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		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=31028</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=31028"/>
		<updated>2023-12-22T16:32:14Z</updated>

		<summary type="html">&lt;p&gt;Ramke: /* NKA Consular Officer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #166294&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND SUPPORT&lt;br /&gt;
|imagebgcolor = #BFC6E0&lt;br /&gt;
|img = Corporateliaison-nbt.png&lt;br /&gt;
|jobtitle = Corporate Liaison&lt;br /&gt;
|access = The Representatives Office, [[Job_Guides#Station_Command|the Bridge]].&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|qualifications = At least 30 years of age, relevant education. You&#039;ve convinced NanoTrasen Central Command you&#039;re worth loaning a shuttle, and you are representing an [[#Interest Group|Interest Group]]&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Al&#039;mari College of Hadiist Sciences|Al&#039;mari College of Hadiist Sciences]] - [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]]&lt;br /&gt;
|superior = [[Job_Guides#Station_Command|Ship Command]] and your [[#Interest Group|Interest Group]]&lt;br /&gt;
|duties = Representing your faction&#039;s interests, conducting interviews and AMAs, improving your interest group&#039;s image, &amp;lt;s&amp;gt;being less creepy than the old IAA role&amp;lt;/s&amp;gt;&lt;br /&gt;
|guides = [[Corporate_Regulations|Corporate Regulations]], [[Guide to Station Procedure|Ship Directives]], [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Liaisons&#039;&#039;&#039; or &#039;&#039;&#039;Representatives&#039;&#039;&#039; act as the link between an [[#Interest Group|Interest Group]] and their assigned facility. Their primary concerns are to ensure that the group they&#039;re representing is treated more favorably or just ensuring they&#039;re treated equally, within [[Corporate Regulations]], via interviews and reports to [[Job_Guides#Station_Command|Command Staff]] about misconduct.&lt;br /&gt;
&lt;br /&gt;
Secondary responsibilities of a &#039;&#039;&#039;Representative&#039;&#039;&#039; include increasing awareness of whatever factions or cause they represent. For more information on the goal of different kinds of &#039;&#039;&#039;Representative&#039;&#039;&#039;, see: [[#Interest Groups|Interest Groups]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Representatives&#039;&#039;&#039; can be played by characters of any species that can be a part of the represented faction, by players with a Head of Staff whitelist - they are not part of [[Job_Guides#Station_Command|Ship Command]], however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Consular must represent an official interest group,&#039;&#039;&#039; present on the wiki, that is reasonably connected to the SCC: this excludes criminal factions, pirate factions, and so on. A Consular may be from a sub-faction such as house Zhao, but they must still fully represent the major faction they belong to. To make sure that your Consular character fits this description, contact a member of the command whitelist team.&lt;br /&gt;
&lt;br /&gt;
= Variation =&lt;br /&gt;
There are two variations of Representative, those being Corporate Liaison and Consular Officer. They can both be active on the ship at one time, allowing for a representative of a faction to be there alongside a liaison from a megacorporation. It is encouraged that they will work together on matters if there is a Corporate Liaison alongside a Consular Officer, so the consular can have an easier time getting important messages through to central command or ship command. &lt;br /&gt;
== The Corporate ==&lt;br /&gt;
While the consular officer&#039;s purpose is pretty cut and dry, the more flexible nature of the Liaison role affords it a few alternate titles, including:&lt;br /&gt;
*Workplace Liaison&lt;br /&gt;
*Corporate Representative&lt;br /&gt;
*Corporate Executive&lt;br /&gt;
These titles should give your Liaison a bit more flavor by allowing them to have some specialty in the company. However, &#039;&#039;&#039;no alternate title gives you any more authority than another. Playing a Corporate Executive does not increase your authority - you have the same amount of direct authority as a liaison: none.&#039;&#039;&#039; As a corporate executive, think of yourself more of an executive of middle management; your direct power over the Horizon is functionally zero, as you&#039;ve been sent by whatever as a liaison and advocate. The SCC chose the heads of staff to command the ship, and they&#039;d like to keep it that way.&lt;br /&gt;
= Interest Groups =&lt;br /&gt;
All Interest Groups get access to an External Comms Link in their Fax machine which enables them to contact their superiors, and receive an orders list on round start. &lt;br /&gt;
=== [[Nanotrasen_Corporation|NanoTrasen Liaison]] ===&lt;br /&gt;
&lt;br /&gt;
* NanoTrasen Liaisons are dispatched by NanoTrasen to act as an on-ship link between [[Nanotrasen_Corporation#Executives | NanoTrasen]] and [[Job Guides#Station_command|Ship Command]]. They can talk to command and crew on matters such as NanoTrasens interests aboard the ship, advise Station Command, and issue various paperwork, including Contract Extensions and situation reports. They can also make sure that ship command is following [[Corporate Regulations|correct procedure]] and not doing anything unsavory in the eyes of the most powerful company of the [[Stellar Corporate Conglomerate]].&lt;br /&gt;
&lt;br /&gt;
=== Corporate Representative ===&lt;br /&gt;
&lt;br /&gt;
* On ship liaisons from other megacorporations for contractors on ship. They are supposed to represent the interests of their parent company, as well as to ensure the well being and prosperity of their contractors. They can pressure [[Job_Guides#Station_Command|Command Staff]], make requests, or even do back-alley deals and bribes in [[traitor|certain circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== [[Republic_of_Biesel|Tau Ceti Representative]] ===&lt;br /&gt;
&lt;br /&gt;
* Tasked by the [[Biesel|Republic of Biesel]] government to ensure that [[Guide_to_Law#Republic_of_Biesel|Tau Ceti Law]] is being followed, and that safety regulations are being followed. They are to promote Biesel sentiment, and reinforce the image of the bright beacon of democracy. They may also issue Tau Ceti citizenship and passports in certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== [[Sol_Alliance|Sol Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Following the aftermath of the [[KING OF THE WORLD#READE FALLS!|35th&#039;s invasion]], Sol Alliance consular officers are not welcome aboard the Horizon.&lt;br /&gt;
&lt;br /&gt;
=== [[People&#039;s Republic of Adhomai|PRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Tajara#People.27s_Republic_of_Adhomai|Peoples Republic of Adhomai]] to ensure the well being and interests of Republican citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Republican values and make sure that party lines are being upheld. &lt;br /&gt;
&lt;br /&gt;
* They are the Party&#039;s eyes and ears on the ship and are tasked with reporting any subversive behavior to the government. They are given a set of tools and access to the fax machine to deal diplomatically with possible subversive elements. They can also issue Honorary Party Memberships to any crewmember.&lt;br /&gt;
&lt;br /&gt;
* Consulars are Hadiist Party members and should always be loyal to President Hadii. They must be exemplary citizens and embody the Republican ideals. Cooperating with SCC authorities is also necessary due to the strict bounds between the Republic and the corporations.&lt;br /&gt;
&lt;br /&gt;
=== [[Democratic People&#039;s Republic of Adhomai|DPRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Democratic People&#039;s Republic of Adhomai]] to ensure the well being and interests of Al&#039;mariist citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Al&#039;mariist values and ensure that the rights of the Tajara people are being respected.&lt;br /&gt;
&lt;br /&gt;
* Consulars are employed by the civilian government and should display the values upheld by the Al&#039;mariist ideology. They are given a set of tools and access to the fax machine to make sure that any DPRA citizen is working towards the future of their species.&lt;br /&gt;
&lt;br /&gt;
* While consular officers are part of the civil government, they can still harbor sympathies for the military juntas and Supreme Commander Nated. Cooperation with the SCC is desirable when the outcome is beneficial to the Al&#039;mariist cause. While direct opposition against the megacorporations is no part of the consular&#039;s duties, DPRA consular officers should do their best to support Liberation Army personnel on the field.&lt;br /&gt;
&lt;br /&gt;
=== [[New Kingdom of Adhomai|NKA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[New Kingdom of Adhomai]] to ensure the well being and interests of Royalists citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage traditional Tajaran values and ensure cooperation between the New Kingdom and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
* Consulars are under the supervision of the Crown and should be model citizens. They are given a set of tools and access to the fax machine to make sure that any NKA citizen is acting in an upstanding manner. Cooperation with the SCC is necessary, as the Kingdom is doing its best to acquire allies.&lt;br /&gt;
&lt;br /&gt;
* Consulars can be either nobles or commoners. Despite their origins, they were chosen for their support of the Royalist ideology.&lt;br /&gt;
&lt;br /&gt;
=== [[Unathi#Izweski_Nation|Hegemony Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Hailing from [[Unathi|Unathi owned space]], these diplomats are here to reach the Unathi working on SCC vessels and keep the relations between the [[Stellar Corporate Conglomerate]] and the Hegemony in top shape. As a [[Unathi|Unathi]] representative, you will need to carefully balance the morals of your homeworld and your diplomatic responsibilities.&lt;br /&gt;
&lt;br /&gt;
* You are recommended to call Unathi to your office, to speak with them and learn their origins.  Talk about their clan back on Moghes, learn their religious ideals, find any... &#039;&#039;&#039;[[Unathi#The_Guwan|undesirables]]&#039;&#039;&#039; who might be hiding their clan name and ensure paperwork is sent to a Hegemony vessel documenting a possible Guwan hiding their Guwan title behind their old Clan name.&lt;br /&gt;
&lt;br /&gt;
* Consulars will always be &#039;&#039;&#039;noblemen&#039;&#039;&#039;, or even &#039;&#039;&#039;noblewomen&#039;&#039;&#039;. Either way, your clan is notable and you might be related to a [[Unathi#Izweski_Nation|Lord of Moghes]] in some way.&lt;br /&gt;
&lt;br /&gt;
* Hosting Feasts in honor of the Hegemon is always fun. Let everyone know you&#039;re rich, by paying for all their meals for the shift.&lt;br /&gt;
&lt;br /&gt;
*If a Guwan wishes to prove themselves capable of restoring their title, or creating a new one, you are one of the first steps. They must prove themselves worthy enough to be represented by you or someone you choose in a court. Afterwards, directly message the Lore Developer in charge of Unathi, or a deputy.&lt;br /&gt;
&lt;br /&gt;
=== [[Skrell|Nralakk Federation Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Having come all the way from [[Notable_Skrell_Systems_and_Locations#Nralakk:_The_Home_system|Nralakk]] these officers are very well versed in local customs and culture. Being the natural diplomats, Skrell Consular Officers are very diplomatically savvy and knowledgeable and are on the ship to remind other Skrell how far the Federation reaches. Thus a Skrell Consular Officer should strive to be the last person on the ship to offend their host, while not being a complete pushover.&lt;br /&gt;
** Federation Consular Officers also have standing instructions to report back to the Federation on [[Nralakk_Federation#Social_Credit_System | Inductive and Deductive actions]] of any federation citizens that they observe for review. This should be done via fax or other long-range communications.&lt;br /&gt;
* Consulars for the Nralakk Federation are always [[Nralakk_Federation#Social_Credit_System | Primary Numericals]], model citizens of the Federation.&lt;br /&gt;
&lt;br /&gt;
=== [[Empire_of_Dominia|Dominian Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Sent by the [[Empire_of_Dominia|Dominian Empire]], the job of Dominian Consular Officer is to dispel all perceived inaccuracies about Dominians first and ensure the loyalty of its subjects second. Dominia has had an understanding with NanoTrasen ever since its rediscovery by the other spacial factions and its officers ensure that this relationship lasts, despite the ideological differences.&lt;br /&gt;
&lt;br /&gt;
=== [[Vaurca|Vaurca Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Representing one of the [[Vaurca#Hives|hives]], Vaurca Consular Officers are always a special type of Vaurca, a [[Vaurca#Playing_a_Hive_Representative|Ta]] also known as a Breeder. As the emotional centerpiece of Vaurca society, a Vaurca Consular officer is the ideal type capable of communicating and understanding all the other species in the system.&lt;br /&gt;
&lt;br /&gt;
=== [[Synthetic_Factions#The_Golden_Deep|Golden Deep Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a representation of the Golden Deep, your duties are to ensure the continued relations between NanoTrasen and Golden Deep affiliates.&lt;br /&gt;
* Golden Deep Consular Officers must have acquired their Golden Deep Citizenship.&lt;br /&gt;
* A Golden Deep Consular Officers are more often than not highly esteemed merchants, or a membership holding, carefully vetted synthetic made to engage as a diplomatic bridge between business partners.&lt;br /&gt;
* You are recommended to promote the Golden Deep affiliates in the Republic of Biesel, as well as seeking out synthetics for purchase under the Golden Deep umbrella.&lt;br /&gt;
* A membership within Golden Deep is not to be given lightly and Consular Officers are responsible for ensuring that any IPCs inducted into the group can increase its prosperity.&lt;br /&gt;
&lt;br /&gt;
=== [[Coalition of Colonies|Coalition of Colonies Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a Representative of the expansive CoC, you are entrusted to act as the link between all the members of the CoC, their populace, and the Coalition as a whole. You are likely to interact with a wide range of people, so Coalition Consulars are normally excellent at conflict resolution and problem solving.&lt;br /&gt;
&lt;br /&gt;
===[[Epsilon_Ursae_Minoris|Co-operative Territories of Epsilon Ursae Minoris]]===&lt;br /&gt;
* As a Representative of the CT-EUM, you are entrusted to act as a link between all nations of the CT-EUM, their people, and the CT-EUM as a whole. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Species Consulars/Liaisons Permitted&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Humans&lt;br /&gt;
! Skrells&lt;br /&gt;
! Unathi&lt;br /&gt;
! Tajara&lt;br /&gt;
! IPCs&lt;br /&gt;
! Dionae&lt;br /&gt;
! Vaurca&lt;br /&gt;
|-&lt;br /&gt;
!NT Liaison&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Tau Ceti&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!PRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!DPRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NKA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Hegemony&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Dominia&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zavodskoi Interstellar&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!PMCG Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Idris Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Heph Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zeng-Hu Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Orion&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Nralakk&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Vaurcae Hive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Golden Deep&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Coalition&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!CT-EUM&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Embrace The Bureaucracy ==&lt;br /&gt;
So, your shoes are polished, your tie is on straight, your stamp is inked up and there’s a full cup of coffee on your desk - what now?&lt;br /&gt;
&lt;br /&gt;
:Typically, the broad duties of a Representative can be sorted into three major categories:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Awareness&#039;&#039;&#039;: Doing activities to spread awareness of your [[#Interest Groups|Interest Group]] is a very good idea to keep everyone happy, and most importantly, informed. A good representative might give seminars on the virtues and upsides of their Interest Group, or a Consular Officer might do a QnA or trivia for their faction. Get creative with it, and remember that certain factions will be trying harder than others, such as the PRA or Hegemony. &lt;br /&gt;
# &#039;&#039;&#039;Oversight&#039;&#039;&#039;: Doing activities that keep members of your [[#Interest Groups|Interest Group]] happy is also a good idea. If a member of said Interest Group is unhappy, take them in and work out ways to make it better, such as talking to ship Command to improve the situation. In order for that to work, a Representative needs to be keeping track of members of their Interest Group, in ways such as PDAing to check in, or calling them in to your office for a [[Vampire|chat]].&lt;br /&gt;
# &#039;&#039;&#039;Protest&#039;&#039;&#039;: Activities taken in response to mistreatment. An example would be contacting the [[Captain]], [[Executive Officer]], or [[Job_Guides#Security|Security]] when you suspect someone from your [[#Interest Groups|Interest Group]] is in danger or has been wronged. Another would be vocally protesting in response to someone from your [[#Interest Group|Interest Group]] being arrested, even going as far as to negotiate for their release, or lessening of their punishment. &#039;&#039;&#039;Do not push this or it may&#039;&#039;&#039; [[#Directive 12|lead to trouble!]]&lt;br /&gt;
&lt;br /&gt;
Before you sign on for that first shift, recognize a hard truth about &#039;&#039;&#039;Representatives&#039;&#039;&#039;: you are not, strictly speaking, a necessary component of the ship’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are barely even a part of the ship&#039;s crew.&lt;br /&gt;
&lt;br /&gt;
Your ability to effectively do your job therefore relies on your ability to communicate with the ship’s various [[Job_Guides|Departments]], and [[Job_Guides#Station_Command|ship Command]]. Having good working relationships with the crew also makes it more likely that they will come to you with their problems, or report things to you, rather than leaving you to hunt for them, or to sit at your desk contemplating your coffee all shift.&lt;br /&gt;
&lt;br /&gt;
:In order to help build those working relationships, there are a few things Representatives should try to do.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Do Spread Awareness&#039;&#039;&#039;: The only way you&#039;re going to get ship Crew on your side is if you get involved with the Crewmembers aboard the Horizon, in whatever way you may choose to do so, or your [[#Interest_Group|Interest Group]] entails.&lt;br /&gt;
#&#039;&#039;&#039;Do Not Cause Trouble&#039;&#039;&#039;: You are here with the express permission of [[Job_Guides#Station_Command|Ship Command]] and NanoTrasen, a permission that can easily be revoked, you don&#039;t want to test them, and any violation of [[Corporate Regulations]] should be strictly covert, if at all.&lt;br /&gt;
#&#039;&#039;&#039;Do Play Favorites&#039;&#039;&#039;: It is the express purpose of your job to advocate for your [[#Interest_Group|Interest Group]], and thus, to play favorites. If you think that helping a Crewmember who is close to someone in it will aid in that, you should definitely do it if it fits your character. Though, you don&#039;t want others to know, as it could land you in trouble with a [[Security Officer]], and thus, [[Job_Guides#Station_Command|Ship Command]]. It could also violate [[Server Rules]] in extreme cases, if in doubt, adminhelp.&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to Station Procedure#Representatives and Consular Officers|Directive 12]] ===&lt;br /&gt;
&amp;quot;Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the ship chain of command. The representative is granted special status in relation to corporate regulations;&amp;quot;&lt;br /&gt;
* The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases. The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privilege.&lt;br /&gt;
* The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing. The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
Read more at: [[Guide to Station Procedure#Representatives and Consular Officers|Directives: Directive 12]].&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
:Should you find yourself selected as a traitor, congratulations! You are an antagonist trusted explicitly by your [[#Interest Group|Interest Group]], who will likely be thrilled to help you. &lt;br /&gt;
&lt;br /&gt;
:Wield your bureaucracy against the company you&#039;ve signed up to act within! The morphic clerical kit may be of use to a traitorous Representative, as the stamps it provides allow you to forge command staff approval of just about anything. Through this, you can stamp approval papers to your fellows, have them lie to [[Job_Guides#Command|Command Staff]] about who they got them from, and then procure anything they&#039;d like, thanks to you. If anyone questions what you&#039;re doing, remind them that you have the best interests of your people at heart.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Ramke</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=31027</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=31027"/>
		<updated>2023-12-22T16:31:59Z</updated>

		<summary type="html">&lt;p&gt;Ramke: /* DPRA Consular Officer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #166294&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND SUPPORT&lt;br /&gt;
|imagebgcolor = #BFC6E0&lt;br /&gt;
|img = Corporateliaison-nbt.png&lt;br /&gt;
|jobtitle = Corporate Liaison&lt;br /&gt;
|access = The Representatives Office, [[Job_Guides#Station_Command|the Bridge]].&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|qualifications = At least 30 years of age, relevant education. You&#039;ve convinced NanoTrasen Central Command you&#039;re worth loaning a shuttle, and you are representing an [[#Interest Group|Interest Group]]&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Al&#039;mari College of Hadiist Sciences|Al&#039;mari College of Hadiist Sciences]] - [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]]&lt;br /&gt;
|superior = [[Job_Guides#Station_Command|Ship Command]] and your [[#Interest Group|Interest Group]]&lt;br /&gt;
|duties = Representing your faction&#039;s interests, conducting interviews and AMAs, improving your interest group&#039;s image, &amp;lt;s&amp;gt;being less creepy than the old IAA role&amp;lt;/s&amp;gt;&lt;br /&gt;
|guides = [[Corporate_Regulations|Corporate Regulations]], [[Guide to Station Procedure|Ship Directives]], [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Liaisons&#039;&#039;&#039; or &#039;&#039;&#039;Representatives&#039;&#039;&#039; act as the link between an [[#Interest Group|Interest Group]] and their assigned facility. Their primary concerns are to ensure that the group they&#039;re representing is treated more favorably or just ensuring they&#039;re treated equally, within [[Corporate Regulations]], via interviews and reports to [[Job_Guides#Station_Command|Command Staff]] about misconduct.&lt;br /&gt;
&lt;br /&gt;
Secondary responsibilities of a &#039;&#039;&#039;Representative&#039;&#039;&#039; include increasing awareness of whatever factions or cause they represent. For more information on the goal of different kinds of &#039;&#039;&#039;Representative&#039;&#039;&#039;, see: [[#Interest Groups|Interest Groups]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Representatives&#039;&#039;&#039; can be played by characters of any species that can be a part of the represented faction, by players with a Head of Staff whitelist - they are not part of [[Job_Guides#Station_Command|Ship Command]], however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Consular must represent an official interest group,&#039;&#039;&#039; present on the wiki, that is reasonably connected to the SCC: this excludes criminal factions, pirate factions, and so on. A Consular may be from a sub-faction such as house Zhao, but they must still fully represent the major faction they belong to. To make sure that your Consular character fits this description, contact a member of the command whitelist team.&lt;br /&gt;
&lt;br /&gt;
= Variation =&lt;br /&gt;
There are two variations of Representative, those being Corporate Liaison and Consular Officer. They can both be active on the ship at one time, allowing for a representative of a faction to be there alongside a liaison from a megacorporation. It is encouraged that they will work together on matters if there is a Corporate Liaison alongside a Consular Officer, so the consular can have an easier time getting important messages through to central command or ship command. &lt;br /&gt;
== The Corporate ==&lt;br /&gt;
While the consular officer&#039;s purpose is pretty cut and dry, the more flexible nature of the Liaison role affords it a few alternate titles, including:&lt;br /&gt;
*Workplace Liaison&lt;br /&gt;
*Corporate Representative&lt;br /&gt;
*Corporate Executive&lt;br /&gt;
These titles should give your Liaison a bit more flavor by allowing them to have some specialty in the company. However, &#039;&#039;&#039;no alternate title gives you any more authority than another. Playing a Corporate Executive does not increase your authority - you have the same amount of direct authority as a liaison: none.&#039;&#039;&#039; As a corporate executive, think of yourself more of an executive of middle management; your direct power over the Horizon is functionally zero, as you&#039;ve been sent by whatever as a liaison and advocate. The SCC chose the heads of staff to command the ship, and they&#039;d like to keep it that way.&lt;br /&gt;
= Interest Groups =&lt;br /&gt;
All Interest Groups get access to an External Comms Link in their Fax machine which enables them to contact their superiors, and receive an orders list on round start. &lt;br /&gt;
=== [[Nanotrasen_Corporation|NanoTrasen Liaison]] ===&lt;br /&gt;
&lt;br /&gt;
* NanoTrasen Liaisons are dispatched by NanoTrasen to act as an on-ship link between [[Nanotrasen_Corporation#Executives | NanoTrasen]] and [[Job Guides#Station_command|Ship Command]]. They can talk to command and crew on matters such as NanoTrasens interests aboard the ship, advise Station Command, and issue various paperwork, including Contract Extensions and situation reports. They can also make sure that ship command is following [[Corporate Regulations|correct procedure]] and not doing anything unsavory in the eyes of the most powerful company of the [[Stellar Corporate Conglomerate]].&lt;br /&gt;
&lt;br /&gt;
=== Corporate Representative ===&lt;br /&gt;
&lt;br /&gt;
* On ship liaisons from other megacorporations for contractors on ship. They are supposed to represent the interests of their parent company, as well as to ensure the well being and prosperity of their contractors. They can pressure [[Job_Guides#Station_Command|Command Staff]], make requests, or even do back-alley deals and bribes in [[traitor|certain circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== [[Republic_of_Biesel|Tau Ceti Representative]] ===&lt;br /&gt;
&lt;br /&gt;
* Tasked by the [[Biesel|Republic of Biesel]] government to ensure that [[Guide_to_Law#Republic_of_Biesel|Tau Ceti Law]] is being followed, and that safety regulations are being followed. They are to promote Biesel sentiment, and reinforce the image of the bright beacon of democracy. They may also issue Tau Ceti citizenship and passports in certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== [[Sol_Alliance|Sol Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Following the aftermath of the [[KING OF THE WORLD#READE FALLS!|35th&#039;s invasion]], Sol Alliance consular officers are not welcome aboard the Horizon.&lt;br /&gt;
&lt;br /&gt;
=== [[People&#039;s Republic of Adhomai|PRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Tajara#People.27s_Republic_of_Adhomai|Peoples Republic of Adhomai]] to ensure the well being and interests of Republican citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Republican values and make sure that party lines are being upheld. &lt;br /&gt;
&lt;br /&gt;
* They are the Party&#039;s eyes and ears on the ship and are tasked with reporting any subversive behavior to the government. They are given a set of tools and access to the fax machine to deal diplomatically with possible subversive elements. They can also issue Honorary Party Memberships to any crewmember.&lt;br /&gt;
&lt;br /&gt;
* Consulars are Hadiist Party members and should always be loyal to President Hadii. They must be exemplary citizens and embody the Republican ideals. Cooperating with SCC authorities is also necessary due to the strict bounds between the Republic and the corporations.&lt;br /&gt;
&lt;br /&gt;
=== [[Democratic People&#039;s Republic of Adhomai|DPRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Democratic People&#039;s Republic of Adhomai]] to ensure the well being and interests of Al&#039;mariist citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Al&#039;mariist values and ensure that the rights of the Tajara people are being respected.&lt;br /&gt;
&lt;br /&gt;
* Consulars are employed by the civilian government and should display the values upheld by the Al&#039;mariist ideology. They are given a set of tools and access to the fax machine to make sure that any DPRA citizen is working towards the future of their species.&lt;br /&gt;
&lt;br /&gt;
* While consular officers are part of the civil government, they can still harbor sympathies for the military juntas and Supreme Commander Nated. Cooperation with the SCC is desirable when the outcome is beneficial to the Al&#039;mariist cause. While direct opposition against the megacorporations is no part of the consular&#039;s duties, DPRA consular officers should do their best to support Liberation Army personnel on the field.&lt;br /&gt;
&lt;br /&gt;
=== [[New Kingdom of Adhomai|NKA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[New Kingdom of Adhomai]] to ensure the well being and interests of Royalists citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage traditional Tajaran values and ensure cooperation between the New Kingdom and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
* Consulars are under the supervision of the Crown and should be model citizens. They are given a set of tools and access to the fax machine to make sure that any NKA citizen is acting in an upstanding manner. Cooperation with NanoTrasen is necessary, as the Kingdom is doing its best to acquire allies.&lt;br /&gt;
&lt;br /&gt;
* Consulars can be either nobles or commoners. Despite their origins, they were chosen for their support of the Royalist ideology.&lt;br /&gt;
&lt;br /&gt;
=== [[Unathi#Izweski_Nation|Hegemony Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Hailing from [[Unathi|Unathi owned space]], these diplomats are here to reach the Unathi working on SCC vessels and keep the relations between the [[Stellar Corporate Conglomerate]] and the Hegemony in top shape. As a [[Unathi|Unathi]] representative, you will need to carefully balance the morals of your homeworld and your diplomatic responsibilities.&lt;br /&gt;
&lt;br /&gt;
* You are recommended to call Unathi to your office, to speak with them and learn their origins.  Talk about their clan back on Moghes, learn their religious ideals, find any... &#039;&#039;&#039;[[Unathi#The_Guwan|undesirables]]&#039;&#039;&#039; who might be hiding their clan name and ensure paperwork is sent to a Hegemony vessel documenting a possible Guwan hiding their Guwan title behind their old Clan name.&lt;br /&gt;
&lt;br /&gt;
* Consulars will always be &#039;&#039;&#039;noblemen&#039;&#039;&#039;, or even &#039;&#039;&#039;noblewomen&#039;&#039;&#039;. Either way, your clan is notable and you might be related to a [[Unathi#Izweski_Nation|Lord of Moghes]] in some way.&lt;br /&gt;
&lt;br /&gt;
* Hosting Feasts in honor of the Hegemon is always fun. Let everyone know you&#039;re rich, by paying for all their meals for the shift.&lt;br /&gt;
&lt;br /&gt;
*If a Guwan wishes to prove themselves capable of restoring their title, or creating a new one, you are one of the first steps. They must prove themselves worthy enough to be represented by you or someone you choose in a court. Afterwards, directly message the Lore Developer in charge of Unathi, or a deputy.&lt;br /&gt;
&lt;br /&gt;
=== [[Skrell|Nralakk Federation Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Having come all the way from [[Notable_Skrell_Systems_and_Locations#Nralakk:_The_Home_system|Nralakk]] these officers are very well versed in local customs and culture. Being the natural diplomats, Skrell Consular Officers are very diplomatically savvy and knowledgeable and are on the ship to remind other Skrell how far the Federation reaches. Thus a Skrell Consular Officer should strive to be the last person on the ship to offend their host, while not being a complete pushover.&lt;br /&gt;
** Federation Consular Officers also have standing instructions to report back to the Federation on [[Nralakk_Federation#Social_Credit_System | Inductive and Deductive actions]] of any federation citizens that they observe for review. This should be done via fax or other long-range communications.&lt;br /&gt;
* Consulars for the Nralakk Federation are always [[Nralakk_Federation#Social_Credit_System | Primary Numericals]], model citizens of the Federation.&lt;br /&gt;
&lt;br /&gt;
=== [[Empire_of_Dominia|Dominian Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Sent by the [[Empire_of_Dominia|Dominian Empire]], the job of Dominian Consular Officer is to dispel all perceived inaccuracies about Dominians first and ensure the loyalty of its subjects second. Dominia has had an understanding with NanoTrasen ever since its rediscovery by the other spacial factions and its officers ensure that this relationship lasts, despite the ideological differences.&lt;br /&gt;
&lt;br /&gt;
=== [[Vaurca|Vaurca Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Representing one of the [[Vaurca#Hives|hives]], Vaurca Consular Officers are always a special type of Vaurca, a [[Vaurca#Playing_a_Hive_Representative|Ta]] also known as a Breeder. As the emotional centerpiece of Vaurca society, a Vaurca Consular officer is the ideal type capable of communicating and understanding all the other species in the system.&lt;br /&gt;
&lt;br /&gt;
=== [[Synthetic_Factions#The_Golden_Deep|Golden Deep Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a representation of the Golden Deep, your duties are to ensure the continued relations between NanoTrasen and Golden Deep affiliates.&lt;br /&gt;
* Golden Deep Consular Officers must have acquired their Golden Deep Citizenship.&lt;br /&gt;
* A Golden Deep Consular Officers are more often than not highly esteemed merchants, or a membership holding, carefully vetted synthetic made to engage as a diplomatic bridge between business partners.&lt;br /&gt;
* You are recommended to promote the Golden Deep affiliates in the Republic of Biesel, as well as seeking out synthetics for purchase under the Golden Deep umbrella.&lt;br /&gt;
* A membership within Golden Deep is not to be given lightly and Consular Officers are responsible for ensuring that any IPCs inducted into the group can increase its prosperity.&lt;br /&gt;
&lt;br /&gt;
=== [[Coalition of Colonies|Coalition of Colonies Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a Representative of the expansive CoC, you are entrusted to act as the link between all the members of the CoC, their populace, and the Coalition as a whole. You are likely to interact with a wide range of people, so Coalition Consulars are normally excellent at conflict resolution and problem solving.&lt;br /&gt;
&lt;br /&gt;
===[[Epsilon_Ursae_Minoris|Co-operative Territories of Epsilon Ursae Minoris]]===&lt;br /&gt;
* As a Representative of the CT-EUM, you are entrusted to act as a link between all nations of the CT-EUM, their people, and the CT-EUM as a whole. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Species Consulars/Liaisons Permitted&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Humans&lt;br /&gt;
! Skrells&lt;br /&gt;
! Unathi&lt;br /&gt;
! Tajara&lt;br /&gt;
! IPCs&lt;br /&gt;
! Dionae&lt;br /&gt;
! Vaurca&lt;br /&gt;
|-&lt;br /&gt;
!NT Liaison&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Tau Ceti&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!PRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!DPRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NKA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
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|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Hegemony&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
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|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Dominia&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
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|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
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|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zavodskoi Interstellar&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
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|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!PMCG Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
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|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Idris Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
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|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Heph Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
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|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zeng-Hu Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
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|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
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|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Orion&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
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|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Nralakk&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Vaurcae Hive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
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|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Golden Deep&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
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|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Coalition&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!CT-EUM&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
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|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Embrace The Bureaucracy ==&lt;br /&gt;
So, your shoes are polished, your tie is on straight, your stamp is inked up and there’s a full cup of coffee on your desk - what now?&lt;br /&gt;
&lt;br /&gt;
:Typically, the broad duties of a Representative can be sorted into three major categories:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Awareness&#039;&#039;&#039;: Doing activities to spread awareness of your [[#Interest Groups|Interest Group]] is a very good idea to keep everyone happy, and most importantly, informed. A good representative might give seminars on the virtues and upsides of their Interest Group, or a Consular Officer might do a QnA or trivia for their faction. Get creative with it, and remember that certain factions will be trying harder than others, such as the PRA or Hegemony. &lt;br /&gt;
# &#039;&#039;&#039;Oversight&#039;&#039;&#039;: Doing activities that keep members of your [[#Interest Groups|Interest Group]] happy is also a good idea. If a member of said Interest Group is unhappy, take them in and work out ways to make it better, such as talking to ship Command to improve the situation. In order for that to work, a Representative needs to be keeping track of members of their Interest Group, in ways such as PDAing to check in, or calling them in to your office for a [[Vampire|chat]].&lt;br /&gt;
# &#039;&#039;&#039;Protest&#039;&#039;&#039;: Activities taken in response to mistreatment. An example would be contacting the [[Captain]], [[Executive Officer]], or [[Job_Guides#Security|Security]] when you suspect someone from your [[#Interest Groups|Interest Group]] is in danger or has been wronged. Another would be vocally protesting in response to someone from your [[#Interest Group|Interest Group]] being arrested, even going as far as to negotiate for their release, or lessening of their punishment. &#039;&#039;&#039;Do not push this or it may&#039;&#039;&#039; [[#Directive 12|lead to trouble!]]&lt;br /&gt;
&lt;br /&gt;
Before you sign on for that first shift, recognize a hard truth about &#039;&#039;&#039;Representatives&#039;&#039;&#039;: you are not, strictly speaking, a necessary component of the ship’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are barely even a part of the ship&#039;s crew.&lt;br /&gt;
&lt;br /&gt;
Your ability to effectively do your job therefore relies on your ability to communicate with the ship’s various [[Job_Guides|Departments]], and [[Job_Guides#Station_Command|ship Command]]. Having good working relationships with the crew also makes it more likely that they will come to you with their problems, or report things to you, rather than leaving you to hunt for them, or to sit at your desk contemplating your coffee all shift.&lt;br /&gt;
&lt;br /&gt;
:In order to help build those working relationships, there are a few things Representatives should try to do.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Do Spread Awareness&#039;&#039;&#039;: The only way you&#039;re going to get ship Crew on your side is if you get involved with the Crewmembers aboard the Horizon, in whatever way you may choose to do so, or your [[#Interest_Group|Interest Group]] entails.&lt;br /&gt;
#&#039;&#039;&#039;Do Not Cause Trouble&#039;&#039;&#039;: You are here with the express permission of [[Job_Guides#Station_Command|Ship Command]] and NanoTrasen, a permission that can easily be revoked, you don&#039;t want to test them, and any violation of [[Corporate Regulations]] should be strictly covert, if at all.&lt;br /&gt;
