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		<id>https://wiki.aurorastation.org/index.php?title=Paramedic&amp;diff=37873</id>
		<title>Paramedic</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Paramedic&amp;diff=37873"/>
		<updated>2025-09-29T20:21:33Z</updated>

		<summary type="html">&lt;p&gt;Shimmer: Removes the suggestion to carry Butazoline/Bicaridine and Dermaline/Kelotane from the Paramedic&amp;#039;s loadout, given that this recommends new paramedic players to step out of their lane and do the work of a Physician (the two chems not contributing to st&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #BBF1F1&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #BBC6F1&lt;br /&gt;
|img = Firstresponder-nbt.png&lt;br /&gt;
|jobtitle = Paramedic&lt;br /&gt;
|access = [[Job Guides#Medical|Medbay]], Morgue, EVA, Maintenance, External Airlocks&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = Must be least 18 years of age with a Paramedic certification.&lt;br /&gt;
|employers = [[Zeng-Hu Pharmaceuticals]], [[Nanotrasen]], [[Private Military Contracting Group | The Private Military Contracting Group]]&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Tajaran Educational Institutions#Trizar State Medical Academy|Trizar State Medical Academy]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Recover and safely deliver injured crew to Medbay, work against the clock.&lt;br /&gt;
|guides = [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Paramedic&#039;&#039;&#039; plays an extremely important role on board the ship. Primarily tasked with reaching injured crew members far from medbay, every second counts and every action or inaction means the difference between life and death. Paramedics are trained in the medical field, but are &#039;&#039;not&#039;&#039; doctors thus they cannot perform surgeries or advanced diagnoses. They&#039;re trained in detecting and fixing symptoms found on the field, and assisting in [[Guide_to_Medicine#Triage|triage]] when necessary.&lt;br /&gt;
&lt;br /&gt;
==Starting Out==&lt;br /&gt;
You spawn in Medical, along with all of your coworkers. The Paramedic quarters, your home base, is on the second deck, just above the medical storage room. You can find your equipment inside the lockers, and on the tables. Naturally, the first thing you&#039;re going to want to do is prepare your equipment. Spawning as a Paramedic will allow you to start with an advanced first aid kit (hey, why are you reading this guide if you&#039;re playing the role...?).&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
*[[File:MedGlasses.png]]&#039;&#039;&#039;Medical HUD:&#039;&#039;&#039; To check records and patient physical condition on the go. Also available in aviator form. So cool! Also, you can alt-click on someone to change their triage tag.&lt;br /&gt;
*[[File:LGloves.png]] &#039;&#039;&#039;Latex Gloves:&#039;&#039;&#039; To prevent spreading infection. Nitrile works too &amp;lt;s&amp;gt;and is the only option for our clawed friends&amp;lt;/s&amp;gt;.&lt;br /&gt;
*[[File:Sterilemask.png]] &#039;&#039;&#039;Sterile Mask:&#039;&#039;&#039; To avoid catching or spreading infections.&lt;br /&gt;
*[[File:Healthanalyzer.gif]] &#039;&#039;&#039;[[Guide_to_Medicine#Health_Analyzer|Health Analyzer]]:&#039;&#039;&#039; Used for diagnosing basic injuries.&lt;br /&gt;
*[[File:Traumakit.png]] &#039;&#039;&#039;[[Guide_to_Medicine#Advanced_Trauma_Kit|Advanced Trauma Kits]]:&#039;&#039;&#039; Treats brute (physical) damage, and prevents infections.&lt;br /&gt;
*[[File:Burnkit.png]]  &#039;&#039;&#039;[[Guide_to_Medicine#Advanced_Burn_Kit|Advanced Burn Kits]]:&#039;&#039;&#039; Treats burn damage and prevents infections.&lt;br /&gt;
*[[File:Rescuesuit.png]] &#039;&#039;&#039;[[Guide_to_EVA#Hardsuits|Rescue Hardsuit]]:&#039;&#039;&#039; This is your primary means of [[Guide to EVA|EVA]] travel. It comes equipped with several modules, including:&lt;br /&gt;
**&#039;&#039;&#039;Leg actuators:&#039;&#039;&#039; Middle-clicking on a tile with these activated and selected will allow you to immediately leap forward, and land on your feet if you fall from another floor! Keep in mind that if you&#039;re carrying a roller bed with you, they&#039;re not going to leap with you.&lt;br /&gt;
**&#039;&#039;&#039;Jetpack:&#039;&#039;&#039; Exactly what it says it is. Fly around freely in space.&lt;br /&gt;
*[[File:Medical_Hardsuit.png]] &#039;&#039;&#039;Medical Voidsuit:&#039;&#039;&#039; While there are two medical hardsuits, the hardsuit module removes the ability to wear a bag. It is up to you whether having a bag or having a hardsuit is more valuable. In the case the bag is more valuable, a voidsuit will be needed. These can be found in EVA on deck 1.&lt;br /&gt;
*[[File:Splint.png]] &#039;&#039;&#039;[[Guide_to_Medicine#Splints|Splint]]:&#039;&#039;&#039; To secure fractures before moving a patient.&lt;br /&gt;
*[[File:Hypo.png]] &#039;&#039;&#039;[[Guide_to_Medicine#Hypospray|Hypospray]]:&#039;&#039;&#039; This neat little tool injects up to 15 units of chemicals. This is faster than pills and more sanitary than syringes.&lt;br /&gt;
*[[File:Bottles.gif]] &#039;&#039;&#039;[[Guide to Chemistry#Inaprovaline|Inaprovaline]]:&#039;&#039;&#039; Can be found in the NanoMed. A general stabilizer. &#039;&#039;&#039;The&#039;&#039;&#039; most important chemical you&#039;ll ever have. Inaprovaline does many amazing things, including slowing down all bleeding, keeping the heart rate stable, and acting as a mild painkiller.&lt;br /&gt;
*[[File:Pills.gif]] &#039;&#039;&#039;[[Guide to Chemistry#Dylovene|Dylovene]]:&#039;&#039;&#039; Can be found in the NanoMed. An anti-toxin; helps heal and protect the liver in case someone has been poisoned or irradiated.&lt;br /&gt;
*[[File:Pills.gif]] &#039;&#039;&#039;[[Guide to Chemistry#Dexalin|Dexalin]]:&#039;&#039;&#039; Made by a Pharmacist; its weaker variant, Dexalin, can be found in sleepers or in injector form in medical storage. Can be administered through inhalation, injection, or pill. &#039;&#039;&#039;Do not administer to [[Vaurca]].&#039;&#039;&#039;&lt;br /&gt;
*[[File:Rollerbed.png|32px]] &#039;&#039;&#039;[[Guide_to_Medicine#Roller_Bed|Roller Bed]]:&#039;&#039;&#039; To quickly transport patients unable to walk.&lt;br /&gt;
*[[File:Body_Bag.png]] &#039;&#039;&#039;Body Bag:&#039;&#039;&#039; To transport dead patients to the medbay.&lt;br /&gt;
*[[File:Med_harness.png]] &#039;&#039;&#039;Stabilizer harness:&#039;&#039;&#039; Performs CPR automatically and supplies the patient with emergency oxygen (if you turn the CPR function on).&lt;br /&gt;
*[[File:Stasis_bag.png]] &#039;&#039;&#039;[[Guide_to_Medicine#Stasis_Bag|Stasis Bag]]:&#039;&#039;&#039; Slows down a patient&#039;s vital functions; also shields them from dangerous atmospheric conditions, like the vacuum of space. Ideal for transporting a critical patient.&lt;br /&gt;
*[[File:Bottles.gif]] &#039;&#039;&#039;[[Guide to Chemistry#Mortaphenyl|Painkillers]]:&#039;&#039;&#039; Perconol can be found in a NanoMed; mortaphenyl pills can be found in the paramedic quarters. Patients in extreme pain are likely to faint, or even cause pain shock, leading to their heart stopping, neither of which is ideal.&lt;br /&gt;
*[[File:Bottles.gif]] &#039;&#039;&#039;[[Guide to Chemistry#Coagzolug|Coagzolug]]:&#039;&#039;&#039; An important chemical for slowing down bleeding. You have Coagzolug autoinjectors in the lockers of your Quarters and Nanomeds contain 2 bottles each. Always carry one on your person!&lt;br /&gt;
&lt;br /&gt;
==Your Department and You==&lt;br /&gt;
=== Physician/Surgeon ===&lt;br /&gt;
The dynamic between the [[Physician]]s, [[Surgeon]]s and the Paramedic is a vitally important dynamic. Paramedics are expected to retrieve patients for the Physicians and Surgeons to treat. This does not entirely exclude Paramedics from assisting in the GTR, however it should only be done when requested or during an emergency. There are other functions which a Paramedic can do within the medbay, but the focus of a Paramedic is always on what is outside of the medbay.&lt;br /&gt;
&lt;br /&gt;
When bringing a patient to the medbay, it can be useful to inform the Physicians and Surgeons of the general state of the patient over the radio. Details are not needed, but the severity and type can help prepare whoever may be receiving the patient. You should also inform the receiving Physician of what chemicals have been administered to avoid overdosing patients.&lt;br /&gt;
&lt;br /&gt;
=== Pharmacist ===&lt;br /&gt;
The [[Pharmacist]] can be a very useful coworker. Paramedics can often fill their role without the need for extra chemicals beyond those already in the medbay, however having access to advanced chemicals such as Adrenaline, Mortaphenyl, Dexalin Plus, and so on can enhance your capabilities.&lt;br /&gt;
&lt;br /&gt;
Remember that the purpose of a Paramedic is to retrieve patients and treat minor injuries in the field. If there is a limited supply of chemicals from the pharmacy, the Physicians should get first pick.&lt;br /&gt;
&lt;br /&gt;
=== Chief Medical Officer ===&lt;br /&gt;
Remember that the [[Chief Medical Officer]] is your boss. They have a direct link to the activities of the other departments, such as security, and can offer vital information about potential locations where injuries may occur. Some areas cannot be accessed by Paramedics. In these situations, working with the CMO may be necessary to gain access and retrieve otherwise unreachable patients. Utilize their expanded access, and in return listen out for their orders and keep them informed.&lt;br /&gt;
&lt;br /&gt;
==Responding to an Emergency==&lt;br /&gt;
You&#039;ve been waiting for the whole shift, and suddenly, you&#039;ve heard the call (or seen a weird pulse on suit sensors)! &amp;quot;Medical to [location]!&amp;quot; Time to rush there and see what&#039;s going on.&lt;br /&gt;
&lt;br /&gt;
When responding, make sure to remember your three S&#039;s:&lt;br /&gt;
# &#039;&#039;&#039;Speed.&#039;&#039;&#039; Get there quickly. If you don&#039;t recognize the location of the patient, ask over comms. Someone will likely be happy to help you or direct you to the general area. &lt;br /&gt;
# &#039;&#039;&#039;Safety.&#039;&#039;&#039; There&#039;s nothing that can jeopardize your patient more than you screwing yourself over. Make sure you&#039;re not entering a vented area without internals, make sure you&#039;re not rushing into an active firefight, make sure you&#039;re not about to trip and fall into a hole. You can&#039;t help others if you don&#039;t help yourself!&lt;br /&gt;
# &#039;&#039;&#039;Sanity.&#039;&#039;&#039; Remain calm. Making quick decisions is all well and good, but if you make the wrong quick decision, it can make your patient&#039;s condition even worse. Take a breath, assess what&#039;s around you, and go from there. And if you screw up, remember that it&#039;s only a game.&lt;br /&gt;
&lt;br /&gt;
Whatever the state of your patient, the following steps are applicable in pretty much any situation:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Scan your patient with a health analyzer.&#039;&#039;&#039; Their condition will pop up in your chat; you&#039;ll see their brain activity, blood oxygenation, damage on their body, and if they&#039;re in shock, have an unknown substance in their blood, or are suffering from major systemic organ failure. This should help you figure out what to do next.&lt;br /&gt;
# &#039;&#039;&#039;&#039;&#039;BANDAGE ANY BLEEDING.&#039;&#039;&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; most critical step in pretty much any first response scenario. People bleed out very quickly, and it&#039;s a very easy way to kill a patient if they become hypovolemic/have low blood volume.&lt;br /&gt;
# &#039;&#039;&#039;Inject inaprovaline.&#039;&#039;&#039; You can pretty much never go wrong with injecting inaprovaline. Whether it&#039;s to slow their heart rate or speed up their healing, inaprovaline makes everything better.&lt;br /&gt;
&lt;br /&gt;
If the patient is fully conscious, not bleeding internally, not vomiting, and has a high brain activity, then all you need to do is diagnose the specific problem and administer the necessary medicine on the field. It is advised, however, to bring the patient back to the medbay for a more [[Guide_to_Medicine#Body_Scanner|thorough check]]. &lt;br /&gt;
&lt;br /&gt;
===Critical Patients===&lt;br /&gt;
Here it is; the bread and butter of your department. If someone is at serious risk of dying, it&#039;s your job to get them in to the medbay so they can be treated more intensively by the Physician and Surgeon. More likely than not you&#039;ll find critical patients (brain activity below 100%) are unconscious, or otherwise unable to communicate. This will make finding the exact cause of the problem a bit harder in the field, which would require you to transport the patient to the medical bay post-haste. But before that, a series of steps are required to make sure your patient doesn&#039;t die on the way. The steps are listed in order of importance.&lt;br /&gt;
&lt;br /&gt;
#If the patient is in a dangerous area, bring them away from the danger.&lt;br /&gt;
##If they&#039;re in bad atmos, seal them inside a stasis bag.&lt;br /&gt;
##If they&#039;re in the middle of a firefight or otherwise at risk of incurring more trauma, use [[File:Grab.png]]&#039;&#039;&#039;grab&#039;&#039;&#039; intent to drag them away without worsening their wounds.&lt;br /&gt;
#Administer inaprovaline. This will make sure their condition doesn&#039;t worsen too much.&lt;br /&gt;
#If the patient is bleeding, &#039;&#039;&#039;use a trauma kit to stop the bleeding.&#039;&#039;&#039;&lt;br /&gt;
##If the patient has an &#039;&#039;extremely low blood volume&#039;&#039;, just bring them to the medbay immediately.&lt;br /&gt;
#If the patient is bleeding internally, administer coagzolug.&lt;br /&gt;
#If the patient is suffocating, inject dexalin. Seal them in a stasis bag if the trip back involves a vacuum.&lt;br /&gt;
#Treat any remaining burn, brute or toxin damage with the application of advanced kits or pills, to further improve the state of the patient.&lt;br /&gt;
#Administer painkillers if the patient is suffering from shock or conditions that cause pain, like fractures, burns or brute damage. Patients in shock are less communicative, which will hamper your efforts.&lt;br /&gt;
#Finally, unless your patient&#039;s condition would make running to medbay right this instant a life or death endeavor, splint any fractures before strapping your patient to the roller bed and rolling away.&lt;br /&gt;
&lt;br /&gt;
If possible, you should utilize the capacity of your hypospray to inject multiple chemicals at once. Furthermore, if the [[Chief Medical Officer]] is willing, ask for their premium hypospray to inject up to 30 units of chemicals instantly.&lt;br /&gt;
&lt;br /&gt;
While transporting the patient, make sure to ask them how they’re feeling. Don&#039;t let the effort that went into stabilizing the patient go to waste, throwing away the advantage of having a perfectly responsive patient.&lt;br /&gt;
&lt;br /&gt;
On arrival, make sure you brief any doctor that will handle your patient on what you did, and whatever their symptoms were. Remember that ICly, doctors shouldn&#039;t give out treatment lightly, and failing to inform the doctor of past steps might have them repeat the treatment, which might lead to an overdose.&lt;br /&gt;
&lt;br /&gt;
==What to Do When Out of Emergencies==&lt;br /&gt;
Paramedics, being non-doctors trained in the medical field, can assume other roles around the medbay to make the lives of the Physicians and Surgeons easier and improve overall efficiency of the medical bay.&lt;br /&gt;
*Help move patients from one branch of the medbay to another.&lt;br /&gt;
*Monitor the reception area, monitor suit sensors.&lt;br /&gt;
*Handle [[Guide_to_Medicine#Triage|triage]], stabilize patients who were left waiting.&lt;br /&gt;
*Check up on patients who were given a bed.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
As a Paramedic, you get all the perks Medical Doctors get when traitoring, from deliberate malpractice to using your medicines of good for plots of evil. But one added perk is that, as a Paramedic, you&#039;re usually the only medically trained person to first reach a dying patient outside the medbay walls. That can be used to your advantage: frantically dragging off a bleeding body is part of your job, and in no way suspicious.&lt;br /&gt;
&lt;br /&gt;
==Roleplay Tips==&lt;br /&gt;
*Remember that Paramedics are not MDs. Keep that in mind, and use it to give an interesting edge to your character. Think like an EMT would, not a doctor. Asking questions a doctor would consider &#039;silly&#039; is perfectly fine for you.&lt;br /&gt;
*Paramedics are trained on urgency, speed and that every second counts, unlike the MDs who had to spend over a decade studying to start practicing. That contract between your coworkers and you can be used to enhance RP.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Shimmer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Callisto&amp;diff=36189</id>
		<title>Callisto</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Callisto&amp;diff=36189"/>
		<updated>2025-07-01T19:50:51Z</updated>

		<summary type="html">&lt;p&gt;Shimmer: /* Culture and Demographics */ Duplicate removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Callisto&lt;br /&gt;
