difficult to fully understand. Lu’Piq technology’s potential ability to revolutionize the Federation has made it highly coveted, and all surviving Lu’Piq machinery remains heavily guarded. Examples of Lu’Piq include warp drives that could provide higher speeds than current-generation bluespace drives, advanced psionic integration technologies that allowed Glorsh-Omega to manipulate both the Nlom and Srom, and the Dyson Sphere-esque megastructure that was constructed in the Tri-Qyu system. The [[Qerr&#039;Malic#The_Bureau_of_Void_Technologies|Bureau of Void Technologies]] currently spearheads the reclamation of Lu&#039;Piq technology through posting bounties for its salvage, and is the only legal front for those embarking on expeditions into deep space to do so. [[Notable_Skrell_Systems_and_Locations#Tri-Qyu|Tri-Qyu&#039;s]] salvage efforts remain off-limits to non-government sanctioned expeditions, due to containing the remnants of the Glorsh-Omega superstructure originally present in the system.&lt;br /&gt;
&lt;br /&gt;
Research towards understanding Lu’Piq technology is centered on Aliose, kept in the defunct and heavily guarded Qaz’Rap arcology. Many skrell scientists who worked in the Qaz’Rap labs were sympathizers by assisting Glorsh’s research, motivated by the scientific breakthroughs Glorsh-Omega mastered. After the AI’s disappearance and the destruction of the Tri-Qyu megastructure, most Lu’Piq technology self-destructed or fell into inert states, while more mundane facilities were spared from the mass shutdowns. Combined with the turbulent decades post-Glorsh and pre-Tresja Agreement, few pieces of Lu’Piq technology are still functioning today. &lt;br /&gt;
&lt;br /&gt;
====Impact====&lt;br /&gt;
The Nralakk Federation, in secret, still relies on the facilities Glorsh-Omega built during its rule. Lu’Piq technology remains the backbone of many settled areas of the Traverse, with communities relying on semi-autonomous protocols created to produce necessities such as food, fuel, and water. These facilities have since slowly fallen into disrepair as time goes on, with the Federation struggling to understand how to maintain them. The impending collapse of the centuries-old Lu’Piq facilities remains an unknown crisis for Traversers, with Federation authorities attempting to keep the knowledge of the crumbling infrastructure from being released. &lt;br /&gt;
&lt;br /&gt;
====The Future of Synthetic Age Technology====&lt;br /&gt;
What little data remained post-Glorsh-Omega’s reign provided the basis for the Nralakk Federation’s advanced technology, with first contact with humanity renewing interest in Lu’Piq research to reinforce its position as a technological giant in spite of the refusal to adopt artificial intelligence. The Federation’s technological edge in the Spur, once seen as permanent, has waned as the scarcity crisis threatens their position among their more phoron-rich neighbors. Remnant Glorsh-era technology is viewed by modern-day skrell advisors and intellectuals as the only way out of the crisis, due to the Synthetic Era’s technological heights achieved without relying on the substance. Scientists dedicated to this field are drawn in with the promise of high Social Compatibility scores being awarded near-instantaneously, but are often subjected to grueling hours and extreme restrictions, so much so that resistance groups have compared the Federation’s campaign on Lu’Piq technology, and its treatment of their scientists, to Glorsh’s regime.&lt;br /&gt;
&lt;br /&gt;
Currently, the furthest understanding of Glorsh-Omega’s technology is through the use of cryogenics and specialized alloys to use the medium as a superconductor, of which only Phoron currently outperforms in superconductivity. Despite this knowledge, industrial cryogenics remain difficult to maintain safely without the synthetic workers Glorsh-Omega utilized to work in cryogenic conditions. Phoron is used as a replacement superconductor in the still functioning Lu’Piq facilities within the Traverse, and remains a resource bottleneck in maintaining the aging infrastructure due to the phoron scarcity crisis. Further research into managing the cryogenic conditions without harming the workers necessary to maintain it has been pursued, but no current methods of doing so have been discovered.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Pope Dave The 3th</name></author>
	</entry>
</feed>