#&#039;&#039;&#039;Do Play Favorites&#039;&#039;&#039;: It is the express purpose of your job to advocate for your [[#Interest_Group|Interest Group]], and thus, to play favorites. If you think that helping a Crewmember who is close to someone in it will aid in that, you should definitely do it if it fits your character. Though, you don&#039;t want others to know, as it could land you in trouble with a [[Security Officer]], and thus, [[Job_Guides#Station_Command|Ship Command]]. It could also violate [[Server Rules]] in extreme cases, if in doubt, adminhelp.&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to Station Procedure#Representatives and Consular Officers|Directive 12]] ===&lt;br /&gt;
&amp;quot;Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the ship chain of command. The representative is granted special status in relation to corporate regulations;&amp;quot;&lt;br /&gt;
* The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases. The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privilege.&lt;br /&gt;
* The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing. The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
Read more at: [[Guide to Station Procedure#Representatives and Consular Officers|Directives: Directive 12]].&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
:Should you find yourself selected as a traitor, congratulations! You are an antagonist trusted explicitly by your [[#Interest Group|Interest Group]], who will likely be thrilled to help you. &lt;br /&gt;
&lt;br /&gt;
:Wield your bureaucracy against the company you&#039;ve signed up to act within! The morphic clerical kit may be of use to a traitorous Representative, as the stamps it provides allow you to forge command staff approval of just about anything. Through this, you can stamp approval papers to your fellows, have them lie to [[Job_Guides#Command|Command Staff]] about who they got them from, and then procure anything they&#039;d like, thanks to you. If anyone questions what you&#039;re doing, remind them that you have the best interests of your people at heart.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Ramke</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=31026</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=31026"/>
		<updated>2023-12-22T16:31:33Z</updated>

		<summary type="html">&lt;p&gt;Ramke: /* PRA Consular Officer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #166294&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND SUPPORT&lt;br /&gt;
|imagebgcolor = #BFC6E0&lt;br /&gt;
|img = Corporateliaison-nbt.png&lt;br /&gt;
|jobtitle = Corporate Liaison&lt;br /&gt;
|access = The Representatives Office, [[Job_Guides#Station_Command|the Bridge]].&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|qualifications = At least 30 years of age, relevant education. You&#039;ve convinced NanoTrasen Central Command you&#039;re worth loaning a shuttle, and you are representing an [[#Interest Group|Interest Group]]&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Al&#039;mari College of Hadiist Sciences|Al&#039;mari College of Hadiist Sciences]] - [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]]&lt;br /&gt;
|superior = [[Job_Guides#Station_Command|Ship Command]] and your [[#Interest Group|Interest Group]]&lt;br /&gt;
|duties = Representing your faction&#039;s interests, conducting interviews and AMAs, improving your interest group&#039;s image, &amp;lt;s&amp;gt;being less creepy than the old IAA role&amp;lt;/s&amp;gt;&lt;br /&gt;
|guides = [[Corporate_Regulations|Corporate Regulations]], [[Guide to Station Procedure|Ship Directives]], [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Liaisons&#039;&#039;&#039; or &#039;&#039;&#039;Representatives&#039;&#039;&#039; act as the link between an [[#Interest Group|Interest Group]] and their assigned facility. Their primary concerns are to ensure that the group they&#039;re representing is treated more favorably or just ensuring they&#039;re treated equally, within [[Corporate Regulations]], via interviews and reports to [[Job_Guides#Station_Command|Command Staff]] about misconduct.&lt;br /&gt;
&lt;br /&gt;
Secondary responsibilities of a &#039;&#039;&#039;Representative&#039;&#039;&#039; include increasing awareness of whatever factions or cause they represent. For more information on the goal of different kinds of &#039;&#039;&#039;Representative&#039;&#039;&#039;, see: [[#Interest Groups|Interest Groups]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Representatives&#039;&#039;&#039; can be played by characters of any species that can be a part of the represented faction, by players with a Head of Staff whitelist - they are not part of [[Job_Guides#Station_Command|Ship Command]], however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Consular must represent an official interest group,&#039;&#039;&#039; present on the wiki, that is reasonably connected to the SCC: this excludes criminal factions, pirate factions, and so on. A Consular may be from a sub-faction such as house Zhao, but they must still fully represent the major faction they belong to. To make sure that your Consular character fits this description, contact a member of the command whitelist team.&lt;br /&gt;
&lt;br /&gt;
= Variation =&lt;br /&gt;
There are two variations of Representative, those being Corporate Liaison and Consular Officer. They can both be active on the ship at one time, allowing for a representative of a faction to be there alongside a liaison from a megacorporation. It is encouraged that they will work together on matters if there is a Corporate Liaison alongside a Consular Officer, so the consular can have an easier time getting important messages through to central command or ship command. &lt;br /&gt;
== The Corporate ==&lt;br /&gt;
While the consular officer&#039;s purpose is pretty cut and dry, the more flexible nature of the Liaison role affords it a few alternate titles, including:&lt;br /&gt;
*Workplace Liaison&lt;br /&gt;
*Corporate Representative&lt;br /&gt;
*Corporate Executive&lt;br /&gt;
These titles should give your Liaison a bit more flavor by allowing them to have some specialty in the company. However, &#039;&#039;&#039;no alternate title gives you any more authority than another. Playing a Corporate Executive does not increase your authority - you have the same amount of direct authority as a liaison: none.&#039;&#039;&#039; As a corporate executive, think of yourself more of an executive of middle management; your direct power over the Horizon is functionally zero, as you&#039;ve been sent by whatever as a liaison and advocate. The SCC chose the heads of staff to command the ship, and they&#039;d like to keep it that way.&lt;br /&gt;
= Interest Groups =&lt;br /&gt;
All Interest Groups get access to an External Comms Link in their Fax machine which enables them to contact their superiors, and receive an orders list on round start. &lt;br /&gt;
=== [[Nanotrasen_Corporation|NanoTrasen Liaison]] ===&lt;br /&gt;
&lt;br /&gt;
* NanoTrasen Liaisons are dispatched by NanoTrasen to act as an on-ship link between [[Nanotrasen_Corporation#Executives | NanoTrasen]] and [[Job Guides#Station_command|Ship Command]]. They can talk to command and crew on matters such as NanoTrasens interests aboard the ship, advise Station Command, and issue various paperwork, including Contract Extensions and situation reports. They can also make sure that ship command is following [[Corporate Regulations|correct procedure]] and not doing anything unsavory in the eyes of the most powerful company of the [[Stellar Corporate Conglomerate]].&lt;br /&gt;
&lt;br /&gt;
=== Corporate Representative ===&lt;br /&gt;
&lt;br /&gt;
* On ship liaisons from other megacorporations for contractors on ship. They are supposed to represent the interests of their parent company, as well as to ensure the well being and prosperity of their contractors. They can pressure [[Job_Guides#Station_Command|Command Staff]], make requests, or even do back-alley deals and bribes in [[traitor|certain circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== [[Republic_of_Biesel|Tau Ceti Representative]] ===&lt;br /&gt;
&lt;br /&gt;
* Tasked by the [[Biesel|Republic of Biesel]] government to ensure that [[Guide_to_Law#Republic_of_Biesel|Tau Ceti Law]] is being followed, and that safety regulations are being followed. They are to promote Biesel sentiment, and reinforce the image of the bright beacon of democracy. They may also issue Tau Ceti citizenship and passports in certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== [[Sol_Alliance|Sol Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Following the aftermath of the [[KING OF THE WORLD#READE FALLS!|35th&#039;s invasion]], Sol Alliance consular officers are not welcome aboard the Horizon.&lt;br /&gt;
&lt;br /&gt;
=== [[People&#039;s Republic of Adhomai|PRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Tajara#People.27s_Republic_of_Adhomai|Peoples Republic of Adhomai]] to ensure the well being and interests of Republican citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Republican values and make sure that party lines are being upheld. &lt;br /&gt;
&lt;br /&gt;
* They are the Party&#039;s eyes and ears on the ship and are tasked with reporting any subversive behavior to the government. They are given a set of tools and access to the fax machine to deal diplomatically with possible subversive elements. They can also issue Honorary Party Memberships to any crewmember.&lt;br /&gt;
&lt;br /&gt;
* Consulars are Hadiist Party members and should always be loyal to President Hadii. They must be exemplary citizens and embody the Republican ideals. Cooperating with SCC authorities is also necessary due to the strict bounds between the Republic and the corporations.&lt;br /&gt;
&lt;br /&gt;
=== [[Democratic People&#039;s Republic of Adhomai|DPRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Democratic People&#039;s Republic of Adhomai]] to ensure the well being and interests of Al&#039;mariist citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Al&#039;mariist values and ensure that the rights of the Tajara people are being respected.&lt;br /&gt;
&lt;br /&gt;
* Consulars are employed by the civilian government and should display the values upheld by the Al&#039;mariist ideology. They are given a set of tools and access to the fax machine to make sure that any DPRA citizen is working towards the future of their species.&lt;br /&gt;
&lt;br /&gt;
* While consular officers are part of the civil government, they can still harbor sympathies for the military juntas and Supreme Commander Nated. Cooperation with NanoTrasen is desirable when the outcome is beneficial to the Al&#039;mariist cause. While direct opposition against the megacorporations is no part of the consular&#039;s duties, DPRA consular officers should do their best to support Liberation Army personnel on the field.&lt;br /&gt;
&lt;br /&gt;
=== [[New Kingdom of Adhomai|NKA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[New Kingdom of Adhomai]] to ensure the well being and interests of Royalists citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage traditional Tajaran values and ensure cooperation between the New Kingdom and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
* Consulars are under the supervision of the Crown and should be model citizens. They are given a set of tools and access to the fax machine to make sure that any NKA citizen is acting in an upstanding manner. Cooperation with NanoTrasen is necessary, as the Kingdom is doing its best to acquire allies.&lt;br /&gt;
&lt;br /&gt;
* Consulars can be either nobles or commoners. Despite their origins, they were chosen for their support of the Royalist ideology.&lt;br /&gt;
&lt;br /&gt;
=== [[Unathi#Izweski_Nation|Hegemony Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Hailing from [[Unathi|Unathi owned space]], these diplomats are here to reach the Unathi working on SCC vessels and keep the relations between the [[Stellar Corporate Conglomerate]] and the Hegemony in top shape. As a [[Unathi|Unathi]] representative, you will need to carefully balance the morals of your homeworld and your diplomatic responsibilities.&lt;br /&gt;
&lt;br /&gt;
* You are recommended to call Unathi to your office, to speak with them and learn their origins.  Talk about their clan back on Moghes, learn their religious ideals, find any... &#039;&#039;&#039;[[Unathi#The_Guwan|undesirables]]&#039;&#039;&#039; who might be hiding their clan name and ensure paperwork is sent to a Hegemony vessel documenting a possible Guwan hiding their Guwan title behind their old Clan name.&lt;br /&gt;
&lt;br /&gt;
* Consulars will always be &#039;&#039;&#039;noblemen&#039;&#039;&#039;, or even &#039;&#039;&#039;noblewomen&#039;&#039;&#039;. Either way, your clan is notable and you might be related to a [[Unathi#Izweski_Nation|Lord of Moghes]] in some way.&lt;br /&gt;
&lt;br /&gt;
* Hosting Feasts in honor of the Hegemon is always fun. Let everyone know you&#039;re rich, by paying for all their meals for the shift.&lt;br /&gt;
&lt;br /&gt;
*If a Guwan wishes to prove themselves capable of restoring their title, or creating a new one, you are one of the first steps. They must prove themselves worthy enough to be represented by you or someone you choose in a court. Afterwards, directly message the Lore Developer in charge of Unathi, or a deputy.&lt;br /&gt;
&lt;br /&gt;
=== [[Skrell|Nralakk Federation Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Having come all the way from [[Notable_Skrell_Systems_and_Locations#Nralakk:_The_Home_system|Nralakk]] these officers are very well versed in local customs and culture. Being the natural diplomats, Skrell Consular Officers are very diplomatically savvy and knowledgeable and are on the ship to remind other Skrell how far the Federation reaches. Thus a Skrell Consular Officer should strive to be the last person on the ship to offend their host, while not being a complete pushover.&lt;br /&gt;
** Federation Consular Officers also have standing instructions to report back to the Federation on [[Nralakk_Federation#Social_Credit_System | Inductive and Deductive actions]] of any federation citizens that they observe for review. This should be done via fax or other long-range communications.&lt;br /&gt;
* Consulars for the Nralakk Federation are always [[Nralakk_Federation#Social_Credit_System | Primary Numericals]], model citizens of the Federation.&lt;br /&gt;
&lt;br /&gt;
=== [[Empire_of_Dominia|Dominian Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Sent by the [[Empire_of_Dominia|Dominian Empire]], the job of Dominian Consular Officer is to dispel all perceived inaccuracies about Dominians first and ensure the loyalty of its subjects second. Dominia has had an understanding with NanoTrasen ever since its rediscovery by the other spacial factions and its officers ensure that this relationship lasts, despite the ideological differences.&lt;br /&gt;
&lt;br /&gt;
=== [[Vaurca|Vaurca Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Representing one of the [[Vaurca#Hives|hives]], Vaurca Consular Officers are always a special type of Vaurca, a [[Vaurca#Playing_a_Hive_Representative|Ta]] also known as a Breeder. As the emotional centerpiece of Vaurca society, a Vaurca Consular officer is the ideal type capable of communicating and understanding all the other species in the system.&lt;br /&gt;
&lt;br /&gt;
=== [[Synthetic_Factions#The_Golden_Deep|Golden Deep Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a representation of the Golden Deep, your duties are to ensure the continued relations between NanoTrasen and Golden Deep affiliates.&lt;br /&gt;
* Golden Deep Consular Officers must have acquired their Golden Deep Citizenship.&lt;br /&gt;
* A Golden Deep Consular Officers are more often than not highly esteemed merchants, or a membership holding, carefully vetted synthetic made to engage as a diplomatic bridge between business partners.&lt;br /&gt;
* You are recommended to promote the Golden Deep affiliates in the Republic of Biesel, as well as seeking out synthetics for purchase under the Golden Deep umbrella.&lt;br /&gt;
* A membership within Golden Deep is not to be given lightly and Consular Officers are responsible for ensuring that any IPCs inducted into the group can increase its prosperity.&lt;br /&gt;
&lt;br /&gt;
=== [[Coalition of Colonies|Coalition of Colonies Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a Representative of the expansive CoC, you are entrusted to act as the link between all the members of the CoC, their populace, and the Coalition as a whole. You are likely to interact with a wide range of people, so Coalition Consulars are normally excellent at conflict resolution and problem solving.&lt;br /&gt;
&lt;br /&gt;
===[[Epsilon_Ursae_Minoris|Co-operative Territories of Epsilon Ursae Minoris]]===&lt;br /&gt;
* As a Representative of the CT-EUM, you are entrusted to act as a link between all nations of the CT-EUM, their people, and the CT-EUM as a whole. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Species Consulars/Liaisons Permitted&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Humans&lt;br /&gt;
! Skrells&lt;br /&gt;
! Unathi&lt;br /&gt;
! Tajara&lt;br /&gt;
! IPCs&lt;br /&gt;
! Dionae&lt;br /&gt;
! Vaurca&lt;br /&gt;
|-&lt;br /&gt;
!NT Liaison&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Tau Ceti&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!PRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!DPRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NKA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Hegemony&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Dominia&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zavodskoi Interstellar&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!PMCG Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Idris Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Heph Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zeng-Hu Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Orion&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Nralakk&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Vaurcae Hive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Golden Deep&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Coalition&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!CT-EUM&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Embrace The Bureaucracy ==&lt;br /&gt;
So, your shoes are polished, your tie is on straight, your stamp is inked up and there’s a full cup of coffee on your desk - what now?&lt;br /&gt;
&lt;br /&gt;
:Typically, the broad duties of a Representative can be sorted into three major categories:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Awareness&#039;&#039;&#039;: Doing activities to spread awareness of your [[#Interest Groups|Interest Group]] is a very good idea to keep everyone happy, and most importantly, informed. A good representative might give seminars on the virtues and upsides of their Interest Group, or a Consular Officer might do a QnA or trivia for their faction. Get creative with it, and remember that certain factions will be trying harder than others, such as the PRA or Hegemony. &lt;br /&gt;
# &#039;&#039;&#039;Oversight&#039;&#039;&#039;: Doing activities that keep members of your [[#Interest Groups|Interest Group]] happy is also a good idea. If a member of said Interest Group is unhappy, take them in and work out ways to make it better, such as talking to ship Command to improve the situation. In order for that to work, a Representative needs to be keeping track of members of their Interest Group, in ways such as PDAing to check in, or calling them in to your office for a [[Vampire|chat]].&lt;br /&gt;
# &#039;&#039;&#039;Protest&#039;&#039;&#039;: Activities taken in response to mistreatment. An example would be contacting the [[Captain]], [[Executive Officer]], or [[Job_Guides#Security|Security]] when you suspect someone from your [[#Interest Groups|Interest Group]] is in danger or has been wronged. Another would be vocally protesting in response to someone from your [[#Interest Group|Interest Group]] being arrested, even going as far as to negotiate for their release, or lessening of their punishment. &#039;&#039;&#039;Do not push this or it may&#039;&#039;&#039; [[#Directive 12|lead to trouble!]]&lt;br /&gt;
&lt;br /&gt;
Before you sign on for that first shift, recognize a hard truth about &#039;&#039;&#039;Representatives&#039;&#039;&#039;: you are not, strictly speaking, a necessary component of the ship’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are barely even a part of the ship&#039;s crew.&lt;br /&gt;
&lt;br /&gt;
Your ability to effectively do your job therefore relies on your ability to communicate with the ship’s various [[Job_Guides|Departments]], and [[Job_Guides#Station_Command|ship Command]]. Having good working relationships with the crew also makes it more likely that they will come to you with their problems, or report things to you, rather than leaving you to hunt for them, or to sit at your desk contemplating your coffee all shift.&lt;br /&gt;
&lt;br /&gt;
:In order to help build those working relationships, there are a few things Representatives should try to do.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Do Spread Awareness&#039;&#039;&#039;: The only way you&#039;re going to get ship Crew on your side is if you get involved with the Crewmembers aboard the Horizon, in whatever way you may choose to do so, or your [[#Interest_Group|Interest Group]] entails.&lt;br /&gt;
#&#039;&#039;&#039;Do Not Cause Trouble&#039;&#039;&#039;: You are here with the express permission of [[Job_Guides#Station_Command|Ship Command]] and NanoTrasen, a permission that can easily be revoked, you don&#039;t want to test them, and any violation of [[Corporate Regulations]] should be strictly covert, if at all.&lt;br /&gt;
#&#039;&#039;&#039;Do Play Favorites&#039;&#039;&#039;: It is the express purpose of your job to advocate for your [[#Interest_Group|Interest Group]], and thus, to play favorites. If you think that helping a Crewmember who is close to someone in it will aid in that, you should definitely do it if it fits your character. Though, you don&#039;t want others to know, as it could land you in trouble with a [[Security Officer]], and thus, [[Job_Guides#Station_Command|Ship Command]]. It could also violate [[Server Rules]] in extreme cases, if in doubt, adminhelp.&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to Station Procedure#Representatives and Consular Officers|Directive 12]] ===&lt;br /&gt;
&amp;quot;Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the ship chain of command. The representative is granted special status in relation to corporate regulations;&amp;quot;&lt;br /&gt;
* The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases. The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privilege.&lt;br /&gt;
* The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing. The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
Read more at: [[Guide to Station Procedure#Representatives and Consular Officers|Directives: Directive 12]].&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
:Should you find yourself selected as a traitor, congratulations! You are an antagonist trusted explicitly by your [[#Interest Group|Interest Group]], who will likely be thrilled to help you. &lt;br /&gt;
&lt;br /&gt;
:Wield your bureaucracy against the company you&#039;ve signed up to act within! The morphic clerical kit may be of use to a traitorous Representative, as the stamps it provides allow you to forge command staff approval of just about anything. Through this, you can stamp approval papers to your fellows, have them lie to [[Job_Guides#Command|Command Staff]] about who they got them from, and then procure anything they&#039;d like, thanks to you. If anyone questions what you&#039;re doing, remind them that you have the best interests of your people at heart.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Ramke</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=30303</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=30303"/>
		<updated>2023-10-08T14:05:23Z</updated>

		<summary type="html">&lt;p&gt;Ramke: /* Horizon Weapons Systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
&lt;br /&gt;
All Stellar Corporate Conglomerate vessels share a set of standard procedures, that are to be followed. These guide the different departments on board the Vessel, outline certain points and clear up some issues that may arise.&lt;br /&gt;
&lt;br /&gt;
=General and Command=&lt;br /&gt;
===Captain Authority===&lt;br /&gt;
The vessel&#039;s assigned Captain has full authority over the operation of the vessel and the attached shuttles. He or she is authorized to shut down departments at their discretion, reassign crew members, issue direct orders to all crew members of the ship, and take actions within reason that may violate regulations in non-standard situations.&lt;br /&gt;
&lt;br /&gt;
The Captain is trusted to act in the best interests of the company, crew, and vessel he or she is assigned to. Any complaints or concerns over the Captain&#039;s decisions should be addressed after their orders have been carried out, and after the situation that prompted those orders has been resolved.&lt;br /&gt;
&lt;br /&gt;
===Command Staff===&lt;br /&gt;
During standard operation, all Departmental Heads of Staff are equal, under the command of the Captain present onboard the vessel. Should a department find itself lacking a Head of Staff, the Captain is able to either assume direct supervision of the department or otherwise appoint a senior crew member to fill the missing role.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, a specific Departmental Head of Staff may be elevated above others, should the crisis situation fall under the responsibility of their department. At that point, other departments should act in a supporting role.&lt;br /&gt;
&lt;br /&gt;
===Acting Captain===&lt;br /&gt;
Should, during standard operation, the Command Staff be missing a Captain, then it is preferred that all members of the Command Staff present stay on equal terms and act as a singular commanding entity, thus negating the need to promote a specific person to the position of Acting Captain. Under such operations, the Command Staff as a whole carries the authority of the Captain, and can, together, conduct actions that would otherwise require the Captain&#039;s approval. In order for the Command Staff to make a Captain level decision, a unanimous vote in support will be required with at least two (2) able command staff. A single vote in the negative is all that is needed to veto a Captain level decision posed to the Command Staff, however, any Head of Staff may abstain from a vote if they so desire without affecting the outcome. Any votes taken against another Head of Staff will see the implicated party automatically abstained from voting. Additionally, Command Personnel who have been formally detained under orders of the Head of Security will be unable to vote on any Command level decisions until they have have been released and allowed reassume their previous position.&lt;br /&gt;
&lt;br /&gt;
Should the Command Staff decide that they would prefer an Acting Captain present, then they are free to select one from among themselves. There exists no preference towards anyone Department Head of Staff to attain the role before the others. Unlike a typical Command decision, the vote to appoint an Acting Captain does not have to be unanimous. Only a majority of votes is required to appoint a Head of Staff to Acting Captain and there is no minimum number of Command staff required for such a vote.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, it is recommended that the Head of Staff most knowledgeable in the crisis be selected as Acting Captain and empowered to coordinate a solution to the crisis that has arisen.&lt;br /&gt;
&lt;br /&gt;
===Command on Leaving the Vessel===&lt;br /&gt;
Should, during standard or non-standard operation, the need for one or more Command staff to leave the SCCV Horizon arise, it is possible for them to do so if and only if there is at least one other Command staff remaining on the ship after their departure. If any command vote is called while there are Command staff away from the ship, their vote is still required and their return should be awaited. This particular section may be overridden by Captains if required.&lt;br /&gt;
&lt;br /&gt;
===Departmental Funds===&lt;br /&gt;
&lt;br /&gt;
Through the combined budgets of the SCC Chainlink, departmental funds have been granted to the use of each department. Command members are encouraged to make use of this allotment as needed for day to day needs to ensure smooth operation. Heads of Staff are encouraged to utilize these funds to acquire materials, equipment, or other general supplies.&lt;br /&gt;
&lt;br /&gt;
Additionally, Command Members may authorize small bonuses to crew members for exceptional situations up to 1000 credits or incentive bonuses up to 500 credits. Bonuses should be documented on general faxes and sent to Central explaining the situation, employee, and amount. &lt;br /&gt;
&lt;br /&gt;
===Departmental Ranking===&lt;br /&gt;
Unless stated otherwise, all Departmental Staff are equal in rank, with differing responsibilities and assignments. The exceptions are Departmental Assistants/Interns/Apprentices, and standard Assistants.&lt;br /&gt;
&lt;br /&gt;
It is within the capacity of the Departmental Head of Staff to promote and designate senior leaders as he sees fit, within their own department.&lt;br /&gt;
&lt;br /&gt;
===External Partners===&lt;br /&gt;
Approved External Business Partners (&amp;quot;Merchants&amp;quot;) with a SCC merchant pass possess docking authorization from Central Command, and are permitted to dock and conduct business with the vessel. Merchants are expected to comply with all vessel regulations and rules set by Command Staff while aboard the ship. A merchant has direct authority over their own vessel, and may choose to provide or deny their services as they see fit. Merchants are authorized to carry a concealed weapon for purposes of personal defense while aboard the vessel, unless explicitly prohibited by Command Staff. Employees who purchase items from a merchant take full responsibility for the possession and legality of these purchases. The Internal Security Department is neither responsible for nor authorized to confiscate wares aboard a merchant&#039;s vessel, and may not charge or detain a merchant for the possession of wares that remain aboard that vessel. The Internal Security Department may not enforce regulations aboard a docked merchant vessel, except for issues that arise between Stellar Corporate Conglomerate employees, or to neutralize an immediate hostile and violent threat to the vessel.&lt;br /&gt;
&lt;br /&gt;
===Off-Duty Crew===&lt;br /&gt;
Off-duty crewmembers and passengers on the working decks are not contracted to work or otherwise assume the role of any of the actively employed crew. Even if they work for the Stellar Corporate Conglomerate, promotion of off-duty crew or passengers to vessel ranks, except in the most dire of circumstances, will be regarded as neglect of duty and/or exceeding official powers. During these circumstances, volunteers will not be compensated in any fashion by the Stellar Corporate Conglomerate and will not be insured against any injuries they sustain. Without exception, off-duty crewmembers and passengers are not permitted to be promoted to command ranks.&lt;br /&gt;
&lt;br /&gt;
===Press===&lt;br /&gt;
Visiting and subcontracting (&amp;quot;freelance&amp;quot;) journalists are not to be censored via a newschannel D-Notice, unless the vessel&#039;s Captain (or Heads of Staff in an unanimous decision) determine that the content they publish directly endangers the safety of Stellar Corporate Conglomerate employees. Command Staff choosing to apply a D-Notice in this manner are expected to immediately contact Central Command to report that it has been applied, and to await confirmation by Central Command that the application of such a notice is valid. The creator of the channel is also to be made aware of both the notice and the reasoning for its implementation.&lt;br /&gt;
&lt;br /&gt;
Journalists directly employed by the Stellar Corporate Conglomerate voluntarily waive these protections, as per the terms of their employment contract.&lt;br /&gt;
&lt;br /&gt;
===Incident Management===&lt;br /&gt;
During emergency incidents it is expected for departments to assist in the safe resolution of said incident and the recovery of standard operations. When it becomes clear that an significant incident is arising that could effect standard operations of the vessel or cause significant damange to crew or property, it is expected that (when possible) all on board personnel are provided with the following infomation:&lt;br /&gt;
*A brief description of the current incident.&lt;br /&gt;
*What steps have been taken so far to combat this incident.&lt;br /&gt;
*Suggested action for the crew to take.&lt;br /&gt;
*(If applicable) A brief description of the reasoning behind a change in alert level.&lt;br /&gt;
&lt;br /&gt;
Exceptions to this include where the above information would compromise vessel security or safety. If this is the case it is expected that as much information as is safe to do so is dispensed for the crew.&lt;br /&gt;
&lt;br /&gt;
===Corporate Liaisons and Consular Officers===&lt;br /&gt;
Command staff are expected to engage representatives (both corporate and diplomatic) through diplomacy and to consent to reasonable requests. The representative is not part of the vessel chain of command. The representative is granted special status in relation to corporate regulations:&lt;br /&gt;
*The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases.&lt;br /&gt;
*The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privileges.&lt;br /&gt;
*The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing.&lt;br /&gt;
*The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
*Security is only able to conduct an arrest inside the representative&#039;s if the office&#039;s immunity was revoked or if there is clear evidence that a medium or high level infraction is happening inside the office.&lt;br /&gt;
&lt;br /&gt;
===Cosmetic Alterations===&lt;br /&gt;
Cosmetic remodeling of a department may be performed by any staff with written and signed consent of the department in question. Cosmetic alteration to general areas, such as hallways, arrivals, and departures, require consent from the Chief Engineer, The Captain, or (in the absence of both) Command as a whole.&lt;br /&gt;
&lt;br /&gt;
===Uniforms===&lt;br /&gt;
Personnel should be reminded that regulation requires uniform jumpsuits to be worn rolled up. Tajaran crew members are excepted from this requirement, but are required to wear a non-revealing undershirt or tank top that does not bare the chest.&lt;br /&gt;
&lt;br /&gt;
===Shuttle Use===&lt;br /&gt;
The SCCV Horizon&#039;s shuttles may be used at any time by designated qualified personnel for the purpose of mining and exploration. Their flight activities may only be grounded by instating a flight ban, which may be established during Code Red security situations, orders from SCC Central Command, or by a Captain-level decision.&lt;br /&gt;
&lt;br /&gt;
The mining shuttle is allowed a degree of autonomy, and does not require clearance to depart the SCCV Horizon for the purpose of mining operations unless a flight ban is in place. The shuttle is under the oversight of the Operations Manager, who retains the authority to ground or recall the shuttle at their discretion. The Canary is under the oversight of the Executive Officer but may be utilized by all of Command in necessary situations.&lt;br /&gt;
&lt;br /&gt;
The SCCV Horizon bridge must accommodate prospecting and exploration missions before plotting course to a different location.&lt;br /&gt;
&lt;br /&gt;
===Horizon Weapons Systems===&lt;br /&gt;
The SCCV Horizon has been equipped with three main weapons systems in order to safeguard its assets, personnel, and mission. Its use and operation are an expectation during emergencies.&lt;br /&gt;
&lt;br /&gt;
Bridge crew and operations personnel are expected to follow command team orders on usage of the many systems aboard. In the absence of command, bridge crewmen are expected to operate the weaponry with discretion.&lt;br /&gt;
&lt;br /&gt;
Weaponry should only be fired as a last resort, and all SCC personnel should consider the implications such actions may have on both the region and the greater chain link as a whole. Additionally, the Leviathan may only be operated under the command of the Captain or a voted captain level decision and its usage should be weighed heavily against other options. &lt;br /&gt;
&lt;br /&gt;
The Canary&#039;s weaponry may be used by the team lead on its away mission without command approval, but its use will be reviewed upon return to the Horizon. Misuse of any of the weapons systems are grounds for immediate termination.&lt;br /&gt;
&lt;br /&gt;
=Research and Development=&lt;br /&gt;
===Scientific Experimentation===&lt;br /&gt;
Qualified researchers in a given field of science are authorized to conduct experiments in any way they deem appropriate. However, unless authorization for their release is granted by command staff or an emergency situation requires it, the works and derivatives of the research department are to remain within their respective labs and testing areas.&lt;br /&gt;
&lt;br /&gt;
===Slimes Experiments &amp;amp; Non-sapient Xenological Lifeforms===&lt;br /&gt;
Slimes, non-sapient xenoforms, and the subjects of transformative xenobiological experiments are not classified as crew, members of humanity or affiliated alien races, but as test subjects and property of the SCC. Performing transformative xenobiological experiments on a co-worker is considered homicide, and is punishable by corporate regulations and by law.&lt;br /&gt;
&lt;br /&gt;
=Supply=&lt;br /&gt;
===Warehouse Contents===&lt;br /&gt;
The operations department is expected to store and distribute warehouse supplies to the vessel&#039;s departments as deemed appropriate. The stock of the vessels warehouse is not to be regarded as contraband if it remains in the warehouse, or is being transported to an appropriate destination.&lt;br /&gt;
&lt;br /&gt;
=Engineering=&lt;br /&gt;
===Vessel Modifications===&lt;br /&gt;
All non-structural forms of modification, optimization, or upgrades to vessel equipment are permitted so long as the modifying engineer is qualified and has obtained written permission of all staff resident to the department in question. Large-scale structural modifications or additions require written and stamped consent from either the Chief Engineer, the Captain, or (in the absence of both) a delegated representative of Command staff.&lt;br /&gt;
&lt;br /&gt;
=Security=&lt;br /&gt;
===Warden Authority===&lt;br /&gt;
The Warden&#039;s authority is limited to the brig and detainees, and does not extend to the Internal Security department or its personnel. Additionally, the Warden is not a de facto interim Head of Security in the absence of a Head of Security, unless promoted to that position by command staff.&lt;br /&gt;
&lt;br /&gt;
With sufficient cause, the Warden is authorized to independently issue arrest and search warrants. This authority is subject to command staff review.&lt;br /&gt;
&lt;br /&gt;
===Processing Time===&lt;br /&gt;
Personnel detained by Internal Security are expected to be processed in a timely manner. Because a detainee&#039;s brig sentence begins after processing is completed, excessive processing times may result in the Warden or handling Security Officers being liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
===Uniform Regulation===&lt;br /&gt;
On-duty security personnel are required to wear the standard uniform provided by their employer, or maintain a business attire in the colours of their corporation. Casual wear, inappropriate footwear, shorts not issued with a uniform and skirts of any kind are not allowed. They must be immediately and easily identifiable as members of security.&lt;br /&gt;
&lt;br /&gt;
Personnel failing to meet these requirements are in violation of failing to execute an order, and are to be processed for such.&lt;br /&gt;
&lt;br /&gt;
===Responding===&lt;br /&gt;
Upon arriving at the scene, the first responder is expected to gauge the exact nature at the scene.&lt;br /&gt;
&lt;br /&gt;
If the scene is clear:&lt;br /&gt;
*Radio in the situation at the scene.&lt;br /&gt;
*Ensure the safety of any crew in the immediate vicinity.&lt;br /&gt;
*Identify witnesses.&lt;br /&gt;
*Secure the scene in the event of occurrences (tape off area/disallow witness to leave).&lt;br /&gt;
*Proceed to &#039;Collecting Evidence&#039;&lt;br /&gt;
If the scene is not clear:&lt;br /&gt;
*Identify nature of threat.&lt;br /&gt;
*If threat is able to be handled by officers on scene: Proceed with mediation/detainment.&lt;br /&gt;
*If threat is unable to be handled by officers on scene: Request immediate assistance. Upon requesting assistance, await said assistance before proceeding. Ensure your safety before ensuring the safety of others on scene.&lt;br /&gt;
&lt;br /&gt;
===Collecting Evidence===&lt;br /&gt;
*Crime scenes must be sealed off for evidence to be valid. Ensure non-security personnel do not enter the scene. Avoid cordoning off high-traffic areas unless a serious crime (such as murder or mutiny) has been committed. Permission from the relevant head of staff, head of security, or captain should be gained to cordon off high-traffic areas of specific departments.&lt;br /&gt;
*If possible, cordoned-off areas should still allow access around it, via maintenance tunnels, less area taped off, or other methods. *Autopsies should be performed within the morgue.&lt;br /&gt;
*Disrupt standard vessel operation as little as possible around the crime scene.&lt;br /&gt;
*Investigative staff should be requested. Officers on scene are expected to ensure scene security until/during the arrival of/processing of the scene by investigative staff. If no investigative staff is available, officers are expected to secure evidence on scene.&lt;br /&gt;
*Witness statements should be taken (either via recorder or on paper) and physical evidence should be secured.&lt;br /&gt;
&lt;br /&gt;
===Handling Evidence===&lt;br /&gt;
*Ensure gloves are worn to prevent contamination of evidence.&lt;br /&gt;
*Items that can be, must be held in evidence bags for transportation.&lt;br /&gt;
*Crime scene must be preserved until all evidence is collected.&lt;br /&gt;
*After evidence is collected, cadavers may be removed to the morgue and area may be cleaned up.&lt;br /&gt;
&lt;br /&gt;
===Arrest===&lt;br /&gt;
Proceed as follows during the event of detainment:&lt;br /&gt;
*Announce intention to arrest and charges vocally.&lt;br /&gt;
*Request the suspect surrender peaceably&lt;br /&gt;
*If suspect resists, attempt to handcuff. Verbal disagreement or swearing is not resisting. Verbal threats of violence, damage, or death are considered resisting arrest.&lt;br /&gt;