|System = [[Sol]] and the [[Jupiter|Jovian]]&lt;br /&gt;
|Image = Callisto.png&lt;br /&gt;
|Sector = [[The Orion Spur#Jewel Worlds|Jewel Worlds]]&lt;br /&gt;
|Capital = New Edinburgh&lt;br /&gt;
|Species = Humans, IPCs, Skrell&lt;br /&gt;
|Languages = Sol Common, Tradeband&lt;br /&gt;
|Demonyms = Callistean&lt;br /&gt;
|Nation = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
Located in the Jovian System, the Sovereign Solarian &#039;&#039;&#039;Commonwealth of Callisto&#039;&#039;&#039; is one of the commercial centres of the [[Sol Alliance]] and the largest port in the Alliance itself. Callisto&#039;s ideal location and relatively hospitable environment made it an attractive point of colonisation when humanity first went beyond the Sol System&#039;s Asteroid Belt, and Callisto has been a critical port since its inception and is one of the most populous bodies in the Orion Spur, with almost all of its surface covered by highly-developed urban areas. Callisto and its highly-valuable ports are the subject of intense protection by the Alliance&#039;s navy, and the moon itself is completely protected by the Callistean Supra-Atmospheric Ring Shield Generation Facility, a massive shield system locally referred to as either “the Ring” or “the Dome,” with residents often debating which local name more accurately describes the shield. The residents of Callisto are referred to as Callisteans, with the adjectival demonym of the moon being Callistean.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Our goal when investing into a colonial venture should, at all times, be to ensure it is both safe and profitable. We’ve seen the disasters of ‘Himeo,’ and other expeditions far afield from Earth. As a result, gentlemen, I advise that we as a Commonwealth aim for a closer goal: the Jovian moon of Callisto,”&amp;lt;/i&amp;gt; – Commonwealth President Patrick Chambers (2248-2332) addressing the Commonwealth of Nations on 17 March, 2276.&amp;lt;/center&amp;gt;&lt;br /&gt;
The first of the Jovian Moons to be colonized by humanity, Callisto has had human settlements since the 18th of June, 2107 -- when settlers from the United Orbital Enterprise made landfall on the moon. The Sol Alliance eventually acquired the moon in 2140 following the UOE&#039;s liquidation and Callisto became a significant area of investment for [[Einstein Engines]] after the megacorporation&#039;s founding in 2155. Callisto&#039;s relatively hospitable surface conditions made it, in the eyes of both Einstein and the Alliance, the ideal point for the development of a major center of commerce and trade in the Sol System. In the late 2100s an effort to rapidly terraform Callisto to a level of habitability suitable for heavy urbanization began while the first practical warp gates were set up in the moon&#039;s orbit. The original colonists involved in this rapid urbanisation project were plucked from across the world and tended to be from the countries that remained in the mid-20th century Commonwealth of Nations -- such as India and the United Kingdom -- due to its relative neutrality in the historical rivalry between major powers on Earth itself. The terraforming project was more successful on Callisto than on [[Mars]] due to the moon&#039;s smaller size and succeeded in granting the moon a breathable atmosphere by 2240, with rapid colonisation following in the years after. This, combined with Callisto&#039;s network of (for the time) cutting-edge warp gates, led to a massive amount of investment and building on the moon, which rapidly became one of the most urbanized member states of the young Alliance.&lt;br /&gt;
&lt;br /&gt;
While Callisto&#039;s shine was slightly tarnished by the Second Great Depression, its status as the Alliance&#039;s single largest port remained intact and investment continued to pour into the moon. However, its system of aging warp gates began to struggle to keep pace with the demands of interstellar traffic by the early 2300s, and it became clear to the Alliance that the moon&#039;s gates would need to be retrofitted sooner rather than later. Naturally, the project’s original designers, [[Einstein Engines]], seemed to be the most up to the task. Thus Callisto became the first test of the Warp Gate Project, a massive infrastructure project that would ultimately leave Einstein Engines more powerful than it had ever been and the Alliance in deep debt to the megacorporation. Despite the Alliance&#039;s woes, Callisto profited and found itself granted even more massive infrastructure projects with the completion of the Callistean Supra-Atmospheric Ring Shield Generation Facility in 2395.&lt;br /&gt;
&lt;br /&gt;
Despite the immense troubles faced by the Alliance in the 25th century, Callisto has remained a heavily-populated and immensely trafficked planet, with the majority of the Sol System&#039;s trade flowing through it even before the destruction of the shipping ports of Mars during the Violet Dawn disaster. While many planets and colonies in the Orion Spur now find themselves on shaky ground following the Alliance&#039;s partial collapse, Callisto’s status as the Sol Alliance’s hub has allowed it to weather some of the nastier effects of Sol’s recent troubles. Callisto and its massive ports have seen a noticeable downturn as of late, though. The Spur-wide phoron scarcity and economic crisis that has been paired with it has put a strain on the Callistean economy due to the fluctuating prices of interstellar shipping. Until it is resolved or non-phoron alternatives in the shipping industry are more widely adopted, there is likely to be some continued hiccups in the Callistean economy moving forwards.&lt;br /&gt;
&lt;br /&gt;
[[File:CallistoMapUpdated.png|thumb|A map of Callisto displaying its various districts and biomes.]]&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“What do I think of Callisto? I mean, it’s just a giant city. I don’t really see what the deal is? Like, I guess there’s cool stuff and all, but it’s just a lot of streets! Couldn’t there be a big park or something?” –&amp;lt;/i&amp;gt; Unknown Cytherean tourist, June 2458.&amp;lt;/center&amp;gt;&lt;br /&gt;
Callisto before its terraforming was a cold, cratered, and utterly desolate moon only set apart from dozens of other objects in the orbit of Jupiter by its low radiation levels and thin atmosphere. It was this lack of radiation and thin atmosphere that made it, and not its sister moon [[Europa]] the ideal location for humanity to settle -- even if a massive terraforming project was required. The project took 43 years and lasted from 2197 to 2240, when the moon was finally declared fit for human life. The surface, over the course of these four decades, had been radically altered. &lt;br /&gt;
&lt;br /&gt;
Callisto’s environment following the terraformation is at most mild, with only Gomul Catena boasting beaches that could be considered warm. The distance from the Sun and its occasional eclipse by Jupiter necessitated the creation of a series of orbital mirrors placed on the outskirts of the Jovian system, providing consistent and concentrated sunlight not only to Callisto but to Ganymede as well. Moving further away from the moon’s equator, the climate becomes colder quickly, with large ice caps covering the poles. Callisto’s position in the Sol System allowed the moon to grow a relatively successful tourism industry, with people from all corners of the system visiting the moon to view Jupiter under an open sky. While not as attractive as [[Silversun]], Callisto is often treated as a far more affordable option.&lt;br /&gt;
&lt;br /&gt;
Rain is something that occurs frequently around Callisto’s equatorial regions on a nearly daily basis. This extends outwards to Callisto’s more temperate latitudes during the moon’s synthetic, simulated seasons. Callisto has a very small axial tilt, meaning that seasons weren’t something that the moon experienced to any noticeable degree until it was terraformed. Generally though, the planet’s weather is wet, cool, and humid except for around the equator where it is noticeably sunnier.&lt;br /&gt;
&lt;br /&gt;
The Callistean surface, despite massive terraforming efforts, remains relatively hilly due to the moon&#039;s previous status as the most-cratered surface in the Sol System. While many of these craters were “smoothed out” and reduced during the terraforming process the hills that they left behind are almost universal across the Callistean surface, and the sprawling urban topography that Callisto has come to be most readily known for is built regardless of how hilly the surface can become. Callisto is home to three major seas that were previously massive multi-ringed impact craters on its surface. The seas, from largest to smallest, are the Valhallan Sea, Asgardian Sea, and Sea of Adlinda.&lt;br /&gt;
&lt;br /&gt;
As Callisto had no native life beyond a cellular level on it all animals and plants on the moon are “transplants” from Earth, though centuries of life on Callisto has caused a variety of adaptations unique to the moon itself. The terrestrial animal life of Callisto is typically small, agile, and adapted to urban environments, with some of the most common animals being the Callistean pigeon and the ever-present domesticated house cat. Callistean flora is similarly adapted for urban life and primarily consists of small flowering plants and some mosses, many of which tend to grow up the sides of buildings instead of expanding horizontally. Most notable amongst Callisto&#039;s flora is the Callistean fan palm: a relatively tall and quite sturdy palm tree found along the coasts of the Callistean seas and throughout the moon&#039;s cityscape with an easily-recognisable fan-shaped leaf.&lt;br /&gt;
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The vast majority of Callisto&#039;s surface is dominated by densely-populated urban sprawl and large facilities utilising interstellar trade and commerce. Green space is very rare on the Callistean surface, and the massive urban sprawl of the moon has allowed it to support a massive population of approximately twelve billion permanent residents. The continuous nature of Callisto&#039;s urban sprawl, with rare exceptions in its green spaces, has led to the creation of a unique ecological environment where only small, agile animals such as cats, pigeons, and rodents are able to survive and thrive -- with the feral version of the common housecat serving as the apex nonhuman predator of the moon&#039;s urban ecosystem. Larger animals are typically only found in ecological green spaces such as open-air zoos found in the Fisher&#039;s Rest Metropolitan District, Callisto&#039;s renowned academic centre that is also home to the largest green space on the moon.&lt;br /&gt;
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Excepting green spaces and Callisto&#039;s seas the two least-urbanised regions in terms of raw population density of the moon are the northern and southern spires of the Callistean Supra-Atmospheric Ring Shield Generation Facility, the massive shield that keeps Callisto protected from orbital attacks. The twin support spires of “the Ring” are both roughly two-hundred kilometers across at their base and stretch one-hundred-and-fifty kilometers into the air, at which point both are connected by a massive ring which is used to generate Callisto&#039;s protective shield. These facilities are large enough to have an impact upon Callisto&#039;s climate, and an area around the bases of both facilities suffers from what is locally referred to as the “ring shadow” -- a localised rain shadow created by the nearby spire. Once one reaches one-hundred-and-fifty kilometers into the air they will find the projected shield, which features free floating “ring gates” interspersed throughout the shield that serve as the primary point of entry to Callisto for ships possessing the proper Sol Alliance-flagged credentials. Due to the massive amounts of manpower required to keep the Ring operational, authority over the structure is somewhat messily divided between the Solarian Navy and Callisto&#039;s local administration, particularly the Port Authority of the Callistean Commonwealth.&lt;br /&gt;
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While the moon does possess a breathable atmosphere, Callisto is far too small to maintain it long term. Much of the terraformation equipment that hasn’t been scrapped was recycled for the purposes of maintaining an otherwise unsustainable environment. Unlike Mars, Callisto has the wealth and resources to maintain its equipment.&lt;br /&gt;
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==Government and Politics==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Callisto is consistently marked as one of the most well-performing Solarian member states in terms of government effectiveness. So why is it that the Navy continues to interfere with us?”&amp;lt;/i&amp;gt; – Excerpt from an anonymous anti-junta flier distributed throughout Callisto during the Spring and Summer of 2464.&amp;lt;/center&amp;gt;&lt;br /&gt;
Callisto&#039;s local government is regarded as reasonably competent by most Callisteans, particularly when it is compared to the insider cronyism of [[Venus]], the apocalyptic conditions faced on [[Mars]] following the Violet Dawn Catastrophe, or the normalised corruption of [[New Hai Phong]]. As with other Solarian member states the Commonwealth of Callisto has representation in the Alliance&#039;s senate. Unlike many Solarian member states, Callisto&#039;s immense size and influence gives it two senators: Barnaby Wade and Anastasie Renaud. At a local level Callisto is a representative democracy, with the varying areas of Callisto&#039;s “super city” electing representatives to the moon&#039;s local parliament. The number of representatives a given area receives is based upon its total population and Callisto&#039;s political scene is reflective of the diversity of the moon itself, particularly following the dissolution of the traditional parties of the Alliance following the Solarian Collapse of late 2462.&lt;br /&gt;
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One of the largest ongoing issues in the Commonwealth&#039;s political scene is the ongoing presence of the Solarian Navy both on the surface and in the orbit of Callisto. The Navy has maintained a continuous presence on Callisto since the completion of the Callistean Supra-Atmospheric Ring Shield Generation Facility in 2395 and primarily operates out of Tsushima Naval Base, an artificial satellite located in the near orbit of Callisto. Conflict between Callisteans and the Navy has been for almost as long as there has been a naval force stationed on the moon. Navy vessels are known for clashing with Callisto&#039;s local port authority over enforcement issues and have been known to harass ships from non-Solarian nations such as the [[Coalition of Colonies]] and Republic of [[Biesel]] when arriving at the moon to trade, with naval officers rarely being charged for these harassments despite outcries from Callisto itself. In spite of this the naval presence has been a benefit for Callisto at times, with it -- and the Callistean Supra-Atmospheric Ring Shield Generation Facility -- having kept the moon from ever being attacked or hit with interstellar objects throughout its history. Off-duty sailors and marines are a significant source of income for the Callistean tourism industry, with some bars near Togo Shuttleport, the major moonside port of Tsushima Naval Base, marketing to the Navy first and Callisteans second.&lt;br /&gt;
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Local law enforcement on Callisto is controlled by two main agencies: the Port Authority of the Callistean Commonwealth and the Callistean Metropolitan Police Department, both of which are regarded to be some of the best-perceived and respected law enforcement agencies within the Sol Alliance. Callisto&#039;s Port Authority is a massive agency responsible for security in Callisto&#039;s many ports, anti-smuggling operations, and -- alongside the Solarian Navy -- the maintenance and operation of the massive Callistean Supra-Atmospheric Ring Shield Generation Facility. The Port Authority has an infamously sour relationship with the local Solarian Navy presence and conflicts between it and the Navy over who is responsible for what are all too common. The Callistean MPD is one of the largest police agencies in the Alliance due to Callisto’s massive population and is an atypically structured authority. CMPD district branches operate with a large amount of independence due to the sheer size of Callisto&#039;s metropolitan districts while the CMPD&#039;s central authority in New Edinburgh, the moon&#039;s capital district, controls specialised personnel and provides overall policy for the department. The CMPD has unexpectedly found itself policing more [[IPC]] frames than any other police department in the Alliance, as the secession of [[Konyang]] has shifted the Alliance&#039;s centre of synthetic production to Callisto.&lt;br /&gt;
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The recent arrival of refugees from elsewhere in the Solarian alliance, namely the Outer Ring and Mars, has put some strain on some of Callisto’s social services and other aspects of its society such as housing and healthcare. This has led to some conflict with some locals over that very strain, though most Callisteans have been only welcoming to those less fortunate coming to their Moon.&lt;br /&gt;