*If suspects fight back or run, apply needed force to cease flight and detain suspect. A charge of resisting arrest should be applied in this case.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
For witnessed major/violent crime:&lt;br /&gt;
*Immediately attempt detainment of suspect, with charges read out when suspect is secured.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
&lt;br /&gt;
===Processing===&lt;br /&gt;
*Ensure Warden is aware of incoming prisoner.&lt;br /&gt;
*Bring prisoner to processing/booking room. Leave secured if violent/repeat offender. &lt;br /&gt;
*Check prisoner’s pockets (coat/jumpsuit), pack, and any containers within pack.&lt;br /&gt;
*Confiscate any contraband/evidence found. Note: Evidence must have pertinence to the case. If there is no direct correlation, evidence should be returned to person or respective department.&lt;br /&gt;
*Inform the prisoners superior of the arrest.&lt;br /&gt;
*Proceed to ‘Jailing’.&lt;br /&gt;
&lt;br /&gt;
===Questioning===&lt;br /&gt;
*Questioning should be done in the brig. Booking/Processing is to be used for ‘informal’ interviews. Interrogation should be used in the case of more in depth investigations.&lt;br /&gt;
*The Investigative team should get preference in questioning a suspect unless there&#039;s a good reason. A standard processing interview for an open and shut case is probably not worth their time, but it&#039;s always good to ask.&lt;br /&gt;
*If the person is not a suspect, do not handle them as an offender (handcuffing, stunning, or flashing them is not okay).&lt;br /&gt;
*Ensure usage of recorder during interrogations; ensure the suspect/prisoner/witness is aware they are being recorded. Ensure the suspect/prisoner/witness states their or has their name/occupation stated at the beginning of an interrogation.&lt;br /&gt;
*If person remains uncooperative, make note of this. Seek advice from your Head of Security.&lt;br /&gt;
&lt;br /&gt;
===Jailing===&lt;br /&gt;
*Move prisoner to appropriate cell. &lt;br /&gt;
*Place personal items the prisoner was deemed able to keep upon release in cell locker.&lt;br /&gt;
*Set cell timer to appropriate time and secure cell.&lt;br /&gt;
*Remove handcuffs from prisoner’s person within secure cell if able to do so without severe risk to own wellbeing.&lt;br /&gt;
*Ensure records are properly updated to reflect prisoner’s crimes/status.&lt;br /&gt;
&lt;br /&gt;
===Autopsies===&lt;br /&gt;
*All autopsies should be conducted by investigations within the autopsy room. If no investigators are present, the cadaver should be stored until one arrives.&lt;br /&gt;
*More steps outlining autopsies can be found [[Guide to Cadavers | here.]]&lt;br /&gt;
*Once the autopsy is completed, if the deceased was an employee aboard the SCCV Horizon, the cadaver should be remanded to medical so that they may carry out any potential [[Guide_to_Station_Procedure#Post_Mortem_Wishes | post-mortem wishes.]]&lt;br /&gt;
&lt;br /&gt;
=Medical=&lt;br /&gt;
===Do not Borgify ===&lt;br /&gt;
Personnel with a Do Not Borgify order are NOT to be borgified. Failure to heed these orders is considered malpractice by law, and will be treated as such.&lt;br /&gt;
&lt;br /&gt;
===Paramedic Helmet===&lt;br /&gt;
Paramedics are to use their helmet on the same basis as security: on code blue and above, and in dangerous situations.&lt;br /&gt;
&lt;br /&gt;
===Post Mortem Wishes===&lt;br /&gt;
It is medical&#039;s responsibility to ensure that post-mortem wishes are carried out for any crew who lose their lives aboard the SCCV Horizon. Bodies autopsied by investigations should be remanded to medical for this purpose once the autopsy is completed. Post Mortem wishes are expected to be followed to the letter if at all possible by the Horizon.&lt;br /&gt;
&lt;br /&gt;
===Medical Treatment Waiver===&lt;br /&gt;
Employees that do not wish to be treated, should be provided with the Medical Treatment Waiver form from the request consoles to sign.&lt;br /&gt;
&lt;br /&gt;
=AI=&lt;br /&gt;
===AI Monitoring===&lt;br /&gt;
The AI only has to monitor the following secure areas:&lt;br /&gt;
*Armory&lt;br /&gt;
*SAT (The big nuke room)&lt;br /&gt;
*Telecommunications&lt;br /&gt;
*The Vault&lt;br /&gt;
*Command areas (Bridge, head of staff offices, etc.)&lt;br /&gt;
*Secure Storage&lt;br /&gt;
*Research Storage&lt;br /&gt;
*Research Server Room&lt;br /&gt;
*Engine Room (Supermatter specifically, Tesla if it is running)&lt;br /&gt;
*AI Core and AI Upload&lt;br /&gt;
&lt;br /&gt;
===Access to the AI===&lt;br /&gt;
In order to access the AI upload or the AI core a captain level decision is required. All command staff must be informed of the decision.&lt;br /&gt;
&lt;br /&gt;
A machinist may accompany the head/s of staff if their technical skills are required.&lt;/div&gt;</summary>
		<author><name>Ramke</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=30302</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=30302"/>
		<updated>2023-10-08T13:55:27Z</updated>

		<summary type="html">&lt;p&gt;Ramke: /* Horizon Weapons Systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
&lt;br /&gt;
All Stellar Corporate Conglomerate vessels share a set of standard procedures, that are to be followed. These guide the different departments on board the Vessel, outline certain points and clear up some issues that may arise.&lt;br /&gt;
&lt;br /&gt;
=General and Command=&lt;br /&gt;
===Captain Authority===&lt;br /&gt;
The vessel&#039;s assigned Captain has full authority over the operation of the vessel and the attached shuttles. He or she is authorized to shut down departments at their discretion, reassign crew members, issue direct orders to all crew members of the ship, and take actions within reason that may violate regulations in non-standard situations.&lt;br /&gt;
&lt;br /&gt;
The Captain is trusted to act in the best interests of the company, crew, and vessel he or she is assigned to. Any complaints or concerns over the Captain&#039;s decisions should be addressed after their orders have been carried out, and after the situation that prompted those orders has been resolved.&lt;br /&gt;
&lt;br /&gt;
===Command Staff===&lt;br /&gt;
During standard operation, all Departmental Heads of Staff are equal, under the command of the Captain present onboard the vessel. Should a department find itself lacking a Head of Staff, the Captain is able to either assume direct supervision of the department or otherwise appoint a senior crew member to fill the missing role.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, a specific Departmental Head of Staff may be elevated above others, should the crisis situation fall under the responsibility of their department. At that point, other departments should act in a supporting role.&lt;br /&gt;
&lt;br /&gt;
===Acting Captain===&lt;br /&gt;
Should, during standard operation, the Command Staff be missing a Captain, then it is preferred that all members of the Command Staff present stay on equal terms and act as a singular commanding entity, thus negating the need to promote a specific person to the position of Acting Captain. Under such operations, the Command Staff as a whole carries the authority of the Captain, and can, together, conduct actions that would otherwise require the Captain&#039;s approval. In order for the Command Staff to make a Captain level decision, a unanimous vote in support will be required with at least two (2) able command staff. A single vote in the negative is all that is needed to veto a Captain level decision posed to the Command Staff, however, any Head of Staff may abstain from a vote if they so desire without affecting the outcome. Any votes taken against another Head of Staff will see the implicated party automatically abstained from voting. Additionally, Command Personnel who have been formally detained under orders of the Head of Security will be unable to vote on any Command level decisions until they have have been released and allowed reassume their previous position.&lt;br /&gt;
&lt;br /&gt;
Should the Command Staff decide that they would prefer an Acting Captain present, then they are free to select one from among themselves. There exists no preference towards anyone Department Head of Staff to attain the role before the others. Unlike a typical Command decision, the vote to appoint an Acting Captain does not have to be unanimous. Only a majority of votes is required to appoint a Head of Staff to Acting Captain and there is no minimum number of Command staff required for such a vote.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, it is recommended that the Head of Staff most knowledgeable in the crisis be selected as Acting Captain and empowered to coordinate a solution to the crisis that has arisen.&lt;br /&gt;
&lt;br /&gt;
===Command on Leaving the Vessel===&lt;br /&gt;
Should, during standard or non-standard operation, the need for one or more Command staff to leave the SCCV Horizon arise, it is possible for them to do so if and only if there is at least one other Command staff remaining on the ship after their departure. If any command vote is called while there are Command staff away from the ship, their vote is still required and their return should be awaited. This particular section may be overridden by Captains if required.&lt;br /&gt;
&lt;br /&gt;
===Departmental Funds===&lt;br /&gt;
&lt;br /&gt;
Through the combined budgets of the SCC Chainlink, departmental funds have been granted to the use of each department. Command members are encouraged to make use of this allotment as needed for day to day needs to ensure smooth operation. Heads of Staff are encouraged to utilize these funds to acquire materials, equipment, or other general supplies.&lt;br /&gt;
&lt;br /&gt;
Additionally, Command Members may authorize small bonuses to crew members for exceptional situations up to 1000 credits or incentive bonuses up to 500 credits. Bonuses should be documented on general faxes and sent to Central explaining the situation, employee, and amount. &lt;br /&gt;
&lt;br /&gt;
===Departmental Ranking===&lt;br /&gt;
Unless stated otherwise, all Departmental Staff are equal in rank, with differing responsibilities and assignments. The exceptions are Departmental Assistants/Interns/Apprentices, and standard Assistants.&lt;br /&gt;
&lt;br /&gt;
It is within the capacity of the Departmental Head of Staff to promote and designate senior leaders as he sees fit, within their own department.&lt;br /&gt;
&lt;br /&gt;
===External Partners===&lt;br /&gt;
Approved External Business Partners (&amp;quot;Merchants&amp;quot;) with a SCC merchant pass possess docking authorization from Central Command, and are permitted to dock and conduct business with the vessel. Merchants are expected to comply with all vessel regulations and rules set by Command Staff while aboard the ship. A merchant has direct authority over their own vessel, and may choose to provide or deny their services as they see fit. Merchants are authorized to carry a concealed weapon for purposes of personal defense while aboard the vessel, unless explicitly prohibited by Command Staff. Employees who purchase items from a merchant take full responsibility for the possession and legality of these purchases. The Internal Security Department is neither responsible for nor authorized to confiscate wares aboard a merchant&#039;s vessel, and may not charge or detain a merchant for the possession of wares that remain aboard that vessel. The Internal Security Department may not enforce regulations aboard a docked merchant vessel, except for issues that arise between Stellar Corporate Conglomerate employees, or to neutralize an immediate hostile and violent threat to the vessel.&lt;br /&gt;
&lt;br /&gt;
===Off-Duty Crew===&lt;br /&gt;
Off-duty crewmembers and passengers on the working decks are not contracted to work or otherwise assume the role of any of the actively employed crew. Even if they work for the Stellar Corporate Conglomerate, promotion of off-duty crew or passengers to vessel ranks, except in the most dire of circumstances, will be regarded as neglect of duty and/or exceeding official powers. During these circumstances, volunteers will not be compensated in any fashion by the Stellar Corporate Conglomerate and will not be insured against any injuries they sustain. Without exception, off-duty crewmembers and passengers are not permitted to be promoted to command ranks.&lt;br /&gt;
&lt;br /&gt;
===Press===&lt;br /&gt;
Visiting and subcontracting (&amp;quot;freelance&amp;quot;) journalists are not to be censored via a newschannel D-Notice, unless the vessel&#039;s Captain (or Heads of Staff in an unanimous decision) determine that the content they publish directly endangers the safety of Stellar Corporate Conglomerate employees. Command Staff choosing to apply a D-Notice in this manner are expected to immediately contact Central Command to report that it has been applied, and to await confirmation by Central Command that the application of such a notice is valid. The creator of the channel is also to be made aware of both the notice and the reasoning for its implementation.&lt;br /&gt;
&lt;br /&gt;
Journalists directly employed by the Stellar Corporate Conglomerate voluntarily waive these protections, as per the terms of their employment contract.&lt;br /&gt;
&lt;br /&gt;
===Incident Management===&lt;br /&gt;
During emergency incidents it is expected for departments to assist in the safe resolution of said incident and the recovery of standard operations. When it becomes clear that an significant incident is arising that could effect standard operations of the vessel or cause significant damange to crew or property, it is expected that (when possible) all on board personnel are provided with the following infomation:&lt;br /&gt;
*A brief description of the current incident.&lt;br /&gt;
*What steps have been taken so far to combat this incident.&lt;br /&gt;
*Suggested action for the crew to take.&lt;br /&gt;
*(If applicable) A brief description of the reasoning behind a change in alert level.&lt;br /&gt;
&lt;br /&gt;
Exceptions to this include where the above information would compromise vessel security or safety. If this is the case it is expected that as much information as is safe to do so is dispensed for the crew.&lt;br /&gt;
&lt;br /&gt;
===Corporate Liaisons and Consular Officers===&lt;br /&gt;
Command staff are expected to engage representatives (both corporate and diplomatic) through diplomacy and to consent to reasonable requests. The representative is not part of the vessel chain of command. The representative is granted special status in relation to corporate regulations:&lt;br /&gt;
*The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases.&lt;br /&gt;
*The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privileges.&lt;br /&gt;
*The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing.&lt;br /&gt;
*The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
*Security is only able to conduct an arrest inside the representative&#039;s if the office&#039;s immunity was revoked or if there is clear evidence that a medium or high level infraction is happening inside the office.&lt;br /&gt;
&lt;br /&gt;
===Cosmetic Alterations===&lt;br /&gt;
Cosmetic remodeling of a department may be performed by any staff with written and signed consent of the department in question. Cosmetic alteration to general areas, such as hallways, arrivals, and departures, require consent from the Chief Engineer, The Captain, or (in the absence of both) Command as a whole.&lt;br /&gt;
&lt;br /&gt;
===Uniforms===&lt;br /&gt;
Personnel should be reminded that regulation requires uniform jumpsuits to be worn rolled up. Tajaran crew members are excepted from this requirement, but are required to wear a non-revealing undershirt or tank top that does not bare the chest.&lt;br /&gt;
&lt;br /&gt;
===Shuttle Use===&lt;br /&gt;
The SCCV Horizon&#039;s shuttles may be used at any time by designated qualified personnel for the purpose of mining and exploration. Their flight activities may only be grounded by instating a flight ban, which may be established during Code Red security situations, orders from SCC Central Command, or by a Captain-level decision.&lt;br /&gt;
&lt;br /&gt;
The mining shuttle is allowed a degree of autonomy, and does not require clearance to depart the SCCV Horizon for the purpose of mining operations unless a flight ban is in place. The shuttle is under the oversight of the Operations Manager, who retains the authority to ground or recall the shuttle at their discretion. The Canary is under the oversight of the Executive Officer but may be utilized by all of Command in necessary situations.&lt;br /&gt;
&lt;br /&gt;
The SCCV Horizon bridge must accommodate prospecting and exploration missions before plotting course to a different location.&lt;br /&gt;
&lt;br /&gt;
===Horizon Weapons Systems===&lt;br /&gt;
The SCCV Horizon has been equipped with three main weapons systems in order to safeguard its assets, personnel, and mission. Its use and operation are an expectation during emergencies.&lt;br /&gt;
&lt;br /&gt;
Bridge crew and operations personnel are expected to follow command team orders on usage of the many systems aboard. In the absence of command, bridge crewmen are expected to operate the weaponry with discretion.&lt;br /&gt;
&lt;br /&gt;
Weaponry should only be fired as a last resort, and all SCC personnel should consider the implications such actions may have on both the region and the greater chain link as a whole. Additionally, the Leviathan may only be operated under the command of the Captain or a voted captain level decision and its usage should be weighed heavily against other options. &lt;br /&gt;
&lt;br /&gt;
The Canary and Intrepid&#039;s weaponry may be used by the team lead on its away mission without command approval, but its use will be reviewed upon return to the Horizon. Misuse of any of the weapons systems are grounds for immediate termination.&lt;br /&gt;
&lt;br /&gt;
=Research and Development=&lt;br /&gt;
===Scientific Experimentation===&lt;br /&gt;
Qualified researchers in a given field of science are authorized to conduct experiments in any way they deem appropriate. However, unless authorization for their release is granted by command staff or an emergency situation requires it, the works and derivatives of the research department are to remain within their respective labs and testing areas.&lt;br /&gt;
&lt;br /&gt;
===Slimes Experiments &amp;amp; Non-sapient Xenological Lifeforms===&lt;br /&gt;
Slimes, non-sapient xenoforms, and the subjects of transformative xenobiological experiments are not classified as crew, members of humanity or affiliated alien races, but as test subjects and property of the SCC. Performing transformative xenobiological experiments on a co-worker is considered homicide, and is punishable by corporate regulations and by law.&lt;br /&gt;
&lt;br /&gt;
=Supply=&lt;br /&gt;
===Warehouse Contents===&lt;br /&gt;
The operations department is expected to store and distribute warehouse supplies to the vessel&#039;s departments as deemed appropriate. The stock of the vessels warehouse is not to be regarded as contraband if it remains in the warehouse, or is being transported to an appropriate destination.&lt;br /&gt;
&lt;br /&gt;
=Engineering=&lt;br /&gt;
===Vessel Modifications===&lt;br /&gt;
All non-structural forms of modification, optimization, or upgrades to vessel equipment are permitted so long as the modifying engineer is qualified and has obtained written permission of all staff resident to the department in question. Large-scale structural modifications or additions require written and stamped consent from either the Chief Engineer, the Captain, or (in the absence of both) a delegated representative of Command staff.&lt;br /&gt;
&lt;br /&gt;
=Security=&lt;br /&gt;
===Warden Authority===&lt;br /&gt;
The Warden&#039;s authority is limited to the brig and detainees, and does not extend to the Internal Security department or its personnel. Additionally, the Warden is not a de facto interim Head of Security in the absence of a Head of Security, unless promoted to that position by command staff.&lt;br /&gt;
&lt;br /&gt;
With sufficient cause, the Warden is authorized to independently issue arrest and search warrants. This authority is subject to command staff review.&lt;br /&gt;
&lt;br /&gt;
===Processing Time===&lt;br /&gt;
Personnel detained by Internal Security are expected to be processed in a timely manner. Because a detainee&#039;s brig sentence begins after processing is completed, excessive processing times may result in the Warden or handling Security Officers being liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
===Uniform Regulation===&lt;br /&gt;
On-duty security personnel are required to wear the standard uniform provided by their employer, or maintain a business attire in the colours of their corporation. Casual wear, inappropriate footwear, shorts not issued with a uniform and skirts of any kind are not allowed. They must be immediately and easily identifiable as members of security.&lt;br /&gt;
&lt;br /&gt;
Personnel failing to meet these requirements are in violation of failing to execute an order, and are to be processed for such.&lt;br /&gt;
&lt;br /&gt;
===Responding===&lt;br /&gt;
Upon arriving at the scene, the first responder is expected to gauge the exact nature at the scene.&lt;br /&gt;
&lt;br /&gt;
If the scene is clear:&lt;br /&gt;
*Radio in the situation at the scene.&lt;br /&gt;
*Ensure the safety of any crew in the immediate vicinity.&lt;br /&gt;
*Identify witnesses.&lt;br /&gt;
*Secure the scene in the event of occurrences (tape off area/disallow witness to leave).&lt;br /&gt;
*Proceed to &#039;Collecting Evidence&#039;&lt;br /&gt;
If the scene is not clear:&lt;br /&gt;
*Identify nature of threat.&lt;br /&gt;
*If threat is able to be handled by officers on scene: Proceed with mediation/detainment.&lt;br /&gt;
*If threat is unable to be handled by officers on scene: Request immediate assistance. Upon requesting assistance, await said assistance before proceeding. Ensure your safety before ensuring the safety of others on scene.&lt;br /&gt;
&lt;br /&gt;
===Collecting Evidence===&lt;br /&gt;
*Crime scenes must be sealed off for evidence to be valid. Ensure non-security personnel do not enter the scene. Avoid cordoning off high-traffic areas unless a serious crime (such as murder or mutiny) has been committed. Permission from the relevant head of staff, head of security, or captain should be gained to cordon off high-traffic areas of specific departments.&lt;br /&gt;
*If possible, cordoned-off areas should still allow access around it, via maintenance tunnels, less area taped off, or other methods. *Autopsies should be performed within the morgue.&lt;br /&gt;
*Disrupt standard vessel operation as little as possible around the crime scene.&lt;br /&gt;
*Investigative staff should be requested. Officers on scene are expected to ensure scene security until/during the arrival of/processing of the scene by investigative staff. If no investigative staff is available, officers are expected to secure evidence on scene.&lt;br /&gt;
*Witness statements should be taken (either via recorder or on paper) and physical evidence should be secured.&lt;br /&gt;
&lt;br /&gt;
===Handling Evidence===&lt;br /&gt;
*Ensure gloves are worn to prevent contamination of evidence.&lt;br /&gt;
*Items that can be, must be held in evidence bags for transportation.&lt;br /&gt;
*Crime scene must be preserved until all evidence is collected.&lt;br /&gt;
*After evidence is collected, cadavers may be removed to the morgue and area may be cleaned up.&lt;br /&gt;
&lt;br /&gt;
===Arrest===&lt;br /&gt;
Proceed as follows during the event of detainment:&lt;br /&gt;
*Announce intention to arrest and charges vocally.&lt;br /&gt;
*Request the suspect surrender peaceably&lt;br /&gt;
*If suspect resists, attempt to handcuff. Verbal disagreement or swearing is not resisting. Verbal threats of violence, damage, or death are considered resisting arrest.&lt;br /&gt;
*If suspects fight back or run, apply needed force to cease flight and detain suspect. A charge of resisting arrest should be applied in this case.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
For witnessed major/violent crime:&lt;br /&gt;
*Immediately attempt detainment of suspect, with charges read out when suspect is secured.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
&lt;br /&gt;
===Processing===&lt;br /&gt;
*Ensure Warden is aware of incoming prisoner.&lt;br /&gt;
*Bring prisoner to processing/booking room. Leave secured if violent/repeat offender. &lt;br /&gt;
*Check prisoner’s pockets (coat/jumpsuit), pack, and any containers within pack.&lt;br /&gt;
*Confiscate any contraband/evidence found. Note: Evidence must have pertinence to the case. If there is no direct correlation, evidence should be returned to person or respective department.&lt;br /&gt;
*Inform the prisoners superior of the arrest.&lt;br /&gt;
*Proceed to ‘Jailing’.&lt;br /&gt;
&lt;br /&gt;
===Questioning===&lt;br /&gt;
*Questioning should be done in the brig. Booking/Processing is to be used for ‘informal’ interviews. Interrogation should be used in the case of more in depth investigations.&lt;br /&gt;
*The Investigative team should get preference in questioning a suspect unless there&#039;s a good reason. A standard processing interview for an open and shut case is probably not worth their time, but it&#039;s always good to ask.&lt;br /&gt;
*If the person is not a suspect, do not handle them as an offender (handcuffing, stunning, or flashing them is not okay).&lt;br /&gt;
*Ensure usage of recorder during interrogations; ensure the suspect/prisoner/witness is aware they are being recorded. Ensure the suspect/prisoner/witness states their or has their name/occupation stated at the beginning of an interrogation.&lt;br /&gt;
*If person remains uncooperative, make note of this. Seek advice from your Head of Security.&lt;br /&gt;
&lt;br /&gt;
===Jailing===&lt;br /&gt;
*Move prisoner to appropriate cell. &lt;br /&gt;
*Place personal items the prisoner was deemed able to keep upon release in cell locker.&lt;br /&gt;
*Set cell timer to appropriate time and secure cell.&lt;br /&gt;
*Remove handcuffs from prisoner’s person within secure cell if able to do so without severe risk to own wellbeing.&lt;br /&gt;
*Ensure records are properly updated to reflect prisoner’s crimes/status.&lt;br /&gt;
&lt;br /&gt;
===Autopsies===&lt;br /&gt;
*All autopsies should be conducted by investigations within the autopsy room. If no investigators are present, the cadaver should be stored until one arrives.&lt;br /&gt;
*More steps outlining autopsies can be found [[Guide to Cadavers | here.]]&lt;br /&gt;
*Once the autopsy is completed, if the deceased was an employee aboard the SCCV Horizon, the cadaver should be remanded to medical so that they may carry out any potential [[Guide_to_Station_Procedure#Post_Mortem_Wishes | post-mortem wishes.]]&lt;br /&gt;
&lt;br /&gt;
=Medical=&lt;br /&gt;
===Do not Borgify ===&lt;br /&gt;
Personnel with a Do Not Borgify order are NOT to be borgified. Failure to heed these orders is considered malpractice by law, and will be treated as such.&lt;br /&gt;
&lt;br /&gt;
===Paramedic Helmet===&lt;br /&gt;
Paramedics are to use their helmet on the same basis as security: on code blue and above, and in dangerous situations.&lt;br /&gt;
&lt;br /&gt;
===Post Mortem Wishes===&lt;br /&gt;
It is medical&#039;s responsibility to ensure that post-mortem wishes are carried out for any crew who lose their lives aboard the SCCV Horizon. Bodies autopsied by investigations should be remanded to medical for this purpose once the autopsy is completed. Post Mortem wishes are expected to be followed to the letter if at all possible by the Horizon.&lt;br /&gt;
&lt;br /&gt;
===Medical Treatment Waiver===&lt;br /&gt;
Employees that do not wish to be treated, should be provided with the Medical Treatment Waiver form from the request consoles to sign.&lt;br /&gt;
&lt;br /&gt;
=AI=&lt;br /&gt;
===AI Monitoring===&lt;br /&gt;
The AI only has to monitor the following secure areas:&lt;br /&gt;
*Armory&lt;br /&gt;
*SAT (The big nuke room)&lt;br /&gt;
*Telecommunications&lt;br /&gt;
*The Vault&lt;br /&gt;
*Command areas (Bridge, head of staff offices, etc.)&lt;br /&gt;
*Secure Storage&lt;br /&gt;
*Research Storage&lt;br /&gt;
*Research Server Room&lt;br /&gt;
*Engine Room (Supermatter specifically, Tesla if it is running)&lt;br /&gt;
*AI Core and AI Upload&lt;br /&gt;
&lt;br /&gt;
===Access to the AI===&lt;br /&gt;
In order to access the AI upload or the AI core a captain level decision is required. All command staff must be informed of the decision.&lt;br /&gt;
&lt;br /&gt;
A machinist may accompany the head/s of staff if their technical skills are required.&lt;/div&gt;</summary>
		<author><name>Ramke</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Kingdom_of_Adhomai&amp;diff=28985</id>
		<title>New Kingdom of Adhomai</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Kingdom_of_Adhomai&amp;diff=28985"/>
		<updated>2023-06-29T20:08:23Z</updated>

		<summary type="html">&lt;p&gt;Ramke: /* Notable Military Vehicles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
[[File:New Kingdom of Adhomai.png|thumb|Flag of the New Kingdom of Adhomai. ]]&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== New Kingdom of Adhomai ==&lt;br /&gt;
&lt;br /&gt;
The last major faction is the rebellious New Kingdom of Adhomai, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir&#039;Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People&#039;s Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; constitutional monarchy is necessary to prevent abuses of power.&lt;br /&gt;
&lt;br /&gt;
During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja&#039;s rule were marked by political turmoil as the people requested further political recognition.&lt;br /&gt;
&lt;br /&gt;
[[Notable Tajara#Queen Shumaila Azunja|Queen Shumaila Azunja]] rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom&#039;s realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.&lt;br /&gt;
&lt;br /&gt;
= General =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; Kaltir&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Adhomian, Royalist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Language(s):&#039;&#039;&#039; Siik’maas and Ya’ssa&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The history of the New Kingdom of Adhomai has its roots in the Kingdom of Kaltir, the entity that was conquered by the People&#039;s Republic at the end of the first Tajaran civil war. Regardless of the fall of the old order, the population of Northern Harr&#039;masir was still loyal to the past ruling dynasty, the house of Azunja. Rebellious sentiments and plots started to ferment some years after the occupation by the Republican forces, with intellectuals seeking to break the Hadii domination while the common folk wanted the return of their benevolent rulers.&lt;br /&gt;
&lt;br /&gt;
In 2449, Vahzirthaamro Azunja, the heir of the previous king, was rescued during the plot that would set in motion the uprising that would create the New Kingdom of Adhomai. With the war being declared officially in 2450, the closest supporters of the returning house were granted their places as the new nobility. Instead of seeking to merely restore the old regime, the Crown tried to learn from the mistakes of the deposed nobility to avoid being a victim of the same situation.&lt;br /&gt;
&lt;br /&gt;
The rebellion occupied most of Northern Harr&#039;masir, securing the past territories of the old Kingdom of Kaltir. However, when the PRA’s army was able to organize themselves and mount a counter-attack, the NKA were pushed in a defensive position; they were only able to hold back due to their land defenses and navy. The Dymtris Line, a mighty union of fortresses, trenches, and anti-air defenses, was built to hold the enemy from reconquering the rest of the country.&lt;br /&gt;
&lt;br /&gt;
The tides of war turned in favor of the Kingdom in 2458, with the defeat of a Republican offensive that destroyed the Dymtris line. The royal army was able to mount a limited offensive, establishing the Vlrralkhzazhul ﻿Line. In the next year, a terrorist attack hit the Parliament, nearly throwing the nation into a civil war, as the King was forced to become the head of all branches of the government, while countless candidates disputed with each other the succession of the vacant offices.&lt;br /&gt;
&lt;br /&gt;
Another royalist offensive happened in 2461, reinforced by forces coming from Amohda and loyal Rock nomads, the New Kingdom was able to recover its original territory, forcing the People’s Republic out of Northern Harr&#039;masir. The Kingdom signed the Armistice of Shastar in the same year, guaranteeing their peace and recognition before the galactic community. King Azunja passed away in 2463. Queen Shumaila Azunja, Vahzirthaamro&#039;s niece, is the current monarch.&lt;br /&gt;
&lt;br /&gt;
= Culture and Society =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai culture is characterized as traditional; instead of trying to change the Tajaran caste system, those divisions are seen as a natural part of the way of life. While the government does not officially enforce the castes, there is a great societal expectation that each Tajara will attempt to stay in their customary roles related to their ethnicity.&lt;br /&gt;
&lt;br /&gt;
Society is divided between nobles and commoners. The nobility of the New Kingdom of Adhomai was created from the remnants of old Adhomian houses, descendants of the deposed rulers, and supporters of the currently ruling dynasty. Nobles are considered to be the leaders and leading intellectuals of the Kingdom. Most nobility titles are hereditary, with some orders being granted as a reward for one&#039;s effort or service to a certain family. King is the highest landed title, followed by Grand Duke, Duke, Marquis, Count, and Baron. Unlanded members of noble families are usually referred to as Princes. Petty Lord is the term used for unlanded nobles that are not part of any lineage; this title is usually granted for outstanding service to the Kingdom. If any landed nobles lose their land, they become a Prince and forfeits their political privileges.&lt;br /&gt;
&lt;br /&gt;
Commoner is the term used for any individual that is not part of a noble family, holds no titles, or is a foreigner. While occupying a social position with less political rights, they have fewer expectations, as they are not bound to repay the Crown for their position through work. Despite the existence of this separation, social mobility is possible, as the most successful Tajaran commoners are able to buy titles of nobility. Citizens of the New Kingdom’s territories usually bear strong patriotic sentiments, seeing the Crown as the protector of their culture and land, while the civilization of the PRA is seen as a threat to their heritage. The People&#039;s Republic was unable to stamp down those sentiments during their occupation, due to the stubbornness of the local population and the distance between northern Harr&#039;masir and Nal’tor. Republican imagery and establishments were soon destroyed or confiscated during the uprising. &lt;br /&gt;
&lt;br /&gt;
The inhabitants of the rural areas are seen as rugged frontiersmen and rustic farmers, known for their traditional values and love for the simple way of life. While the agrarian nobility prefers to serve in military positions, having the fame for supplying brave army officers and captains for the Royal Navy. Both of them commonly subscribe to the concept of sacred hospitality, where a guest should be treated with the utmost respect. Urban dwellers are more inclined to pursue the fields related to education, medicine, administration, and arts. A growing working class, composed mostly of migrating peasants, is emerging because of the slow industrialization of the economy. Nobles living in cities may enjoy greater opportunities and luxuries that those rare urban centers may offer while preferring to work in the bureaucracy and politics of the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Patriotic citizens will commonly greet each other by saying: &amp;quot;Suns bless the north.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Because of its focus on lineages, the traditional Tajaran family has an important role in the New Kingdom of Adhomai. Personal prestige and satisfaction are second to the needs of one’s dynasty. Extended families are the norm, most Tajara continue to live with their parents after marriage. Acquiring a partner of respectable pedigree is a common expectation set upon the nobles. Commoners suffer from less pressure, but many seek to marry into nobility to raise their social status.&lt;br /&gt;
&lt;br /&gt;
In line with the conservative Tajaran culture, deviant behavior is shunned by the people and New Kingdom’s authorities. Laws exist to persecute anyone that engages in such activities, but they are frequently interned in mental asylums instead of serving time in jail. Dating outside of one’s ethnicity is still taboo. Individuals of mixed heritage are seen in a negative light; they are commonly labeled as bastards.&lt;br /&gt;
&lt;br /&gt;
== Cuisine ==&lt;br /&gt;
&lt;br /&gt;
Before the first great war, most of the land was owned by the privileged aristocracy of the Kingdom of Kaltir, which utilized the peasantry to work in the fields. After the great war and with the capitulation of the Kingdom of Kaltir, most of the ownership of the land was taken away from the hands of the nobles and distributed among peasants and bureaucrats loyal to the new government. Under the New Kingdom of Adhomai most of the land was given to supporters of the Azunja dynasty. A large part of the population is still employed in the agrarian field, and traditional agriculture plays an important role. The technology employed in the farms of the New Kingdom is considered rudimentary and outdated. Mechanized farm equipment is a rare sight and shortages of food are still a present menace to the population.&lt;br /&gt;
&lt;br /&gt;
The Earth-Root soup is a common sight on the tables, of all social sectors, in the Northern Harr&#039;masir. Prepared traditionally with water, Earth-Root, and other plants, such as the Nif-Berries. Other main dishes include stews, commonly prepared using Snow Strider’s meat, hunted by the local M’sai population. Common alcoholic beverages might include fermented Sugar Trees and Earth-Root’s extracts, mixed with honey from Messa’s Tears or from the native apiculture. Victory Gin can also be found in the borders of the New Kingdom of Adhomai, but its production and importation have ceased, due to the drink relation with the enemy regime. &lt;br /&gt;
&lt;br /&gt;
=== Notable Dishes ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fermented Hma&#039;trra Meat:&#039;&#039;&#039; large pieces of Glacier Worm meat that have been fermented for months. It has a strong taste and smell because of its large concentration of ammonia, usually causing anyone not accustomed to it to vomit. This dish originated as a way to preserve meat during the harsh winters of Northern Harr&#039;masir. It is served alongside alcoholic beverages.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spicy Ras&#039;val Clams:&#039;&#039;&#039; made from the prized Ras’val Clams served alongside spicy herbs and Adhomian vegetables, this recipe has gained galaxy-wide fame after the First Revolution. It became exceedingly expensive outside of Adhomai during the Second Revolution because of the blockade imposed by the Orbital Fleet; as off-world clam farms were unable to cope with the demand.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creamice:&#039;&#039;&#039; The traditional dessert of Northern Harr&#039;masir is considered by many as being the mixture of ice, Fatshouters’s milk, sugar, and Nif-Berries’ oil, named Creamice. The popular tales claim it was invented after a famine desolated the land, resulting in the population resorting to eating snow, however, such tale has been classified by most historians as nothing but fiction. Creamice is commonly consumed by the nobility since they are the ones that can afford the luxury of refrigeration.&lt;br /&gt;
&lt;br /&gt;
=== Notable Beverages ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tree-Bark Firewater:&#039;&#039;&#039; high-content alcohol distilled from Earthen-Root or Blizzard Ears. Tree bark is commonly added to the drink to give it a distinct flavor. The firewater&#039;s origins can be traced back to the pre-contact times where impoverished peasants would make alcohol out of anything they could find. Homebrewing remains a tradition in the New Kingdom&#039;s rural parts. These traditional spirits are also manufactured by large breweries and sold to the urban population as handcrafted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Darmadhir Brew:&#039;&#039;&#039; a famous variation of the Nm&#039;shaan Liquor; it is described as one of Adhomai&#039;s finest spirits. It is produced solely by a small family-owned brewery in Miran&#039;mir. Its recipe is a secret passed down through the generations of the Darmadhir household since immemorial times. The only living member of the family, Hazyr Darmadhir, is a 68 years old Tajara. His sole heir and son died in the Second Revolution after being drafted to fight for the royal army. Alcohol collectors stipulate that the brew&#039;s price will skyrocket after Hazyr&#039;s death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mutthir:&#039;&#039;&#039; a beverage made with Fatshouters&#039; yogurt mixed with Nm’shaan&#039;s sugar and sweet herbs. Mutthir is usually consumed during meals by both nobles and commoners. The drink can also be smoked for flavor. Mutthir is believed to have originated from the worldwide appreciated Fatshouters&#039; fermented milk. Rock Nomads living in the Nomadic Host were quick to adopt the drink to their diet.&lt;br /&gt;
&lt;br /&gt;
=== Gifting Tradition ===&lt;br /&gt;
&lt;br /&gt;
The conditions at Northern Harr&#039;masir are deemed harsh even for the standards of Adhomai, a planet known for its extreme climate. Due to such, a culture of cooperation and generosity emerged as a response before the hardships supported both by the nobility and the commoners. It is a common tradition when visiting someone’s else household, to gift the host a dish, with the more common choices being Earthen-Root’s soups, stews or desserts. This custom is observed both by nobles and the common population, being recognized as a sign of friendship, generosity, and, as some might argue wealth. It is an act of disrespect to visit someone and do not bring them a gift, and it is considered an insult to reject the offering.&lt;br /&gt;
&lt;br /&gt;
=== Military Nutrition ===&lt;br /&gt;
&lt;br /&gt;
The early Alam&#039;ardii forces relied on the landed nobility to provide them food, with the resources being taken from the private properties of their contractors. Their rations were composed mainly of salt-cured Snow Strider&#039;s meat, Blizzard Ears&#039;s flour, and Fatshouters’s milk. The defection of many officers from the Republican navy to the imperial side introduced the concept of canned goods, a luxury at the time, being used as rations. Large shipments of supplements, included food, were smuggled by the officers and their crew during the formation of the Royal Navy.&lt;br /&gt;
&lt;br /&gt;
With the conscription enacted by the parliament and the king, it was necessary to find a better method to store and feed the armed forces. The Mrraka&#039;te&#039;almalik, inspired by the navy, contracted a canning factory, one of the few to provide such service in the city of Kaltir, to supply canned goods for the Imperial Army. While certain issues were solved with the utilization of canning, the Navy was prioritized above the Imperial Army. Food shortages are still common among the land forces, and many officers have to rely on buying supplies from other sources or even enforcing rationing among their ranks.&lt;br /&gt;
&lt;br /&gt;
== Fashion ==&lt;br /&gt;
&lt;br /&gt;
Commoners and nobles usually wear similar clothing in their daily lives; traditional Tajaran garments or working attires. Military uniforms are a popular choice among the rural nobility, with the urban elite dressing in a most modest manner. Peasants prefer wool and fur clothes, made to withstand the bitter cold of the north. The metropolitan population favors comfortable overalls and worn suits.&lt;br /&gt;
&lt;br /&gt;
Jewelry, tail adornments, and veils are in rich abundance, often showing off small and intricate details of individual personalities. More intricated and fancy outfits are reserved for special events, such as parties or parades. Dresses long hidden that have gone from generation to generation, peacoats, and cloaks adorning every modern gentleman, suits tailored to fit. Even if the Kingdom lacks in treasury they always find that extra credit to spend on a new dashing coat.&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
The Music in the New Kingdom of Adhomai typically deals with the restoration of the old ways, the idyllic lifestyle of the rural areas, and tales of folk heroes. Folk instruments are widespread, alien equipment can be only found in large urban centers.  Artists are free to perform and publish their work without asking for governmental authorization, but without government help or the patronage of a noble, it is uncommon for any producer to gain notoriety. Censorship is usually uncommon, but pieces that are considered indecent or offensive to the Crown are quickly forbidden by the law.&lt;br /&gt;
&lt;br /&gt;
New Kingdom of Adhomai war songs claimed the restoration of the monarchy and the destruction of the Republican enemy during the first years of the Second Civil War. As the Kingdom was pushed into a defensive position, the themes changed to honor the sacrifice of the unyielding defenders and the call to restore the Kingdom of Kaltir’s old borders.&lt;br /&gt;
&lt;br /&gt;
=== National Anthem ===&lt;br /&gt;
&lt;br /&gt;
The New Kingdom&#039;s national anthem was originally a war chant sung by monarchist soldiers in the battle against the People&#039;s Republic. It expresses the royalist intentions of returning the monarchy back into control of Adhomai.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:25%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;March of the Loyal Soldier&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
From Olska, the masterful library,&lt;br /&gt;
from Baltor, the great watchmakers of old,&lt;br /&gt;
As mighty as rolling thunder,&lt;br /&gt;
Into battle, the riflemen march,&lt;br /&gt;
As mighty as rolling thunder,&lt;br /&gt;
Into battle, the riflemen march,&lt;br /&gt;
Were they made rough.&lt;br /&gt;
&lt;br /&gt;
Furious winds,&lt;br /&gt;
So did the ruthless storms reign on Adhomai,&lt;br /&gt;
furious winds, they were made strong,&lt;br /&gt;
So did the ruthless storms reign on Adhomai,&lt;br /&gt;
They were made strong.&lt;br /&gt;
&lt;br /&gt;
No exhaustion, no fear!&lt;br /&gt;
They shall stand up for you!&lt;br /&gt;
To the waves of the Ras&#039;val Sea!&lt;br /&gt;
They&#039;ll send their greetings!&lt;br /&gt;
To the waves of the Ras&#039;val Sea!&lt;br /&gt;
&lt;br /&gt;
Remember the terror!&lt;br /&gt;
Remember the dark times!&lt;br /&gt;
An ode to old glory,&lt;br /&gt;
An ode to new found glory!&lt;br /&gt;
Suns will defend,&lt;br /&gt;
The prestige of their kind!&lt;br /&gt;
&lt;br /&gt;
The Kingdom is bound to rise!&lt;br /&gt;
Blazed by the suns!&lt;br /&gt;
And this song will be heard,&lt;br /&gt;
To the city of Nal&#039;tor!&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Literature ==&lt;br /&gt;
&lt;br /&gt;
The interest in literature was reignited with the creation of the New Kingdom; as books were once a symbol of status among the old nobility. Pre-contact texts are prized and actively copied in an attempt to safeguard whatever survived the book burnings of the First revolution. Reading for entertainment is associated with the nobility and the urban Tajara, while the rural population has more contact with plays through the theater. The revival of Ya’ssa has also helped strengthen the nobility interested in literature.&lt;br /&gt;
&lt;br /&gt;
While many writers attempt to copy the style of the pre-contact text, the content is largely related to the reality of the Modern Tajara. The romanticization of the Traditional Tajaran life, the retelling of old tales in a modern setting, and tragic stories are the most common themes found in the NKA literature. &lt;br /&gt;
&lt;br /&gt;
=== Notable Books ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The New Kingdom:&#039;&#039;&#039; a political text written by King Vahzirthaamro Azunja during his time in hiding. The book calls for the toppling of the Hadiist regime and the restoration of a constitutional monarchy. The New Kingdom proposes the creation of a new political system to preserve the traditional Tajaran society while avoiding the pitfalls of the previous regime. Copies were illegally published and smuggled all across Northern Harr&#039;masir before the uprising. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When the Clock Strikes:&#039;&#039;&#039; the retelling of a pre-contact family tragedy centered around the town of Bal’tor. While the original setting was situated during the gunpowder age, this version places the characters in the era shortly before the return of King Azunja. The story follows the daily struggle and drama of two feuding families. The text is famous for its bleak outcome and criticism of revenge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zhan Mine:&#039;&#039;&#039; a novel romanticizing the society pre-contact and criticizing the First Rebellion. The book tells the story of a group of Zhan-Khazan miners who rebel against their Njarir overseers, hoping to create an underground community where all Tajara are equal. A power struggle soon ensues between the rebels, resulting in infighting and purges. Ultimately, the rebellion is betrayed when a group of Zhan Tajara opens the shaft&#039;s entrance to a squad of M&#039;sai enforcers.&lt;br /&gt;
&lt;br /&gt;
== Television ==&lt;br /&gt;
&lt;br /&gt;
Due to technological constraints and its association with the People’s Republic, television is barely present within the New Kingdom. It is only found in noble homes and among some urban families. The influence of the traditional Tajaran theater is still present in the shows; broadcasts are usually theatrical recordings or based on plays. Alien shows have only started to make their way into the New Kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Notable Shows ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kaltir Royal Theater Broadcast:&#039;&#039;&#039; a show dedicated to broadcasting plays performed at the Kaltir Royal Theater. The program is popular with the growing urban middle class; as they lack the time and the money to attend fancy plays in person. Oleg Al&#039;Mor&#039;s works are one of the main attractions of the show.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drunken Earthen-root:&#039;&#039;&#039; a low-budget sketch comedy show, created by a group of Kaltir Law Academy dropouts. Known for its black comedy and satire, the show explores the anachronistic nature of the New Kingdom through absurd situations and observational sketches without punchlines. The series gathered a cult following outside of Adhomai thanks to its rather unique humor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Cold Court:&#039;&#039;&#039; a telenovela set during the gunpowder age. The story is focused on the plots and interpersonal dramas of the imperial court of Ras&#039;nrr. Having no set protagonist, the series follows the stories of several courtiers and their attempts to gain the favor of the King of Kings. The show is infamous for killing off its character abruptly despite their popularity with the audience.&lt;br /&gt;
&lt;br /&gt;
== Radio ==&lt;br /&gt;
&lt;br /&gt;
Because of its simple technology, the radio can be found in most homes in the New Kingdom. Despite this, entertainment takes a backseat before the necessity of broadcasting news and the Crown announcements. Pubs and other gathering centers will have at least one radio that is left on during the entire day. Amateur radios are widespread in rural areas.&lt;br /&gt;
&lt;br /&gt;
=== Notable Radio Stations ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Crown Herald:&#039;&#039;&#039; the main government news station. Originally a pirate radio created to broadcast the return of King Azunja, the channel was brought by the Crown to be its main means of communication with the population. Parliament decisions and the King’s speeches are broadcasted daily to the subjects of the Kingdom through the Crown Herald.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Northern Harr&#039;masir Radio:&#039;&#039;&#039; the largest entertainment radio station in the New Kingdom. Situated in Kaltir, it broadcasts traditional Tajaran music and radionovelas on a daily basis. Actors that are not talented or connected enough to join the Royal Theater will commonly find work in this station.&lt;br /&gt;
&lt;br /&gt;
== National Holidays == &lt;br /&gt;
&lt;br /&gt;
With their roots in the history and traditions of Kaltir and her people, the citizens of the New Kingdom struggled with being unable to celebrate their holidays during the brutal war effort to hold against the PRA&#039;s armies. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Day of Rightful Restoration (October 27th):&#039;&#039;&#039; celebrated by the NKA, this holiday marks the day Kaltir declared its independence, both during the era of the Colonial Wars and when King Azunja declared the New Kingdom. It touts the resilience of the Northern Harr’masir people and the stalwart Imperial Army. Pubs and bars fill up as its citizens celebrate their victory in the Second Revolution and the enduring legacy of the Kingdom of Kaltir. Museums and art galleries open fully to the public with no cost for tickets. A parade is always held in the capital, attracting people from across the Kingdom, with a royal procession from the Imperial Palace to the Law Academy. Following the ALA’s assassination attempt of the King and Field Marshal, the parade was halted until the war’s end. In D6, the House of Hamiyeh set up an enormous feast around the Sleeping Cannon Pub for the day, buying out food stocks from farms all around Mendell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Ice Waltz:&#039;&#039;&#039; held to celebrate the passing of the year, the Ice Waltz is a festival common across the Northern Harr’masir people. They gather at the shores of the ocean and set up platters for feasts, stages for musicians and plays, and various competitions ranging from wrestlers to gunslinging showmen. Halfway through the day, the waltz itself begins. To symbolize passing into a new year and a newer person, celebrators enter the freezing waters to demonstrate their own hardiness. While most opt to just dunk their feet in, the more daring don swimsuits and enter the sea.  Afterward, as warming pyres are lit, effigies made by families are tossed into the ocean. This is usually to avoid bad luck with the effigies depicting some sort of evil, such as Raskara or Hadii. The waltz is held on different days depending on the city but is always held during the lesser summer. In D6, the NKA community celebrates it on &#039;&#039;&#039;January 15th.&#039;&#039;&#039; Besides it happening on one of the many beaches near Mendell, there’s little to no difference between the holiday there and back on Adhomai.&lt;br /&gt;
&lt;br /&gt;
== Sports == &lt;br /&gt;
&lt;br /&gt;
Despite claims that Kaltir always had a vibrant sports tradition, sports in the New Kingdom would have never developed to what it is today without Republican involvement. The farehal courts are still locked to nobility who enjoy the game as a valued pastime. But it was the Republican influence that led to the proliferation of the mahmrro clubs to all corners of the modern NKA. The sport increased in popularity during the war as a means for youth to distract themselves from the dire situation in Northern Harr’masir. Now, the sport has become one that the peasants cheer for and students play constantly when they’re free from school and home duties. Many children dream of being a professional mahmrro player. Nobility, meanwhile, stays away from the game. Its association with peasantry makes the Kingdom&#039;s noble class view mahmrro as a peasant’s game unfit for bluebloods like themselves. Board games are still seen as an intellectual&#039;s choice and thus enjoy popularity among the nobility to help them appear sophisticated. &lt;br /&gt;
&lt;br /&gt;
Farehal clubs are an expensive business in the New Kingdom. Many of the courts are private enterprises that provide all sorts of services for their exclusive noble clientele. Exquisite food, massages, saunas, and prime alcohol bars are expected of any Farehal club worth its salt. Mahmrro players, meanwhile, enjoy some of the most profitable clubs on Adhomai. Private teams are funded by sponsors, usually private businesses or municipal governments, to train and play in championships and competitions televised to the Kingdom through radio. The stadiums are always filled with fans. Devoted fans make up the ranks of mahmrro hooligans who enjoy attacking other teams’ hooligans in fights during or after the games. The most popular Mahrro clubs are the Minharzzka Maritimers (Funded by the company of the same name), the Nusinsk Oilmen (Funded by local industrialists) and the Kaltir Heralds (Funded by The Crown Herald). Lesser popular teams are the Rock Nomad Mahrro Club fielded entirely by Rock Nomads, the Olska bandits, and the Imperial Armed Forces Mahrro Club (IAFMC).&lt;br /&gt;
&lt;br /&gt;
== Crime == &lt;br /&gt;
&lt;br /&gt;
Crime in the New Kingdom usually takes the form of robberies, hooliganism, and family feuds. With the opening of the economy to off-world investment following the armistice, wealth started to pour through the nation’s railways and ports. Gangs specialized in train robbery and cargo theft are starting to appear. These criminals wait in the prowl for the train to approach, forcing the locomotive to stop by throwing obstacles on the rails or by provoking avalanches. Hooliganism in the cities commonly happens after Farehal or Mahmrro games; fans of competing teams, after spending hours drinking in the pubs, fight each other on the streets over the result of the previous match.&lt;br /&gt;
&lt;br /&gt;
Family feuds are commonplace in the Kingdom because of society’s focus on one’s household. While nobles may prefer to engage in politics and abuse of their governmental positions to provoke and damage their enemies, the rural peasant population is known to participate in bloody vendettas that might span over generations. Many grudges even originate from events that transpired before the First Revolution. The government is eager and fast to intervene when the situation spirals out of control, but little is done to stamp out this mentality.&lt;br /&gt;
&lt;br /&gt;
= Economy =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai uses the Adhomian Knuckle as its official currency. The Biesel Standard Credit is accepted only in major cities. However, due to the expanding corporate foothold in the country, acceptance of the BSC is growing. Royalist banknotes have national heroes and members of the Azunja dynasty stamped on them. &lt;br /&gt;
&lt;br /&gt;
Most of the NKA economy is based on agriculture and mining; as Northern Harr&#039;masir has large and rich mineral deposits. Industry is only present in the major urban centers, and it is heavily focused on the production of weapons and heavy machinery. Despite this, the New Kingdom suffers from an overwhelming public and private debt caused by the Tajaran civil war.&lt;br /&gt;
&lt;br /&gt;
The agricultural land is divided between large farms held by the nobility and countless small and medium properties controlled by commoners. The technology employed in the farms of the New Kingdom is rudimentary and outdated when put in comparison to the one used in the People&#039;s Republic; such is the result of the years of neglect by the Hadii&#039;s administration and the isolation promoted by the global conflict. The earthen-root is one of the most common types of crop found on the farms of northern Harr&#039;masir.&lt;br /&gt;
&lt;br /&gt;
All members of the nobility that own landed titles, except for those who already work on their own private enterprises, have the obligation to serve in the public bureaucracy, civil service, or military. Landless nobles are part of a class that can be drafted as part of the service gentry in times of need, otherwise, it is common for them to take positions in education, administration, as officers in the army, or in the medical field. Commoners are able to conduct enterprises of their own and practice most of the professions in the Kingdom, such as acting as doctors, soldiers, professors, and artists. However, the majority of the businesses are under the control of the nobility, forcing many commoners to work under a noble family in their companies. All nobles answer directly to the King and Crown, paying taxes to the government. There are no vassalage ties between nobles, with different titles serving to display how much land and prestige someone has. It is not uncommon for unlanded and petty nobility to seek employment and fortune outside of Adhomai.&lt;br /&gt;
&lt;br /&gt;
The New Kingdom&#039;s economy is experiencing unprecedented growth since the Armistice. Intergalactic trade and cooperation with megacorporations are helping the Kingdom to quickly modernize and recover from its debt. However, large national corporations now dominate the economy; thanks to their links with the government, these companies can secure the most profitable deals with the SCC.&lt;br /&gt;
&lt;br /&gt;
The presence of megacorporations is quickly growing since the New Kingdom has been receptive to the SCC. Unlanded nobles and entrepreneuring commoners are known to leave Adhomai to work for megacorporations, seeking fortune outside of the Kingdom.&lt;br /&gt;
&lt;br /&gt;
== Notable National Companies ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dymtris Construction:&#039;&#039;&#039; a civil construction company based in the city of Dymtris. They are currently owned by the Rukhaylo dynasty, an influential family with contacts in the Parliament. Dymtris Construction specializes in constructing houses and restoring pre-contact buildings. They were responsible for the restoration of the Imperial Palace and are currently working on a large system of fallout bunkers throughout the Kingdom. Dymtris Construction is infamous for paying lower salaries and providing precarious accommodations to its workers, despite this, they enjoy popularity among NKA Tajara as one of the few non-alien construction firms.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Royal Firearms:&#039;&#039;&#039; originally funded by a Kaltir&#039;s gunsmith as a small workshop, the Royal Firearms is a weapons company responsible for supplying the Royalist military with small arms. The enterprise also has a strong presence in the civilian markets with its revolvers and hunting shotguns. Royal Firearms is currently working with the government to develop and manufacture an automatic service rifle for the Kingdom&#039;s army. The New Kingdom&#039;s police and diplomatic services are also supplied by this corporation. Royal Firearms made extensive use of POW’s forced labor during the Second Revolution.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minharrzka Maritime Company:&#039;&#039;&#039; situated in Miran&#039;mir, the Minharrzka Maritime Company is the largest maritime engineering business in the New Kingdom. The company is involved in producing and maintaining the Royal Navy&#039;s ships. Minharrzka Maritime Company also builds civilian vessels. The organization is currently controlled by the Rahimkulov family. Because of the supposed friendship between the Rahimkulov dynasty and Grand Admiral Mahtra Dynhaas, the enterprise has access to the best contract possible with the navy. They are also the oldest company among the “big three”.&lt;br /&gt;
&lt;br /&gt;
== Tourism ==&lt;br /&gt;
&lt;br /&gt;
Since the end of the Second Revolution, tourism became a fast-growing sector in the New Kingdom. Deals with megacorporations, such as Idris Incorporated, have allowed the nation to quickly offer many touristic opportunities. While some big national companies have started to dominate the market, several smaller agencies still exist. Outside of historical attractions, the NKA is home to areas with a well-preserved native culture and natural beauty, such as the Zarr&#039;jirah Mountains and Bar&#039;jar. Resorts on the Peninsula of Harr&#039;nrr are popular with the nobility. However, the ongoing instability in the south may begin to threaten the Royalist tourist industry. Alien visitors are generally welcome in the Kingdom due to the prosperity they bring, even if the most conservative elements might see them with suspicion.&lt;br /&gt;
&lt;br /&gt;
= Religion =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai possesses no official religion, but the Crown claims the role of protector of the Ma&#039;ta&#039;ke creed and the Worship of S&#039;rand&#039;marr. Most of the population identify themselves as followers of the Ma’ta’ke pantheon, with S&#039;rand&#039;marr Worship being more common in the urban centers and with some noble houses.&lt;br /&gt;
&lt;br /&gt;
Foreign missionaries are permitted in the Kingdom territory, but their activity can be hindered by locals, that are considerably more religious than the average Republican citizen.&lt;br /&gt;
&lt;br /&gt;
= Language =&lt;br /&gt;
&lt;br /&gt;
Siik’maas and Ya’ssa are recognized as the official language of the New Kingdom of Adhomai, used in all official documents, and taught in schools. Other Tajaran languages are also commonly used, with Delvahhi being spoken by Rock Nomads and Nal’rasan by M’sai Amohdan exiles.&lt;br /&gt;
 &lt;br /&gt;
The language of the nobility, Ya’ssa, is heavily promoted by the house of Azunja; it is currently undergoing a period of revival and renaissance as the official tongue of the NKA.&lt;br /&gt;
&lt;br /&gt;
= Regions =&lt;br /&gt;
[[File:Internaldivisions-nka.png|300px|thumb|A map of the New Kingdom&#039;s regions.]]&lt;br /&gt;
== Old Kaltir ==&lt;br /&gt;
&lt;br /&gt;
Stretching from Nusinsk, up the imthus, and towards the northern borders of the New Kingdom are the lands referred to as Old Kaltir. As the name implies, these lands were ruled by the Azjuna line before the First Revolution and the collapse of the Kingdom of Kaltir. This is the homeland of the most loyal of the NKA. Previously devastated in the First Revolution and once again during the Second Revolution, Old Kaltir is steadily rebuilding itself post-armistice. Construction workers and other laborers work hard to rebuild and industrialize the cities. Life in the villages continues on as always, but the trappings of modern corporate life slowly creep in thanks to increasing megacorporation presence in the New Kingdom. Planners believe that once the reconstruction is complete, the provinces of Old Kaltir will be the greatest in the New Kingdom. &lt;br /&gt;
&lt;br /&gt;
== Peninsula of Harr’nrr ==&lt;br /&gt;
&lt;br /&gt;
Settled in the very beginning of the Colonization Age and the [[S&#039;rendarr and Messa#The_Suns_War_of_Harr.27masir|Suns Wars]], the Peninsula of Harr’nrr is a venerable section of the continent. Its largest city, Baltor, was the first settlement to be constructed on Harr’masir. The land&#039;s old history is evident in the countless fortresses and sun temples that dot its forests and towns. Many of the temples remain in use, and every Sun Priest will be more than happy to share the great history of them with any traveler. The fortresses were made into museums or art galleries decades ago. Most of the land is covered in woodlands. Lumber exports are a prime industry for this region thanks to them. &lt;br /&gt;
&lt;br /&gt;
The Peninsula was under the control of the Ras’nrr Empire pre-Revolution. It was the only colonial holding kept on Harr’masir and ruled by a line of Kings that promoted strict adherence to their ideas of militarism. Much of the population were involved in supporting its heavily bloated army. Despite their claims of being the greatest fighting force on Adhomai however, the army of the Harr’nrr Kingdom was utterly annihilated by the PRA. Harr’nrri soldiers fought to their last in some of the most brutal clashes in the later stages of the First Revolution. Shockingly, the general population of the peninsula accepted Hadiist rule easily. Many came to see the People’s Republic as liberators from an oppressive military regime. To help transition the populace into the new culture espoused by the Republic local administrators began to promote artisanship and trades.&lt;br /&gt;
&lt;br /&gt;
During the Second Revolution, the population initially supported the Republic in its war effort. But the introduction of the PRA draft in 2458 led to mass protests in the cities and towns. When those protests were suppressed by the PSIS, support for other factions rose and the NKA and ALA began to compete for influence. While cities turned to the NKA, the towns and villages saw the rise of liberator cells. Ultimately it was the NKA who seized control of Baltor when their 2461 offensives swarmed over the land and their marines took Baltor. While the royalists celebrated the liberators were faced with a hard choice: Abandon their land to join their ideological brothers, or swallow a bitter pill and remain home under the New Kingdom. Most chose to leave for the lands held by the DPRA. Today, Baltor is a cultural centre of the NKA with its traditional artisans, artists, and filmographers gaining immense popularity across the nation. The Harr’nrri themselves are considered a more pacifistic and arts-inclined people, with a heavy emphasis on respect towards their fathers and faith.&lt;br /&gt;
&lt;br /&gt;
== The Borderlands == &lt;br /&gt;
&lt;br /&gt;
The borderlands refers to the region that was once the Duchy of S’rendul, now the southwest border of the New Kingdom. It is home to the Southern Harr&#039;masir citizens of the NKA. During the Second Revolution, this area saw fighting between the People’s Army and ALA-Funded bandits. The Imperial Army took the region after the pact between the DPRA and NKA was signed and the People’s Army was defeated at the northern front. Despite the ceasefire, many of the bandit gangs remained in the region. To this day they continue to cause issues for local law enforcement by robbing trains, transports, or businesses while claiming to be fighting for the liberation of the Southern Harr&#039;masir people. Compounding these issues of crime is the festering moonshining and counterfeiting rings appearing in the local settlements. Law enforcement and the Raakti Shariim have their hands full attempting to handle the problems. For every gang taken down another seemingly pops up to take their place. With the appearance of the Adhomai Democratic Front, an argument has erupted in the parliament over how to pacify the crime-riddled provinces. &lt;br /&gt;
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Life for the locals has changed little underneath the rule of the New Kingdom. Their traditions and culture are kept alive with currently no state interest in influencing them. The values of the Southern Harr’masir people continue as they did pre-Revolutions and the image of the noble but humble N’hanzafu rider shines on. Nobility from the old Duchy has returned to the region in the hopes of gaining political clout or business success. They’re generally unsuccessful in these endeavours unless they are one of the few granted power by the government or somehow strike it rich in the marketplace. &lt;br /&gt;
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== Zarr&#039;jirah Mountains == &lt;br /&gt;
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Located along the southern border and characterized by its sharp peaks, lush valleys, and hard-lived locals, the Zarr’jirah mountains are a small but beautiful corner of the NKA. The arid grasslands of the mountain sides are contrasted heavily by the valleys between them. During the summers the snow on these valleys melts to reveal fields of vibrant flowers and waist-high grasses. When the wind blows into the passes, the greenery is turned into a swirling grass sea. Towns and farms here are terraced and built into the mountainsides. Tourism has become a growing industry with the Second Revolution’s end.&lt;br /&gt;
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The mountain range is home to communities of M’sai. These people trace their lineage back to explorers sent across Harr’masir during the colonization age. In exchange for their services, the nobility had granted these M’sai the privilege of establishing their own homeland within the Zarr’jirah mountains. These mountain men honed their survivalist skills by carving out a home in the peaks. Zarr’jiri culture centers heavily around self-sufficiency and survivalism. Children from a young age are raised to be expert mountain climbers, foragers, and hunters. For most of Zarr’jiri history, children were forced to camp by themselves in the wilds to prove their skillset. The PRA ended this practice due to the increase in child mortality rates it caused. Men and women regularly travel into the wilds in the mountains and beyond to better their skills. The families that held the most prestige from their service would be the leaders of their respective town. Nowadays the mayors who preside over the towns are descendants of Zarr’jiri heroes. &lt;br /&gt;
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Zarr’jiri fought on behalf of the Great Duke of S’rendul during the First Revolution. When the nobility was soundly crushed by the PRA, Hadiist rulership came to the Zarr’jirah mountains. They opened up new mines to extract mineral wealth out of the area while employing the locals as labourers. Some of the denizens even came to join the Grand People’s Army. But when rumors of the restoration came to the mountains, the Zarr’jiri leaders listened. An envoy of King Azunja’s conspirators convinced them to assist in the uprising by exploiting royalist sentiments and tales of past glory. When the New Kingdom was declared in 2450 many Zarr’jiri fighters came to fill the ranks of the Alam&#039;ard. Those who remained in the range fought the local army garrison and dynamited the passes to cut off any counterattacks. The situation in the mountains for the next decade was harsh. Food was heavily rationed and constant patrols were needed to warn of the Grand People’s Army attempting to break the rockpiles or if another bombing run came. When the 2461 offensives of the Imperial Army finally reached the mountains the first thing that the returning fighters had done was loot grain stores to redistribute to their people. Despite the relief that followed, the effects of malnutrition have stunted many. The post-war situation has left much of the Zarr’jiri disillusioned. Their victory came at a severe cost to their peoples’ future with little to show for it besides vague promises from the Parliament, toxin-spewing mines, and a weakened population.&lt;br /&gt;
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== Nomadic Host of the Southern Borders ==&lt;br /&gt;
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A semi-autonomous province on the southeast borders of the New Kingdom, it was created after the end of the Tajaran Civil War. The region was gifted to the nomads as a reward for their support during the conflict. It is home to most of Harr&#039;masir [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|Rhazar&#039;Hrujmagh]], under the leadership of [[Notable Tajara#King of the Mountains Rustam Harmaliik|Rustam Harmaliik]]. Rock nomads are allowed to practice their own customs and are granted a certain degree of autonomy within this place. In exchange for these benefits, they are tasked with defending the frontier and serving as cavalry in the Kingdom’s military. The low population density of the region allows wagons to roam freely; they are commonly followed by a herd of animals Despite the existence of the Host, most Zhan nomads still don’t recognize its borders. Caravans are known to leave the province and wander the rest of the Kingdom or beyond into the Democratic People’s Republic territories; this is a common source of friction between both countries. The nomads are seen as lesser-thans by much of the New Kingdom, even sometimes by the other settled Zhan-Khazan. When they leave their province they often face discrimination or stereotyping. Nomads have taken to wearing trophies and honors they gained as a display of their competency and might to those who look down on them. &lt;br /&gt;
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The province is governed by Rustom Harmaliik and his council of elders. Unlike the Kingdom’s citizens, the nomads only answer to their own leaders, instead of being subject to the Crown authority. Rhazar&#039;Hrujmagh living in the Host are seen as traitors by the rest of the Adhomian rock nomad community, as they decided to follow a leader that was elected without consulting the caravans of Ras’nrr. Non-nomadic inhabitants of the province are farmers and ranchers that lived in the region before the creation of the Host; they have a mixed relationship with the nomads. The conflict between the settlers and the Rhazar&#039;Hrujmagh is common, as they often see each other as unlawful occupants of the land.&lt;br /&gt;
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== Bar&#039;jar Amohda Exiles ==&lt;br /&gt;
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A large community of Amohdan immigrants can be found in Bar&#039;jar, transferred from the [[Democratic People&#039;s Republic of Adhomai#Island of Amohda|Island]] to the New Kingdom after the ceasefire treaty with the Adhomai Liberation Army. Composed mainly of monarchists that followed the Royal Army after their retreat from Amohda, they have settled on the coast of the Northern Harr&#039;masir. They have brought their culture and martial art traditions with them, opening lodges and serving the New Kingdom’s military in their own auxiliary divisions. Most of the Amohdan community has not given up on the hopes of returning to their homeland; as the dream of restoring the monarchy in the isle is still alive among them. The relations between the exiles and the Kingdom’s citizens are generally positive. Many nobles seek to acquire Amohdan blades; a sought-after curiosity and sign of wealth. Despite the existence of this alliance, lodge membership and the learning of their swordsmanship remains something exclusive to the members of the Amohdan community.&lt;br /&gt;
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= Major Cities =&lt;br /&gt;
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*&#039;&#039;&#039;Kaltir:&#039;&#039;&#039; the capital of the New Kingdom of Adhomai. The largest and most industrialized urban center in the Kingdom, with its industry focusing on heavy machinery and weaponry. Kaltir is known for its cultural attractions: museums, opera houses, art galleries, and traditional pubs are found within the city. The presence of megacorporations and alien elements is on the rise since the armistice; as Kaltir has the only functioning shuttle port in the entire country. The Kaltir Imperial Palace, the home of the Azunja dynasty, can be found here. The [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]] is one of its most renowned learning centers.&lt;br /&gt;
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*&#039;&#039;&#039;Bar&#039;jar:&#039;&#039;&#039; a coastal town, home to the majority of Amohda exiles residing in the New Kingdom. Most of its inhabitants are employed in the fishing or clam farming business. The city is famous for its seafood cuisine, Ras&#039;val Clams are considered a staple in the region. The Amohdan population has started to open their lodges and mix their traditions with the local ones, creating their own blend of culture. Bar’jar also had contact with Zhan nomads during the war; as it was the location where they were temporarily settled before the creation of the nomadic host.&lt;br /&gt;
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*&#039;&#039;&#039;Miran&#039;mir:&#039;&#039;&#039; the main harbor of the New Kingdom, where the bulk of the royal navy is situated. Home to the largest shipyard in Adhomai, where several ships dock daily for repair or supplies. Most of the locals are employed in the shipwright industry or in the service sector. The city is visited daily by travelers and sailors from all over the Kingdom. Miran&#039;mir is the home of the [[Tajaran Educational Institutions#Miran&#039;mir Academy of Scientific Pursuits|Miran&#039;mir Academy of Scientific Pursuits]] and its museum.&lt;br /&gt;
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*&#039;&#039;&#039;Dymtris:&#039;&#039;&#039; the site of the now-defunct Dymtris Line, which protected the New Kingdom for nearly a decade before being destroyed by the major People&#039;s Republic offensive in 2458. The city has an important cultural significance; it is the bastion that protected Kaltir from the Republican Army for years. Dymtris was changed deeply by the constant battles close to it, many memorials and monuments dedicated to the ones that fell in its defenses can be found in the streets and parks. [[Tajaran Educational Institutions#Dymtris Polytechnic College|Dymtris Polytechnic College]] can be found in this city. Marryam is the patron god of Dymtris.&lt;br /&gt;
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*&#039;&#039;&#039;Baltor:&#039;&#039;&#039; a fortress founded during the Gunpowder Age; it was the landing site of the royal armies during the Suns’ wars. Baltor plays a strategic role in controlling the Ras&#039;val sea during the Second Revolution. A town emerged around the fort over time, attracted by the safety provided by the military presence. The city is known for its skilled watchmaker artisans, a trade that has been passed down through generations. The Mez&#039;gin clock tower, located at the town square, is one of its points of interest.&lt;br /&gt;
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*&#039;&#039;&#039;Olska:&#039;&#039;&#039; a mining town close to the Zarragh Lake. The city was one of the last Republican bastions in Harr’masir during the final chapters of the Second Civil War. However, it avoided any substantial damage due to the surrender of the garrison during its siege. The Kraszar Library is the main attraction in Oslka; an extensive deposit of knowledge preserved by its priesthood. The city attracts many scholars and Kraszarrumalkarii, with some of them taking up residence on it. Its parks have reserved spots for storytelling. Kraszar is the patron god of Olska.&lt;br /&gt;
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*&#039;&#039;&#039;Tunguska:&#039;&#039;&#039; once a secretive People&#039;s Republic military base in the northern wastelands of Harr’masir. The compound was attacked by the Royal Navy in 2459. For unknown reasons, the New Kingdom abandoned Tunguska shortly after its capture. Its underground installations were sealed and all the military hardware was left behind; it is a collection of buildings, tanks, and autogyros that remain left to rust on the cold winds. The compound has turned into an eccentric tourist attraction, with Tajara and alien visitors paying local guides to take them to the area. Many return with stories of unexplained events happening at Tunguska, ranging from disembodied voices to the entire place changing shape and size overnight.&lt;br /&gt;
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*&#039;&#039;&#039;Nusinsk:&#039;&#039;&#039; a city built around the extraction and processing of Nas’kin Ocean’s oil reserves. Once a small fishing village before the discovery of oil close to its shore, Nuskink was quickly transformed by Al’mari’s administration into a major refinery center. However, any wealth was drained away to the more central places of the People&#039;s Republic; the locals did not benefit from the discovery. Most refineries and platforms were moved or destroyed during the Second Revolution. After the Armistice, the New Kingdom is slowly rebuilding the city’s industry to help fuel their fleet and growing industrialization. Growing air and water pollution are now one of the city’s major concerns.&lt;br /&gt;
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= Architecture =&lt;br /&gt;
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The dominant architectural school in the New Kingdom is known as Adhomian Neoclassical. This style seeks inspiration from Pre-War buildings. Its main characteristics are complex structures, colorful exteriors, intricate ornamentation, and asymmetrical designs. While Royalist architects were mostly focused on restoring old buildings to their former glory, the wealth brought by the Armistice has created opportunities for the nobility to commission new extravagant monuments. Even when struggling with their previous debts, the New Kingdom&#039;s nobles still seek to build a fancy summer house. While Commoners&#039; houses are more practical and do not stray from cheap materials, they are still adorned with traditional pieces of art and vibrant colors.&lt;br /&gt;
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== Major Monuments ==&lt;br /&gt;
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*&#039;&#039;&#039;Kaltir Imperial Palace:&#039;&#039;&#039; the ancestral home of the Azunja dynasty, the Kaltir Imperial Palace once served as the Kingdom&#039;s seat of government. Today, its function is to house the royal family and host events. Much of its previous decoration and furniture was lost during the Hadiist invasion of the Kingdom; the building was transformed into an administrative office by the People&#039;s Republic. With the help of Miran&#039;mir Academy&#039;s Restorers, the Palace is slowly recovering its missing objects.&lt;br /&gt;