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==Economics==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Without trade, we don’t have an economy. We’ve got nothing. Nothing! So why is it so hard for the Navy to understand that civilian ships need engines too, huh?! I thought the Navy protected Solarians!”&amp;lt;/i&amp;gt; — Senator Barnaby Wade (2431 - ) addressing Callisto’s need for more warp engines, 5 June 2463.&amp;lt;/center&amp;gt;&lt;br /&gt;
Callisto&#039;s economy is primarily based upon the interstellar trade that flows through its massive warp gate network and into the various port facilities that dot the moon&#039;s surface. Due to the need to service massive freight starships that travel to Callisto on a regular basis Callistean ports are massive and sprawling facilities capable of fitting even the biggest interstellar freighters, vessels which can sometimes be as long as a kilometer. The largest of these ports is the Galilean Port, a massive complex spanning forty kilometers that processes hundreds of millions of tons of cargo every year. While the Callistean shipping industry remains free of major corporate interference thanks to the heavy hand of the Solarian Alliance both Hephaestus Industries and Einstein Engines are heavily invested into the industry and many port facilities feature equipment produced by both corporations. Industrial IPC frames produced by [[Hephaestus Industries]] are a common sight in many Callistean dockyards, while more clerical frames -- such as Einstein Engines shells -- can be found in the offices of many ports.&lt;br /&gt;
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Callisto is also the home to the Sol alliance’s second largest concentrations of the banking and finance sector, the firsts being found in the [[Eridani Federation|Eridani Corporate Federation]]. Much of Callisto’s finance and banking industry revolves around the trade that comes through its ports and by extension the moon’s connections to interstellar markets far and wide. It is truly a spur-wide side of Callisto’s economy that works hand-in-hand with the shipping sector and is inextricably tied to the well-being of the spur’s economy and its megacorporations. Almost every major interstellar corporation has an office on Callisto which heads up their Solarian operations. Attlee Heights is also home to the SCSE, the Solarian Central Stock Exchange.&lt;br /&gt;
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Tourism is a secondary aspect of Callisto’s economy, and is itself divided into several smaller aspects. The majority of Callistean tourism is focused either around the District of Gomul Catena, mostly from Solarian citizens that look for a more affordable vacation than one on Silversun - or the District of Ha Wan, welcoming many sailors and outsiders to its vibrant and breathless nightlife scene. Many tourists visit Callisto to see Jupiter under an open sky, some opt to participate in the second aspect of Callisto’s tourism industry, one focused on sights around the Jovian system rather than the moon itself - an industry in which Idris Incorporated has solidified a foothold, offering awe-inspiring tours around Jupiter.&lt;br /&gt;
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The third aspect of Callisto&#039;s economy is its newfound status as the centre of the Solarian Alliance&#039;s synthetic industry, particularly the production of IPC frames. Callisto has always been home to a large synthetic production industry centred around IPCs, with many of Idris Incorporated&#039;s synthetic units being produced here, but has long been the second most important centre for synthetic production in the Alliance after Konyang, thanks to the planet&#039;s status as the birthplace of the modern positronic brain. However Konyang&#039;s secession from the Alliance during the Solarian Collapse in late 2462 led to Callisto&#039;s robotics industry unexpectedly becoming the centre of synthetic production in the Alliance. With much of the investment that previously entered the factories and markets of Konyang now entering Callisto&#039;s industries the moon&#039;s robotics industry has seen unprecedented amounts of growth, with megacorporations investing heavily into it.&lt;br /&gt;
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==Infrastructure==&lt;br /&gt;
The urbanized nature of Callisto necessitated a complex and well-layered system of public transportation. While the moon has road traffic like most other habitable worlds both within the Alliance and beyond it, the absolute vast majority of the population has grown to rely on its public infrastructure to get around their district and between districts much faster. Inside the various metropolitan districts people rely on underground metro tunnels, and occasionally high capacity buses wherever the metro does not reach.&lt;br /&gt;
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Between cities, however, Callisteans rely on the Commonwealth Intermunicipal Magnetic Train Network, simply referred to as the Magtro. A magnetic bullet-train system operating throughout the entirety of the Commonwealth, even leading to the Ringpole and Trafalgar, the Magtro is an expansive overground rail project, reaching speeds of up to 400 kilometers per hour to ferry Callisteans from one district to another. By most residents, and outsiders, the Magtro system often gets praise for its efficiency and punctuality, although capacity and the crowded nature of Magtro stations has consistently remained a concern both for residents and the Commonwealth. Additionally, there is a series of highways which crisscross Callisto’s surface called the JupiTrek, but it is primarily used for commercial truck traffic, emergency services, and Callisteans making road trip vacations to Callisto’s more pleasant areas rather than by everyday drivers or commuters.&lt;br /&gt;
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Callisto is divided by massive saltwater oceans, previously ice that melted over the course of the world’s terraformation. As such, it has one of the largest ocean freighter networks within the Alliance, coming second only to the likes of Earth. While tourist cruises are not unheard of, Callistean ocean infrastructure is built strictly with freight in mind, a more efficient method of transporting cargo between districts than other available options.&lt;br /&gt;
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==Culture and Demographics==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Okay like you have simply got to try the Gomul Catena’s beaches okay? Like you know Silversun is just so expensive to go to because of the like whole phoron crisis stuff so like why not just stay in Sol itself? It’s cheap and it’s inexpensive and it helps the System out too! So what are you waiting for!”&amp;lt;/i&amp;gt; – Tour guide Page Ferguson (2445 - ) during the recording sessions of the Callistean government’s &amp;lt;i&amp;gt;Come to Callisto!&amp;lt;/i&amp;gt; holoTV advertising campaign. Filmed on 17 March 2464.&amp;lt;/center&amp;gt;&lt;br /&gt;
As one of the most populated member states of the [[Sol Alliance]] aside from [[Earth]], and the largest single port in the Sol System, Callisto&#039;s surface is overwhelmingly dominated by urbanized settlements in a manner similar to the megalopolises of [[New Hai Phong]]. The settlements are organized into districts rather than individual cities, as the urban sprawl of the moon covers it completely aside from its seas. Callistean culture varies on a district-by-district basis but possesses some universal traits -- and stereotypes -- that are associated with the moon as a whole rather than individual regions upon it. Life on Callisto is, compared to New Hai Phong, radically different thanks to the more hospitable conditions of the moon&#039;s surface and the great amount of wealth brought in by the massive amounts of interstellar trade that Callisto is most known for abroad.&lt;br /&gt;
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The surface of Callisto has led to a style of day-to-day life quite unlike anywhere else in the Sol Alliance or the greater Orion Spur itself. Life for the average Callistean is -- compared to other Solarian member states -- very good. In contrast to the massive hab-cube complexes used on New Hai Phong, the weatherproof housing blocks of Visegrad, or the microdistricts of Pluto, most Callisteans live in imposingly tall apartment complexes where the a majority of families own their own apartments in which only their immediate, rather than extended, family resides. These individual apartments are private spaces and are typically located around a central area in the middle of the level that provides a common social area for the floor&#039;s residents. Some apartments go against this trend and many working-class Callisteans reside in apartments located above ground-level businesses rather than in the high-rise apartment complexes Callisto is best known for. The heavily-urbanised nature of Callisto has naturally lent itself to the development of public transportation, the most widespread of which is the Callistean Intermunicipal Magnetic Train Network. This network, which is typically referred to as simply “the Magtro,” spans the entire moon and consists of thousands of miles of track laid in both underground and elevated lines. Smaller-scale transit networks of trains, buses, and shuttles are also operated on a more localised level by Callisto’s various districts, though quality often varies from district to district.&lt;br /&gt;
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What is commonly defined by contemporary sociologists as the unified “Callistean culture” or, somewhat inaccurately, “Jovian culture” of Callisto&#039;s is in reality much less monolithic than it may originally seem. The conurbations that eventually became Callisto&#039;s districts all have their unique spins and twists upon Callistean culture and have all likewise contributed to the popular perception of the planet throughout the Orion Spur. However, some districts -- such as New Valletta, the district home to Callisto&#039;s largest ports; and Gomul Catena, home to the vast majority of Callisto&#039;s beaches -- have had more influence than others. Perhaps the best example of this is how the Callistean accent is perceived abroad as a rapid, breathless, and often loud manner of speaking. While well-known abroad as the Callistean accent, it is a regional accent originating in and around New Valletta, and other districts possess different manners of speech entirely.&lt;br /&gt;
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New Valletta’s history as an old Solarian port saw it receive ships that by the standards of the modern Spur are ancient and rocketlike. In combination with the commonality of seafaring ships leaving the Galilean port, many Callisteans refer to spaceships as either ‘rockets’, ‘rocks’ or ‘rocketships’, both as a historical habit and a pragmatic way to distinguish them from their ocean sailing equivalents.&lt;br /&gt;
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Callisto has a gravity slightly weaker than that of Earth’s even with the addition of gravity generators, resulting in some short-term medical complications and long-term adjustments for some Callisteans who move to 1G environments. Because of this too, Callisteans are on-average taller than an equivalent human on Earth would be. Additionally, due to its distance from the sun, some Callisteans who live away from the moon’s equator are on average paler than the typical person. Even if they are somewhat similar to traits developed by humans living on Luna, these changes are not seen as a point of pride or even as something desirable like how Lunarians may see them. Instead they are simply considered to be a consequence of the Callistean environment.&lt;br /&gt;
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===Surfing===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Personnel stationed in the Commonwealth of Callisto should remember that they represent the Navy at all times. Do not engage in behavior that is hazardous or dangerous such as ‘rocket sledding,’ and avoid confrontations with local authorities,”&amp;lt;/i&amp;gt; - Excerpt from the Solarian’s Navy guidebook for personnel stationed in the Commonwealth of Callisto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Gomul Catena District has, as mentioned above, had a larger impact on Callistean culture than most other districts. This is thanks to the district&#039;s geography, as it completely surrounds the Valhallan Sea -- Callisto&#039;s largest body of water -- and all the beaches that can be found along the coastline. While this geography was initially used for the practical-yet-boring purpose of fishing and water purification the tourism industry rapidly emerged following urbanization efforts on Callisto, and the district has become the go-to location for many vacationers from Callisto and the greater Alliance. The main attraction of the Gomul Catena is its beaches, which locals claim are far better (and more affordable) than those on Silversun, and life in the district often revolves around the waves. Surfing and swimming are particularly well-loved pastimes both in this district and -- thanks to its cultural impact -- Callisto more generally and many younger Callisteans seek to become involved with “surf culture” in the district, with the season lasting almost all year thanks to the orbital pull of Jupiter on the moon&#039;s oceans. Swimming and surfing culture is so ubiquitous on Callisto that indoor wave pools designed for surfing and swimming can be found throughout the planet, with many advertising that their machines are capable of producing waves “just like” famous Valhallan beaches.&lt;br /&gt;
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While surfing is more famous than it, swimming is no less of a big deal for many Callisteans due to the Gomul Catena District and Callisto has -- according to some surveys -- more people able to swim on it than any other world, including Earth. In contrast to surfing, which primarily takes place on the Valhallan Sea, swimming is generally seen as an indoor activity in Callisto, with many apartment complexes featuring multiple indoor pools on various levels. The New Edinburgh District features a large swimming pool -- the single largest on the moon -- where the yearly Neptunian Sprint, a competition used to determine the best swimmer on Callisto, is held between the ten districts of the Commonwealth. Another common pastime on Callisto, particularly at the northern and southern poles of the moon, is ice skating. In contrast to the glamour of surfing and the often-competitive nature of swimming ice skating is typically seen as a leisurely and often romantic activity that is best quietly enjoyed. But there are some exceptions such as the controversial and often-hazardous variation on ice skating from the Northern Shield District known as “rocket skating.” Rarely involving actual rockets despite its name, rocket skating is a local term for an “extreme sport” variant of ice skating which involves using the typically iced-coated craters found outside the district to catapult oneself into the air and perform tricks. Despite calls from the local Solarian Navy presence to ban the practice, rocket skating has rapidly become immensely popular locally.&lt;br /&gt;
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===Entertainment and Media===&lt;br /&gt;
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While Venus is considered to hold the undisputed crown of Solarian cinema, Callisto is not without its own cinematographic history. Unlike the well funded action-focused production all too common in the Cytherean aerostats, Callisto’s cinema takes on a different form by virtue of necessity. The typically lower budgets and history as a Commonwealth project, alongside the mythological backgrounds of the names behind the Jovian system and local municipalities, Callisto trends more towards open theater before a living crowd. Often exploring old Earth myths, such as the one pertaining to the moon’s namesake and that of Jupiter itself - the cosmopolitan nature of Callisto sees it put the theatrical myths of cultures from all over the Orion Spur on display, albeit with an obvious bias towards Solarian worlds. The large Silversunner diaspora on the moon brought a completely new element to Callistean theater, pulling it much more towards grandiose musicals thanks to the sing-song nature of the Originals. ‘Lament of the Exiles’ is perhaps the most famous contemporary work on Callisto, in large part due to the growing anti-corporate sentiment within the Alliance. It focuses on the emigration of Silversun Originals from their home, following the story of two lovers, both torn apart over a disagreement about an offer from the main villain of the play, an unsubtle stand-in for an Idris executive. One of the lovers choses to stay behind while taking the offer, ‘giving up’ their culture for the sake of staying home. While the other, the protagonist of the story, chooses exile over giving up who they are. Idris Incorporated, on numerous occasions, has made efforts to ban the play over allegations of slander and libel, to little success thus far. The largest and most famous theaters on Callisto are located in a huge installation in New Edinburgh called the Grand Polyhymnia Performing Arts Complex, or &amp;quot;the Poly&amp;quot; for short. It is a massive building that houses fourteen separate performance spaces, varying from theater stages, to opera houses, to concert halls. To many both in the performing arts industry and fans of the arts themselves, it is one of the most prestigious venues in the Orion Spur; if you&#039;ve performed at the Poly you can say that you&#039;ve &amp;quot;made it.&amp;quot;&lt;br /&gt;