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*&#039;&#039;&#039;Vlrralkhzazhul Line:&#039;&#039;&#039; built after the offensive of 2459, the Vlrralkhzazhul Line is a long system of bunkers, pillboxes, trenches, and air defenses meant to protect the northern regions of the Kingdom. Unlike the defunct Dymtris Line, it survived until the end of the war. Despite its distance from the frontier, Vlrralkhzazhul continues to be expanded; its mighty halls and wide complexes are unmatched by any other fortification system in Adhomai. Many suspect that this expansion is nothing but a plot by the military to embezzle funds.&lt;br /&gt;
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*&#039;&#039;&#039;Mez&#039;gin clock tower:&#039;&#039;&#039; situated in Baltor&#039;s main square, the Mez&#039;gin Clock Tower is a Gunpowder Age era astronomical clock. Commissioned by the Rasn&#039;rr Empire, the tower is the oldest Adhomian clock still in function. The monument is adorned with statues of mythological figures, ancient Kings, and deities. The clock is famous for its accuracy and extremely complex mechanism for its time. Legends claim that the clockmaker who designed Mez&#039;gin was blinded on the order of the emperor so he could not replicate his work.&lt;br /&gt;
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= Technology =&lt;br /&gt;
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Much like the Democratic People’s Republic, the New Kingdom inherited a portion of Republican technology when they broke from the once-unified Hadiist government. However, the social strata of the Kingdom is exceedingly different, and their isolated territory in the North did not see that much development prior to the War. The New Kingdom has been forced to grapple with this reality, and, as a result, most advanced technology has been appropriated by the landed nobility unlike the peasants, who are left to return to the old ways. &lt;br /&gt;
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== Civilian ==&lt;br /&gt;
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By design, the noble families of the New Kingdom enjoy access to a wide variety of modern inventions. Once again, the nobility has begun to hoard technology for itself, and while different levels of political power and nobility permit access to varying ranges of items, almost all are more easily capable of acquiring imports thanks to their elevated status. Nobles enjoy devices like televisions, radios, gaming systems, automobiles, computers, advanced kitchen appliances - anything they can afford to buy and import and upgrade in their own household. Eventually, though, the prices of these new imports and inventions do fall, giving the peasantry wider access to newer technology  - though not before the nobles have had their fill of it.&lt;br /&gt;
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Peasant homes are usually constructed with wood and stone and may have few utilities. Owing to their far northern homeland, boilers and wood-burning stoves are typical to provide warmth and hot water. The average peasant does not have an icebox, however, and most families store their food and meat in the ground under the snow as Tajara did for thousands of years. Simple, reliable furniture and breathable, sturdy clothing for the workday is favored. Some well-off rural peasants or farmers may be able to have electricity installed so they may power things like radios or simple appliances like irons, but most households rely on oil lamps and the local river for needs like light or clothes washing. &lt;br /&gt;
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Cities in the interior of the Kingdom enjoy easier access to these amenities. Rural villages and settlements tend to be the most backward, but life in the numerous Imperial population centers does tend to offer a higher quality of life. While by no means approaching the level of wealth and decadence landed nobility might enjoy, city-dwellers do gain access to utilities like plumbing, heating, and electricity. Widespread illiteracy means that most homes in the city have radios so they can receive news and updates from the Imperial government. The New Kingdom has many of these bustling metropolises, and though they are nowhere near as industrialized as the Republic, a melding of technology with older Tajaran styles and traditions has offered city-living peasants a brighter lease on life.&lt;br /&gt;
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The New Kingdom’s industry is heavily focused on the mining and agricultural sectors, and as such these tend to receive the most investment and attention from Imperial elements. Miners and farmers still use old methods of transportation, like lever-powered mine-carts or N’hanzfu-driven tills for their needs, and mining especially does not come without inherent dangers. A good portion of the populace is devoted to maintaining these two economic powerhouses, favoring the agricultural sector. To escape from the monotony of this work, and in lieu of entertainment like televisions or radios, the performing arts have made a huge comeback in the North. Plays, musicals, poetry nights - anything to help distract the peasantry from the grind of their daily lives. Theaters are especially common in most villages.&lt;br /&gt;
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Personal computers are a rare sight in the New Kingdom’s homes; only the nobility has enough influence to acquire one. Following the Armistice and further deals with megacorporations, terminals have been shipped to most villages and major cities for general use. These machines are found in the houses and offices of the local governors, which are all usually nobles, for them to decide when it is proper for anyone to use the computer. Owning to this practice, most of the population’s access to this technology is held hostage by the plutocracy.&lt;br /&gt;
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=== Notable Civilian Vehicles ===&lt;br /&gt;
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*&#039;&#039;&#039;Pryzark-19:&#039;&#039;&#039; a half-track, brougham style automobile designated to be sold to the nobility. Anyone planning to buy a Pryzark-19 will likely have to acquire a loan. As the Kingdom&#039;s economy grows, these cars have become a status symbol. This has led to a subculture of nobility heavily modifying their Pryzark-19’s to suit their tastes and showboat their wealth. Queen Shumaila is known to be an avid admirer of the Pryzark-19; tabloids speculate she owns at least three.&lt;br /&gt;
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*&#039;&#039;&#039;Ha&#039;rron Sled:&#039;&#039;&#039; used since immemorial times by the Tajara, the Ha&#039;rron Sled is now only commonly seen in the northern territories of the New Kingdom. As much of the technology is concentrated in the hands of the nobility, the population in most isolated regions has to rely on the old ways for transport. Trained since birth, the pulling Ha&#039;rron can traverse hundreds of kilometers of snow and ice in a matter of days. Sleds were used to bring supplies to the army during the winter. The Raaki Shariim also make extensive use of them during rural operations. &lt;br /&gt;
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*&#039;&#039;&#039;Icehover:&#039;&#039;&#039; a boat-shaped, amphibian vehicle capable of traveling over ice, land, and water. The Icehover works by blowing air under the hull that is above the atmosphere&#039;s pressure. The difference in pressure causes drift that allows the vehicle to move. The Icehover is favored by fishers for its versatility; it can be used in warmer seasons and when the sea is frozen because of the winter. The Icehover’s appearance among the river pirates of Southern Harr’masir has led to accusations of the NKA government supplying piracy there.&lt;br /&gt;
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== Medical ==&lt;br /&gt;
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Advanced medical treatment in the New Kingdom is typically reserved for the upper class. The landed nobility get to enjoy the most of new advancements in gene therapy, surgery, or cosmetic operations - far beyond what the average peasant can get, thanks to their political status and the privilege that comes with it. Equally, with the New Kingdom currying favor with NanoTrasen, they have access to medical care even on par with what the average Republican citizen may receive in cities like Nal’tor. The same, however, cannot be said of the lower classes. Peasants are often hospitalized for longer periods of time and tend to have higher mortality rates both from increased stressors and dangers from work and insufficient medical care.&lt;br /&gt;
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Traditional remedies, such as the usage of Messa&#039;s Tears or S&#039;rendarr&#039;s Hands, are popular for cuts and burns. Many peasants still practice old methods of curing ailments, like salt-water gargling for strep throat and even in some rural areas bloodletting to ‘cleanse the body of its unnatural vapors’. Poor understanding of medicine amongst the rural population complicates wounds sometimes, but some medical architecture leftover from the Republicans still remains, giving the typical peasant the ability to visit a doctor - if they can afford it. Most cannot, however, and village religious leaders or family elders tend to care the most for their injured. Education and understanding of anatomy is not as advanced, and experience varies wildly from village to village.&lt;br /&gt;
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Infant mortality rates in the New Kingdom tend to be high. While the children of nobility tend to have easier access to life-saving care in the event of abnormal births or defects, peasant families are not nearly so fortunate. The typical New Kingdom family will have many children, but there is a high chance a few may die in the first few months or years of their lives. This has diminished somewhat with the introduction of vaccinations to larger cities in the New Kingdom, but unlike other powers, medical facilities lack the ability to mass-produce these inoculations and the government relies on NanoTrasen to step in, leading to a rise in the cost of drug prices.&lt;br /&gt;
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== Military ==&lt;br /&gt;
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Unlike the People&#039;s Republic or the Democratic Republic, the infantry of the New Kingdom is not as mechanized. While they do have tank corps and technicians, they still maintain the usage of outdated tactics and units like cavalry or grenadiers. Whereas the other powers focused their power on offensive research, the New Kingdom prepped for and successfully waged a defensive war against the invading Republican army. Most branches of their military are aimed towards defending the northern territory - with their most offensive units being their naval forces. Indeed, out of the three powers, the New Kingdom has invested the most into its navy.&lt;br /&gt;
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Some of the Republic’s most brilliant admirals and veteran ship crews seceded with the New Kingdom, a defeat that the Republican navy has not recovered from. While this benefit does not give them much beyond bombardment for land operations, the massive fleet of formidable ships, aircraft carriers, and anti-submarine detectors has kept both other powers on the ropes when it comes to engagements on the seas. Their enemies are wary of engaging the Imperial Navy unless absolutely required - and as such, this reputation equally carries over with privateers or pirates, who scarcely engage with the Imperial Navy as well. &lt;br /&gt;
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The New Kingdom is widely known for having very reliable equipment; military research is less involved in experimental or expensive designs, and instead industrial capacity is devoted towards tried-and-true and traditional weapons, like bolt-action rifles or bayonets. Lacking the intense industrialization of the other nations, artisans of the New Kingdom focus on producing arms and armor that is less prone to failure and requires less maintenance. It takes longer, but the end result typically is the production of high-quality armaments, giving the average Imperial soldier a leg up on the battlefield.&lt;br /&gt;
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=== Weapons ===&lt;br /&gt;
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Due to its prior isolation and economic situation, the New Kingdom of Adhomai relies on more traditional weaponry. Soldiers are usually armed with simple bolt action rifles and bayonets, while sailors and expeditionary marines are given the few available semi-automatic weapons. Officers have more freedom in their gear, as they are allowed to use any personal weapon on the field. Currently, the New Kingdom has no service rifle.&lt;br /&gt;
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Firearms are more common in rural regions than in the few urban centers, owing to the culture of the agrarian nobility and peasantry. Commoners are able to obtain and carry small semi-automatic weapons, such as hunting shotguns and pistols. Nobles have more freedom in acquiring weapons, having been granted the right to acquire automatic weapons.&lt;br /&gt;
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==== Notable Weapons ====&lt;br /&gt;
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*&#039;&#039;&#039;Hand Cannon:&#039;&#039;&#039; created because of a shortage of weapons that happened in the New Kingdom of Adhomai during the second civil war. Old naval culverins found in museums and forgotten warehouses were adapted into portable weapons, combining modern and ancient Tajaran technology. Usually found in the hands of sailors and marines of the Royal Navy, this fearsome firearm is able to propel small cannonballs with destructive force.&lt;br /&gt;
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*&#039;&#039;&#039;Royal Firearms Service Revolver:&#039;&#039;&#039; a simple and reliable double-action revolver, favored by the nobility, officers, and law enforcement. The design is known for having an outdated reloading mechanism, with the need to manually eject each of the used cartridges, and reload one cartridge at a time through a loading gate. However, their cheap manufacturing cost has allowed countless copies to flood the Kingdom’s markets.&lt;br /&gt;
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*&#039;&#039;&#039;Lawbringer Mk.I:&#039;&#039;&#039; an advanced, rare energy weapon, obtained through a mysterious otherworldly benefactor. The gun has nonlethal, lethal, and explosive firing modes. The presence of the Lawbringer causes awe in the forces of the New Kingdom and their enemies, as the few Imperial Dragoons allowed to wield it are well trained in its use. Due to its highly expensive manufacturing cost, only a few hundred were ever produced.&lt;br /&gt;
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*&#039;&#039;&#039;Frozen Sea Harpoon Gun:&#039;&#039;&#039; adapted from fishing tools, harpoons were found to be useful weapons in the hands of the Royal Navy and Army. Their ammunition can be equipped with all sorts of implements, such as explosives and even grappling hooks. Large guns are usually mounted on warships, serving as a complement to their traditional cannons. Smaller versions are usually carried by sailors and fishermen.&lt;br /&gt;
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==== Notable Experimental Weapons ====&lt;br /&gt;
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*&#039;&#039;&#039;Worm Signal:&#039;&#039;&#039; developed from research made on Hma&#039;trra Zivr&#039;s high-frequency communication, the worm signal is a device capable of luring the aquatic creatures to a certain location to attack ships. Since this weapon requires a radio tower to function, its deployment is limited to the Kingdom&#039;s coastal regions. Because the signal is unable to fully control the Hma&#039;trra, the Royalist navy must vacate any place before it is used to avoid being caught as well.&lt;br /&gt;
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*&#039;&#039;&#039;Big Alzrun:&#039;&#039;&#039;  expanding on the already existing railway gun designs, the New Kingdom&#039;s military recently invested in the development of a massive cannon. The Big Alzrun is a fifty meters long and fifteen meters tall artillery piece. Planned primarily as a siege weapon, the gun is able to fire a large round capable of destroying any known fortification over a distance of kilometers. An entire Train, alongside thousands of workers, is used to transport and deploy the weapon. Big Alzrun also has its own anti-aircraft defenses to reduce its vulnerability to airstrikes. Because of its great cost, only one has been built so far.&lt;br /&gt;
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==== Notable Military Vehicles ====&lt;br /&gt;
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*&#039;&#039;&#039;Zhsram II:&#039;&#039;&#039; a prewar light tank commissioned by the military at the start of the Second Revolution. The tank turned out to be rather unreliable and had limited space for its staff. Due to a shortage of experienced crew, technical issues, and a lack of concise doctrine, the Zhsram II saw little use. New tanks continue to be built and provided to the army, but the high command is urgently attempting to find a better replacement for the outdated vehicle.&lt;br /&gt;
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*&#039;&#039;&#039;Railroad Cannon:&#039;&#039;&#039; artillery pieces or naval cannons mounted on train wagons used extensively by the New Kingdom during the Second Revolution. Lacking fast transportation methods, the military made use of the train system to quickly bring artillery to the frontlines. This also allowed them to deploy bigger guns. The railroad cannon was effective when defending and sieging cities, but proved to be vulnerable to airstrikes and rail sabotage.&lt;br /&gt;
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*&#039;&#039;&#039;Armored Aerosled:&#039;&#039;&#039; a propeller-driven sled used for reconnaissance. Introduced throughout the offensive of 2461, the armored aerosled is protected by light metal armor and is usually armed with a machinegun. It is crewed by a driver, which sits closer to the engine, and a gunner at the front. Plans to further develop this vehicle are underway; military officers have proposed arming the aerosled with anti-tank guns and grenade launchers for hit-and-run attacks.&lt;br /&gt;
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*&#039;&#039;&#039;Wheel Tank:&#039;&#039;&#039;  single-track-wheeled light reconnaissance vehicle inspired by the Tajaran monowheels. It has room for a single driver who also controls its armament, a pair of machine guns. To help with stability, it has two steerable wheels on its sides. Its sacrifices much of its armor in favor of speed; while it can withstand small arms fire, it is very vulnerable to most anti-materiel weaponry. The Wheel Tank was recently developed as part of the Kingdom&#039;s attempt to modernize its military.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Experimental Walker Frigates:&#039;&#039;&#039; Old Royal Navy frigates retrofitted by the Minharrzka Maritime Company with a set of six mechanical legs to allow for walking on coastal land. Slow and clumsy, they are intended to support land invasions as artillery support or as mobile bunkers in terrain cover. The crew compartments are cramped and offer little space due to the size of the mechanism. The frigates’ reliability is currently being tested.&lt;br /&gt;
&lt;br /&gt;
== Extranet ==&lt;br /&gt;
&lt;br /&gt;
The New Kingdom has officially entered the extranet in 2458 after acquiring a contract with frontier providers. Because of this later arrival, most of the websites are government-related or hosted by migrants. The Royalism extranet is atrociously slow due to the outdated and scarce national infrastructure. Censorship is limited to content considered immoral by the general public. &lt;br /&gt;
&lt;br /&gt;
=== Notable Websites ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TheirHeritage:&#039;&#039;&#039; a website destined to cataloging and preserving the history and members of the noble dynasties. Users can create profiles and add themselves to the treelines after confirming their identities through documents and pictures. TheirHeritage is infamous for not allowing non-Njarir and Tajara of mixed background to register.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;WorkDay:&#039;&#039;&#039; created to help the growing city business find employees, Workday has grown to become the main Employment website of the New Kingdom. Outside of the popularity with the locals, it has helped the megacorporation in finding willing and skilled labor to ship off the planet. Despite originally being a free service, there is now a premium subscription that allows a user privileged access to megacorporation opportunities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Miran&#039;mir Archive:&#039;&#039;&#039; the digitalized archive of the Miran’mir Academy of Scientific Pursuits museum. The website was created as part of an initiative to preserve the Tajaran history threatened by the war. The website provides access to digital versions of ancient Adhomian texts, interactive images of artifacts, and academic papers.&lt;br /&gt;
&lt;br /&gt;
= Government and Ideology =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai is a constitutional monarchy, with the King acting as the head of the judicial and executive system. The Parliament is divided into a chamber of Nobles and a chamber of Commoners. The Chamber of Nobles is constituted by hereditary positions held by the nobility. The representatives in the Chamber of Commoners are elected through elections. The Crown Heir is selected through the appointment of the King, with the approval of the parliamentarians.&lt;br /&gt;
&lt;br /&gt;
Because of the intrinsic relationship between the nobility and the public offices in the Kingdom, rivalities between the existing dynasties are common. Many of the positions are used to gain more prestige for one&#039;s family or sabotage a rival&#039;s attempt to secure a post of importance. &lt;br /&gt;
&lt;br /&gt;
== Royalism ==&lt;br /&gt;
&lt;br /&gt;
Royalism is an ideology characterized by monarchism, a constitution limiting the power of the monarch, the existence of a noble class, and the acceptance of the traditional Tajaran caste system. Its origins can be traced back to the end of the interwar period, where growing discontent with the People’s Republic allowed the return of an old dynasty bearing promises of change. Royalism attempts to reinstate the rule of the nobility over Adhomai while correcting the supposed flaws that caused the First Revolution. Despite not being adverse to progress, this ideology avoids any kind of fast change.&lt;br /&gt;
&lt;br /&gt;
The caste system is believed to be an essential and unavoidable element of the Taraja species. However, the active enforcement of those differences is considered detrimental; society will naturally enforce and drift towards them without any kind of interference. Instead of trying to make every Tajara equal, Royalism claims that every ethnicity has its own separated but indispensable function. But ultimately, the Njarir’Akhran are the indisputable masters.&lt;br /&gt;
&lt;br /&gt;
Royalism is open to diplomacy with alien powers and is generally welcoming of megacorporations. However, this stance is primarily tolerated due to the necessity of support in the conflict against the other Adhomian powers. &lt;br /&gt;
&lt;br /&gt;
=== Schools of Thought ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conservative Royalism:&#039;&#039;&#039; supported by the land-owning nobility, Conservative Royalism aims to maintain the political and social status quo while bringing economic prosperity to the Kingdom. A Monarch restricted by a parliament, composed of hereditary titles, and a constitution is seen as the perfect system to guide the Tajara people. Decision-making should remain in the hands of the nobility, while commoners should have their survival and basic rights guaranteed by the state. Megacorporations are welcomed with open arms by Conservative Royalists; they are an opportunity to attract foreign investments and modernize the nation. [[Notable Tajara#Grand Duke Akym Yudenikh|Grand Duke Akym Yudenikh]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute Royalism:&#039;&#039;&#039; supported by the military and the rural population, Absolute Royalism believes that the power should be concentrated in the hands of the Monarch. The parliament and the constitution are obstacles to the progress of the nation. An absolute monarchy backed up by a strong army and navy is deemed as the best alternative to secure the Kingdom against any threats. Due to their might, the Majesty has the right to dictate what is the most adequate alternative to any situation. Absolute Royalists are opposed to diplomacy with alien governments and the presence of megacorporations, for they believe that the nation should not rely on foreigners to stand on its own. [[Notable Tajara#Grand Admiral Mahtra Dynhaas|Grand Admiral Mahtra Dynhaas]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Populist Royalism:&#039;&#039;&#039; supported by intellectuals and the urban working class, Populist Royalism plans to further democratize the New Kingdom. While the banishment of the monarchy is unthinkable, it should instead be delegated to a symbolic role. All of the power should be in the hands of democratically elected officials. The people should take an active part in the politics and their well-being is the main priority to the Kingdom. Nobility should remain a mere cultural formality to preserve the families&#039; heritage. Populist Royalists are not opposed to megacorporations, but their activities should be tightly regulated to prevent abuses and a takeover of the nation. [[Notable Tajara#Prince Serhiy Oliinyk|Prince Serhiy Oliinyk]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Revival Royalism:&#039;&#039;&#039; also called Njarir&#039;Akhran Supremacism by its opponents, this school of thought was formulated by Absolute Royalist extremists. While Revival Royalism shares its parent ideology&#039;s authoritarianism, its main difference lies in its reactionary vision of the Tajaran caste system. Revival Royalism believes that enforcing the traditional roles through the law is necessary; society would soon fall into chaos without the ever guiding hand of the Njarir&#039;Akhran. No Tajara ethnicity is superior, only built for different purposes. Revival Royalism considers individuals of mixed heritage to be an abomination - products of a degeneracy that must be dealt with harshly. The alien and its machinations are seen to be incompatible with the Tajara; ignoring them completely is the best course of action. Its adherents are known for their interest in [[Tajaran Minor Religions#Ancient Tajara Theory|esoteric ideas]]. [[Notable Tajara#Count Tscherim Sanguszkho|Count Tscherim Sanguszkho]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
== Political Parties ==&lt;br /&gt;
&lt;br /&gt;
The Parliament is divided into four parties;&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Royal Party:&#039;&#039;&#039; this party encompasses most of the agrarian landowners and high nobility, known to be loyalists to the ruling dynasty. Their main interest lies in protecting the rights of the nobility and strengthening the civil government. Nobles and monarchists usually support this party, as they see it as the one that is fully aligned with the interests of the house of Azunja and the Kingdom. They do not oppose the presence of megacorporations and diplomacy with other galactic states.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Officers Party:&#039;&#039;&#039; this party is composed mostly of army officers, navy captains, and fervorous patriots. They seek to strengthen the importance of the military in the politics and daily life of the Kingdom, usually clashing with the other two parties. Their main platforms include increasing the spending and modernization of the armed forces. Soldiers and sailors usually support this party, as it is one of the few ways they can improve their condition and participate in politics through their superiors. They are staunchly against the presence of megacorporations and have an isolationist instance in regard to galactic diplomacy.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Commoners Party:&#039;&#039;&#039; despite its name, this party is made up of lower-ranking and landless nobles. They aim to increase the rights of the commoners and move the government to a more democratic orientation, reducing the King’s powers and the reliance on the army. Members of this organization are known to hold meetings with the population to gather and understand their concerns, making use of those problems to create their own political agenda. Factory workers, learned professionals, and urban inhabitants usually support this party, as this organization is one of the few ways that their voice can reach the Parliament. While not opposed to the presence of megacorporations, the Commoners Party is against them being allowed into the Kingdom without strict laws to control their expansion. They have an open but cautious approach in regard to diplomacy with other states.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Njarir&#039;Akhran Renewal Fraternity:&#039;&#039;&#039; once a private club exclusive to the nobility, the Njarir&#039;Akhran Renewal Fraternity became the main proponent of the Revival Royalism. Thanks to the support of the most authoritarian elements in the Parliament, it was given official party status in 2463. While the Fraternity is still a minority in the government, they are eager to support the Officers and Royal parties to acquire more influence. Supported by the most radical royalists, the Njarir&#039;Akhran Renewal Fraternity pushes for an even more authoritarian government, alongside spouting a very reactionary view on the Tajaran caste system.&lt;br /&gt;
&lt;br /&gt;
== Royal Ministry of Intelligence ==&lt;br /&gt;
&lt;br /&gt;
Formed during the early stages of the second revolution, the Royal Ministry of Intelligence, also known as the Office of Ungentlemanly Affairs, can trace its origins to royalist circles that organized their meetings in cellars of Kaltir’s pubs. First serving as the force used to free King Azunja from his prison, the RMI has evolved into an agency tasked with dealing with all kinds of foreign intelligence and threats. Internal matters are handled by the ministry of interior and its subordinated departments.&lt;br /&gt;
&lt;br /&gt;
Agents of the Royal Ministry of Intelligence are adept in espionage, reconnaissance, interrogation, and surveillance. Information gathering and counterintelligence are the main tasks of the RMI, as they prefer to work closely with the military in their operations. Several diplomats and consular officials are members of the agency, as their positions allow them more contact with the affairs of other nations. They have added Biesel to their theaters of operations after the armistice.&lt;br /&gt;
&lt;br /&gt;
== Law ==&lt;br /&gt;
&lt;br /&gt;
The law in the New Kingdom possesses a written code but most of its decisions rely on precedents and local customs. Judges are directly appointed by the Crown to their position. There is no jury in the Kingdom’s courts. Citizens have the right to hire any lawyer they see fit, but the government still offers public defenders for those who can not afford to pay for one. In spite of this provision, there is a distinct shortage of public attorneys. The justice system is biased towards the nobility, offering them greater protection and rights than the ones afforded to the commoners.&lt;br /&gt;
&lt;br /&gt;
Law enforcement in the New Kingdom is the responsibility of the Royal Constabulary, an agency under the direct control of each province. The police in urban centers are known to be well equipped and trained. Mounted constables are still extensively used in rural areas.&lt;br /&gt;
&lt;br /&gt;
===Royal Peacekeepers===&lt;br /&gt;
&lt;br /&gt;
Formed shortly after the New Kingdom declared its existence, the Royal Peacekeepers (Raakti Shariim in Siik’maas) are a specialized policing force for the Kingdom. As the Royal Constabulary was formed to manage individual provinces, the Peacekeepers exist as a Kingdom-wide force focusing on higher-profile targets such as spies, terrorists, domestic enemies of the Kingdom, and persons of interest. Their origins lie in the old orders of M&#039;sai enforcers who would track criminals roaming from fief to fief or over the borders of Kaltir. While the Peacekeepers remain mostly M&#039;sai, other races of the Tajara can be found in its ranks. &lt;br /&gt;
&lt;br /&gt;
Officers of the Peacekeepers are specialized in handling not just investigations and arrests, but also surviving the harsh conditions they may come across while tracking criminals. Rock-climbing, foraging, medical aid, and other skills ensure the Peacekeepers will be able to handle anything the wildness can throw at them. Armored cars are the typical mode of transportation for Peacekeepers in urban areas, but they retain bred Ha&#039;rron steeds for rural operations.&lt;br /&gt;
&lt;br /&gt;
== Adhomai Democratic Front ==&lt;br /&gt;
&lt;br /&gt;
As unfulfilled promises pile up, income inequality grows, and megacorporation influence expands, some Tajara within the New Kingdom have become disillusioned with Royalism. Founded by radicals from the Commoners Party, the Adhomai Democratic Front is an underground movement that aims to abolish the monarchy and establish a democracy. Unlike the moderates in the parliament, the Front has no interest in taking part in the government and prefers a more partisan approach. Organizing strikes, protesting, and civil disobedience are their main tools. The Crown considers the Democratic Front to be a terrorist organization; its members are actively persecuted by the Royal Peacekeepers. The ongoing repression is quickly radicalizing the group; calls for armed action are becoming increasingly common.&lt;br /&gt;
&lt;br /&gt;
Because of the distance from the capital and large working population, the Adhomai Democratic Front found most of its support in the region around Olska. Supporters from the former lands of Kaltir, which stretched from Nusinsk and northwards, are very rare. While the New Kingdom accuses the group of being an Al&#039;mariist and Hadiist puppet, there is no real evidence of this. Its leadership and internal structure are currently unknown to the public.&lt;br /&gt;
&lt;br /&gt;
== International Relations ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Republic of Biesel]]:&#039;&#039;&#039; the New Kingdom of Adhomai was recognized in 2461 as a legitimate state by the Republic of Biesel as part of the Armistice of Shastar. The relationship between both nations remains cordial but distant. The Kingdom is attempting to approach the Republic through the further integration of megacorporations in its economy. As part of these attempts, artifacts from the Museum of Miran’mir were borrowed for an exhibition at Mendell’s Museum of Immigration in 2462. Royalist agents operating in Biesel must take extra precautions to remain undetected; the local authorities are not willing to tolerate their activities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Empire of Dominia]]:&#039;&#039;&#039; the first state to recognize the New Kingdom was the Empire of Dominia in 2461. The recognition came at a time when the Kingdom was desperately looking for allies. However, this support was received with suspicion by the royalist military faction. The relationship between both nations is mainly focused on trade and political support. Dominia’s plan is to incorporate the Kingdom into its sphere of influence. The Empire of Dominia does not recognize the other two Adhomian powers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Izweski Nation]]:&#039;&#039;&#039; in an attempt to gain more allies, the New Kingdom approached the Izweski Hegemony recently. As part of the concessions to gain its favor, it denounced the Al&#039;mariist presence in Gakal&#039;zaal. The Unathi have also requested the NKA to recognize their claim to the planet, a demand that the Kingdom is still unsure if it will accept or not.&lt;br /&gt;
&lt;br /&gt;
== Flag ==&lt;br /&gt;
&lt;br /&gt;
Inspired by the Kingdom of Kaltir&#039;s standard, the New Kingdom of Adhomai flag was created shortly after the rebellion by the Royalist clique who freed King Vahzirthaamro. The flag&#039;s blue color is the one traditionally associated with the nobility, the tree is the symbol of the Azunja&#039;s dynasty, and the Twin Suns Icon represents the New Kingdom&#039;s ambitions of conquering all of Adhomai.&lt;br /&gt;
&lt;br /&gt;
= Military Forces =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai is composed of the [[Tajaran Military Structures#Imperial Adhomian Army (New Kingdom of Adhomai)|Imperial Adhomian Army]], the [[Tajaran Military Structures#Royal Flying Corps (New Kingdom of Adhomai)|Royal Flying Corps]] and the [[Tajaran Military Structures#The Royal Navy (New Kingdom of Adhomai)|Royal Navy]]. The Imperial Adhomian is the ground army of the NKA, made up mainly of infantry divisions, supported by artillery, cavalry, and the few armored vehicles that the Kingdom is able to bring in service. Despite being poorly equipped by Tajaran standards, they are able to deploy efficient defensive tactics. Each commoner family in the New Kingdom of Adhomai has the duty of offering a single member of their household to serve in the military, while the nobility usually serves in positions of command.&lt;br /&gt;
&lt;br /&gt;
During the Second Revolution, the Imperial Adhomian Army was infamous for its mistreatment of war prisoners. The conditions in the prison camps were precarious and food shortages were widespread. Captured soldiers were commonly used as forced laborers in the Kingdom&#039;s mines, plantations, and construction projects. Prisoners were borrowed by the military to work on the properties and companies of the nobility. Roads and military works were also built by the inmates. Prisoners were subject to the most dangerous and unwanted jobs, such as clearing minefields. During her time in the army, Queen Shumaila Azunja was known for being a major proponent of using forced labor. It is estimated that at least 65% of the soldiers captured by the New Kingdom perished while in captivity due to a combination of starvation, overworking, sickness, and mistreatment.&lt;br /&gt;
 &lt;br /&gt;
The Royal Navy is the powerhouse of the Kingdom military, nearly securing supremacy on the seas. Created through the defection of most officers, alongside their ships and supplies, during the uprising. The New Kingdom’s naval force was able to secure the shores of Northern Harr&#039;masir, but was proven to be less useful in the overall land conflict.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category: Tajara]]&lt;br /&gt;
[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>Ramke</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=28914</id>
		<title>Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=28914"/>
		<updated>2023-06-11T13:14:56Z</updated>

		<summary type="html">&lt;p&gt;Ramke: /* Notable Dishes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Tajara&lt;br /&gt;
 |Scientific = T. Sapiens&lt;br /&gt;
 |Image = OldTajara.png&lt;br /&gt;
 |System = S&#039;rand&#039;marr&lt;br /&gt;
 |World = [[Adhomai]]&lt;br /&gt;
 |Language = Siik&#039;maas, Siik&#039;Tajr, Nal&#039;rasan, Ya&#039;ssa, Delvahhi&lt;br /&gt;
 |Politic = People&#039;s Republic of Adhomai,&lt;br /&gt;
 &lt;br /&gt;
Democratic People&#039;s Republic of Adhomai,&lt;br /&gt;
&lt;br /&gt;
New Kingdom of Adhomai&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Tajara (direct plural: Tajara – Tah-jaw-rah both singular and multiple) (adjective: Tajaran - Tah-jaw-ran) are a race of humanoids that possess markedly felinoid traits that include a semi-prehensile tail, a body covered in fur of varying shades, and padded, digitigrade feet. Tajaran history and society is deeply entrenched in the conflict between its caste system and ruling governments. The species currently finds itself involved in a cold war between the three powers that control its homeworld, Adhomai.&lt;br /&gt;
&lt;br /&gt;
To play as Tajara, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
Since the end of the First Revolution, Tajara have proven themselves to be capable workers to the megacorporations of the galaxy. In the years since, some of these Tajara demonstrated competent leadership and were hired into various command positions in their company of choice. To be a Tajaran head of staff in a human- and skrell-dominated space is to have dozens of eyes on you at once. Oftentimes, these Tajara face heavier criticism, are given lower wages and fewer benefits, and still face discrimination from their peers. Severe pressure is put onto them to meet a degree of excellence higher than what would be expected for a human. The vast majority of Tajaran heads of staff, especially within NanoTrasen, remain PRA citizens. Due to their close ties to NT and being of higher diplomatic standing, megacorporations prefer to promote Republican citizens over their counterparts. The NKA opening their doors to interested companies following the armistice has made it easier for their supporters to be promoted or re-promoted; however, these types are rare. The NKA’s technological backwardness is viewed as a major detriment for leadership roles and is a given reason for why a citizen would be passed over. The DPRA’s citizens, unsurprisingly, are incredibly unpopular for a promotion choice. The nation’s xenophobic and anti-corporate attitude is well known to megacorporations, so any citizen of the DPRA who manages to become promoted is subject to yearly interviews and background checks. Any sign of a connection to radical elements means a demotion, if not a firing. &lt;br /&gt;
&lt;br /&gt;
To date, there is yet to be any Tajara in a meaningful place of power within a megacorporation. &lt;br /&gt;
&lt;br /&gt;
Hharar and Njarir’Akhran can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* NanoTrasen Corporate Liason&lt;br /&gt;
&lt;br /&gt;
M&#039;sai can be the following Heads of Staff:&lt;br /&gt;
* Head of Security&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Tajara can speak a number of unique languages, such as: &lt;br /&gt;
:- Siik&#039;Maas. Use this in-game by typing say ,j&lt;br /&gt;