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Along with the live theater that Callisto offers, it is also home to some of the best football in the Solarian Alliance. The top flight of Callistean Football, the Commonwealth Diamond League, is seen by football fan’s the Spur over as one of the most elite competitions in the sport today. Callistean clubs are often well-funded with connections to local Callistean shipping and banking magnates or even to megacorporate-backed owners. As such, Callistean teams are often able to afford some of the best players in the Orion Spur and are often well-known even outside of Callisto itself. The Diamond League is comprised of sixteen teams, many of which come and go quickly due to the very competitive nature of Callsitean football. Those who have stayed in the Diamond League consistently though are referred to as the “Great Eight” and within that the most dominant teams in the league fit into a club called “The Big Three.” As of 2466, the reigning Diamond League champions are Capital United FC of New Edinburgh. Callisto is often a strong contender in the Orion Cup football competition and has a long-standing interstellar football rivalry with Xanu Prime. Callistean teams often train and play matches in specialized facilities and arenas which contain gravity generators that simulate 1G so that they are not put at a disadvantage when playing against teams from higher-gravity locations. The colours of the Callistean Commonwealth National Team are yellow and black.&lt;br /&gt;
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===Immigrant Communities===&lt;br /&gt;
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While the vast majority of Callisto&#039;s culture comes from its native population, the moon&#039;s massive districts are home to several significant expatriate communities from locations across the Solarian Alliance. The two largest expatriate communities on Callisto originate on [[Silversun]] and [[Mars]]. The Silversun expatriate community on Callisto is made up of Originals that have emigrated from the planet due to dissatisfaction with Idris Incorporated&#039;s dominance of Silversun, and is primarily found in the Gomul Catena District. The community is starkly divided between those that wish to maintain their unique identity from Silversun and those that wish to integrate into the urban society of Callisto, with many young Silversun Originals in the community that have grown up on Callisto identifying more with the urban jungle of Callisto than the tropical environment of Silversun they have never truly known. The Martian expatriate community is primarily found in the New Valetta district and is principally made up of refugees from the Violet Dawn disaster of 2462. Most have been successfully resettled on Callisto due to the more effective and efficient government of the Commonwealth, though there remains some minor tension between the residents of New Valetta and these recent arrivals due to cultural differences.&lt;br /&gt;
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Callisto’s cosmopolitan nature has given it a unique quality only seen on planets like Biesel and Xanu, a variety of outside diaspora communities that go even beyond the borders of the Solarian Alliance. Callisto’s diaspora communities are known to often integrate greatly with the free flowing culture of the moon, and many contribute their own cultural elements to the wider Callistean culture as a result.&lt;br /&gt;
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&#039;&#039;&#039;Silversunner Originals&#039;&#039;&#039; - The oldest diaspora community on Callisto, they are Originals who chose to emigrate from [[Silversun]] as a result of the growing and overwhelming influence of Idris incorporated. By far the diaspora community with the most influence on Callistean culture, especially as it relates to its entertainment industry, Originals put a far greater emphasis on musical plays within Callistean theater. It is in large part thanks to them that Callisto managed to resist the influence of [[Idris Incorporated]] as well as it did, and a pervasive distrust of the corporation is prevalent among the moon as a result of the experiences of the Originals. With how integrated this diaspora is within Callisto, there is no single place that can be called a ‘little Silversun’ or the equivalent thereof, but the majority of Originals chose Gomul Catena as their new home, and will be frequently found on its many beaches.&lt;br /&gt;
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&#039;&#039;&#039;Morozian Secondary Community&#039;&#039;&#039; - Relatively new by Callisto’s standards, the Morozian diaspora on the moon are secondaries (and certain) Ma’zals seeking education otherwise unavailable to them in the highly stratified Empire. Not to be confused as Imperial dissidents, Morozian students on Callisto initially came to the moon with the intent to bring back technical experience of a modern Spur to a nation only recently leaving isolation. As such, Morozians found on Callisto are Imperial loyalists, even if ‘getting away from the haughty aristocrats’ is not an uncommon joke in the many dormitories of Fisher’s Rest. The Morozian Diaspora can be found in ‘Little Moroz’, a small enclave of several neighbourhoods in the Municipality of Calliope. The number of open operas and theaters found in Calliope, as well as it’s proximity to the numerous institutions in Fisher’s Rest, made it both an endearing and practical option for many of the arriving students, and lends itself to a surprising degree of participation from them with general Callistean society.&lt;br /&gt;
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&#039;&#039;&#039;Xanan Immigrant Community&#039;&#039;&#039; - The second non-Solarian diaspora community on Callisto, Xanans on the moon are either recent immigrants or the descendents of sailors and administrative bureaucrats looking for work outside of [[Xanu Prime]] or the Coalition more broadly. While not as integrated as other diaspora groups, the Xanan community nonetheless gained the reputation of hardworking professionals, managing the herculean logistics behind the ports of New Valletta. This diaspora can be found in the Municipality of Poseidon, within an enclave ironically named ‘Old-Rouchelle’, and are frequently seen in the many bars and restaurants of Ha Wan.&lt;br /&gt;
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&#039;&#039;&#039;Solarian Refugee Community&#039;&#039;&#039; - The most recent arrivals, they are economic, political and war refugees of the Solarian collapse. Martians, [[Mictlan|Mictlanis]], [[Port Antillia|Antilleans]], and [[Konyang|Konyangers]] can all be found across the moon leaving their radically different homes behind. Many of them congregated in the Dustlands, a currently unincorporated metropolitan area that was only recently opened up for development. Despite leaving ruin and political persecution behind them, these communities are by no means flourishing, and by the standards of Callisto are fairly disparaged, a mark of shame to many from the moon. However - this very hardship has brought together these refugees into a tightly knit and welcoming community, it is predicted that within the coming decades they’ll be incorporated as a metropolitan district much like the others.&lt;br /&gt;
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&#039;&#039;&#039;Martian Refugee Community&#039;&#039;&#039; - The largest of these communities by far is the [[Mars|Martian]] Refugee community, with tens of millions of them having found their way to Callisto since the Violet Dawn disaster. While not all of them have stayed on Callisto and have instead simply used its ports as vectors for pastures anew, many have made a new life for themselves. The Martian Refugee community has found itself primarily residing in the Dustlands with the rest of Callisto’s refugee communities, but also in a previously sleepy working class neighbourhood in New Valetta’s Galileo named Greenwall. With the arrival of the Martians however, many from outside of the area have begun to refer to the area as “Redwall.” Many of the Martian refugees in the area moved into the neighborhood due to its close proximity to both the local port since most arrived with only what they could carry and travelling far was not an easy task. While the conditions here are not luxurious, they are leagues above the desolation and often violent civil unrest that Martians fled from on their homeworld. The port has also been the primary point of employment for many of the Martian refugees now living there, though this has not gone over smoothly with many locals. Martian refugees have often agreed to work with lower pay and benefits in comparison to their Callistean compatriots, giving rise to some political and economic tension between the Martians and the locals, often with the undercurrent that locals believe that Martian refugees are going to steal their jobs. The area is very much one in a state of flux at the moment; it has been ill-equipped to handle the sudden and rapid population growth caused by the newcomers resulting in increased rates of poverty, crime, and tension between locals and newly arrived Martian refugees. However, as the arrival of more Martians to the area slows with time, Redwall and both the Martian and Callistean communities within, have begun the process of integration and moving on with their new realities. This process is far from finished though.&lt;br /&gt;
&lt;br /&gt;
===Holidays===&lt;br /&gt;
&lt;br /&gt;
The two major holidays of Callisto are &#039;&#039;&#039;Callistean Landfall Day&#039;&#039;&#039; and &#039;&#039;&#039;Pigeon Day&#039;&#039;&#039;. Callistean Landfall Day takes place on the 18th of June every year and is intended to celebrate the date that the first human settlers landed in what would eventually become New Edinburgh. While an elaborate ceremony still takes place in the Callistean capital district Callistean Landfall Day has become, to most Callisteans, a time to take a family vacation to the beaches of Gomul Catena thanks to the week-long period surrounding the holiday when most businesses are closed. Whether the holiday is best referred to as “Callisto Day” or “Landfall Day” is a matter of some debate among Callisteans.&lt;br /&gt;
&lt;br /&gt;
Pigeon Day, on the 26th of June, celebrates the unification of Callisto&#039;s districts into the modern Commonwealth of Callisto in 2341, when the ten individual metropolitan areas that made up pre-Commonwealth Callisto cast aside their common identities to form a greater whole. The holiday&#039;s name is derived from the Callistean pigeon, the moon&#039;s most common bird, and Callisteans are immensely proud of Pigeon Day despite its somewhat unusual name. Insulting or otherwise belittling Pigeon Day&#039;s name in front of a Callistean is considered to be a major faux pas, and travel guides to Callisto strongly recommend against doing so. Pigeon Day&#039;s celebrations similarly last a week and each district holds its own series of celebrations. This includes the Solarian Navy-dominated Ringpole District, where the holiday&#039;s celebrations have become a flash point for tensions between the Navy and Callisteans living in the district.&lt;br /&gt;
&lt;br /&gt;
==Metropolitan Districts==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Look look like I don’t think you get how big of a deal a district like New Valletta is Prime Minister. Like you’re probably used to like a city of a few million people right but like we have that in like just a few square kilometers or so okay? A district has the population of like a whole Coalition planet honestly. You can’t ignore us or like you’re going to end up in hella trouble,”&amp;lt;/i&amp;gt; - New Valletta Councilwoman Emilia Martorello (2426 - ) to then-Prime Minister Michael Frost in a meeting on 18 October 2459.&amp;lt;/center&amp;gt;&lt;br /&gt;
The ten districts of Callisto are the smaller sub-municipalities of the massive super-city that makes up the modern Commonwealth of Callisto. These districts are truly massive urban centres with slightly over a billion residents per district on average, and are made up of a multitude of smaller municipal entities that have, over time, come to form the greater district. The Commonwealth&#039;s government defers a great amount of autonomy to Callisto&#039;s individual districts due to their sheer sizes, and each district has gradually developed a unique regional identity with its own variation upon what the greater Orion Spur generally views as Callistean culture. A Callistean&#039;s district of origin will almost always have a large influence on them and there can be a surprising amount of variation between Callisteans from different districts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====New Edinburgh====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The capital district of the Commonwealth of Callisto, &#039;&#039;&#039;New Edinburgh&#039;&#039;&#039; is home to the majority of the moon’s government and administrative buildings. This district is the site of the first landing zones where humans originally set foot on Callisto, the remains of which are housed in the Museum of Galilean History. Callisteans from this district are on average wealthier and more educated than the rest, many of them end up working for either the Solarian (or Commonwealth) government, or as management for megacorporations like Einstein Engines and Zeng-Hu Pharmaceuticals. As the administrative center of Callisto, New Edinburgh houses the main headquarters of the Callistean Metropolitan Police Department, one of the largest police agencies in the Alliance. Although a resident of Ganymede would staunchly disagree, New Edinburgh is regarded as the administrative hub for the entire Jovian system. It is divided into two municipalities, the confusingly named (and frequently mocked for it) Municipality of New Edinburgh, and that of Queen Victoria.&lt;br /&gt;
&lt;br /&gt;
The former takes greatly after its namesake, with the majority of all administrative and governmental buildings located there, including the headquarters of the local Alliance Navy, built not far from the Callistean parliament as an unsubtle reminder of Earth’s authority over the Commonwealth.&lt;br /&gt;
&lt;br /&gt;
The Municipality of Queen Victoria, on the other hand, takes on a residential aspect, housing many Callistean governmental workers employed in New Edinburgh. It is where the Museum of Jovian history is located in, detailing and displaying the remains of colony ships and terraforming equipment for all Callisteans to see. Naturally, it has a significant bias for the history of the Commonwealth, and rarely displays pieces from other Galilean moons. Famously, the Grand Polyhymnia Performing Arts Complex is also located in New Edinburgh and is featured prominently along with the Museum of Jovian History in iconography representing the municipality.&lt;br /&gt;
&lt;br /&gt;
New Edinburgh has two “Great Eight” Diamond League football teams, &#039;&#039;&#039;Capital United FC&#039;&#039;&#039;, and &#039;&#039;&#039;Victoria SFC&#039;&#039;&#039;. The two teams have a fierce rivalry with one another and are both historic clubs, with Capital United being the oldest team on Callisto. With its history has come a dedicated fanbase which paired with centuries-long good management has earned Capital United a spot as the third of Callisto’s “Big Three” teams. Their colours are yellow and black. Victoria SFC is often seen at the lower end of the standings for a “Great Eight” Diamond League but for some reason or another always finds a way to give their rivals Capital United the fight of their lives whenever the two play. Their colours are white and purple. The two teams share an annual derby match simply called the New Edinburg Derby and, despite what one may initially think looking at the two teams, Victoria SFC typically ends up winning.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====New Valletta====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The beating heart of Callisto, &#039;&#039;&#039;New Valletta&#039;&#039;&#039; is home to the majority of the moon’s shipping infrastructure - such as the truly massive Galilean Port, the largest single port in the entire Alliance. All kinds of ships see the ports of New Valletta, be they as close as Europa and Ganymede, or in the far reaches of the Orion Spur like Assunzione and Persepolis. The district has gained a reputation among sailors as the center of the Spur, leading to the district adopting its official motto - “The Conflux of the Cosmos,” often mocked by Valletans for its overt grandiosity, it is at the same time deeply endeared by them for much the same reasons. New Valletta is at the forefront of the cosmopolitan nature of the moon thanks to the immense volume of interstellar trade that passes through it. As a result, New Valletta is by far the most diverse of the districts, and its residents are often more familiar with outsiders than their fellow Solarians. This is the reason behind the New Vallettan accent being recognized as the go-to example of a Callistean accent: rapid, breathless, and without pause, it’s a perfect representation of the district.&lt;br /&gt;
&lt;br /&gt;
New Valletta is divided into three municipalities, the largest of which is &#039;&#039;&#039;Poseidon&#039;&#039;&#039;, where the shipping industry is administered by countless bureaucrats and workers. The Municipality of Poseidon is where many interstellar sailors spend their short stay on the moon, and as such many of its residences cater to temporary visits from outside. Additionally, it is the center of the Xanan immigrant community on Callisto.&lt;br /&gt;
&lt;br /&gt;
The Municipality of &#039;&#039;&#039;Galileo&#039;&#039;&#039; is next, home to the largest single port in the Alliance, it functions as the focal point of most arrivals to the moon, doubling as the center of Callisto’s expansive magtro system. Galileo is also the home of the largest single Martian refugee community on Mars located in the neighbourhood of Greenwall.&lt;br /&gt;
&lt;br /&gt;
The Municipality of &#039;&#039;&#039;Fraser Island&#039;&#039;&#039; is last, it is the administrative and operational center of the Port Authority of the Commonwealth of Callisto, vessels entering the Galilean port are observed and protected from here. Port Authority vessels responding to a ship in distress both come from the municipality and escort the distressed crew back to it.&lt;br /&gt;
&lt;br /&gt;
New Valetta is home to two “Great Eight” Diamond League Teams, &#039;&#039;&#039;FC Poseidon&#039;&#039;&#039; from the municipality of Poseidon whose colors are royal blue and white, and &#039;&#039;&#039;Galilei CFC&#039;&#039;&#039; from the municipality of Galileo whose colors are red and white. The two hold an annual derby match called the Battle of New Valetta, though the result is often one-sided with Poseidon taking home the win. FC Poseidon is often seen as a snobbish and posh club by football fans but nevertheless holds a position as one of Callisto’s “Big Three” teams. They also have seen great support from the football-loving Xanan immigrants that have made their home in Poseidon. Galilei FC on the other hand is often spun as New Valletta&#039;s working-class underdog supported by those working the trades and more laborious jobs needed in Callisto&#039;s ports. Much like their Xanan counterparts&#039; support for Poseidon however, the red and white colours of Galilei FC have made them quite popular with the municipality&#039;s recently arrived Martian community.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Gomul Catena District====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The tourism capital of Callisto, &#039;&#039;&#039;Gomul Catena&#039;&#039;&#039; is known for its much warmer year-round climate, plentiful beaches and open cafes and bars. The district is the largest recipient of sunlight from the Jovian orbital mirrors, per request of the Commonwealth government intended to increase its viability as a tourist destination. While not coming anywhere close to the beaches of Silversun, Gomul Catena is instead seen as the far more affordable option, with many residents of the Sol System choosing it as their vacation place over the much more distant and expensive Idris resorts on Silversun. Gomul Catena is divided into two municipalities, the beachside Municipality of Solis, and Skyreach. &lt;br /&gt;
&lt;br /&gt;
The Solis Municipality experienced the greatest amount of influence from Callisto’s diaspora communities, especially that of the Silversun Originals. It is the centre of Callisto’s tourism industry, home to plentiful open cafes and bars placed right beside its endless beaches.&lt;br /&gt;
&lt;br /&gt;
Skyreach, on the other hand, appeals to a different type of tourism - it functions both as a transportation hub leading into Solis, a residence for all of its workers, and the jumping point for sightseeing across the Jovian system - especially of Jupiter itself.&lt;br /&gt;
&lt;br /&gt;
Gomul Catena houses the “Great Eight” Diamond League team &#039;&#039;&#039;Boardwalk FC&#039;&#039;&#039; which plays in Solis. Boardwalk usually puts up a middling performance in the league standings but is arguably more famous for its fans than the team itself. A specific branch of Boardwalk fans called the Solistras (a portmanteau of the words Solis and Ultras) are some of the most notorious football hooligans in the Orion Spur. They are infamous for having open air parties which turn into riots whenever their team wins and just normal riots whenever the team loses. Some cite this as a result of Gomul Catena’s “fun” and “carefree” party atmosphere, but the Solistras are often far more violent than a simple trip to the beach. This has caused an increased police presence at many Boardwalk FC games and even a refusal from foreign teams to have exhibition matches with the team due to a fear of the Solistras showing up. Boardwalk FC’s colours are black and pink.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Utgardian Plains Industrial District====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Simply known as &#039;&#039;&#039;Utgard&#039;&#039;&#039;, or the &#039;&#039;&#039;Utgardian Plains&#039;&#039;&#039;, this district is where the vast majority of Callisto’s industries are located, producing anything ranging from vehicles, to ship parts, and with the secession of Konyang from the Alliance - IPCs. The Utgardian Plains were the second district to be colonized by the Commonwealth, as such much of it uses very basic and plain names - often simply numbers and letters. It’s especially evident in its municipalities, of which there are three: UPMA-01, UPMA-02, and UPMA-02b.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh-One&amp;quot; was responsible for the production of fine and delicate machinery needed for the maintenance of a terraformed Callisto, and contributed greatly to the construction of the Callistean Supra-Atmospheric Ring Shield Generation Facility.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh-two&amp;quot; is focused on the export market, producing ship parts, vehicles, and anything else aimed at the wider Spur.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh-two-be&amp;quot; was initially a subsection of its namesake, but in recent times (in part thanks to Einstein Engines) with the secession of Konyang, it gained autonomy as the center of IPC production not only on Callisto but the entirety of the Alliance as a whole.&lt;br /&gt;
&lt;br /&gt;
The Utgardian Plains District is home to the historically unassuming but recently up-and-coming “Great Eight” Diamond League team &#039;&#039;&#039;Utgard United FC&#039;&#039;&#039;. The team has for most of its history been a middle-of-the-pack team that found its support among local working-class Utgardians that while unremarkable to outsiders has played a key role in the culture of the district itself. Recently however, in 2460 the club was sold to new ownership affiliated with Einstein Engines which has taken the club in a new direction via a cash-injection the likes of which the team had previously not seen. Despite the money causing an objectively better game on the field, fans have constantly protested and clashed with the ownership over replacing the traditional culture of the team with something more “corporate” and “sterile.” &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Ha Wan District====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Right next to New Valletta is the District of &#039;&#039;&#039;Ha Wan&#039;&#039;&#039;, built around the remains of a large crater ring formed during Callisto’s terraforming. The district is the lowest of all the others in terms of elevation, and as such receives very little direct commercial traffic within its limits. Instead, Ha Wan developed into a flourishing (and extremely dense) commercial and housing district. Its position next to the major ports of the moon made it the center of Callisto’s nightlife, with areas around its Magtro stations bathed in a neon light that brightly illuminates it even during darker winter nights. A highly trafficked area for sailors and locals alike, it’s second only to New Valletta when it comes to cultural intermingling.&lt;br /&gt;
&lt;br /&gt;
Ha Wan is divided into two municipalities, the Municipality of New Kowloon, and then the Lower Circuit. &#039;&#039;&#039;New Kowloon&#039;&#039;&#039; is the residential heart of Ha Wan, and the most densely populated municipality on the entire moon. Most Callisteans residing in Kowloon work elsewhere, and its known as a high traffic area for the Callistean magtro. Foreign students unable to afford dorms in Fisher’s Rest pick Kowloon as their place of residence during their stay on Callisto.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lower Circuit&#039;&#039;&#039; is arguably the Sol System’s largest nightlife scene, while not as opulent as options in Cytherean aerostats, it completely overshadows them through sheer volume alone. The most famous nightclub in the Lower Circuit is Olympus Mons, renowned for its open sky view of Jupiter at night.&lt;br /&gt;
&lt;br /&gt;
Ha Wan houses one “Great Eight” Diamond League Team, &#039;&#039;&#039;New Kowloon AC&#039;&#039;&#039;, whose colours are red and gold. Kowloon AC is seen by many football fans as a team that is living on its past glories, with the team having an unprecedented level of success from 2436 to 2439 and winning four Diamond League Championships in a row during those years. Since then though, the club has found itself as a middle-of-the-pack club that has few fans outside of Ha Wan itself.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====District of Fisher&#039;s Rest====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Located around the sea of Adlinda, if New Valletta is the beating heart of the moon, &#039;&#039;&#039;Fisher’s Rest&#039;&#039;&#039; is unquestionably the brain of Callisto. Noticeably less urbanized than other districts, Fisher’s Rest is home to some of the most prestigious educational centers in the Solar System, chief among them the Jovian Institute of Technology and the Commonwealth Institute of Medical Sciences and Biochemical Research, both sponsored by Einstein Engines and Zeng-Hu Pharmaceuticals respectively. Students from all corners of the Orion Spur can be found in the many dorms and universities of Fisher’s Rest, and graduates of the district can be found everywhere, including the Republic of Biesel. Following the secession of Konyang a recent influx of robotics students put a great strain on its engineering institutions. Fisher’s Rest is split among three municipalities, Apollo, Calliope, and the nature reserve of Crater Park.&lt;br /&gt;
&lt;br /&gt;
The Municipality of &#039;&#039;&#039;Apollo&#039;&#039;&#039; is the educational center of Fisher’s Rest and Callisto as a whole, housing countless students in communal dorms built into the near-by Valhallan mountain, all in proximity to the district&#039;s many institutes. Apollo is Fisher’s Rest most trafficked area, especially for the moon’s magtro system.&lt;br /&gt;
&lt;br /&gt;
The Municipality of &#039;&#039;&#039;Calliope&#039;&#039;&#039; is where the district&#039;s students - and many Callisteans from all over the moon - spend their free evenings in the abundant theaters and operahouses of Calliope. This attracted a unique demographic of the Spur, Morozian student residents chose Calliope as their place to call home, many of its streets becoming part of an unofficial ‘Little Moroz’. The ‘Young Muses’ opera and theater house, the most famous on Callisto, is located within the Municipality of Calliope.&lt;br /&gt;
&lt;br /&gt;
A municipality only on paper, the &#039;&#039;&#039;Crater Park&#039;&#039;&#039; Nature Reserve is the largest one of its kind on Callisto, something residents of Fisher’s Rest pride themselves on greatly. It bears the unique distinction of being one of the few places on Callisto where one can look around and not see the skyline of a city, even if one is never truly far from reaching it.&lt;br /&gt;
&lt;br /&gt;
Fisher’s Rest is home to the “Great Eight” Diamond League team &#039;&#039;&#039;University FC&#039;&#039;&#039;, a team that originally started as a recreational club between the students of Fisher’s Rest’s various universities but has over history grown to be one of the most formidable teams in Callistean football. Their ownership has ties to [[Zeng-Hu Pharmaceuticals]] and many see them as a team that routinely tries to &amp;quot;buy&amp;quot; championships through signing players to record-breaking contracts rather than through consistently good management. While this has garnered mixed reactions from football fans and sports journalists alike, their position within the Callistean “Big Three” has been undisputed for decades due to their ability to indeed, &amp;quot;buy&amp;quot; championships. Their colours are light blue and yellow.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Cassini District====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Known as the corporate district, &#039;&#039;&#039;Cassini&#039;&#039;&#039; sees the largest amount of corporate influence on Callisto, with its proximity (and at the same time, isolation from) Gomul Catena making it a very attractive option for corporate penthouses and apartments. Most of the district is directly owned by either Einstein Engines, Zeng-Hu Pharmaceuticals, or Idris Incorporated, the latter two often letting their Europan employees stay in the district for a brief break from their work-intensive assignments on Callisto’s neighbour. Cassini is divided into three municipalities - Little Helios, Zheng He and finally New Shanghai.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Little Helios&#039;&#039;&#039; is dominated by Idris Incorporated, from which the limited but persistent holdings of the corporation in Gomul Catena are managed. Efforts by Idris Incorporated to try and gain some ground on the moon are made here, often trying to make appeals to greater Callistean culture - thus far to little success.&lt;br /&gt;
&lt;br /&gt;
The Municipality of &#039;&#039;&#039;Zheng He&#039;&#039;&#039; is the headquarters of Einstein Engines on Callisto, and in break from expected tradition within the Jovian system, is actually secondary to the corporation’s offices on the Galilean moon of Ganymede. From here, Einstein Engines manages its numerous assets in the Utgardian Plains, especially when it comes to IPC production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Shanghai&#039;&#039;&#039; is the shining capital of Zeng-Hu Pharmaceuticals within the Jovian system, the population size of Callisto making it a highly attractive prospect for the Keiretsu’s many medical insurers. Civilian trauma teams, found all over the moon in their distinctive Zeng-Hu ambulances, receive their final certifications in New Shanghai. Additionally, many of Zeng-Hu&#039;s research efforts on the nearby moon of [[Europa]] report to offices located here.&lt;br /&gt;
&lt;br /&gt;
Cassini has no “Great Eight” Diamond league teams.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Attlee Heights====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Once a part of New Valletta, &#039;&#039;&#039;Attlee Heights&#039;&#039;&#039;, or simply, &amp;quot;The Heights&amp;quot; eventually became its own district as its significance grew in the rapidly expanding galactic market. Attlee Heights are regarded by most economists, at least those without ties to Nanotrasen, as the financial center not only of the Alliance but the Orion Spur as well. A district of stock trades and market speculations, it’s often joked that the Heights sleep even less than the nightlife scene of Ha Wan or the student dorms of Fisher’s Rest. The Solarian Central Stock Exchange is located at the heart of Attlee Heights. The Heights is one of the few districts that are not subdivided into municipalities, although Attlee Minor, home to the most influential Solarian economic think-tanks and corporate hotels, is considered to be the closest unofficial equivalent to it.&lt;br /&gt;
&lt;br /&gt;
Attlee Heights has no “Great Eight” Diamond League teams.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Northern Shield District====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not officially a district but rather a large military base, the &#039;&#039;&#039;Ringpole&#039;&#039;&#039;, known officially as the &#039;&#039;&#039;Northern Shield District&#039;&#039;&#039;, is a major Alliance naval installation in the northern icecap of the moon, managing the other half of the Callistean Supra-Atmospheric Ring Shield Generation Facility. While enormous for a military installation, the population of the Ringpole pales in comparison to the rest of the moon, with special permissions required to even enter it. Some Callistean businesses designed to cater to naval personnel are allowed to operate and reside in the Ringpole, but are often limited to staying there as the association with the navy garners much resentment from most Callisteans.&lt;br /&gt;