:- Siik&#039;Tajr. Use this in-game by typing say ,w&lt;br /&gt;
:- Ya&#039;ssa. Use this in-game by typing say ,r&lt;br /&gt;
:- Nal&#039;rasan. Only available to M&#039;sai Tajara, use this in-game by typing say ,i&lt;br /&gt;
:- Delvahhi. Only available to Zhan-Khazan Tajara, use this in-game by typing say ,n&lt;br /&gt;
* All Tajara have claws and scratch with them instead of punching, dealing extra damage.&lt;br /&gt;
* Tajara are faster but take extra brute damage.&lt;br /&gt;
* Tajara can see much better in the dark than humans. This is possible by using a verb in-game, but that makes them vulnerable to flashes.&lt;br /&gt;
* Tajara are less vulnerable to harm from the cold due to their fur but more vulnerable to harm from heat.&lt;br /&gt;
* Tajara cannot use human gloves or shoes due to their claws and digitigrade limbs. They are only able to wear voidsuits and voidsuits helmets designed/modified for their Tajaran anatomy. They are able to wear &#039;softsuits&#039; (such as regular space suits, biosuits, and fire suits).&lt;br /&gt;
* Tajara have a higher nutrition and hydration threshold and process reagents slightly slower.&lt;br /&gt;
* Tajara have a set of organs adapted to the life on Adhomai, with some differences in regard to function and form.&lt;br /&gt;
* Due to a long history of combined selective breeding and cultural factors, different Tajaran races have different physical qualities and attributes as well as levels of education. Visit the physiology sections of the [[Tajaran Ethnicities]] page for information about their differences.&lt;br /&gt;
=== Coloration ===&lt;br /&gt;
&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Hharar group, usual coloration:&lt;br /&gt;
|[[File:H_BeaverBrown.png|300px|thumb|left|Beaver Brown (RGB 159, 139, 112 / Hex #9f8b70)]]&lt;br /&gt;
|[[File:H_Kochiba.png|300px|thumb|left|Kochiba (RGB 107, 68, 35 / Hex #6b4423)]]&lt;br /&gt;
|[[File:H_Taupe.png|300px|thumb|left|Taupe (RGB 72, 60, 50 / Hex #483c32)]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!Zhan-Khazan group, usual coloration:&lt;br /&gt;
|[[File:ZK_BlueGrey.png|300px|thumb|left|Blue-Grey (RGB 34, 37, 50 / Hex #222532)]]&lt;br /&gt;
|[[File:ZK_DarkGrey.png|300px|thumb|left|Dark Gray (RGB 30, 30, 30 / Hex #1e1e1e)]]&lt;br /&gt;
|[[File:ZK_Chocolate.png|300px|thumb|left|Chocolate (RGB 94, 38, 18 / Hex #5e2612)]]&lt;br /&gt;
|[[File:ZK_Black.png|300px|thumb|left|Black (RGB 0, 0, 0 / Hex #000000)]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!Njarir&#039;Akhran group, usual coloration:&lt;br /&gt;
|[[File:NA_Orange.png|300px|thumb|left|Orange (RGB 238, 64, 0 / Hex #ee4000))]]&lt;br /&gt;
|[[File:NA_Cinammon.png|300px|thumb|left|Cinnamon (RGB 160, 82, 45 / Hex #a0522d)]]&lt;br /&gt;
|[[File:NA_Ruddy.png|300px|thumb|left|Ruddy (RGB 138, 54, 15 / Hex #8a360f)]]&lt;br /&gt;
|[[File:NA_Cream.png|300px|thumb|left|Cream (RGB 205, 175, 149 / Hex #cdaf95)]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!M&#039;sai group, usual coloration:&lt;br /&gt;
|[[File:M_White.png|300px|thumb|left|White (RGB 238, 223, 204 / Hex #eedfcc)]]&lt;br /&gt;
|[[File:M_Ivory.png|300px|thumb|left|Ivory (RGB 205, 205, 192 / Hex #cdcdc0)]]&lt;br /&gt;
|[[File:M_Wheat.png|300px|thumb|left|Wheat (RGB 205, 186, 150 / Hex #cdba96)]]&lt;br /&gt;
|[[File:M_Silver.png|300px|thumb|left|Silver (RGB 192, 192, 192 / Hex #c0c0c0)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
To the average human, the Tajara share many similarities with Earth&#039;s felines; however, when looked at from a purely scientific perspective, this description is largely superficial. Unlike terrestrial felines, the Tajara are both omnivorous and bipedal. Their bodies are almost entirely covered in a thick coat of fur that is extremely good at insulating them from the extreme cold of Adhomai. The layer of body fat and fur is designed to trap body heat efficiently. There are only a handful of areas where fur is not present, those being on the palm of their hands, the soles of their feet, and a number of various orifices as well as a small area around their eyes.  &lt;br /&gt;
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Occasionally, the fur around a Tajara&#039;s neck is known to grow into a shaggy &#039;mane&#039; of sorts, giving them a distinct look, not unlike a terran lion. This hair tends to be much stronger and a great deal wirier than the rest of the fur on a Tajara&#039;s body. Some Tajara tend towards monochromatic bodies while others have multicolor or even calico fur patterns. These designs depend heavily on the genetics of the individual&#039;s parents, much like hair and eye color. Because of this, some parents are utterly incapable of producing multicolor children. Designs including flat colors, stripes, spots, and most conceivable combinations have been recorded by scientists both Tajaran and human. A male Tajara is somewhere between 150 cm and 185 cm in height, while the mean body mass is between 65 kg and 100 kg. Females tend to range between 150 cm and 175 cm in height, with their own weight somewhere around 45 kg to 85kg. As such, both their body weight and height are roughly comparable to the average human. Height depends on a Tajara&#039;s ethnicity. Njarir&#039;akhran were bred to be taller, M&#039;sai are a more middle height, Hharar are typically shorter or of middle height, and Zhan-Khazan are usually the tallest of the races.  Any Tajara who falls out of this range is unusually tall or short which typically stems from a medical condition. A Tajaran fetus only takes six months to mature, and Tajaran children likewise mature rapidly, reaching the full extent of their growth by 15 or 16. This rapid maturation has a profound effect on the lifespan of Tajara, as only with modern medicine have Tajara reached ages above 70, with the oldest living Tajara being 84 years old. Most Tajara retire at age 60 when they are too old to work in any capacity.&lt;br /&gt;
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===Ethnicities===&lt;br /&gt;
There are four races of Tajara: the Hharar, the Zhan-Khazan, the Njarir’Akhran, and the M&#039;sai. Each race has a common role that they play in a society to which their biological inclinations make them more suited, as well as their own cultures which have formed from long histories of performing these roles in society. Tajara heavily stereotype each other based on race which is often a cause for conflict. As a result of these differences, there is a lot of racial tension between these various types of Tajara which was further exacerbated by differences in socioeconomic classes.&lt;br /&gt;
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&#039;&#039;&#039;Hharar:&#039;&#039;&#039; the first Tajaran ethnicity that Humanity came in contact with is generally viewed as the &#039;typical Tajara&#039;, which is reinforced by their numerical superiority over the other groups. Additionally, given their large numbers and capabilities, they most often serve in governmental positions and as ambassadors to other races; this leads to them being taken as the &#039;face&#039; of the Tajaran race, as it were. Hharar trend towards being the most intellectual of all Tajaran groups, and as such their physical prowess is significantly reduced. The Hharar are the stereotypical &#039;worker&#039; Tajara, commonly described as loyal employees who are passionate and not afraid to voice their opinions.&lt;br /&gt;
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&#039;&#039;&#039;Zhan-Khazan:&#039;&#039;&#039; the second most populous of Tajaran ethnicities, and are considered to be the backbone of the Tajaran workforce. Because of their history of hard work and the way they adapted to harsh mountain life, Zhan-Khazan are more physically intimidating than other Tajara. Featuring more toned, muscular bodies, thicker fur coats, and heavier body weight, they are well-suited to tasks requiring brute strength and heavy lifting. Due to their status as laborer they suffer discrimination and are usually regarded as less intelligent.&lt;br /&gt;
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&#039;&#039;&#039;M&#039;sai:&#039;&#039;&#039; the third most populous Tajaran ethnic group, the M&#039;sai were at one point the hunters for ancient Tajara and evolved to have lithe, slender forms, and light fur that hid them in the blizzards on Adhomai. As Tajaran society advanced, M&#039;sai could be found in many roles related to combat, including law enforcement and military service. They are very loyal to their friends and family but aren&#039;t as overt about it as the Zhan-Khazan. With wide eyes and acute senses, they make great soldiers, with a vision adapted to compensate for the heavy blizzards that plague their home planet. They are also great survivalists and are capable of scrounging food for themselves via hunting.&lt;br /&gt;
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&#039;&#039;&#039;Njarir’Akhran:&#039;&#039;&#039; the ethnic group that made up the majority of the plutocracy before the Great War. Their lineage can be traced from careful breeding between Hharar and M&#039;sai, leading to where they currently are today. Following recent events on Adhomai, Njarir make up less than ten percent of the population. Easily identifiable by their large ears, fluffy tails, luxurious fur, and slender, elegant features. Njarir suffer persecution and rejection from certain proponents of Tajaran society because of their bloodline. As the most learned of all Tajaran ethnic groups, they boast high intelligence and have a propensity towards the arts and sciences.&lt;br /&gt;
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&#039;&#039;For information about the ethnicities, their traits, and their cultures: see [[Tajaran Ethnicities]]&#039;&#039;&lt;br /&gt;
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===Tajaran Evolution===&lt;br /&gt;
The Tajara evolved as a predatory species upon their home planet of Adhomai, and as a result, they have a pair of fairly large, well-developed eyes that are forward set. These eyes are comparable to those of humans, but they are more effective in low-light situations due to the Tajaran ancestors having to hunt in dark cave tunnels. Tajaran eyes are set above a slightly elongated structure comprised of hard bone similar to a muzzle on terrestrial creatures. Their pupils are large and capable of contracting significantly faster than most other creatures, both sapient and otherwise. This allows for a considerable degree of low light vision, however, they have a thin reflective layer that has the side-effect of appearing illuminated in the dark.&lt;br /&gt;
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The Tajaran dental structure was at one point in their evolutionary history once geared for a carnivorous lifestyle but has since evolved and shifted towards a more omnivorous role. Tajara have sharp, needle-like teeth in the front of their jaw which is quite clearly geared to tear meat; the further along the jawline one goes, teeth similar to human molars reside behind the sharp canines, evidence of the change to an omnivorous diet. Evolutionary biologists believe that predecessors to modern Tajara had rough tongues with few taste buds to facilitate eating raw meat. The contemporary species has evolved out of this a long time ago in conjunction with becoming omnivorous, and so they now have softer tongues with a full sense of taste. Atop their heads, Tajara have a pair of deft, normally erect ears that are capable of a wide range of motion. They can rotate to roughly ninety degrees, capable of even being able to fold back almost entirely onto the skull if needed.&lt;br /&gt;
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===Extremities and Sleep Cycle===&lt;br /&gt;
Tajaran extremities, specifically their hands and feet have five digits and are generally the same shape as human extremities. However, they are slightly stubbier in appearance, though still dexterous enough to be useful. Tajara employed in more professional roles such as engineers, architects, or other occupations that require dexterous manipulation often find themselves with filed down claws, reduced to a smooth end to allow easy usage of standard human-based technology. This is a task that Tajara tend to do reluctantly, given that cutting too short is incredibly painful and will expose nerves to the air. Normally, these claws are non-retractable and grow from the fingertips, usually measuring around 1-2 centimeters.&lt;br /&gt;
[[File:Cats.png|400px|thumb|right|An artist sketch of Tajaran dimorphism, builds, and general stance.]]&lt;br /&gt;
The sleep cycles of the Tajaran species are one of their most scientifically curious features. A normal waking period is somewhere between thirty-six and forty-eight hours, with a subsequent twenty to twenty-eight hours of sleep. Normally, the waking period is spotted with three to four fifteen-minute naps to keep the Tajara refreshed and alert. This is universal in all worlds with Tajaran living upon them. Tajara are capable of great feats of intelligent, dedicated work but this is physically exhausting, which renders them utterly mentally and psychologically exhausted. Those that do not enter their sleep cycle properly may find themselves groggy, aggressive, paranoid, and disoriented until their circadian rhythm is righted.&lt;br /&gt;
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===Tajaran Build===&lt;br /&gt;
Compared to most other known species, the Tajaran body is designed to be more flexible, lithe, and slender despite its thick insulation. A handful of Tajaran ethnicities do not exhibit these traits and instead manifest increased muscle size, strength, or bulk. Tajara are sexually dimorphic; females have more elongated muzzles, shorter ears, and more petite forms. Their distribution of body fat is entirely different from that of a male. Females do not exhibit visible breasts until pregnancy, at which point they swell in order to provide for the young. Males are in general taller, have broader shoulders, bigger hands and feet, and more pointed ears. &lt;br /&gt;
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Tajara are built for extremely low-temperature environments that are incredibly common on Adhomai, giving them remarkable cold resistance. However, this gives them a tendency to overheat in more mild environments. To avoid this, most Tajara dress lightly in warmer environments such as those on human installations or tropical worlds. Forgoing the usual layer-like clothing, these Tajara resign themselves to thin clothing. Those who find themselves confined to bio-suit or radiation suit for extended periods of time end up feeling extremely uncomfortable.&lt;br /&gt;
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==History==&lt;br /&gt;
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===Nobility and the Ancient Past===&lt;br /&gt;
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For as long as Tajara care to remember, Adhomai had always been under the rule of the nobility. The oldest historical text that exists in Tajaran possession dates back at least three thousand years and talks about the presence of nobles. Many historians agree that the trend of blood rule is more deeply-rooted in Tajaran existence than was before considered.&lt;br /&gt;
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The ancient past of the Tajara is poorly documented and historical texts are rare; meticulous combing and destruction of educational material by millennia of harsh rule resulted in the total atrophy of most scientific arts in Tajaran society. Little is known about Tajara civilization before &#039;&#039;&#039;1500 BCE&#039;&#039;&#039; Galactic Standard Time.&lt;br /&gt;
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The earliest form of government were local monarchies supported by religious authorities; the ruler and their families were considered of divine origin. Most of the settlements were similar to rural fiefs, with the population working for those dynasties in trade of their protection. Urban centers started to appear around places of worship. Peasants had little to no rights, and all dissidence was met harshly and fatally at the hands of the Nobles&#039; Enforcers - trained agents (commonly of M&#039;sai descent) who fought for the nobility of Adhomai in exchange for relative freedom. These Tajaran enforcers kept the peasants of Adhomai&#039;s lands repressed and powerless through shock and terror.&lt;br /&gt;
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What is known for sure, however, is that tension and violence had slowly been increasing over hundreds of years between the populace and their fellow noble families. &lt;br /&gt;
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===Tensions Rise=== &lt;br /&gt;
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Tajara historians believe that global violence spilled out across the planet between the kingdoms and the other scattered noble families in &#039;&#039;&#039;80 CE&#039;&#039;&#039;. Those states clashed and either pitted their followers against one another. The noble leaders continued to fight and inter-marry until the ruling families had become exclusively &#039;&#039;&#039;Njarir’Akhran&#039;&#039;&#039;. Over time, the nobility slowly began to lose their religious inclination, adopting more traditional civil institutions and a relaxation of the church&#039;s control which gave way to state control. Religious worship of the noble families had been dropping steadily in conjunction with their lower influence on the other nobility. It was during this period that historians believe the overwhelming control of the noble families flourished and solidified into what it was prior to human contact.&lt;br /&gt;
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Even with technological and governmental advances, the Adhomian society was stuck with its old feudal system. The tension between the nobility and the peasantry increased due to new burdens brought by military campaigns. The first writings against the serfdom and caste systems started to appear around &#039;&#039;&#039;1732 CE&#039;&#039;&#039;, with those early revolutionaries being dealt with violence by M’sai enforcers. Draconian laws and sanctions were introduced against those that defied the status quo.  Relations between the ruling class and commoners were precarious, believed to have stemmed from harsh rulers and laws. Technological and cultural knowledge and breakthroughs had begun to trickle down from the noble families to the peasantry. The invention of the printing press in &#039;&#039;&#039;1756 CE&#039;&#039;&#039; favored the spread of anti-monarchist pamphlets. Owning a copy of an unapproved text was a capital crime. &lt;br /&gt;
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Adhomai underwent a form of industrialization with the creation and proliferation of the steam engine in &#039;&#039;&#039;1954 CE&#039;&#039;&#039;. However, this only forced the Adhomai peasants into harsh new labor digging in mines and working 18-hour days building rail lines for private use by the Njarir’Akhran nobility. Laws were soon enacted that banned any non-Njarir’Akhran from utilizing electricity or riding on trains. This trend of nobles hoarding new technology or innovations at the expense of the peasants continued until human contact.&lt;br /&gt;
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Thirty years prior to the human discovery of Adhomai, the deep-seated mistrust between peasants and nobles had reached an all-time high. The Tajaran species was trapped in a technological bubble forced upon them by their nobility. At the height of their industrial revolution only a few years prior, the leadership at the time became increasingly wary of the unification of many Tajaran workers who demanded greater rights. The realms of education, science, and luxury found themselves under severe restrictions, and your basic Tajara was forced into almost twenty-hour workdays with minimal time afforded for eating and sleeping on the job. Analysis of the noble houses proves that during this time in Tajaran history, the nobility had never been worth more in Sol credits than previously. This is largely attributed to the fact that rather than modernizing Adhomai the nobility had seen fit to confiscate and use these fruits of scientific thinking for themselves.&lt;br /&gt;
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Automobiles are considered one of the best examples of this. The first automobile is recorded to have been created in &#039;&#039;&#039;2292  CE&#039;&#039;&#039;. Using a combustion engine much like primitive human vehicles, with extra anti-freezing measures and thick treads, one of the first fully functional automated cars had been produced by a collection of Tajaran engineers and scientists, at the behest of the nobility. Older Tajara considered these large creations to be a symbol of negligence and gluttony by their leaders. Workers were never provided with such things; they were forced to transport themselves through Adhomai&#039;s harsh winter conditions on foot or by using specially designed &#039;snow bicycles&#039;, regardless of how far away their place of work was.&lt;br /&gt;
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Further restricting the rights of the individual Tajara was enacted by a furious nobility after several instances of violence against Njarir’Akhran, but specific information on these incidents has been lost. Legislations were introduced against &#039;workers unions&#039; as well as any sort of illicit groups; a permit was required to form anything from hunting parties to agencies. In this whirlwind of political turmoil, a fresh generation of Tajara were growing up, deprived of what most humans consider to be basic rights. As they grew older and angrier, the nobility saw fit to continue tightening their control over their subjects until a civil war was almost inevitable. Like a powder keg ready to blow, only a single spark was needed to light the flame.&lt;br /&gt;
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===Human Discovery===&lt;br /&gt;
This came in the form of human discovery in &#039;&#039;&#039;2418 CE&#039;&#039;&#039;. A Sol Alliance funded expedition into the Tajaran home system discovered the pre-space age species and their homeworld of Adhomai. Lush with untapped resources and potential workers, Adhomai was an attractive prospect for many human super corporations, especially NanoTrasen. Because of their slow technological progress, most of Adhomai&#039;s valuable minerals remained untapped by mining or drilling. Because of this, several megacorporations attempted to insert themselves into the dealings of Adhomai.&lt;br /&gt;
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However, the nobility felt incredibly threatened by what they considered &#039;intrusions&#039; by humanity and completely refused them diplomatic access to their planet. The Alliance stepped in, initially unwilling to interfere in a pre-space age society and, reluctantly, the super corporations were forced to abandon their wishes to stake claims on Adhomai&#039;s resources - at least in the open. In the year &#039;&#039;&#039;2420 CE&#039;&#039;&#039;, a group of Tajaran intellectuals - considered rebels by the state - were shuttled off-world by a still unknown entity. Given asylum in the Sol Alliance, they met and discussed much with human scientists and officials. Tensions between the Alliance and Tajaran nobility rose after such an event and they accused the humans of harboring terrorists.&lt;br /&gt;
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Eventually, these rebels were returned to Adhomai with supplies and weapons. Fed with new ideals of personal freedom and &#039;rights afforded to all&#039; by their influential human friends, the seeds of revolution were sowed among the Tajaran populace, spread by word of mouth. Workers, doctors, teachers, and even soldiers who were questionably loyal to the nobility were swayed by these promises of freedom and equality. Meetings in the basements of dark taverns or barns were common, and relations between the nobility and their peasants were at the lowest ever recorded in Tajaran history.&lt;br /&gt;
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===The Uprisings===&lt;br /&gt;
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It took little more than a year for a formal uprising to be staged. In &#039;&#039;&#039;2421 CE&#039;&#039;&#039;, after the nobility had captured one of the original Tajara that had been shuttled off-world, he was sentenced to be publicly hanged by the neck in front of their peasants to show just how serious they were about keeping control. Ultimately, many historians believe this to be a highly egregious mistake. Rebels in the audience, armed with advanced off-world weapons, proceeded to open fire on loyalist forces and kill a nobleman in the process. This event, called the &#039;&#039;&#039;D&#039;as&#039;ral Massacre&#039;&#039;&#039; (so named for the city it took place in) by the nobility was all the excuse they needed to enact martial law.&lt;br /&gt;
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[[File:Adhomai2.png|thumb|alt=The Tajaran homeworld.|Adhomai was ravaged by warfare and more than forty million deaths have been recorded as a result of the Great War.]]&lt;br /&gt;
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However, they found themselves in a cornered position. Weapons and supplies were being shipped off-world by mysterious benefactors, and their collections of scientists and engineers had either fled to safety being noblemen themselves or took up arms and joined the revolution. Without significant scientific presence to deconstruct or understand these new human weapons or support the war effort, the conflict resulted in a string of rebel victories drawing closer and closer to the capital cities of each kingdom. Fighting was extremely fierce and atrocities were recorded by both sides.&lt;br /&gt;
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Among the noble families, the largest and nearly the most powerful was a dynasty called the &#039;Hadii&#039;. Their castle was amongst the best defended in the region and the battle to take it was waged for six months of non-stop fighting. As it became increasingly clear to them that they were eventually going to be overrun, the Hadii struck a deal with the rebel leader; in return for complete immunity from the war, as well as persecution, they afforded the revolutionaries with unique tools and even blueprints of other families&#039; castles, pointing out weak points and infiltration spots.&lt;br /&gt;
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This turn coating tipped the revolution in favor of the rebels. Armed with this new information, they made use of radio systems previously restricted to nobility to methodically and ruthlessly end their uprising by murdering most of the noble families, and whatever soldiers and civilians remained loyal to them. By &#039;&#039;&#039;2431 CE&#039;&#039;&#039; the revolution had finally come to an end with a total of more than &#039;&#039;&#039;92 million casualties&#039;&#039;&#039; with more than half being loyalist forces and &#039;&#039;&#039;40 million civilian deaths&#039;&#039;&#039;. Many Tajaran cities and villages were utterly destroyed by vicious fighting as well as bombardment by uncaring nobles. An informal ceasefire was declared between the factions, though skirmishes were still common.&lt;br /&gt;
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===Outcome of the Revolution===&lt;br /&gt;
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Following the First Revolution, the Hadii emerged as the victorious faction. They had annexed, through diplomacy or war, the remaining factions. Human corporations took an express interest in the Hadii dynasty; they were one of the few noble families who saw profit in human stakes on Adhomai, and many back-room deals were made to secure the Hadii&#039;s position in the new Government. In &#039;&#039;&#039;2432 CE&#039;&#039;&#039;, the People&#039;s Republic of Adhomai was officially declared, with &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039;, also known as Rhagrrhuzau Hadii, as its leader. The Tajaran public was markedly distressed by this turn of events, and fearing another uprising, human intervention again helped defuse the situation. The Hadii promised that it would not be like it was before.&lt;br /&gt;
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NanoTrasen, suspected by many conspiracy theorists to be behind the funding and supplying of Tajara during the war, had a monopoly over the majority of the planet&#039;s valuables. Collaboration between the People&#039;s Republic, the Sol Alliance, and the Nralakk Federation have resulted in more technological advances in Tajaran society recently than ever before in their recorded history. The People&#039;s Republic began campaigns to quickly industrialize Adhomai and educate its people. Approval ratings for the current leadership rose in response. &lt;br /&gt;
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However, serious problems remained. &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039; suddenly began to back out of the People&#039;s Republic&#039;s agreed-upon business deals with NanoTrasen, all of which saw a massive amount of Tajaran natural resources exported. Citing humanity as greedy and destructive, Al&#039;mari made clear his intentions to make Adhomai independent until it was ready to take on the burden of interstellar politics.&lt;br /&gt;
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===The Second Revolution===&lt;br /&gt;
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The disagreements and hatred of the Hadii republican government had led to insurrection and treachery among Adhomai&#039;s major power figures since Al&#039;mari&#039;s new economic policies were revealed. Many Tajaran business contractors - just recently denied their ability to sell ludicrous amounts of natural resources and workers to the massive human megacorporation, NanoTrasen - felt threatened by the reforms of the Hadii government and its first President, Al&#039;mari Hadii. In 2451 CE, during a military parade, President Al&#039;mari was assassinated by Tufir Nazzirai. A known secret service agent of the People&#039;s Republic, the radical was swiftly sentenced to death for his betrayal, which claimed to be brought on by the violent tendencies of his Zhan-Khazan genetics. His brother and vice-president &#039;&#039;&#039;Njadrasanukii Hadii&#039;&#039;&#039;, also known as Malik Hadii, quickly assumed the office of the presidency and immediately passed brutal laws that punished the Zhan-Khazan and subversive elements. NanoTrasen was invited back to Adhomai and menial workers were sold en masse to NanoTrasen workplaces while the rights to the bountiful natural resources of Adhomai were sold off to NanoTrasen. Public hangings and firing squads became the norm once again.&lt;br /&gt;
[[File:Godblessalmarihadii.png|thumb|400px|left|Picture taken by the Adhomai Chronicle moments before the Assassination of Al&#039;Mari Hadii. The single most defining moment of this generation of Tajara.]]&lt;br /&gt;
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While Al&#039;mari implemented his new policies, the People&#039;s Republic saw the return of a surviving dynasty, the Azunja, in the form of an uprising in its most remote region. This faction, the New Kingdom of Adhomai, attempted to bring back monarchism to Adhomai through a constitutional monarchy.&lt;br /&gt;
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Many military generals who had fought for the Republic soon defected under the banner of the Adhomai Liberation Army, the leader of which being Al&#039;mari&#039;s old friend and ally, &#039;&#039;&#039;Halkiikijr Nated&#039;Hakhan&#039;&#039;&#039;, who claimed that he wanted to take control of the People&#039;s Republic to finally out Al&#039;mari&#039;s legacy. &amp;quot;His gun was on stun&amp;quot; became the rallying cry of Nated&#039;s fiercest supporters as they alluded to how he not only left himself greatly vulnerable during the parade but had even left his energy pistol on stun while he was assassinated. &lt;br /&gt;
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With these two rebellions, Adhomai found itself embroiled in yet another global conflict.&lt;br /&gt;
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===Adhomai Today===&lt;br /&gt;
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The Tajaran home world has suffered plenty in the three decades since the end of the First Revolution. With the sudden injection of advanced technology into their relatively simple life, the discrepancy between modernized cities and outlying areas could not be more obvious. While the Tajaran capital boasts the most modern developments with sleek skyscrapers, advanced connections, and phone lines, as well as hospitals and schools, the further you get from the larger cities, the more apparent it is that things are not quite so flashy. Expanding infrastructure remains difficult, as most public funds are seized for use by the military or used to repair infrastructure damaged by shelling or bombings.&lt;br /&gt;
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There is a steady stream of money being fed into the People&#039;s Republic of Adhomai. NanoTrasen, as per its agreement with the president, has set up mining and logging operations on Adhomai using the local workforce for the most menial of tasks. In return, company-funded clinics and schools are slowly being spread out and built-in needy areas. &lt;br /&gt;
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Literacy has risen to its all-time high on Adhomai, and with the assistance of the Alliance, teachers have been brought in from off-world to educate the younger generation of Tajara. However, this number has begun to decline as the dangers of working on Adhomai are beginning to become common knowledge. Special establishments for older students have also been constructed to assist the elder generation into being brought to the same level of education, but NanoTrasen has not expressed significant interest in this; these people make up the brunt of their low-paid workforce and they want to ensure they are kept this way.&lt;br /&gt;
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The second revolution came to an end in 2461, after a decade of warfare between the three factions. The People&#039;s Republic of Adhomai was driven off from many of its past territories, having to rely on the help of a coalition of allied states and mercenaries to stop the enemy offensive. After months of bloody defenses, guerrillas attacks, and complete stagnation of all fronts, a ceasefire was signed with the support of Tau Ceti and Nralakk. An armistice, known as the &#039;&#039;&#039;Armistice of Shastar&#039;&#039;&#039;, was signed by the three factions shortly after. With the recognition of the Democratic People&#039;s Republic of Adhomai and the New Kingdom of Adhomai by the galactic community and the enforced peace, the three Tajaran powers are eager to compete with each other for supremacy through a cold war.&lt;br /&gt;
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One of the clauses of the Armistice of Shastar was the creation of the Tajaran Citizenship Act; a legal provision allowing DPRA and NKA citizens to legalize their citizenship situation, forfeiting their previous PRA affiliation. Tajara living outside of S&#039;rand&#039;marr were able to request the transfer through the proper diplomatic services. Following rising tensions and incidents between the Adhomian factions, this agreement came to an end in 2462.&lt;br /&gt;
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The Tajara species is now undergoing a cold war between the three factions. This period is marked by nuclear arms races, proxy conflicts, and subterfuge. &lt;br /&gt;
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More information: [[Tajaran History]]&lt;br /&gt;
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==Tajaran Factions==&lt;br /&gt;
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Adhomai is controlled by three factions, who once participated in a civil war for the control of the planet and are now engaged in a cold war.&lt;br /&gt;
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[[File:Adhomaimodernmap.png|300px|thumb|A map of modern-day Adhomai.]]&lt;br /&gt;
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===[[File:PRA_Flag.png|30px]] [[People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
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Led by [[Notable Tajara#President Njadrasanukii Hadii|President Njadrasanukii Hadii]], the &#039;&#039;&#039;People&#039;s Republic of Adhomai&#039;&#039;&#039; is the global state that emerged from the First Revolution. Before the Second Civil war, it enjoyed galactic recognition as the sole government of Adhomai. It claims to be the true keeper of Al&#039;mari’s legacy. However, the PRA can be described as a Hadiist branch of Al’mari’s revolutionary ideology - that means putting the State at the top of a hierarchy of power. The PRA is a very centralized state, but in recent years has slowly been able to start making true its promises to bring revolution to the masses. With land reform, the enfranchisement of women and peasantry, literacy initiatives, and the collectivization of farms and the means of production, the PRA is struggling to hold true to its radical ideals while an entrenched upper party stubbornly tries to hold onto power.&lt;br /&gt;
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The Hadiist rule is marked by a lack of privacy, enthusiastic police, and pervasive secret police that leave privacy a nebulous concept to most Tajara. During the height of the war, anyone suspected of supporting traitors or publicizing media critical of the Hadii faced harsh retribution, but these practices are becoming less pervasive as wartime zealotry fades. Life under the government, while not free, is often stable and safe. Under the Republic, Tajara have more opportunities than they have had historically, with the Party investing heavily in its people. NanoTrasen continues to throw out large nets and bring in hundreds or even thousands of Tajara new employment opportunities in the galaxy as well as selling designs for ships and other space-faring aircraft to the People&#039;s Republic&#039;s Military. NanoTrasen is also accused of being very exploitative of Tajara laborers, but for many Tajara the company is their path to the adventure of the wider galaxy.&lt;br /&gt;
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After the Second Revolution, the People&#039;s Republic lost its hegemony over Adhomai. The Hadiist state is now focused on preparing itself for a future reunification war. Large public works, research efforts, and military expansions are underway. As President Hadii grows old, the power struggle between his possible successors intensifies. Each possible heir now works to build their own support base without openly challenging the President or attracting too much attention to their plans.&lt;br /&gt;
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===[[File:DiamondALA.png|30px]] Adhomai Liberation Army | [[Democratic People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
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The most pervasive and successful rebellion came from a group called the &#039;&#039;&#039;Adhomai Liberation Army&#039;&#039;&#039;, a group made up of Tajara from almost every walk of life. This organization opposed corporate claims on Tajaran soil and denounced the mismatched development and governmental negligence as the fault of humanity. During the height of the war, settlements liberated by the Liberation Army were ruled by a military junta. Being a supporter of the Hadiist government, or having been a collaborator, was grounds for immediate execution by firing squad. Villages often found their supplies seized by Liberation forces for the war effort, and the whole movement was a massive, tenacious military dictatorship under the absolute authority of [[Notable Tajara#Supreme Commander Halkiikijr Nated&#039;Hakhan|Supreme Commander Halkiikijr Na&#039;ted&#039;Akhan]].&lt;br /&gt;
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Following the release of their updated 2459 manifesto, the various regional civilian governments formed under their rule coalesced into the &#039;&#039;&#039;Democratic People&#039;s Republic of Adhomai&#039;&#039;&#039;. Authority is still highly decentralized. In January of 2461, a contested election saw [[Notable Tajara#President Almrah Harrlala|Almrah Harrlala]] become president Contested by the military, the so-called Nated Supremacist Movement launched a putsch that was ultimately foiled by Nated himself, who appealed for the return of civilian government and then resigned his command.&lt;br /&gt;
&lt;br /&gt;
The DPRA is now led by President Almrah Harrlala who is struggling to transition what was once a militant insurgency movement into a modern, democratic nation. The government attempts to negotiate with ruling Juntas to voluntarily turn over power to the civilian administration, many of which still refuse. The DPRA does, for the most part, try to respect the basic rights of Tajara. Most Tajara under civilian rule do not need to worry about the secret police or being framed for a crime of civil disobedience. With the Armistice, the DPRA gained intergalactic recognition as one of the Tajaran states. In more recent times, DPRA citizens are being sponsored by Harrlala&#039;s government to go out into the galaxy openly and show what Tajara can achieve on their own terms without being puppets of human megacorporations. As President Harrlala&#039;s term comes close to its end and the next election is being organized, the fragile Al&#039;mariist democracy is threatened by all kinds of extremists.&lt;br /&gt;
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===[[File:New Kingdom of Adhomai.png|30px]] [[New Kingdom of Adhomai]]===&lt;br /&gt;
The last major faction is the rebellious &#039;&#039;&#039;New Kingdom of Adhomai&#039;&#039;&#039;, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir&#039;Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People&#039;s Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; a constitutional monarchy is necessary to prevent abuses of power.&lt;br /&gt;
&lt;br /&gt;
During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja&#039;s rule were marked by political turmoil as the people requested further political recognition.&lt;br /&gt;
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[[Notable Tajara#Queen Shumaila Azunja|Queen Shumaila Azunja]] rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom&#039;s realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.&lt;br /&gt;
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==Social==&lt;br /&gt;
&lt;br /&gt;