&lt;br /&gt;
Ringpole has no Diamond League teams.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Trafalgar====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The smallest and coldest district on the moon, Trafalgar is located on the southern pole of Callisto, built on top of the limited solid land not yet covered by the southern ice cap. Its isolation from the rest of the districts makes it a relatively quiet one, and Trafalgarians are known to be reserved and uniquely for Callisto - are a lot more laid back, their daily routines far slower than the rest of the breathless moon. Trafalgar is most known for some of Callisto’s national sports: ice skating and skiing, it is the only place on the moon where one can find snow-covered wooden hamlets. Much like Attlee Heights, Trafalgar has no major municipalities, being far too small for them. It is home to the southern half of the Callistean Supra-Atmospheric Ring Shield Generation Facility, which is managed by the Port Authority of the Commonwealth of Callisto. &lt;br /&gt;
&lt;br /&gt;
Trafalgar has no “Great Eight” Diamond League teams.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Unincorporated Territories====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Dustlands are a name given to a large landmass just off the coast of the Utgardian Plains, where the early Commonwealth colonial project sourced much of its building materials from and dumped excess soil onto. Forbidden from development by the Commonwealth government, the area gradually turned into a grassy steppe, the only truly natural corner of Callisto. With the partial collapse of the Solarian Alliance in 2462, the policy on the Dustlands were forced to change, with an influx of refugees from all over the Alliance arriving at Callisto for safety. While not incorporated in any official capacity, the Dustlands have been growing ever since, in spite of the minimal aid provided by the Commonwealth. As such, it is not an ‘official’ district, but is predicted to become one within the next couple of decades. The largest municipality of the unincorporated areas is New Olympia, largely settled by Martian refugees, but also including Mictlanis, Port Antilleans, Konyangers, and refugees from the SRM and NRM.&lt;br /&gt;
&lt;br /&gt;
Compared to the rest of Callisto, the situation in the unincorporated areas is seen as dire, often considered to be the closest thing the moon will get to a slum.&lt;br /&gt;
&lt;br /&gt;
The Unincorporated Territories have no Diamond League teams.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Shimmer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=34105</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=34105"/>
		<updated>2024-08-27T22:36:09Z</updated>

		<summary type="html">&lt;p&gt;Shimmer: /* Cryogenics */ as per PR https://github.com/Aurorastation/Aurora.3/pull/19790 these are the accurate effects.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TrailingMechanics}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Foreword=&lt;br /&gt;
Please note that this list &#039;&#039;&#039;does not cover every single chem&#039;&#039;&#039;; it&#039;s important to keep in mind that the wiki is not always up to date. If you notice that chemicals are missing, or their information is incorrect, as always please contact a wiki maintainer or staff so that it can be corrected, or better yet submit an edit yourself and wait for it to be approved.&lt;br /&gt;
&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
The Chemical Dispenser is your go-to device for making everything. It&#039;s a reagent dispenser, and works the same way as all other dispensers - You put a container into it, in this case a Beaker of some sort, by holding the container in your hand and clicking the dispenser. Then once a container is in, click the dispenser with an empty hand to bring up the menu&lt;br /&gt;
&lt;br /&gt;
The Chemical dispenser can dispense all kinds of elements and chemicals into the beaker. And when you put in the right ingredients for a recipe, they&#039;ll automatically react in the beaker and create the result. Some of the things in the dispenser even have effects on their own, without being made into compounds. For a full list of all the things that the dispenser can output, check the [[#Dispenser Chemicals|dispenser section]]&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Chemmaster.gif|64px|left]]The ChemMaster 3000 is your tool for turning your beakerfuls of medicine, into a useable state, without having to give away your lab equipment. It&#039;s also used for analysing the contents of beakers, and for carefully removing parts you want to get rid of, to keep your mixtures pure.&lt;br /&gt;
&lt;br /&gt;
To start, insert a beaker containing some chemical, and then click it with an empty hand to bring up a menu. In addition to holding a beaker, the ChemMaster can also hold a Pill Bottle (both simultaneously), more on these soon.&lt;br /&gt;
&lt;br /&gt;
The Add to Buffer section is where all the juicy info is. It will show you a list of all the reagents inside the beaker, and their quantities. Beside each one are several options. Analyze will just bring up the description of that chemical, to tell you what it is and does. The rest of the buttons (1,5,10,all,custom) just control how much of that chemical you&#039;re going to move to the buffer.&lt;br /&gt;
&lt;br /&gt;
The Buffer is the section between the horizontal lines. Imagine this as chemicals inside the ChemMaster. Once they&#039;re here, you can do several things with them. &lt;br /&gt;
*The Transfer To section shows where chemicals will go when you transfer them out of the buffer, click it to change the destination. They can either go back into the beaker, or they can go into the disposal &lt;br /&gt;
**This doesn&#039;t actually put them in the disposal, it just destroys them. Any reagents destroyed this way are gone forever, and cannot be recovered.&lt;br /&gt;
*Chemicals in the buffer will have the same number control options as those in the beaker. This just transfers them to either of the destinations mentioned above.&lt;br /&gt;
*The Create Bottle option will magically create a glass bottle, and put the contents of the buffer into it. The bottle is created outside of the ChemMaster and will appear on top of it. Bottles have a maximum capacity of 60u, so anything over that will still remain in the buffer.&lt;br /&gt;
**By clicking the Icon to the right of this option, you can choose a visual style for the resulting bottle. Note that the bottle is transparent, and will take on the colour of the liquid inside it. You only choose the shape.&lt;br /&gt;
*The Create Pill option will create a single edible pill out of the buffer contents. Again, up to 60u total dosage. If an empty pill bottle is inserted into the ChemMaster, the pill will be created inside that bottle. Otherwise it will appear on top of the machine.&lt;br /&gt;
*The Create Multiple Pills option will create a number of pills that you get to specify. The contents of the buffer will be evenly divided amongst all the pills you make. And if a pill bottle is in the machine, the pills will be created inside it until it&#039;s full. Otherwise they appear on top in a big messy pile&lt;br /&gt;
**By clicking the Icon to the right of this option, you can choose a visual style for the resulting pill(s). This will help people to tell your pills apart at a glance, which can be useful when you&#039;re making a bottle filled with a mixture of different pills.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re done making pills and bottles, you&#039;ll probably want to make sure your beaker is empty again so you can make something new, if so be sure to transfer everything to the buffer. Once you eject the beaker, everything left in the buffer is destroyed.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve made a bottle of pills, don&#039;t forget to eject the pill bottle too, and then label it using the Hand Labeller.&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Blender.png|64px|left]]The Grinder is your tool of choice for breaking down objects into reagents. You can put pills in it, to get back the chemicals they&#039;re made of. You can breakdown Phoron Crystals into liquid phoron. You can put fruits, vegetables, meals, meat etc into it as well. The results will be outputted into its beaker, which you can extract and stick in the ChemMaster to work with. It&#039;s good for undoing your mistakes if you make pills wrong, or for getting rare compounds (like carpotoxin) out of things that contain them. But making liquid phoron is the most common and important thing you&#039;ll use it for. Note that it will not break compounds back down into elements, nothing can do that.&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge.gif|64px|left]]A fancy Smart Fridge which exists as a wall block between the chem lab and medicine storage. This fridge is where you should put all the medicines and pills that you make, so that doctors can pick them up for usage. Things can be put in and taken out from all sides of it. It will only accept pills, pill bottles, and glass containers. And it has a nice little interface for dispensing things in quantity. It&#039;s also ID locked, and will only allow authorized medical staff to take things out, so anything you place there is safe from the grubby hands of drug-seeking assistants.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Smaller, hand-held things that you&#039;ll often use in chemistry.&lt;br /&gt;
&lt;br /&gt;
===Beakers===&lt;br /&gt;
[[File:Beakerlarge.png|64px|left]][[File:Beaker.png|64px]] Beakers are the most important tool you have. They come in two sizes, normal and large. Normal beakers hold 60u, large beakers hold 120u.  &lt;br /&gt;
Normal beakers can be found easily all over medical, and you have a box of six in your lab. Large beakers are much less common, you only have three - two on the tables, and one inside the grinder. They are precious, treasure them.&lt;br /&gt;
&lt;br /&gt;
Beakers are used for putting into the dispenser to mix things, and then into the ChemMaster to make bottles and pills. Sometimes you&#039;ll need to use more than one to mix certain tricky things correctly.&lt;br /&gt;
&lt;br /&gt;
If you end up losing them, more beakers can be made at the Autolathe in cargo.&lt;br /&gt;
&lt;br /&gt;
===Dropper===&lt;br /&gt;
[[File:Dropper1.png|64px|left]]Droppers are a simple and occasionally used little tool. Their purpose is being one of very few reagent containers in the game which can transfer less than 5u per click. &lt;br /&gt;
&lt;br /&gt;
Rightclick it in your hand and choose Set Transfer Amount. You can pick 1/2/3/4/5 units&lt;br /&gt;
Using it on a beaker when it&#039;s empty will draw the set quantity of reagents out of that beaker.&lt;br /&gt;
Using it on a beaker when it&#039;s not empty, will squeeze its contents out into the beaker.&lt;br /&gt;
&lt;br /&gt;
The precision this affords is useful for a few complicated recipes, and especially for measuring out tiny amounts of phoron or similar valueable ingredients.&lt;br /&gt;
&lt;br /&gt;
===Science Goggles===&lt;br /&gt;
[[File:ScienceGoggles.png|64px|left]]Science goggles are a completely unnecessary fashion accessory that are supplied on your table in the chemistry lab. They have three functions:&lt;br /&gt;
*They protect against acid splashes, halving damage you take from acid to the face. &lt;br /&gt;
*They provide 10% protection against anomalies, which is not relevant to a chemist at all.&lt;br /&gt;
*They can be turned on and off to toggle an obnoxious purple overlay. This does literally nothing except make you see purple. The other two effects work regardless of whether the overlay is on.&lt;br /&gt;
&lt;br /&gt;
===Advanced Mass Spectrometer===&lt;br /&gt;
[[File:Adv_spectrometer.png|64px|left]]The Advanced Mass Spectrometer is your occasionally used tool for blood toxin testing. Rumour has it there was once a non-advanced Mass Spectrometer, but such a thing is definitely obsolete now.&lt;br /&gt;
&lt;br /&gt;
To use it, take a blood sample from your patient with a syringe, and then use the syringe on the spectrometer. Then switch to it and click it in your hand to read the results. It should tell you the chemicals and quantities that are found in their blood. This is the only way to test blood samples, if you inject a blood sample into a beaker and check it in the ChemMaster, it will only show as blood.&lt;br /&gt;
&lt;br /&gt;
Note that this tool can only be used for blood, if you have a beaker/bottle/syringe of something mysterious that isn&#039;t blood and you want to see what&#039;s in it, use the ChemMaster instead.&lt;br /&gt;
&lt;br /&gt;
===Cryostasis Beaker===&lt;br /&gt;
[[File:noreact.gif|64px|left]]The Cryostasis Beaker is an advanced tool that you don&#039;t have to begin with. It can only be made in the R&amp;amp;D Lab in science, if you want some you have to ask them for it.&lt;br /&gt;
&lt;br /&gt;
The cryostasis beaker holds 60u, and it has the special property of preventing chemical reactions inside it. Any elements or compounds placed into it will not react with each other. If there are any reactions waiting to happen, they&#039;ll occur as soon as the contents are transferred into another beaker, or transferred into the buffer of the ChemMaster&lt;br /&gt;
&lt;br /&gt;
===Bluespace Beaker===&lt;br /&gt;
[[File:bluespaceBeaker.gif|64px|left]]The Chemist&#039;s favourite, a Bluespace Beaker will really make your day. It is another advanced tool that you don&#039;t start with, and must request from science. However it&#039;s somewhat hard to make, so they may not be able to reliably make them for you.&lt;br /&gt;
&lt;br /&gt;
This high-tech beaker uses reality-distorting bluespace technology to create a tiny pocket dimension for storing chemicals, which in practical terms means it can store a tremendous 300u of reagents inside it, making it 250% of the capacity of a Large Beaker. This allows you to easily make much larger batches of medicine - five bottles at a time.&lt;br /&gt;
&lt;br /&gt;
=Infographic and Information=&lt;br /&gt;
[[File:Chemistry_Medical_Aurora.png|thumb|left|alt=|This infographic teaches all of the basic Chems, it is highly recommended you keep it on hand if you&#039;re new.]]&lt;br /&gt;
A basic Chem infographic will be provided here, it is recommended to keep it on hand for new players; but beware, it only has the basic necessities of Chemistry, for advanced chems you will have to read further. &#039;&#039;Note: Spaceacillin has been split into multiple anti-microbials. [[#Thetamycin|Thetamycin]] and [[#Cetahydramine|Cetahydramine]]. Other than that, this infographic is still up to date.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Metabolism and Overdose==&lt;br /&gt;
Most medicines and chemicals designed for use in people have an overdose limit. If a person metabolizes more than this much of the chemical in a short time, they will suffer the overdose effect for that chemical, which is usually a bad thing. Overdose limits vary widely, but the most common value is 20 units.&lt;br /&gt;
&lt;br /&gt;
The most common overdose effect is &#039;Toxins&#039;, the patient will suffer 0.2 points of toxins damage per second, as long as the medicine continues metabolizing in their system. This is only dependent on time, not on the quantity of the dose, so overdosing on medicines that metabolize slowly is far more dangerous, they&#039;ll keep poisoning the patient for longer.&lt;br /&gt;
&lt;br /&gt;
It is important to note that metabolism is not the same as just putting the chemicals into a patient. All chemicals that are injected into, or fed to the patient, are stored harmlessly within their body until they can be properly absorbed, or &#039;metabolized&#039;. This process happens at a variable rate for each chemical, but the most common metabolic rate is 0.2 units per proc, which works out to 0.1u per second&lt;br /&gt;
&lt;br /&gt;
Overdose effects do not trigger until the patient has metabolized enough to reach the overdose limit, which may take several minutes.&lt;br /&gt;
&lt;br /&gt;
Whenever this document mentions the word &#039;dose&#039;, it refers to how much has been metabolized into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolized all the volume of a drug that is present in their stomach or blood, the dose is instantly cleared, and the drug&#039;s effects are stopped.  Even if they had overdosed before, once the dose is cleared its safe to administer more of the same thing.&lt;br /&gt;
&lt;br /&gt;
==Catalysts==&lt;br /&gt;
Several of the more advanced chemistry recipes take an ingredient (usually phoron) which is marked as (Catalyst)&lt;br /&gt;
&lt;br /&gt;
A Catalyst is a chemical which is required to help a chemical reaction, but does not become part of the finished result. Whenever a recipe involves a catalyst, the catalyst will be left over in the beaker, alongside the finished product. You can use the ChemMaster to extract the catalyst, put it in a bottle, and reuse it later.&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
==Status Effects==&lt;br /&gt;
Many chemicals that don&#039;t simply heal something, work by giving the patient a status effect, with a given strength. This allows multiple chemicals to cause a similar effect and work in the same way. &lt;br /&gt;
&lt;br /&gt;
For the most part, the &#039;strength&#039; of an effect is really just a duration. the strength of most effects decreases by 1 point every 2 seconds, and usually the effect will stop working once its strength falls to zero, or sometimes when it falls below some low number that&#039;s above zero.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also very important to note, that most chemicals which cause a status effect, will constantly re-set and refresh that effect every time they process (every 2 seconds) for as long as the chemical is metabolising into the patient. Therefore, the strength of an effect usually only affects how long it takes to wear off AFTER the chemical is out of their system, it will generally never wear off while the chemical is inside them.&lt;br /&gt;
&lt;br /&gt;
===Drowsiness===&lt;br /&gt;
Drowsiness, is a feeling of being sleepy. The body slows down, and sometimes just plain falls asleep for brief periods. It doesn&#039;t cause any longterm sleep, just makes you pass out for a couple of seconds.&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
*Increases move delay by 6 (0.6 seconds). &lt;br /&gt;
**This is the minimum time between steps while running, so it will significantly slow the subject down and make it difficult for them to run away.&lt;br /&gt;
*Refreshes blurred vision to strength 2 every proc, so being drowsy gives unremovable blurring&lt;br /&gt;
*Every proc, has a 5% chance to cause the subject to fall asleep&lt;br /&gt;
**Increases Sleep strength by 1&lt;br /&gt;
**Increases paralysis by 5&lt;br /&gt;
&lt;br /&gt;
===Sleeping===&lt;br /&gt;
The subject is asleep. They&#039;re snoozing away, incapacitated, mostly oblivious to the world, and won&#039;t feel pain.&lt;br /&gt;
*Subject is blinded. See Blind&lt;br /&gt;
*Subject does not feel pain&lt;br /&gt;
*Subject falls over&lt;br /&gt;
*Subject cannot move&lt;br /&gt;
*Subject cannot speak or emote&lt;br /&gt;
*Subject cannot use items or interact with anything&lt;br /&gt;
*Heals halloss (Holographic damage) at a rate of 3 points per proc&lt;br /&gt;
**Normally heals at 1 ppc&lt;br /&gt;
*Subject has dreams about radomly generated concepts. &lt;br /&gt;
**These aren&#039;t based on anything ingame&lt;br /&gt;
*When nearby people talk&lt;br /&gt;
**85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
**15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from amongst the things they said&lt;br /&gt;
*People can attempt to shake subject awake, this reduces Sleeping strength by 5 every time its done, &lt;br /&gt;
**Causes the subject to wake up 10 seconds earlier than they would have otherwise&lt;br /&gt;
*Causes subject&#039;s status to read as Unconscious on a hand analyser, and non-responsive on a surgery vitals monitor&lt;br /&gt;
&lt;br /&gt;
===Weaken===&lt;br /&gt;
The subject&#039;s muscles lose tensity, causing them to collapse to the floor and be mostly helpless.&lt;br /&gt;
Weaken is one of the most common status effects, almost every chemical, weapon and explosive that disables someone, uses it. Often in combination with other effects.&lt;br /&gt;
*Subject falls over and drops held items.&lt;br /&gt;
*Subject cannot move, use items, or interact.&lt;br /&gt;
**Can still toggle internals.&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stun===&lt;br /&gt;
The subject is stunned and unable to move properly. Very similar to Weaken, but doesn&#039;t knock the subject down, and DOES prevent them from toggling their internals.&lt;br /&gt;
*Subject cannot move, use items, or interact:&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
*Subject cannot toggle internals.&lt;br /&gt;
&lt;br /&gt;
===Paralysis===&lt;br /&gt;
The subject is paralyzed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords seize up. This is almost identical to being asleep, the only differences being that the subject can&#039;t be shaken awake, and doesn&#039;t heal holo damage faster. This is by far the most disabling single status effect in the game, but it is rarely used.&lt;br /&gt;
*Paralysis is almost identical to sleeping.&lt;br /&gt;
**Subject is blinded, see blindness.&lt;br /&gt;
**Subject falls over.&lt;br /&gt;
**Subject cannot speak or emote.&lt;br /&gt;
**Subject cannot move.&lt;br /&gt;
**Subject cannot use items or interact with anything.&lt;br /&gt;
**When nearby people talk or audibly emote.&lt;br /&gt;
***85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
***15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from among the things they said.&lt;br /&gt;
&lt;br /&gt;
===Confusion===&lt;br /&gt;
The subject has impaired motor coordination, and will stumble around randomly when they try to move. This is often caused by alcohol and sedatives, but it&#039;s pretty rare for it to happen for any long period of time.&lt;br /&gt;
*Subject moves in a random direction whenever it tries to take a step.&lt;br /&gt;
**Its always random, doesn&#039;t matter what direction they tried to move in, triggers on every step&lt;br /&gt;
**Also applies to subjects in a wheelchair or driving vehicles&lt;br /&gt;
&lt;br /&gt;
===Hallucination===&lt;br /&gt;
One of the most interesting effects, hallucinations are a result of something impairing the brain, and can be quite scary. &lt;br /&gt;
*Unlike most status effects, hallucination strength affects the intensity in addition to the duration. Hallucinations stop completely when the strength drops below 20.&lt;br /&gt;
*While hallucinating, the subject will experience strange sounds and visions periodically.&lt;br /&gt;
**Exactly how often is calculated with the formula: rand(200,500)/(hallucination/25)&lt;br /&gt;
***This generates a random number of seconds between 20-50 (average 35), and then divides that time by 4% of your hallucination strength.&lt;br /&gt;
***A hallucination strength of 100 will therefore cause hallucinations an average of every 8.75 seconds&lt;br /&gt;
***Note that the time between hallucinations will gradually increase because the strength fades over time.&lt;br /&gt;
*The effects that hallucinating can generate include:&lt;br /&gt;
**Screwing up the subject&#039;s HUD&lt;br /&gt;
**Make it appear that they&#039;re holding a strange/illegal/impossible items&lt;br /&gt;
**See extremely dangerous things (fire, hull breaches, explosives)&lt;br /&gt;
**Hear strange sounds&lt;br /&gt;
**Be attacked by illusory monsters&lt;br /&gt;
**Mysteriously become injured or collapse&lt;br /&gt;
**Have the world and their controls turned around&lt;br /&gt;
&lt;br /&gt;
===Dizziness===&lt;br /&gt;
&lt;br /&gt;
===Blurriness===&lt;br /&gt;
The subject&#039;s vision is blurred, and it becomes harder for them to see. This is a really weak effect, and it exists mostly just to let you know something&#039;s wrong. It&#039;s usually a precursor to more serious things. On its own, it has minimal effect on gameplay.&lt;br /&gt;
*Places a semi-transparent white overlay on the screen, making it a little harder to see things&lt;br /&gt;
**Wearing a blindfold rests your eyes, and causes blurriness to heal 4x as fast&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
The subject has completely lost their vision, and is unable to see anything, thus forcing them to stumble around defenseless and navigate by touch. Blinding is fairly common alone, but it&#039;s also applied inherently as a part of sleeping and paralysis. When a subject is asleep or paralysed, all of these effects apply in addition.&lt;br /&gt;
*Places a black overlay on the screen, blocking everything except a small circle&lt;br /&gt;
**This allows you to only see things in a 3x3 area, centred on your character&lt;br /&gt;
***Note that this short range vision represents you feeling your way around, not actual vision. RP wise, you can see nothing at all&lt;br /&gt;
*Prevents you from examining objects and people at all. Any attempt displays a message &#039;Something is there, but you can&#039;t see it&#039;&lt;br /&gt;
*Subject cannot see visible emotes from nearby people&lt;br /&gt;
**Subject can still hear audible emotes&lt;br /&gt;
&lt;br /&gt;
===Speedboost===&lt;br /&gt;
The subject is energetic and juiced up, allowing them to power through impediments and always move as fat as they can.&lt;br /&gt;
Negates any increased movement delay and allows you to always move at the fastest possible speed, with a movement delay of 0.5 seconds (which is the lowest possible value)&lt;br /&gt;
Allows you to ignore the following speed impediments completely:&lt;br /&gt;
*Having &amp;lt;=40% health&lt;br /&gt;
*Being in pain&lt;br /&gt;
*Being starving&lt;br /&gt;
*Wearing EVA suits&lt;br /&gt;
*Being in a wheelchair&lt;br /&gt;
*Having feet/legs that are broken, splinted, or missing.&lt;br /&gt;
*Any slowdown caused by heavy shoes (galoshes)&lt;br /&gt;
*Being in shock&lt;br /&gt;
*Being fat&lt;br /&gt;
*Being cold&lt;br /&gt;
*Being drowsy&lt;br /&gt;
*Any inherent slowdown caused by your species&lt;br /&gt;
&lt;br /&gt;
===Painkiller/Analgesic===&lt;br /&gt;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
=Chemicals=&lt;br /&gt;
Below this heading are multiple tables detailing each chemical that can be synthesized as well as their recipes and effects, among other things. Unless there is additional text in the overdose column, assume that overdosing on the chemical in question - if it can be overdosed on - will deal minor organ damage to the liver, assuming the liver is still alive to absorb the damage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Dispenser Chemicals==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Unless otherwise stated, all basic chemicals listed below overdose at 20u. They are also all found in the dispenser, and have no recipe.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Acetone&lt;br /&gt;
|&lt;br /&gt;
*Moderately damages organs.&lt;br /&gt;
*Dissolves ink on printed material.&lt;br /&gt;
|A colorless liquid solvent used in chemical synthesis.&lt;br /&gt;
|0.04u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|Aluminum&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|A silvery white and ductile member of the boron group of chemical elements.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Ammonia&lt;br /&gt;
|&lt;br /&gt;
*Minorly damages organs.&lt;br /&gt;
|A caustic substance commonly used in fertilizer or household cleaners. Poisonous to most lifeforms, lingers for a while if inhaled.&lt;br /&gt;
|0.1u/tick, 0.05u inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|Carbon&lt;br /&gt;
|&lt;br /&gt;
*Removes 1u of another reagent per unit, if ingested.&lt;br /&gt;
*Makes turfs dirty if splashed on.&lt;br /&gt;
|A chemical element, the builing block of life.&lt;br /&gt;
|1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|Copper&lt;br /&gt;
|&lt;br /&gt;
*If patient is Skrell:&lt;br /&gt;
**Regenerates blood if ingested.&lt;br /&gt;
|A highly ductile metal.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Ethanol&lt;br /&gt;
|&lt;br /&gt;
*Dissolves ink on printed material.&lt;br /&gt;
*If injected:&lt;br /&gt;
**Damages organs.&lt;br /&gt;
*If ingested:&lt;br /&gt;
**Causes drugginess.&lt;br /&gt;
**May cause hallucinations.&lt;br /&gt;
**Raises pulse.&lt;br /&gt;
**Damages organs in Unathi and Vaurca patients.&lt;br /&gt;
|A well-known alcohol with a variety of applications.&lt;br /&gt;
|0.2u/tick, 1u ingested&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Hydrazine&lt;br /&gt;
|&lt;br /&gt;
*If ingested:&lt;br /&gt;
**Moderately damages organs.&lt;br /&gt;
**Unless they have a fuel cell augment, in which case it converts into nutrition.&lt;br /&gt;
*If inhaled:&lt;br /&gt;
**Minorly damages organs.&lt;br /&gt;
*If touched:&lt;br /&gt;
**Barely damages organs.&lt;br /&gt;
**Covers with flammable fuel.&lt;br /&gt;
|A toxic, colorless, flammable liquid with a strong ammonia-like odor, in hydrate form.&lt;br /&gt;
|0.04u/tick, 5u touched&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Hydrochloric Acid&lt;br /&gt;
|&lt;br /&gt;
*Deals moderate brute damage.&lt;br /&gt;
*Deals moderate burn damage.&lt;br /&gt;
*Minorly damages lungs if inhaled.&lt;br /&gt;
|A very corrosive mineral acid with the molecular formula HCl.&lt;br /&gt;
|0.4u/tick, 50u touched&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|Iron&lt;br /&gt;
|&lt;br /&gt;
*If patient is neither Skrell nor Vaurca:&lt;br /&gt;
**Restores blood if ingested.&lt;br /&gt;
|Pure iron is a metal.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Lithium&lt;br /&gt;
|&lt;br /&gt;
*Forces the patient to step in a random direction.&lt;br /&gt;
*Causes drooling, among other things.&lt;br /&gt;
*Doesn&#039;t actually treat depression.&lt;br /&gt;
|A chemical element, used as antidepressant.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Mercury&lt;br /&gt;
|&lt;br /&gt;
*Moderately damages the brain.&lt;br /&gt;
*Causes weakness in doses greater than 8u.&lt;br /&gt;
|A poisonous chemical element, one of two that is a liquid at human room temperature and pressure.&lt;br /&gt;
|0.2u/tick, 0.08u inhaled, 0.02u ingested&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|Phosphorous&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|A chemical element, the backbone of biological energy carriers.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|Potassium&lt;br /&gt;
|&lt;br /&gt;
*Raises pulse.&lt;br /&gt;
*Explodes if put in contact with water, purging all reagents from the container.&lt;br /&gt;
|A soft, low-melting solid that can easily be cut with a knife. Reacts violently with water.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Radium&lt;br /&gt;
|&lt;br /&gt;
*Irradiates the patient.&lt;br /&gt;
**Significantly increases the chance of curing disease, at the cost of severely damaging organs as a direct result.&lt;br /&gt;
*Spawns glowing goo if thrown onto turfs.&lt;br /&gt;
|Radium is an alkaline earth metal. It is extremely radioactive.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|Silicon&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|A tetravalent metalloid, silicon is less reactive than its chemical analog carbon.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|Sodium&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|A chemical element, readily reacts with water.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|Sugar&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|The organic compound commonly known as table sugar and sometimes called saccharose. This white, odorless, crystalline powder has a pleasing, sweet taste.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|Sulfur&lt;br /&gt;
|&lt;br /&gt;
*If patient is Vaurca:&lt;br /&gt;
**Restores blood.&lt;br /&gt;
|A chemical element with a pungent smell.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|Sulfuric Acid {{anchor|Sulfuric Acid}}&lt;br /&gt;
|&lt;br /&gt;
*Deals significant brute damage.&lt;br /&gt;
*Deals significant burn damage.&lt;br /&gt;
*Moderately damages the lungs.&lt;br /&gt;
|A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|0.4u/tick, 50u touched&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|Tungsten&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|A chemical element, and a strong oxidizing agent.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|Water&lt;br /&gt;
|&lt;br /&gt;
*Quenches thirst.&lt;br /&gt;
|A ubiquitous chemical substance that is composed of hydrogen and oxygen.&lt;br /&gt;
|2u/tick ingested&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Basic Medicines==&lt;br /&gt;
Basic medicines refers to medications that are either found in first aid kits/around the medbay, or are medicines that are used very, very often, and should be prioritized first-thing. Everything under this heading and beyond - up until the psychiatric medicines section - covers drugs and compounds that are beneficial to the body. Their entries are also color coded: red for brute, yellow for burn, green for toxins, blue for oxygen, lime for radiation, gray for genetic, purple for organs, pink for painkillers!&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|{{anchor|Bicaridine}}Bicaridine&lt;br /&gt;
|1 Carbon, 1 [[#Inaprovaline|Inaprovaline]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Heals moderate brute damage.&lt;br /&gt;
*If body is below 189K:&lt;br /&gt;
**Heals arterial bleeding.&lt;br /&gt;
|Bicaridine is a complex medication which specifically targets damaged tissues and damaged blood vessels by encouraging the rate at which the damaged tissues are regenerated. Overdosing bicaridine allows the drug to take effect on damaged muscular tissues of arteries.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|&lt;br /&gt;
*Causes the following if mixed with [[#Butazoline|Butazoline]]:&lt;br /&gt;
**Itchiness.&lt;br /&gt;
**Amplified dehydration.&lt;br /&gt;
**Moderate genetic damage.&lt;br /&gt;
|20u, 2% chance of healing arterial bleeding every two seconds when patient has a dose greater than 30u and is experiencing the overdose.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|{{anchor|Butazoline}}Butazoline&lt;br /&gt;
|1 Aluminum, 1 Hydrochloric Acid, 1 [[#Bicaridine|Bicaridine]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Heals significant brute damage.&lt;br /&gt;
*Causes itchiness.&lt;br /&gt;