Native Tajaran names are usually difficult for humans and other species to pronounce properly; as such, Tajara prefer to take names that they find they themselves can pronounce and are also phonetically pleasing.&lt;br /&gt;
For many, these are names derived from Arabic or Russian backgrounds, as they are the easiest for their inhuman mouths to pronounce.&lt;br /&gt;
&lt;br /&gt;
Traditionally, Tajaran names included the name of the dynasty they served, and some Tajara carry over this tradition and have their &#039;middle&#039; name be their dynasty&#039;s name. Other, less fortunate Tajara took up names that denoted their status in the community or aspirations for the convenience of others. This tradition is where the concept of taking up names originated from, thus a Tajara usually have a given child name and a taken up name, with perhaps the dynasty they have served as their middle name. This is different for the members of the PRA, as president Hadii issued a decree in which all Tajara are to change their names to their parent-given names, to encourage party loyalty and pride in tradition. While most dedicated Hadiist have chosen to return to their native names, many Republican Tajara still use their adopted name within and outside of Adhomai.&lt;br /&gt;
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As with all other species who work in Human-centric environments. Tajara are expected and required to have passed a prerequisite test to test their comprehension of Tau-Ceti basic, the operating language of NanoTrasen and most transstellar corporations, in addition to most major sovereign entities.  Admittedly the passing levels of these comprehension tests are quite low, but are high enough to ensure basic conversation between what will likely be a multi-species crew.  However, private communication in Siik’Mas or Siik’tajr is not forbidden by NanoTrasen regulations and is often used to hold conversations between Tajara on the crew.  &lt;br /&gt;
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Though there are a variety of languages used by the Tajara, among the foremost of this vast plethora of languages are Siik&#039;mas and Siik&#039;tajr.  &lt;br /&gt;
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&#039;&#039;&#039;Siik&#039;maas&#039;&#039;&#039; is theorized to have been the ancient language of the Tajara, the &#039;religious&#039; tongue shared between most Tajara from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the lingua franca and almost every Tajara knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the Migration Age and continues to be the most prevalent tongue on Adhomai since.&lt;br /&gt;
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It is capable of being spoken by a learned human, as it is not as reliant on body language as Siik&#039;tajr or the other native languages on Adhomai. However, just as Tau Ceti basic is difficult for Tajara to master given their muzzle structure, Siik&#039;maas is the same to humans, since they lack the proper biology to perform certain inflections properly. Despite focusing more on the spoken word than others, some of the vocabularies require subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajara speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
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Siik&#039;maas is the federal language of the People&#039;s Republic of Adhomai. However, several groups of Tajara ranging from scholars to traditional followers of the old ways are attempting to revive older languages such as Nal&#039;rasan, Delvahhi, Ya&#039;ssa, and other such languages. &lt;br /&gt;
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&#039;&#039;&#039;Siik’tajr&#039;&#039;&#039; is the opposite of Siik’mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations similar to Navajo radio operators. It is a combination of Siik&#039;mas and the more body language inclined Nal&#039;rasan, a tongue traditionally used by hunters. It is not normally used in daily life due to its complexity, it is often maintained as a secondary language, especially for families who fought in the Great War.&lt;br /&gt;
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Pro-human groups within Tajaran society have repeatedly attempted to push Cyrillic or Latin alphabets as &#039;easier to use&#039; rather than the native Tajaran alphabet. However, the vast majority of Tajara use the old Siik alphabet and it is the federally enforced alphabet taught in schools, the original alphabet learned Tajara have been using for centuries. It has undergone certain modifications since the Great War to remove the influence of the plutocracy and has made a widespread comeback with increasing literary levels among the Tajaran public.&lt;br /&gt;
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Tajara have a strong biological inclination to roll the &amp;quot;R&amp;quot; sound, extending it. Because of cultural reasons and the grammatical structure of their languages, they also tend to refer to themselves in the third person perspective instead of the traditional first-person (&amp;quot;He has completed his work&amp;quot; instead of &amp;quot;I have completed my work&amp;quot;) though Tajara who have spent a large amount of their lives in space or among other species can overcome this trait with great difficulty. Traditional-minded Tajara usually choose to continue using the third person in basic. Most Tajara only speak to someone in the first person if it is someone they trust substantially. The second person perspective is used in many regional dialects and does not imply any intimacy, however many Tajara prefer the third person even in these cases as a preference.&lt;br /&gt;
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Because of their anatomy, Tajara are capable of using their appendages to express their emotions. Folding one’s ear back usually expresses fear or worry. Ears perked forward to demonstrate interest or attention. Ears also flick involuntarily when exposed to unexpected or loud sounds. Swaying one’s tail continuously is considered a childish way to express satisfaction. Curving down and blistering is a sign of hostility. Bumping muzzles and holding someone’s wrist are common displays of affection.&lt;br /&gt;
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===Religion===&lt;br /&gt;
====S&#039;rand&#039;marr Worship====&lt;br /&gt;
&#039;&#039;&amp;quot;By day and light of S&#039;Rendarr, we live and bask in his warmth, happy and content. By the warmth and light of Messa, we cease breath and fall to death. Only by the love and harmony of both the Twin Gods and Sibling Suns do we live happily, and die the same. By the Twin Gods and Sibling Suns, S&#039;Rendarr and Messa, the faithful ask for your blessing, and to please extend it to the non-faithful who do no wrong, and cast no sin.&amp;quot;&#039;&#039;&lt;br /&gt;
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- The &amp;quot;First Prayer&amp;quot; of S&#039;rand&#039;marr Worship&lt;br /&gt;
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There are a handful of faiths on Adhomai, but the majority religion is the worship of S&#039;rendarr and Messa, the names of both suns in the Tajaran home system. Ancient Tajara were believed to worship the suns as gods, believing their light to be the only thing keeping the planet from freezing over entirely. Over time, this faith matured into a system of beliefs suited to the peasantry; looking down upon the acts of betraying your fellow worker and attempting to foster unity and understanding amongst its followers. It is believed by many that S&#039;rendarr is the god of life and the day, as the bigger of the two suns, and he is associated with good happenings and is most often prayed to. Contrastingly, Messa, the blue sun, is the goddess of the night and death; whenever she eclipses S&#039;rendarr, all followers partake in religious rituals asking Messa to spare them from whatever ill tidings she may bring. The worship of the sun gods is dominated by an organization called the Parivara, meaning, the &amp;quot;Family.&amp;quot; The head of the Parivara is Father Valyan K&#039;rrirran who is based out of Sana Sahira, a holy city on the tallest mountain on Adhomai which roughly translates into the City of the Suns.&lt;br /&gt;
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Sana Sahira&#039;s location in the People&#039;s Republic places the Parivara in the precarious position of having to act favorably to the faction&#039;s government, however, Father Valyan K&#039;rrirran attempts to stay out of politics in order to avoid alienating any worshipers across borders. The Father of the Parivara is chosen by the Brothers of the Suns who serve as the priests and clergy of the faith. Devoted women of the faith can become Suns&#039; Sisters, who take a vow of silence, like the Gods themselves, and live in the temples devoted to the worship, tending to them in any way needed, anything from cleaning to heavy manual labor repairing and replacing glass or furniture, to healing the Brothers, patrons and other Suns&#039; Sisters. To cause harm to a Suns&#039; Sister is said to be one of the most unholy things you can do in a place of worship, as they&#039;re meant to emulate the Gods themselves, silent, but strong and dependable.&lt;br /&gt;
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====Ma&#039;ta&#039;ke==== &lt;br /&gt;
The second-largest religion is the worship of the Mata&#039;ke and his cohort companion gods, which dates back to ancient Tajaran times. A figure of legend, Mata&#039;ke is believed to have been the head of a hardy tribe of mountain dwellers who regularly came to the aid of other tribes constantly plagued by bandits and wild animals. He was revered as a fierce warrior capable of fighting a platoon of men by himself, but also as a kind soul for the records of his dealings with other tribes shows understanding and kindness. He is upheld to be the ultimate Tajara- powerful, wise, and magnanimous. Followers of Mata&#039;ke himself endeavor to emulate his grandeur, while others attempt to emulate the other gods.&lt;br /&gt;
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In Tajaran mythology, the tribe of Mata&#039;ke rose to the status of gods when they slew the King of the Rrak&#039;narrr, who was also the lord and master of all Adhomai. Upon killing him, the various tribesmen all absorbed different aspects of its many powers, each becoming immortal. As the one who dealt the killing blow, and at the will of the dying Rrak&#039;narrr&#039;s final wishes, Mata&#039;ke absorbed the majority of the powers and became lord and master of all Adhomai. The tribe then decided that their former settlement was not befitting of their powers, and instead established themselves in a city of wonders at the &amp;quot;Edge of Adhomai&amp;quot; where they fend off malicious entities and protect all Tajara.&lt;br /&gt;
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====Njarir&#039;Akhran Worship====&lt;br /&gt;
At one point, a religion was established heralding the nobility themselves as gods by certain devout loyalists, but this faith has all but been completely erased following the uprising. Individuals who were recorded to believe in or are suspected of being a member undergo persecution and even in some cases death sentences. With most loyalists either in hiding or killed during the uprising, and all places of worship destroyed, any intelligent Tajara would never admit to being or attempt to defend, a member of this faith.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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=== Fashion ===&lt;br /&gt;
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Throughout Tajaran history, fashion has remained relatively simple. Extravagant vestments fabricated from silk and other high-quality animal hides were restricted exclusively to the nobility, and standard Tajaran peasantry had little time to choose their uniforms, usually donning overcoats made of rough fabric and patches of animal hide. The fluffier the design was, the wealthier a Tajara was considered.&lt;br /&gt;
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[[File:Tajara dance .png|240px|thumb|right|Two tajara wearing traditional dresses during a musical performance.]]&lt;br /&gt;
Given the hardships of Tajaran life and the constant need to do work by hand, the peasantry came to favor practical, well-insulated clothing rather than fanciful designs; they were also cheaper to weave, which made things easier on the weaver. Underwear usually came in the form of long-sleeved pants and a shirt typically woven from thick animal furs and plant fibers and is used as the innermost insulating layer. Then, a Tajara would overlay multiple garments to create several layers of insulation to stop the loss of body heat. Thick, full-length skirts, pants, and shirts were favored by the peasantry, all in dark colors to retain heat better. Typically pre-discovery and even post-discovery modern clothing consist of thermal underwear, pants for men or long, heavy skirts for women, with thick sweater-like shirts and fur cloaks. &lt;br /&gt;
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The feared enforcers of the nobility wore great suits of armor designed to seal the user inside, creating an environment completely isolated from the harsh snows of Adhomai. Build for brute strength rather than comfort, the helmets of these suits made no room for Tajaran ears. These &#039;Enforcer Shells&#039;, as translated from Siik&#039;maas, were usually brown or olive in color, with slit visors masking the wearer&#039;s face, they were also remarkably flammable and largely abandoned during the initial stages of the first revolution.&lt;br /&gt;
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Today, the government officials of the People&#039;s Republic of Adhomai are usually seen dressed in olive military fatigues, occasionally donning a commissar-styled cap. These caps are usually styled with small rosettes to signify authority. When in especially cold weather, officials usually layer on black trench coats and scarves rather than wearing the outfits of the lower class.&lt;br /&gt;
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The lower and middle class of the Tajara are better heated by proxy, and can comfortably wear flat caps and long-sleeved buttoned shirts for warmth when working in their factories rather than excessive garbs. When outside, typical Tajara wear bomber jackets or fur coats with additional fur padding on the interior to better trap heat, paired with traditional slacks. Headwear for these working-class citizens usually comes in the form of full head scarves to keep ears warm when in the wilderness, and standard soft and flat caps within cities.&lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
[[File:Taj food.png|240px|thumb|right|A common Tajaran meal: hard bread, fish and vegetable soup, and Fatshouter beef.]]&lt;br /&gt;
Similarly, due to the cold temperatures of Adhomai, Tajara favor warming or hot food that can be consumed quickly before the freezing winds can cool the meal off. Porridges, soups, and chowders consisting of diced meat and vegetables for flavor were the usual meal of a working-class Tajara, coupled with some bread and water or ale. Pre-industrial Tajara used to have community meals around bonfires to keep their food from cooling off too much, and almost all of their food source came in the form of porridges and oats. However, with the introduction of new technologies - such as higher quality insulation and home heating systems - Tajaran cuisine is being experimented with by chefs who are no longer restricted to compensating for the naturally low temperatures of Adhomai. Historically, culinary creations were reserved only for the nobility, who had better-heated homes than the peasantry, and more leeway was offered towards not having your meat turn blue in front of you.&lt;br /&gt;
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Traditional stews are made with diced vegetables, such as Nif-Berries, and meat, Snow Strider is commonly used by the rural population, while industrialized Fatshouters&#039; beef is preferred by the city’s inhabitants. Tajaran bread is usually made with Blizzard Ears&#039; and consumed during their morning meals.&lt;br /&gt;
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Adhomian alcoholic beverages are made with fermented grains, fruits, or vegetables. Juices are commonly mixed with sugar or honey. Victory gin is the most widespread alcoholic drink in Adhomai, the result of the fermentation of honey extracted from Messa&#039;s tears, but its production and consumption are slowly declining due to the loss of the People&#039;s Republic&#039;s hegemony over Adhomai. Messa&#039;s mead is also another more traditional alternative; it is made with honey and fermented Earthen-Root juice.&lt;br /&gt;
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Fishing and shellfish have a part in the diet of the population in the coastal areas, even if the ice can be an obstacle to most experienced fishermen. Spicy Ras&#039;val clams, named after the sea, are a famous treat, being appreciated in other systems besides S&#039;rand&#039;marr.&lt;br /&gt;
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====Notable Dishes====&lt;br /&gt;
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*&#039;&#039;&#039;Adhomian Hard bread:&#039;&#039;&#039; a type of Tajaran bread, made from blizzard ears’ flour, water, and spice, basked in the shape of a loaf. It is known for its hard crust, bland taste, and long-lasting nature. The hard bread was usually prepared for long journeys, hard winters, or military campaigns, due to its shelf life. Certain folk stories and jokes claim that such food could also be used as artillery ammunition or thrown at besieging armies during sieges.&lt;br /&gt;
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*&#039;&#039;&#039;Fatshouters Bloodpudding:&#039;&#039;&#039; a mixture of Fatshouters meat, offal, blood, and blizzard ears flour served in the shape of a flattened sausage. This recipe dates from the early Tajaran history, a favorite among the peasantry due to its simplicity and easily obtainable ingredients. It can be eaten during all meals and occasions.&lt;br /&gt;
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*&#039;&#039;&#039;Sugar Tree Candy:&#039;&#039;&#039; a literal translation of the popular Adhomian hard candy, found everywhere on the planet, from crystal plates in Crevus’ casinos to a bowl on a grandmother&#039;s table. Sugar candy is made from the Nm&#039;shaan, and is a cheap, beloved treat for anyone on Adhomai to rot their teeth on. It&#039;s occasionally flavored with fruits or savory liquors.&lt;br /&gt;
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*&#039;&#039;&#039;Avah:&#039;&#039;&#039; used to only mean &amp;quot;sweets&amp;quot; or &amp;quot;sweet thing,&amp;quot; now singularly refers to a particular dessert. The batter is grilled and made into soft, spherical shapes, and then covered with fruit jams, sugar, or sweet cream cheese. These treats are often sold at festivals and celebrations, and foreigners compare them to pancakes.&lt;br /&gt;
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====Notable Beverages====&lt;br /&gt;
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*&#039;&#039;&#039;Messa&#039;s Mead:&#039;&#039;&#039; a fermented alcoholic drink made from earthen-root juice and Messa&#039;s tears leaves. It has a relatively low alcohol content and characteristic honey flavor. Messa&#039;s Mead is one of the most popular alcoholic drinks in Adhomai; it is consumed both during celebrations and daily meals. Any proper Adhomian bar has at least a keg or some bottles of the mead.&lt;br /&gt;
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*&#039;&#039;&#039;Earthen-Root Juice:&#039;&#039;&#039; a juice made from the Earthen-Root. It is known for its blue color and sweetness. Because of its simplicity, Earthen-Root juice is one of Adhomai&#039;s most widely consumed drinks. Carbonated versions were created during the interwar period. However, the soft drink variation is not as popular as the traditional ones.&lt;br /&gt;
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*&#039;&#039;&#039;Nm&#039;shaan Liquor:&#039;&#039;&#039; an alcoholic drink manufactured from the fruit of the Nm&#039;shaan plant. It usually has a high level of alcohol by volume. Nm&#039;shaan liquor was once reserved for the consumption of the nobility; even today it is considered a decadent drink reserved for fancy occasions. It is commonly diluted with ice water before being consumed.&lt;br /&gt;
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===The Arts===&lt;br /&gt;
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Of all arts, music is one of the most highly valued by Tajara. Stemming from the long-standing ban on most literature in their society, song, and dance remained one of the only ways for Tajara to express themselves through words. Composers and musicians were traditionally held in high regard amongst Tajara, and in place of books, the fanciful song-stories of traveling bards were one of the few ways the public could remove themselves from their lives.&lt;br /&gt;
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Theatre was also equally important in the life of a pre-discovery Tajara. Given that, with the lack of books, there was little to keep your usual worker entertained, the ability to watch and enjoy a riveting drama or hilarious comedy was heaven. Theatres and performing halls can be found in almost every Tajaran village, and are often constructed to rival even the main seat of the town council or government in architectural beauty. For example, the D&#039;na&#039;tel Hall in the Nal&#039;tor was one and a quarter larger than the seat of government prior to human-sanctioned expansions. Dating back to the late Gunpowder Era, it was constructed from high-quality marble and many sculptures of characters and scenes from various popular Tajaran plays were meticulously hand-carved into the walls by sculptor Nasir Ka&#039;nira.&lt;br /&gt;
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However, literature itself - that is to say novels - has never been looked kindly upon by the Tajara public. Though this closed way of thinking is starting to shift with the greater introduction of literacy amongst Tajara as a whole, many elders still harbor bitter feelings about books in general. They were almost universally considered a symbol of oppression and luxury by pre-revolution Tajara, given the fact that only the nobility was taught en masse how to read, and that every family had its own private expansive library from which even learned peasants who had to pay out of pocket to access. This led to the widespread destruction of much of historical Tajara texts following the uprising, as revolutionaries took it upon themselves to purposely gather and burn whatever books they could after taking a noble stronghold.&lt;br /&gt;
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Traveling circuses have been present in the Tajaran culture since ancient times. Joining a troupe was one of the few available ways for a Tajara to escape the rigid roles of the caste system. Performances usually include trained animals, acrobatics, storytelling, puppetry, strength displays, magic performance, creep shows, and stores selling all kinds of food and curiosities. Since circus schools only started to appear after the First Revolution, artists frequently transmitted their techniques to their pupils. Due to the previous conflicts and the ongoing cold war, wandering troupes face large barriers than ever before. Some of the biggest circuses have left for the stars in search of a more welcoming audience than Adhomai.&lt;br /&gt;
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===Music===&lt;br /&gt;
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Tajaran music is modally based, with there being eight modes in total. A scale can be constructed from each Mode, which is the arpeggio of the mode. There are a total of four notes in one modal scale. Two are octave, and there are two in between. Microtones between the two notes in between are used frequently, which would sound very odd to human ears. This is done because Tajara perceives music as sadder with the flatter a pitch is, and happier with the sharper a pitch is. Depending on the mood of a song, a Tajara player may tune their instrument lower, to make the song sadder; the opposite is also true. A common tradition is to let the weather decide the tuning of an instrument. Cold weather naturally makes an instrument flatter, ergo colder weather makes songs sadder. And indeed, one may notice that if each note is perceived relative to the notes that come before it, there is always a happy and sad part integral to the song. This is on purpose, as it reflects the duality in sadness/happiness which is also found in S’rendarr and Messa. Some Tajara may also associate Dissonances with Raskara. &lt;br /&gt;
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The eight modes are respectively named: Mrazur, Manur, Rrauor, Surour, Kaoel, Draeol, Aauol, Deor. They are associated with the main Ma’ta’ke deities: Mata’ke, Marryam, Rredouane, Shumaila, Kraszar, Dhrarmela, Azubarre, and The Dead Gods. &lt;br /&gt;
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A side effect of the Tajaran caste system is the possibility for the ethnicities to usually have different possible ranges and timbres on their voice. Zhan-Khazan are commonly a Bass-Baritone voice. Hharar are Tenor-Alto. M’sai and Njarir are almost always Sopranos. The voice is the most universal Tajaran instrument. Due to traditional schooling, many children have at least basic singing skills, though this is fading away in the cities. &lt;br /&gt;
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====Notable Folk Instrument====&lt;br /&gt;
[[File:Prrama.png|200px|thumb|right|The Pr&#039;rrama.]]&lt;br /&gt;
*&#039;&#039;&#039;P&#039;rrama:&#039;&#039;&#039; a plucked string instrument, with eight strings and four holes at its end. The holes on the bottom change the octave of the notes that are played, thus extending the range of the sounds. It is used both solo and with other instruments. Humans can play it, but the octave range is disabled due to a lack of a tail.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Makkra Baq:&#039;&#039;&#039; this instrument hails from the island of Das&#039;nrra, but it has long been a staple of Tajara everywhere. One plucks the strings, creating a meek and Harpsichord-like sound. It is almost always used in a solo or duet setting, as its small voice can easily be overshadowed by other instruments. In spite of this, it maintains quite a folky sound, and it is more common in rural areas than in cities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mah Kii:&#039;&#039;&#039; the Mah Kii is an ancient instrument, used by Tajara since the Migration Period. Adapted from a horn used to rally soldiers, it has a strong divine connotation. Many believe that one hears its sound when entering the Holly Village or when joining Messa in the afterlife. Rhazar’Hrujmagh caravans still use this trumpet at the start of raids. Some have even attempted to incorporate it into Electro-Swing bands. However, due to its short-range and its connotation with the divine, it is not used often.&lt;br /&gt;
&lt;br /&gt;
===Sports and Games===&lt;br /&gt;
&lt;br /&gt;
Recreation time for most Tajara has always been limited. Oppressive work hours and strict caste rules disallowed leeway for what a Tajara could do in their free time. Organized sports were a product of the Njarir class, which would find themselves with more time on their hands. However, as time marched on, Tajara of lower classes found ways to still play. In modern times, any Tajara is usually able to participate in any sport they wish.&lt;br /&gt;
&lt;br /&gt;
Tabletop RPGs and wargames are popular for Tajara in urban centers. The Tajaran tradition of storytelling lent itself to these games being easily understood and quickly enjoyed by players who saw them as an evolution of the tales that priests shared in their communities. The tabletop scene sprouted a few years following the First Revolution’s end with Siik’maas translated versions of human and skrell tabletops. These were adapted later into localized versions that then became entirely Tajaran systems. The most well-known of these games is “Global Conquest”, originally made by the PRA and then adapted by DPRA and NKA companies, this board game replicates the conquest of Adhomai by different armies. Another is “Explorators of the Unknown”, a modular game where players play as characters exploring or investigating a world of their design. &lt;br /&gt;
&lt;br /&gt;
The notion of video games is unknown to the natives of Adhomai; as computers are usually seen as tools. However, the younger generations living in Little Adhomai have taken interest in electronic games and arcades. Many independent productions have started to appear, with software being shared through the extranet or data storage devices. One popular title is &amp;quot;The Bane of Rashashana&amp;quot;: which follows the tale of an Adhomian folk hero attempting to save her village from a malicious monarch. The player can make narrative choices that affect the story, interspersed with objectives such as running and managing a limited time meter while avoiding obstacles.&lt;br /&gt;
&lt;br /&gt;
====Notable Sports====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Farehal:&#039;&#039;&#039; a sport focused on accuracy. It consists of the player throwing a disc through several hoops scattered around a course. The distance and the difficulty of the shoot influence the score. The player with the highest point value wins. Due to the amount of space needed for Farehal, especially for multiple matches on the same course, due to this, it was only practiced by the nobility at first. Large buildings were constructed to host Farehal, where noble competitors played. This game is seen as extremely pretentious, with critics claiming it requires no real strength or skill to win. It has not seen much popularity outside of S&#039;rand&#039;marr, but it is moderately popular on Adhomai,  with players in the PRA and a larger following in the NKA. Al’mari Hadii used to be a famous Farehal player.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mahmrro:&#039;&#039;&#039; a sport requiring the Tajara to capture a ball and either run it to the opposite side of a field or throw it to a team member located on the other side of the field. This game is very popular among the youth of any Tajara generation, mostly with the lower class. It is very decentralized and has any number of regional rules depending on where you are. Mahmrro came to be associated with the lower classes towards the end of the Steeple Peace. This attitude is visible in the NKA where nobility largely avoid playing the game. Leagues exist in every country for the game with these Mahmrro Clubs gaining much fame. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;N&#039;hanzafu Roping:&#039;&#039;&#039; a sport created by the [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|rock nomads]], commonly used to settle disputes. Two or more riders can participate. Using Zhsram as their mount, they have to capture a N’hanzafu calf with a lasso and complete five rounds around a circular arena with it. Competitors are allowed to knock down each other or steal the other’s rope, but weapons are strictly forbidden.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baghrar:&#039;&#039;&#039; an ancient martial art from Adhomai primarily used for sport and contests of strength. The fighting style consists of strikes against the opponent from the waist up. The form of the attacks is primarily swiping motions that take advantage of a Tajara&#039;s claws to rake an opponent&#039;s torso or head. Other moves include punching for friendlier matches or stabbing forward with the claws in typical confrontations. Modern Baghrariri, or people who practice the Baghrar style for sport, usually fight with implements that cover and support their nails to avoid serious bodily damage. Modern Baghrar fights are decided upon with a point-scoring system over three 10-minute rounds, but historical victories were secured by knocking opponents onto the ground. Baghrar has been adapted into several different styles used by Adhomaian police and army units.&lt;br /&gt;
&lt;br /&gt;
====Notable Games====&lt;br /&gt;
[[File:Suns and moon rules.png|200px|thumb|right|Suns and Moon rules.]]&lt;br /&gt;
*&#039;&#039;&#039;Suns and Moon:&#039;&#039;&#039; a very common dice game. It is played by all, though the lower classes have the tendency to gamble whereas the upper classes play it just for fun. The ease and universality of the rules have garnered it quite the reputation. Die usually has an image of Rredouane fixed upon them. Parks commonly have designated spots for people to play Suns and Moon. Disputes are also solved through this game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Traiaz:&#039;&#039;&#039; a game mixing intellectual and dexterity play. The board is similar to chess, though it is considerably longer, with a lot of extra space in the middle. All 10 pieces are essentially pawns, though each pair has a catch. Pieces are captured by moving horizontally on the board. Some pieces can only capture when moving diagonally, vertically, or sideways. There are several distinct regional rules influencing what kind of movements are allowed. A match is decided after all pieces have been eliminated.&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&lt;br /&gt;
The military hardware of the Tajaran nation is somewhere close to what humankind used in the 1900s, though the transition to energy weapons has already been made. Clumsy overheating handguns and rifles that slowly fire long bolts of concentrated energy are used by high-ranking soldiers or special operatives, but their durability is dubious in comparison to the mass-produced, single-shot or bolt action rifles that the majority of Tajaran soldiers use. In recent years the People&#039;s Republic has largely replaced bolt action rifles with fully automatic Tsarrayut’yan rifles, however, these suffer accuracy issues at longer ranges. Bayonets are heavily relied upon in close-quarters combat rather than Tajaran model submachine guns, which are expensive in the eyes of the People&#039;s Republic and jam easily in the harsh terrain of Adhomai.&lt;br /&gt;
&lt;br /&gt;
Heavy infantry weapons like heavy machine guns used to come in the form of heavy, hand-cranked gatling emplacements with a heavy emphasis on frontal gun shielding. These HMG emplacements are extremely deadly in comparison to the slow-firing rifles of foot soldiers and are usually countered by Tajaran artillery or laser weaponry. Most squads of Tajara now carry a mixture of top-loading magazine-fed light machine guns or quicker-firing belt-fed LMGs.&lt;br /&gt;
&lt;br /&gt;
Tajaran artillery is where the cunning of the People&#039;s Republic engineering shines, and many mountain ranges of Adhomai have been lined with massive artillery guns. These weapons fire devastating artillery rounds capable of leveling small camps with a single shot, let alone a barrage. Artillery vehicles and mortar teams are almost always deployed in tandem with Tajaran infantry in order to shell enemy entrenchments and positions, and many Tajaran tacticians utilize artillery as their main killing force. These weapons are the pride of the People&#039;s Republic, and their nightmare if lost to enemy hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Tajaran Military Structures]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
Tajaran institutions for education are woefully behind their counterparts in other species. Historically, Njarir’Akhran were often the only ones who became literate. Historians theorize this is tied to their alleged rise to nobility through their positions in early theological organizations. Officials from each faction agree that religious education has dominated most of Adhomai&#039;s academic history with heavy evidence from religious books which were largely able to survive the mass destruction of books by being sheltered in temples. Disagreements among academics arise when discussing the evolution of primary schools, secondary schools, and universities. Academicians in the New Kingdom of Adhomai assert that these institutions began to raise thousands of years ago during the Gunpowder Era and downplay the role of the nobility&#039;s suppression of educating the masses. However, intellectuals in the People&#039;s Republic of Adhomai and the Democratic People&#039;s Republic assert that these institutions were disingenuous social clubs at best and that schooling and formal education did not begin to arise until five hundred years prior. Hard information on the curriculum of pre-war institutions outside of theological institutions is difficult to find, however, archaeological evidence tends to support arguments that there was a heavy focus on the arts- especially musicals. Some artistic Hharar who lived before the war give accounts on nobles providing large patronage for painters such as in the modern sense with Al-Manq, but also for lavish concerts, operas, and ballets. Sculpting also came into prominence as evidenced by the intricate detail of various statues and gargoyle-like protrusions from an array of buildings in Nal&#039;Tor and especially on the capital building in The People&#039;s Square: the aptly-named Steeple. Regardless of the details of pre-revolution educational institutions, the current face of Tajaran education outside of seminaries is primarily technical schools that focus on preparing young Tajara to work the various labor jobs around Adhomai.&lt;br /&gt;
&lt;br /&gt;
=== Marriage and Relationships ===&lt;br /&gt;
Historically, the peasantry made due by uniting themselves as a workforce which has bred an intimate inter-person relationship among the families of most villages, towns, and cities. Regardless of the size of the population, pre-uprising Tajara were often well acquainted with families that may have lived on the other side of town. Arranged marriages were extremely common and were ways to improve relationships among families. However, this traditional practice has met with extreme criticism following post-uprising debates. The practice of arranged marriage was not feasible following the first revolution which effectively eliminated a generation of adult Tajara. This created a generation that had to largely create their own marriages, many of which passed on this emerging cultural norm to the next generation. Although the permanent pairing of Tajara is often colloquially referred to as &amp;quot;marriage&amp;quot; due to humanizing influences, there are a handful of different technical terms for it depending on the religion of the Tajara involved. S&#039;rand&#039;marr worshipers are typically brought together in temples by their local Brother of the Sun in a ceremony that symbolizes and glorifies S&#039;rendarr and life. Their equivalent of Marriage is called &amp;quot;&#039;&#039;&#039;S&#039;rendal&#039;Matir&#039;&#039;&#039;&amp;quot; (The life of S&#039;rendarr), named for the idea of continuing the life that the sun god S&#039;rendarr celebrates. Tajara under the worship of Ma&#039;ta&#039;ke have a less celebratory and less ritualistic ceremony, instead, they have a simple meeting between families with a clergyman to proclaim the lovers &amp;quot;&#039;&#039;&#039;Zrrazhil Ekrratul&#039;&#039;&#039;&amp;quot; (Continuation of the families), named for the simple notion of propagating the blood of the families involved. &lt;br /&gt;
&lt;br /&gt;
Because of the Tajara&#039;s history as a repressive, conservative species, they have not grown too open-minded or liberal - unlike humanity&#039;s progressive views for example. Overt displays of affection, xenophilia, and homosexuality among Tajara are looked down on and treated as deviancy. Societal influence during royal rule has caused this sentiment to exist long before human contact. There also exists discrimination and bias against other races of Tajara - particularly against Zhan-Khazan for their purported low intelligence and rebellious tendencies. As a result, Tajara generally avoid interbreeding between races. An extension of the racism which prevents Tajara from breeding outside of their race can be found in the general public&#039;s extreme revulsion to notions of relationships outside of the species, an act which is considered an intolerable fetish to most. While these stances encapsulate the general view of the Tajaran society, there are individuals that do challenge this vision. They are commonly shunned and persecuted due to this.&lt;br /&gt;
[[File:Adhomai render 2.png|240px|thumb|right|An Adhomian city.]]&lt;br /&gt;
===Architecture===&lt;br /&gt;
&lt;br /&gt;
Adhomai&#039;s architecture is marked by the swift historical changes that the planet suffered in the past decades. Pre-contact buildings - ostentatious monuments built by the Njarir&#039;Akhran and wooden hovels inhabited by peasants - stand alongside modern edifices constructed by the early People&#039;s Republic and the modern Tajaran nations. Because of the destruction brought by two global conflicts, the Tajara had plenty of opportunities to experiment during the reconstruction. Most urban landscapes are a mosaic displaying the styles of whoever controlled them at a given time.&lt;br /&gt;
&lt;br /&gt;
===Holidays===&lt;br /&gt;
&lt;br /&gt;
Tajaran holidays center around the celebration of their nations, faith, or community. Many of these holidays have existed for centuries if not millennia, with a host of smaller rural holidays which vary from village to village. While priests of the Ma&#039;ta&#039;ke pantheon and the Parivara alike speak out against holding non-Tajaran holidays on Adhomai, such as Nal&#039;tor&#039;s annual [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-104944 Halloween] fundraisers, the vast majority of Tajara are usually indifferent towards celebrating these holidays when in Tau Ceti or other alien systems. Denying an invitation to a celebration for an alien holiday is still considered rude. Only hardliners become angered at the idea of celebrating non-Tajaran holidays off Adhomai. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armistice Day (November 26th):&#039;&#039;&#039; while the signing of the Armistice had led the nations to declare its date a holiday, the hopes for massive celebrations for the first anniversary were crushed quickly. The Solarian collapse had diverted the attention of the Tajaran governments towards trying to ensure their people in Tau Ceti were safe. Despite this, smaller and personal celebrations of the signed peace were still held on Adhomai. For the Tajaran community in Tau Ceti, Armistice Day became a symbol of unity in the face of the Solarian incursion. Rival gangs and communities set aside their differences and prepared for a possible invasion of Biesel together, a unity that unfortunately did not last after the rogue fleet was pushed out. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ma&#039;ta’kyr (March 24th to 30th):&#039;&#039;&#039; for an entire week, followers of the Ma’ta’ke pantheon hold celebrations for their gods. The first day is for Azubarre, which is filled with dazzling performances and unsurprisingly marriages. The second day is for Dhrarmela, whose followers present well-made crafts to donate to their community. The third day is Kraszar, whose priests hold elaborate theatre performances to tell stories and share wisdom with the people. The fourth day is Shumalia&#039;s, and is spent repairing the broken homes of the poorest while also ensuring important buildings are maintained. The fifth is Rredouane’s, and a day consisting mostly of war stories and gambling. The sixth day is Marryam’s, where families spend the day connecting with one another and holding personal celebrations. The final day is dedicated to Mata&#039;ke. It is on this day that an enormous fair is held within a community, organized by all Ma’ta’ke pantheon priests, celebrating the splendor of Mata’ke and his fellow gods. Within urban centers these fairs can become massive, sprawling over blocks and streets. D6’s Mata’ke following population celebrates this week fully, with workers taking days off or reduced shifts to enjoy it. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coming of Dawn (January 9th):&#039;&#039;&#039; a holiday commemorating the founding of the modern Parivara, the Coming of Dawn is when the worshippers of the Suns pay respects to Dirrnavirr&#039;Almalik. Proclaimed as the prophet of the Suns, priests share stories about Dirrnavirr’Almalik’s history from his birth to establishing the Dominion of southern Ras’nrr, the first empire. It is said that it was there that he spread the faith of the suns and the priesthood was established and entrusted to guide the Tajara people. Services include performances from choirs and communal singing led by priests. Idols were once brought out depicting Dirrnavirr’Almalik, a Njarir King. Many of these icons were smashed apart in the First Revolution. What few still exist are artifacts in museums, kept in Sana Sahira, or brought out in Kaltir lands where the practice continues. The echo of the choirs can be heard wherever this is held, and within D6 one could hear the ringing of hymns throughout the entire district. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dholma Festival (Third Week of October):&#039;&#039;&#039;  a week-long celebration to honor the harvest and prepare for the oncoming winter. During this period, Tajara will participate in large communal feasts, food fairs, and alcohol festivals. Drinking, eating, and spending time with friends and family are the main activities during this period; religious Tajara also visits local temples to offer donations to thank the Gods for the bountiful harvests.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Tajara]]&lt;br /&gt;
&#039;&#039;Al&#039;Mari Hadii picture created by SleepyWolf&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Ramke</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Democratic_People%27s_Republic&amp;diff=28891</id>
		<title>Democratic People&#039;s Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Democratic_People%27s_Republic&amp;diff=28891"/>
		<updated>2023-06-07T22:17:00Z</updated>

		<summary type="html">&lt;p&gt;Ramke: Redirected page to Democratic People&amp;#039;s Republic of Adhomai&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Democratic People&#039;s Republic of Adhomai]]&lt;/div&gt;</summary>
		<author><name>Ramke</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=People%27s_Republic&amp;diff=28890</id>
		<title>People&#039;s Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=People%27s_Republic&amp;diff=28890"/>
		<updated>2023-06-07T22:16:40Z</updated>

		<summary type="html">&lt;p&gt;Ramke: Redirected page to People&amp;#039;s Republic of Adhomai&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[People&#039;s Republic of Adhomai]]&lt;/div&gt;</summary>
		<author><name>Ramke</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Kingdom&amp;diff=28889</id>
		<title>New Kingdom</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Kingdom&amp;diff=28889"/>
		<updated>2023-06-07T22:16:08Z</updated>

		<summary type="html">&lt;p&gt;Ramke: Redirected page to New Kingdom of Adhomai&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[New Kingdom of Adhomai]]&lt;/div&gt;</summary>
		<author><name>Ramke</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=DPRA&amp;diff=28888</id>
		<title>DPRA</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=DPRA&amp;diff=28888"/>
		<updated>2023-06-07T22:15:21Z</updated>

		<summary type="html">&lt;p&gt;Ramke: Redirected page to Democratic People&amp;#039;s Republic of Adhomai&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Democratic People&#039;s Republic of Adhomai]]&lt;/div&gt;</summary>
		<author><name>Ramke</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=PRA&amp;diff=28887</id>
		<title>PRA</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=PRA&amp;diff=28887"/>
		<updated>2023-06-07T22:14:58Z</updated>

		<summary type="html">&lt;p&gt;Ramke: Redirected page to People&amp;#039;s Republic of Adhomai&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[People&#039;s Republic of Adhomai]]&lt;/div&gt;</summary>
		<author><name>Ramke</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=26828</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=26828"/>
		<updated>2022-09-23T15:15:19Z</updated>

		<summary type="html">&lt;p&gt;Ramke: Removes mention of loyalty implant - no longer canononical.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{TrailingMechanics}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
&lt;br /&gt;
= Corporate Regulations =&lt;br /&gt;
&lt;br /&gt;
Corporate Regulations are penned regulations that all SCC employees have agreed to abide by in the signing of their employment contract. These regulations apply across the board on any SCC owned property, be it station, ship, or outpost.&lt;br /&gt;
&lt;br /&gt;
Onboard each facility there will be a dedicated Security department in charge of making sure that all SCC employees follow these regulations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regulations protecting prisoners from mistreatment applies to even non-crew.&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Executions are not allowed by regulations.&#039;&#039;&#039; Station security nor command should be doing any executions. The maximum possible penalty for major infractions is marooning or cyborgification.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The brig timer of a prisoner begins after processing.&#039;&#039;&#039; All prisoner processing is expected to be completed in a timely manner. Should a detainee&#039;s processing take an unreasonably long time, the personnel responsible for that processing may be liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Regulations ===&lt;br /&gt;
&lt;br /&gt;
Every person on the station should have a good knowledge of Corporate Regulations. Following them could mean the difference between having a peaceful day or paying 1000 credits for multiple infractions. Extensive knowledge of Corporate Regulations is required for such positions as the Warden, Head of Personnel, Captain, and the Head of Security.&lt;br /&gt;
&lt;br /&gt;
For all incidents, the &#039;&#039;&#039;suspect&#039;s intent&#039;&#039;&#039; is very important. Some incidents are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Aiding and abetting a criminal makes you an accomplice; &#039;&#039;&#039;you can be charged with the same crime as the person you aided and abetted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The charges “Battery”, “Attempted murder” and “Murder” do not apply to crimes committed against [[IPC|IPCs]], whether they are free intelligences or owned by a person or company. Consult employment/security records to determine whether an IPC is owned or not. Positronic intelligences are not protected by capital punishment laws. Those charged with red level infractions may be at risk of being dismantled or destroyed.&lt;br /&gt;
&lt;br /&gt;
The charges “Battery”, “Attempted murder” and “Murder” do not apply to crimes committed against [[Dionae]], instead the respective charges are as follows: &amp;quot;Animal cruelty&amp;quot;, &amp;quot;Assault&amp;quot; and &amp;quot;Fytocide&amp;quot;. [[Dionae Forms|Dionae Nymphs]] acting as pests will not be protected by these regulations.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Captains and Authority ====&lt;br /&gt;
&lt;br /&gt;
Captains are not above Corporate Regulations and can be arrested by Security for breaking them. However, this should only happen if active Heads of Staff agree in a unanimous decision to approve the arrest, or the arrest is ordered by Central Command. &#039;&#039;&#039;Captains should not be removed from their position in this way for anything but violations that would normally require holding until transfer.&#039;&#039;&#039; Lesser violations can and should be reported to Central Command, but are not generally severe enough to warrant this drastic action. If a Captain is arrested in this manner, an Acting Captain should be appointed immediately, and Central Command should be informed.&lt;br /&gt;
&lt;br /&gt;
The station&#039;s assigned Captain has full and final authority over the operation of the station. They are authorized to issue direct orders to entire departments or specific crew members. They may take any actions or issue orders that violate regulations during non-standard situations. Generally, these orders must be carried out. Even if you feel an order from the Captain to be against regulation, your moral code, or generally detestable, you still have to follow it. You are entitled to begin a vote within Command (if you&#039;re part of Command) to have the Captain arrested if the order breaks a serious regulation, or fax Central Command (if you have access to a fax machine) to have them weigh in, but disobeying the order (if given to you) or obstructing it (if not given to you directly) is Failure to Execute an Order. This is upgraded to Sedition if you start encouraging others to refuse the Captain&#039;s orders.&lt;br /&gt;
&lt;br /&gt;
If a crew member breaks regulations while following a direct order from the Captain, when there are other legal ways to carry it out, that crew member is generally considered at fault for the violation.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from Central Command. Not even the Captain can deliver pardons, but they can grant parole with or without a tracking implant.&lt;br /&gt;
&lt;br /&gt;
==== Injunctions ====&lt;br /&gt;
&lt;br /&gt;
The Captain, Head of Security, and Internal Affairs Agents may issue injunctions to the crew if deemed necessary.&lt;br /&gt;
&lt;br /&gt;
An injunction is a restriction on a crew member, meant to prohibit disruptive behavior that may not otherwise explicitly break regulations. Violating the terms of these injunctions &#039;&#039;&#039;is&#039;&#039;&#039; breaking regulations however, covered by &#039;&#039;&#039;i108 Violation of Injunction&#039;&#039;&#039; below. Examples of valid uses of injunctions include things like preventing two belligerent crew members from interacting with one another, or stopping someone from abusing alcohol at the bar. They are not meant to circumvent the chain of command, however, and efforts to resolve problems within that structure should be made first.&lt;br /&gt;
&lt;br /&gt;
The Head of Security and Internal Affairs Agents may issue injunctions to any non-Command member of the crew. The Captain&#039;s orders may override these injunctions.&lt;br /&gt;
&lt;br /&gt;
Only the Captain, Central Command itself, or every other member of Command acting as the Captain in a unanimous decision, may issue injunctions to a member of Command Staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Misc ====&lt;br /&gt;
&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; demand a tribunal for anything. You&#039;ll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Warrant&#039;&#039;&#039; must be provided for almost any search or arrest conducted under code green. Exceptions to this rule exist if an officer is a direct witness to a crime, or may reasonably conclude that failure to act will pose an immediate danger to the crew and/or station. Search warrants may also be circumvented if the Head of Staff over the employee being searched has given their direct consent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspensions&#039;&#039;&#039; are used to temporarily suspend an employee from active duty, restricting them from holding any station rank. They are typically used in situations where an employee can no longer be trusted to continue their work. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotions&#039;&#039;&#039; are used to temporarily demote an employee to a rank below their previous occupation, allowing them to continue active duty under a position of less authority. They are typically reserved for situations in which the employee is still trusted to continue work, but may require additional training or oversight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039; such as alcohol, tobacco, Ambrosia Deus, Ambrosia Vulgaris, etcetera are not covered by the &#039;&#039;&#039;Contraband&#039;&#039;&#039; regulation as these are legal under Tau Ceti law. A full list of legalized recreational drugs can be found [[Guide to Law|here]].&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions (Yellow Violations; i100&#039;s) ===&lt;br /&gt;
==== Regarding warnings ====&lt;br /&gt;
&lt;br /&gt;
Officers are allowed to give out official warnings for first-time low level infractions. Any repeat offenders are to be sentenced.&lt;br /&gt;
&lt;br /&gt;
Officers are not obligated to first issue out an official warning, but are encouraged to do so if the situation allows it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Incident&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Traditional Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Repeat Offense&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Fine&lt;br /&gt;
|-&lt;br /&gt;
| i101&lt;br /&gt;
| &#039;&#039;&#039;Trespassing&#039;&#039;&#039;&lt;br /&gt;
| To be in an area which a person does not have access to. &lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 200-300 credits&lt;br /&gt;
|-&lt;br /&gt;
| i102&lt;br /&gt;
| &#039;&#039;&#039;Petty Theft&#039;&#039;&#039;&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the station as a whole. Includes theft of credits up to 500cr. For higher amounts see i220 - Fraud&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Items can include anything in limited supply. Remember to take the items away from them and return them to where they stole them.&lt;br /&gt;
| 3 minutes, returning of stolen item to the owner or department.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 150-225 credits&lt;br /&gt;
|-&lt;br /&gt;
| i103&lt;br /&gt;
| &#039;&#039;&#039;Minor Assault&#039;&#039;&#039;&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure. To cause easily repairable damage to a free IPC chassis, up to and including the removal of limbs.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it&#039;s minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it. Force-feeding someone is this unless it&#039;s poisonous or knocks them unconscious.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 400-800 credits&lt;br /&gt;
|-&lt;br /&gt;
| i104&lt;br /&gt;
| &#039;&#039;&#039;Battery&#039;&#039;&#039;&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn&#039;t really count. Touching someone, when they have explicitly told you not to, does. This includes repeated and unwanted psionic interaction.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 200-400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i105&lt;br /&gt;
| &#039;&#039;&#039;Indecent Exposure or Hooliganism&#039;&#039;&#039;&lt;br /&gt;
| To be intentionally and publicly unclothed, yelling at people for no reason in public or on comms, throwing around stuff where it could hit someone, yelling about how terrible the SCC is, etc.&lt;br /&gt;
| Running around the station naked or in underwear, or other such degrading activities. Drunks can be keep to sober up, but only if they are badly harassing other crew members. Regular drunks don&#039;t get arrested and if they are only a nuisance you keep them for the regular time. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow rounds. Skrell are required to be clothed just like anyone else. Tajaran can have rolled down jumpsuits unless ordered by their Head of Staff to keep it up.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 250-375 credits&lt;br /&gt;
|-&lt;br /&gt;
| i107&lt;br /&gt;
| &#039;&#039;&#039;Misuse of Public Radio Channels&#039;&#039;&#039;&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as &#039;DJs&#039; or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren&#039;t also counts. Speaking excessively non basic on comms also falls under this, unless it is your departmental comms (at the head&#039;s discretion and on non emergencies) and on green and yellow alert codes.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Ban from using any radio equipment, which requires a filed injunction.&lt;br /&gt;
| 150-225 credits&lt;br /&gt;
|-&lt;br /&gt;
| i108&lt;br /&gt;
| &#039;&#039;&#039;Violation of Injunction&#039;&#039;&#039;&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Captain, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 500-750 credits&lt;br /&gt;
|-&lt;br /&gt;
| i109&lt;br /&gt;
| &#039;&#039;&#039;Slandering a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To directly insult a Head of Staff with no valid complaints.&lt;br /&gt;
| This is most likely to happen when someone is being fired. The charge is only applicable when the statements are slanderous and untrue.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 250-275 credits&lt;br /&gt;
|-&lt;br /&gt;
| i110&lt;br /&gt;
| &#039;&#039;&#039;Slander or Verbal Abuse&#039;&#039;&#039;&lt;br /&gt;
| To spread false rumors in order to damage someone&#039;s reputation, or to use racially offensive language.&lt;br /&gt;
| Lying about anything to make someone else look bad, or making use of obscene or offensive slurs against someone else. For example, a drunk assistant starts shouting racial slurs at xeno crew. Since this has to be proven, it&#039;s up to the appropriate officer to determine. You should also see if the insults were real, rather than friendly banter between two friends.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute&lt;br /&gt;
|-&lt;br /&gt;
| i111&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it&#039;s perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order caused severe damage or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| 500-750 credits&lt;br /&gt;
|-&lt;br /&gt;
| i112&lt;br /&gt;
| &#039;&#039;&#039;Sexual Harassment&#039;&#039;&#039;&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related. For anything more serious see &amp;quot;Sexual Assault&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i113&lt;br /&gt;
| &#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Monkeys appropriately used for experiments or well-being (e.g Genetics, Virology, etc.) don&#039;t count, neither do the animals ordered from cargo. Shoving them in washing machines, or throwing them down disposals while still alive falls under this. Using them as food is a grey area, as long as they are not overtly caused pain in the process.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| Up to 10 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i114&lt;br /&gt;
| &#039;&#039;&#039;Vandalism&#039;&#039;&#039;&lt;br /&gt;
| To deliberately damage or deface the station without malicious intent. To cause easily repairable damage to an owned IPC, up to and including disabling the chassis.&lt;br /&gt;
| This can range from disassembling furniture unnecessarily, to drawing on the floor with crayons or other substances outside the chapel. Littering may also fall under this.&lt;br /&gt;
| 3 minutes&lt;br /&gt;
| Up to 10 minutes in total and/or Demotion.&lt;br /&gt;
| 450-675 credits&lt;br /&gt;
|-&lt;br /&gt;
| i115&lt;br /&gt;
| &#039;&#039;&#039;Threat of Murder or Serious Injury&#039;&#039;&#039;&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it&#039;s just people arguing over the radio, it&#039;s probably not worth it. Someone shouting at someone else while chasing them with a fire extinguisher is more valid.&lt;br /&gt;
| 3 minutes and mandatory Tracking implant.&lt;br /&gt;
| Up to 10 minutes with psychiatric evaluation.&lt;br /&gt;
| 500-750 credits. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i116&lt;br /&gt;
| &#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;&lt;br /&gt;
| To abuse bodies of dead or previously dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being cloned or cyborged also falls under this. The Chaplain or medbay tended to corpses in preperation for autopsy or funeral does not fall under this unless they&#039;re doing something bizarre and unnecessary.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| 10 minutes per corpse.&lt;br /&gt;
| 400-600 credits&lt;br /&gt;
|-&lt;br /&gt;
| i117&lt;br /&gt;
| &#039;&#039;&#039;Excessive use of force in detainment&#039;&#039;&#039;&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a prisoner after they&#039;ve been handcuffed, Using force against an unarmed and compliant suspect, and usage of lethal weapons in a non-lethal situation.&lt;br /&gt;
| 5 minutes and/or demotion to cadet.&lt;br /&gt;
| 10 minutes and demotion.&lt;br /&gt;
| 350-700 credits.&lt;br /&gt;
|-&lt;br /&gt;
| i118&lt;br /&gt;
| &#039;&#039;&#039;Violation of privacy laws&#039;&#039;&#039;&lt;br /&gt;
| To intentionally leak private aspects of employee records or financial account information to unauthorized personnel. &lt;br /&gt;
| Janitors found reading records flushed down disposals would be charged with this as well. Command can discuss medical records with other command (or IAA and Detectives on request) if they have a good reason, and similar with employee and security records. Using a station announcement asking someone come pick up their hemorrhoid cream is also a no. The punishment goes to the source of the leak. Authorization for respective records goes to their respective heads of staff. (CMO, HoP, HoS, and the final say of Captain.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 10 minutes. Demotion and/or Suspension.&lt;br /&gt;
| 500-750 credits.&lt;br /&gt;
|- &lt;br /&gt;
| i119&lt;br /&gt;
| &#039;&#039;&#039;Illegal search&#039;&#039;&#039;&lt;br /&gt;
| To preform a search of an employee or workplace without a search warrant, clearance, or probable cause.&lt;br /&gt;
| An extension of the Privacy Laws, crew members are entitled to the privacy against searches on green alert. Security is required to obtain a search warrant from either the Head of Security, Captain, or lacking either, a Warden. Searches of workplaces falls under this. Security can circumvent a search warrant requirement if they: have clearance from the respective head of staff, have directly witnessed a crime taking place, or feel there is a real and imminent danger to the safety of crew and/or station. This also does not apply to searches conducted after another, legitimate arrest. &lt;br /&gt;
| 3 minutes. A written apology. Return of non-contraband goods and reduced brig time for victim. &lt;br /&gt;
| 10 minutes. Demotion and/or Suspension.&lt;br /&gt;
| 500-750 credits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions (Amber Violations; i200&#039;s) ===&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:150px&amp;quot;|Infraction&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Standard Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i201&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order with Serious Consequences&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the station, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the singularity eat part of the station. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Immediate suspension. Holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i202&lt;br /&gt;
| &#039;&#039;&#039;Resisting Arrest and/or Sparking a Manhunt&#039;&#039;&#039;&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| &#039;&#039;&#039;Refusing handcuffs is not resisting arrest&#039;&#039;&#039;. Pushing the officer trying to arrest you, or running away falls under this.&lt;br /&gt;
| 5 minutes. If they sparked a manhunt and did not surrender themselves, tracking implant&lt;br /&gt;
| Up to 15 minutes in addition to regular time&lt;br /&gt;
|-&lt;br /&gt;
| i203&lt;br /&gt;
| &#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination and tracking implant&lt;br /&gt;
| Demotion and isolation in solitary&lt;br /&gt;
|-&lt;br /&gt;
| i204&lt;br /&gt;
| &#039;&#039;&#039;Abuse of Confiscated Equipment&#039;&#039;&#039;&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn&#039;t be using evidence for anything but evidence. Taking &amp;quot;trophies&amp;quot; or using weapons and items seized from operatives counts as this.&lt;br /&gt;
| 10 minutes, re-confiscation of equipment&lt;br /&gt;
| Suspension or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i205&lt;br /&gt;
| &#039;&#039;&#039;Illegal Detention, Arrest, or Holding&#039;&#039;&#039;&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe THEY ARE THE LAW.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 15 minutes and immediate suspension&lt;br /&gt;
|-&lt;br /&gt;
| i206&lt;br /&gt;
| &#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;&lt;br /&gt;
| To fail to perform a job to a satisfactory standard.&lt;br /&gt;
| This can be due to honest or dishonest mistakes that the Head of the Department feels hampers Department productivity. Examples include scientists/engineers releasing phoron or causing a breach, doctors mixing up medicines that cause injury to patients, or the Warden not doing his job. Additionally, a member of Command may only be charged with Neglect of Duty with the agreement of the Captain, or through a Captain level decision passed by the Command Staff.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i207&lt;br /&gt;
| &#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| This includes the Bridge, AI upload or core, Teleporter, vault, or EVA. Using AI or Cyborg help for infiltration purposes is also considered breaking and entering.&lt;br /&gt;
| 15 minutes and tracking implant&lt;br /&gt;
| Holding until transfer and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i208&lt;br /&gt;
| &#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
| To cause severe injury to another employee. To cause irreparable damage to the chassis of a free IPC.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, using hallucinogens and repeated and unwanted psionic interaction with intent to cause distress - including intrusive psionic probing.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Up to 30 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i209&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Confinement&#039;&#039;&#039;&lt;br /&gt;
| To escape from confinement as someone who is serving a non-permanent sentence.&lt;br /&gt;
| See &amp;quot;Escaping From a Permanent Sentence&amp;quot; for those who do it with permanent sentences.&lt;br /&gt;
| 10 minutes added and tracking implant. The original time is not reset&lt;br /&gt;
| Up to 30 minutes and demotion&lt;br /&gt;
|-&lt;br /&gt;
| i210&lt;br /&gt;
| &#039;&#039;&#039;Unlawful Modification of AI/Cyborg Laws&#039;&#039;&#039;&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Captain, Chief Engineer, Research Director, or Two other Heads of Staff can authorize a law change.&lt;br /&gt;
| 20 minutes and tracking implant&lt;br /&gt;
| Demotion. Holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i211&lt;br /&gt;
| &#039;&#039;&#039;Sedition&#039;&#039;&#039;&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the station into &amp;quot;Nations&amp;quot;, arresting a head of staff without cause, or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Suspension and holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i212&lt;br /&gt;
| &#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
| To possess, use, or distribute contraband items, including illegal drugs.&lt;br /&gt;
| For what does and does not count as contraband, see [[Guide to Contraband]]. Alcohol, Tobacco, Mercury Mono lithium Sucrose (space drugs), Psilocybin, Ambrosia Deus, Ambrosia Vulgaris, and Reshi are are all legal for possession and distribution.&lt;br /&gt;
| 15 minutes and confiscation of said items&lt;br /&gt;
| 20 minutes and demotion&lt;br /&gt;
|-&lt;br /&gt;
| i213&lt;br /&gt;
| &#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the efforts of the crew or station with malicious intent. To cause irreparable damage to the chassis or positronic brain of an owned IPC.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is the most important bit here.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| 30 minutes, suspension and/or tracking implant&lt;br /&gt;
|-&lt;br /&gt;
| i214&lt;br /&gt;
| &#039;&#039;&#039;Exceeding Official Powers&#039;&#039;&#039;&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the captain acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the captain also comes under this. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes and/or demotion. Head demotions require Captain or majority Command approval&lt;br /&gt;
| 20 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i215&lt;br /&gt;
| &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items that are dangerous, of a high value, or a sensitive nature. Applicable to the theft of an owned IPC.&lt;br /&gt;
| This means weapons, explosives or ammunition, and also includes items from the [[Guide to Contraband|High-risk Items]] page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes, confiscation of stolen items&lt;br /&gt;
| Suspension, tracking implant and holding until Transfer&lt;br /&gt;
|-&lt;br /&gt;
| i216&lt;br /&gt;
| &#039;&#039;&#039;Organising a Breakout&#039;&#039;&#039;&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows&lt;br /&gt;
| 15 minutes and tracking implant&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
| i217&lt;br /&gt;
| &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don&#039;t have control over are examples of this.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| Up to 25 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i218&lt;br /&gt;
| &#039;&#039;&#039;Use of Excessive Force&#039;&#039;&#039;&lt;br /&gt;
| To put a victim in critical state in defense of yourself or others, or seriously injuring a suspect while attempting to detain them. This includes pulling them when they have open wounds.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 25 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i219&lt;br /&gt;
| &#039;&#039;&#039;Mistreatment of Prisoners&#039;&#039;&#039;&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. This includes pulling them when they have open wounds counts as abuse. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 25 minute and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i220&lt;br /&gt;
| &#039;&#039;&#039;Fraud&#039;&#039;&#039;&lt;br /&gt;
| To steal or use deliberate deception in order to obtain credits from someone. Applies to amounts greater than 500 credits. &lt;br /&gt;
For lesser amounts, see i102 - Petty Theft. &lt;br /&gt;
&lt;br /&gt;
For items of equivalent value, see i215 - Grand Theft.&lt;br /&gt;
| Emptying a station account for personal gain. Tricking someone into entrusting large amounts of money to another under false pretenses.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| 30 minutes and immediate suspension&lt;br /&gt;
|-&lt;br /&gt;
| i221&lt;br /&gt;
| &#039;&#039;&#039;Gross Negligence&#039;&#039;&#039;&lt;br /&gt;
| To display a severe lack of diligence or disregard for safe conduct, which causes or will cause serious harm to people or property.&lt;br /&gt;
&lt;br /&gt;
For instances of negligence that are not seriously and imminently harmful, see i206 Neglect of Duty.&lt;br /&gt;
| For this charge to apply, the threat of harm must be both significant and obvious. A chemist accidentally releasing phoron gas into the station, security practicing with weapons while people are downrange, or a xenobiologist who lets slimes escape without malicious intent are eligible examples. When possible, defer to Command and the existing Neglect of Duty charge. This is more useful when the negligent crew member is acting unsupervised.&lt;br /&gt;
| 15 minutes&lt;br /&gt;
| 20 minutes and/or demotion&lt;br /&gt;
|- &lt;br /&gt;
| i222&lt;br /&gt;
| &#039;&#039;&#039;Unregistered Positronic Machine&#039;&#039;&#039;&lt;br /&gt;
| To function as an untagged positronic machine within the Republic of Biesel, or to function as a positronic machine with a tag that has been tampered with or rendered inoperable.&lt;br /&gt;
| [[IPC|IPCs]] are required by Republic law to be electronically tagged. This tag is typically visible to an onlooker. &lt;br /&gt;
&lt;br /&gt;
Those who assist affected synthetics in tampering with or removing their tags are considered to be aiding and abetting them in this violation, and are themselves liable for heavy fines or brig time where applicable. These accomplices do not need to be retagged (if synthetic) or implanted.&lt;br /&gt;
| 10 minutes, immediate retagging, tracking implant, 1000 credit fine.&lt;br /&gt;
| 30 minutes, immediate retagging, 5000 credit fine.&lt;br /&gt;
|-&lt;br /&gt;
| i223&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping of Free Intelligence&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a free positronic intelligence against its will.&lt;br /&gt;
| If the positronic intelligence is held for ransom or exchange, there is no difference in sentence.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| Up to 25 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Severity Infractions (Red Violations; i300&#039;s) ===&lt;br /&gt;
==== Regarding cyborgification ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The NSS Aurora is in Tau Ceti space, which does not consider cyborgification capital punishment, making it an optional punishment.&#039;&#039;&#039; If Nralakk Federation citizens have a Do Not Borgify order in their records, &#039;&#039;&#039;their punishment becomes holding until transfer.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Crime&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Sentence&lt;br /&gt;
|-&lt;br /&gt;
| i301&lt;br /&gt;
| &#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also cover Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Marooning, cyborgification or Holding Until Transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i302&lt;br /&gt;
| &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used for excessive self-defense.&lt;br /&gt;
| 20 minutes and/or demotion. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i303&lt;br /&gt;
| &#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent.&lt;br /&gt;
| See &amp;quot;Sedition&amp;quot; for less violent mutineers. This generally means they use harm-intent or try to kill their superiors or advocate the same.&lt;br /&gt;
| Marooning or cyborgification.&lt;br /&gt;
|-&lt;br /&gt;
| i304&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping and Hostage taking&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a victim against the victim&#039;s will.&lt;br /&gt;
| If the person is held for ransom or exchange, then it is considered hostage taking, which is automatically a holding until transfer.&#039;&#039;&#039;&lt;br /&gt;
| Hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i305&lt;br /&gt;
| &#039;&#039;&#039;Terrorist Acts&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or station.&lt;br /&gt;
| This includes deliberate arson, use of bombs, detonation of the Supermatter, etc. Collateral damage or severe station damage has to be involved. For less disastrous actions, see sabotage.&lt;br /&gt;
| Hold until transfer, marooning or cyborgification.&lt;br /&gt;
|-&lt;br /&gt;
| i306&lt;br /&gt;
| &#039;&#039;&#039;Assaulting a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 20 minutes and/or demotion.&lt;br /&gt;
| 40 minutes, suspension, and tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i307&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Holding Until Transfer&#039;&#039;&#039;&lt;br /&gt;
| To escape, or attempt to escape, from the brig or other holding area when being held until transfer.&lt;br /&gt;
| They have to have been properly convicted for it to be a life sentence.&lt;br /&gt;
| Marooning, cyborgification or hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i308&lt;br /&gt;
| &#039;&#039;&#039;Corporate Espionage&#039;&#039;&#039;&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organisations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation.&lt;br /&gt;
| Holding until transfer, marooning, or cyborgification.&lt;br /&gt;
|-&lt;br /&gt;
| i309&lt;br /&gt;
| &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;&lt;br /&gt;
| To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
| ERP scenes, or erotic roleplay, is a permabannable offence. Adminhelp it if this happens to you; it&#039;s against server rules, not just station rules. &lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i310&lt;br /&gt;
| &#039;&#039;&#039;Automacide&#039;&#039;&#039;&lt;br /&gt;
| To willfully, unlawfully and permanently terminate a free positronic intelligence.&lt;br /&gt;
| Essentially the murder charge for free IPCs. Premeditation and malicious intent are still important here.&lt;br /&gt;
| 20 minutes, demotion&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i311&lt;br /&gt;
| &#039;&#039;&#039;Fytocide&#039;&#039;&#039;&lt;br /&gt;
| To willfully, unlawfully and permanently terminate 2/3 or more nymphs contained within a gestalt.&lt;br /&gt;
| Essentially the murder charge for Dionae. Planning and motive are still important here.&lt;br /&gt;
| 20 minutes, demotion&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;825px&#039; style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;100px&#039;|Benefit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| Coming to the brig, confessing what you&#039;ve done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with prosecution or security&#039;&#039;&#039;&lt;br /&gt;
| Being helpful to the members of security.&lt;br /&gt;
| Up to -25%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate threat to the prisoner&#039;&#039;&#039;&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. Life sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical reasons&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defence&#039;&#039;&#039;&lt;br /&gt;
|  Assault and even homicide can be justified if it was necessary for prevention of loss of life. (Note that there are borders of acceptable self-defence, and killing a man who just punched you is subject to &amp;quot;Use of Excessive Force&amp;quot;)&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Parole ====&lt;br /&gt;
&lt;br /&gt;
Parole is temporarily releasing a prisoner before their sentence has been fully completed on the promise of good behavior. Parole can be given for any number of reasons, including brig overcrowding, a reward for good behavior or confession, or if the prisoner&#039;s skills are in need by the station such as a doctor or engineer.&lt;br /&gt;
&lt;br /&gt;
The Warden or Head of Security can choose to give prisoners parole. A tracking implant is recommended if the prisoner is a flight risk (IE an engineer going EVA, but it is up to the Warden/HoS to determine how much of a risk they are.) Tracking implants for minor crimes are not worth it.&lt;br /&gt;
&lt;br /&gt;
On the completion of their time they are simply marked as released as normal.&lt;br /&gt;
&lt;br /&gt;
If they commit any crimes their parole is ended and they must serve out the remainder of their time in the brig with the new crime&#039;s time added on.&lt;br /&gt;
&lt;br /&gt;
Parole can be given immediately after initial processing; theoretically a prisoner can spend their entire sentence out of the brig.&lt;br /&gt;
&lt;br /&gt;
==== Marooning ====&lt;br /&gt;
&lt;br /&gt;
An individual being marooned will have their employment considered terminated, their person stripped of all workplace equipment and left on the nearest celestial body or current port of call with their personal belongings. Humans, Tajara, Skrell and IPC are to be given a basic softsuit, oxygen (or a suit cooler unit) and a GPS. Vaurca and Diona are to be given k&#039;ois or a source of light instead. A majority vote is required to pass a marooning unless a Captain is present, at which point the Captain may call for a marooning without Command support. An after-action report must be faxed to Central after a marooning has occurred.&lt;br /&gt;
&lt;br /&gt;
=== Terminology and Clarifications ===&lt;br /&gt;
&#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis. Often also known as Shackling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspension&#039;&#039;&#039;: Changing ID title to &amp;quot;suspended&amp;quot;, zero access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be done up to and including Assistant position, by Head of Personnel or Captain&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of the SCC, as defined by the station&#039;s commanding officer. All non-employee subjects are still protected by these laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Captain) of access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Captain, Chief Engineer, Head of Personnel, Head of Security, Chief Medical Officer, Research Director.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HuT&#039;&#039;&#039; Holding until Transfer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal Situation&#039;&#039;&#039;: A situation in which there is an apparent and real threat the the well-being of all those involved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat Offenders&#039;&#039;&#039;: For repeat offenders, use the &amp;quot;repeat offense&amp;quot; punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. E.g: Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crewmembers that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to HuT&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
{{jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Security]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Ramke</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=25631</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=25631"/>
		<updated>2022-07-27T20:05:12Z</updated>

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