*Causes dehydration.&lt;br /&gt;
|Butazoline, a recent improvement upon Bicaridine, is specialised at treating the most traumatic of wounds, though less so for treating severe bleeding.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|&lt;br /&gt;
*See [[#Bicaridine|Bicaridine]]&lt;br /&gt;
|15u, does not have a chance of healing arterial bleeding&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Coagzolug}}Coagzolug&lt;br /&gt;
|1 [[#Tricordrazine|Tricordrazine]], 1 [[#Antidexafen|Antidexafen]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Slows down external bleeding by 30%, and arterial bleeding by 20%.&lt;br /&gt;
*Causes dizziness.&lt;br /&gt;
|A medicine that was stumbled upon by accident, coagzolug encourages blood to clot and slow down bleeding. An overdose causes dangerous blood clots capable of harming the heart..&lt;br /&gt;
|0.06u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|10u, heart damage&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f7f4cb;&#039;|{{anchor|Dermaline}}Dermaline&lt;br /&gt;
|1 Acetone, 1 Phosphorous, 1 [[#Kelotane|Kelotane]] = 3&lt;br /&gt;
|&lt;br /&gt;
*Heals severe burn damage.&lt;br /&gt;
*Causes itchiness.&lt;br /&gt;
*Causes dehydration.&lt;br /&gt;
|Dermaline is a recent improvement of kelotane, working in a similar way, though twice as effective. Dermaline is capable of recovering even the most dire of burnt tissues, being able to treat full-thickness burning.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|&lt;br /&gt;
*See [[#Kelotane|Kelotane]].&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|{{anchor|Dexalin}}Dexalin&lt;br /&gt;
|2 Acetone, 0.1 Phoron, 1 Phoron (catalyst) = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Oxygenates the blood to 50%.&lt;br /&gt;
**Does not raise oxygenation in the case of blood loss or heart damage.&lt;br /&gt;
*Removes [[#Lexorin|Lexorin]].&lt;br /&gt;
*If patient is Vaurca:&lt;br /&gt;
**Damages organs.&lt;br /&gt;
**Causes blurry vision.&lt;br /&gt;
*If inhaled:&lt;br /&gt;
**Removes [[#Lexorin|Lexorin]] twice as fast.&lt;br /&gt;
|Dexalin is a complex oxygen therapeutic and is available OTC. The chemical utilises carbon nanostructures which cling to oxygen and, in pathological conditions where tissues are hypoxic, will oxygenate these regions.&lt;br /&gt;
|0.2u/tick, 0.1 inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, minorly damages the brain, barely damages the eyes&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|{{anchor|Dexalin Plus}}Dexalin Plus&lt;br /&gt;
|1 Carbon, 1 Iron, 1 [[#Dexalin|Dexalin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Oxygenates the blood to 80%&lt;br /&gt;
**Does not raise oxygenation in the case of blood loss or heart damage.&lt;br /&gt;
*Removes [[#Lexorin|Lexorin]]&lt;br /&gt;
*If patient is Vaurca:&lt;br /&gt;
**Damages organs.&lt;br /&gt;
**Causes blurry vision.&lt;br /&gt;
*If inhaled:&lt;br /&gt;
**Removes [[#Lexorin|Lexorin]] twice as fast.&lt;br /&gt;
|Dexalin Plus was a ground-breaking improvement of Dexalin, capable of transporting several times the amount of oxygen, allowing it to have more clinical uses in treating hypoxia.&lt;br /&gt;
|0.2u/tick, 0.1 inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|15u, minorly damages the brain, barely damages the eyes&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c4ffd1;&#039;|{{anchor|Dylovene}}Dylovene&lt;br /&gt;
|1 Ammonia, 1 Potassium, 1 Silicon = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Minorly heals the liver from any amount of damage less than necrosis.&lt;br /&gt;
*Protects the liver and kidneys from poisons in the bloodstream. Increases the liver&#039;s filtration efficiency while poisoned.&lt;br /&gt;
*Removes the [[#Zombie Powder|Zombie Powder]] and Toxin reagents from the bloodstream. Metabolizes both them and itself more quickly in the process.&lt;br /&gt;
*Reduces hallucinations.&lt;br /&gt;
*Reduces drowsiness.&lt;br /&gt;
|Dylovene is a broad-spectrum over-the-counter antitoxin. It is used in response to a variety of poisoning cases, being able to neutralise and remove harmful toxins from the bloodstream.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, dehydration, hunger.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|{{anchor|Inaprovaline}}Inaprovaline&lt;br /&gt;
|1 Acetone, 1 Carbon, 1 Sugar = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Minorly heals the brain if oxygenation is above 85%.&lt;br /&gt;
*Allows patient to breathe even if heart is stopped.&lt;br /&gt;
*Slows external bleeding down by 20%.&lt;br /&gt;
*Prevents heart damage from chemically-induced tachycardia.&lt;br /&gt;
*Attempts to regulate heart beat.&lt;br /&gt;
*Reduces effects of low blood oxygenation.&lt;br /&gt;
*Reduces speed at which brain takes damage from low blood.&lt;br /&gt;
*Lightly kills pain.&lt;br /&gt;
|Inaprovaline is a cardiostimulant which stabilises myocardial contractility, working towards maintaining a steady pulse and blood pressure. Inaprovaline also acts as a weak analgesic.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, chest pain, very small chance of curing organ rejection completely&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f7f4cb;&#039;|{{anchor|Kelotane}}Kelotane&lt;br /&gt;
|1 Carbon, 1 Silicon = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Heals moderate burn damage.&lt;br /&gt;
*When body is below 192K:&lt;br /&gt;
**Heals disfigurement.&lt;br /&gt;
|Kelotane is a complex medication which specifically targets tissues which have been lost to severe burning by encouraging the rate at which these damaged tissues are regenerated.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|&lt;br /&gt;
*Causes the following if mixed with [[#Dermaline|Dermaline]]:&lt;br /&gt;
**Itchiness.&lt;br /&gt;
**Amplified dehydration.&lt;br /&gt;
**Moderate genetic damage.&lt;br /&gt;
|20u, face disfiguration&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|{{anchor|Tricordrazine}}Tricordrazine&lt;br /&gt;
|1 [[#Dylovene|Dylovene]], 1 [[#Inaprovaline|Inaprovaline]], 1 Water = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Depending on the temperature of the compound:&lt;br /&gt;
**Barely heals brute damage.&lt;br /&gt;
**Barely heals burn damage.&lt;br /&gt;
*Does nothing if inhaled.&lt;br /&gt;
|Tricordrazine is an old, though still useful, medication largely set aside following bicaridine and kelotane’s development. The drug increases the rate at which tissues regenerate, though far slower than modern medications.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|30u, causes itchiness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Organ Regeneratives==&lt;br /&gt;
Organ regeneratives, as the name implies, refers to medicines that regenerate internal organs specifically. As such their use is a bit niche, but most make for necessary additions to any medbay.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#efe3ff;&#039;|{{anchor|Adipemcina}}Adipemcina&lt;br /&gt;
|1 Lithium, 1 [[#Dylovene|Dylovene]], 1 Potassium = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Moderately heals the heart.&lt;br /&gt;
|Adipemcina is a complex, organ-regenerative medication that increases the rate at which cells differentiate into myocardial cells. Adipemcina overdoses result in severe liver damage and vomiting.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, minor organ damage, vomiting&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#efe3ff;&#039;|{{anchor|Alkysine}}Alkysine&lt;br /&gt;
|1 Hydrochloric Acid, 1 Ammonia, 1 [[#Dylovene|Dylovene]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*If blood oxygenation is greater than or equal to 85%:&lt;br /&gt;
**If dose is less than 2u:&lt;br /&gt;
***Significantly heals the brain.&lt;br /&gt;
***An IV drip is recommended.&lt;br /&gt;
**If dose is greater than 2u:&lt;br /&gt;
***Moderately heals the brain.&lt;br /&gt;
***Lightly kills pain.&lt;br /&gt;
***Causes dizziness.&lt;br /&gt;
*If blood oxygenation is less than 85%:&lt;br /&gt;
**Does nothing.&lt;br /&gt;
|Alkysine is a complex drug which increases cerebral circulation, ensuring the brain does not become hypoxic and increasing the rate at which neurological function returns after a catastrophic injury.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|10u, hallucinations, paralysis/aphasia/imaginary friends&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#efe3ff;&#039;|{{anchor|Oculine}}Oculine&lt;br /&gt;
|1 Carbon, 1 Hydrazine, 1 [[#Dylovene|Dylovene]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Moderately heals the eyes.&lt;br /&gt;
*Reduces blurry vision.&lt;br /&gt;
*Removes temporary blindness.&lt;br /&gt;
|Oculine is a complex organ-regenerative medication which increases the rate at which cells can differentiate into those required to recover damage to ocular tissues. &amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Imidazoline&amp;lt;/span&amp;gt;&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, hallucinations&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#efe3ff;&#039;|{{anchor|Peridaxon}}Peridaxon&lt;br /&gt;
|1 [[#Bicaridine|Bicaridine]], 1 [[#Clonexadone|Clonexadone]], 5 Phoron (catalyst) = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Minorly heals organ damage, on any organ.&lt;br /&gt;
**Does not heal the brain if it has greater than minor damage.&lt;br /&gt;
*Causes disorientation.&lt;br /&gt;
*If body is below 186K:&lt;br /&gt;
**Heals organs twice as fast.&lt;br /&gt;
**Causes benign tumour growth.&lt;br /&gt;
*When in extracool cryogenic conditions below 153K and alongside an antibiotic:&lt;br /&gt;
**Can denecrotise livers and kidneys.&lt;br /&gt;
|Peridaxon is complex, broad-spectrum organ-regenerative medication which increases the rate at which cells can differentiate into organ cells to recover damaged organ tissues. The drug is hard on the body, leading to confusion and drowsiness.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|10u, confusion, pain&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|{{anchor|Pneumalin}}Pneumalin&lt;br /&gt;
|1 Copper, 1 [[#Antidexafen|Antidexafen]], 1 [[#Pulmodeiectionem|Pulmodeiectionem]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Slightly oxygenates blood.&lt;br /&gt;
*Moderately heals the lungs.&lt;br /&gt;
*Lowers pulse.&lt;br /&gt;
*Fixes &amp;quot;rescued&amp;quot; lungs.&lt;br /&gt;
**All of this only works if inhaled.&lt;br /&gt;
|Pneumalin is a powerful, organ-regenerative medication that increases the rate at which lung tissues are regenerated. Pneumalin only works when inhaled, and overdosing can lead to severe bradycardia.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|15u, bradychardia&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Detox and Side-Effect Antagonists==&lt;br /&gt;
This section covers medicines that help &#039;&#039;prevent&#039;&#039; organ damage or other harm, rather than treating it outright. Some of these also just cover medicines that can help a patient back onto their feet.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#b0fca4;&#039;|{{anchor|Arithrazine}}Arithrazine&lt;br /&gt;
|1 Hydrazine, 1 [[#Hyronalin|Hyronalin]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Removes extreme amounts of radiation.&lt;br /&gt;
*Has a 60% chance of dealing moderate brute damage.&lt;br /&gt;
*Causes itchiness.&lt;br /&gt;
*Deals severe damage to Dionae&lt;br /&gt;
|Arithrazine is a recent improvement of Hyronalin, rapidly destroying any ionised cells, though this often leads to collateral cell damage, resulting in contusions across affected parts of the body.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, 60% chance of moderate brute damage&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Asinodryl}}Asinodryl&lt;br /&gt;
|3 Water, 1 [[#Cetahydramine|Cetahydramine]], 1 [[#Synaptizine|Synaptizine]], 5 Tungsten (catalyst) = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Reduces the chance of vomiting.&lt;br /&gt;
|Asinodryl is an anti-emetic medication which acts by preventing the two regions in the brain responsible for vomiting from controlling the act of emesis.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Cetahydramine}}Cetahydramine&lt;br /&gt;
|1 [[#Inaprovaline|Inaprovaline]], 1 [[#Cryptobiolin|Cryptobiolin]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Causes drowsiness.&lt;br /&gt;
*Prevents itching.&lt;br /&gt;
|Cetahydramine is a complex antihistamine medication available OTC which blocks the release of histamine, thus making it effective at suppressing allergies and sneezing. Cetahydramine can cause drowsiness in larger doses, making it an effective sleep aid.&lt;br /&gt;
|0.01u/tick, 0.2 ingested, 0.4 inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Cytophenolate}}Cytophenolate&lt;br /&gt;
|1 Ethanol, 1 [[#Fluvectionem|Fluvectionem]], 1u Sugar = 3 units&lt;br /&gt;
|&lt;br /&gt;
*If the donor and recipient are of the same species but different blood types, 10 units or more of cytophenolate will gradually reduce the severity of organ rejection until it cures organ rejection entirely, switching the donated organ&#039;s blood type to that of the recipient.&lt;br /&gt;
**Cytophenolate is a slow acting drug, and patients need persistent doses until the rejection goes away.&lt;br /&gt;
*If the donor and recipient are of different species, cytophenolate will never cure the organ rejection only prevent the symptoms of the rejection form worsening.&lt;br /&gt;
*Actively hinders any antibiotics like [[#Thetamycin|thetamycin]]&lt;br /&gt;
|Cytophenolate is a new immunosuppressant drug designed for mitigating rejection effects from organ transplantations.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, weakness, dizziness, and vomiting&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Ethylredoxrazine}}Ethylredoxrazine&lt;br /&gt;
|1 Acetone, 1 Carbon, 1 [[#Dylovene|Dylovene]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Neutralizes anything alcohol-related, preferably administered where the alcohol in question is.&lt;br /&gt;
*Reduces dizziness.&lt;br /&gt;
*Reduces drowsiness.&lt;br /&gt;
*Reduces stuttering.&lt;br /&gt;
*Reduces confusion.&lt;br /&gt;
|Ethylredoxrazine is a powerful medication which oxidises ethanol in the bloodstream, reducing the burden on the liver to complete this task. Ethylredoxrazine also blocks the reuptake of neurotransmitters responsible for symptoms of alcohol intoxication.&lt;br /&gt;
|0.06u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Fluvectionem}}Fluvectionem&lt;br /&gt;
|1 Mercury, 1 Ammonia, 1 [[#NACL|Sodium Chloride]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Removes 4u of other reagents per unit.&lt;br /&gt;
*Minorly damages organs&lt;br /&gt;
*Barely damages organs for every unit of reagent purged.&lt;br /&gt;
**All of these effects are doubled if overdosed, and done twice as fast.&lt;br /&gt;
|Fluvectionem is a complex anti-toxin medication that is capable of purging the bloodstream of toxic reagents. The drug is capable of neutralising the most difficult of compounds and acts very fast, however it is inefficient and results in benign waste products that can be damaging to the liver. &amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Calomel&amp;lt;/span&amp;gt;&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|&lt;br /&gt;
*Blood thinning.&lt;br /&gt;
|20u, see effects&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#b0fca4;&#039;|{{anchor|Hyronalin}}Hyronalin&lt;br /&gt;
|1 Radium, 1 [[#Dylovene|Dylovene]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Removes significant amounts of radiation per unit.&lt;br /&gt;
*Deals severe damage to Dionae.&lt;br /&gt;
|Hyronalin is a complex anti-radiation medication which specifically targets ionised cells, reducing their cell division rate to prevent their growth before gradually destroying these afflicted cells.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, 60% chance of moderate brute damage&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Pulmodeiectionem}}Pulmodeiectionem&lt;br /&gt;
|1 [[#Fluvectionem|Fluvectionem]], 1 [[#Lexorin|Lexorin]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Removes 5u of other reagents in the lungs per unit.&lt;br /&gt;
*Barely damages the lungs.&lt;br /&gt;
*Causes coughing.&lt;br /&gt;
*Reduces oxygenation.&lt;br /&gt;
|Pulmodeiectionem is a complex anti-toxin medication that is capable of purging the lungs of toxic reagents by damaging the mucous lining of the bronchi and trachea, allowing particulate to be coughed out of the lungs. Pulmodeiectionem works only when inhaled and can cause long-term damage to the lungs.&lt;br /&gt;
|0.4u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Synaptizine}}Synaptizine&lt;br /&gt;
|1 Lithium, 1 Sugar, 1 Water = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Mildly kills pain.&lt;br /&gt;
*Reduces weakness.&lt;br /&gt;
*Reduces paralysis.&lt;br /&gt;
*Reduces stunning.&lt;br /&gt;
*Removes [[#Mindbreaker|Mindbreaker Toxin]].&lt;br /&gt;
*Removes hallucinations.&lt;br /&gt;
*Removes blurry vision.&lt;br /&gt;
*Removes confusion.&lt;br /&gt;
*Moderately damages organs.&lt;br /&gt;
|Synaptizine is an advanced synaptic stimulant and nootropic which improves synaptic transmission and keeps one alert, giving it many clinical uses in the treatment of paralysis, weakness, narcolepsy and hallucinations. Synaptizine is difficult to metabolise and is hard on the liver.&lt;br /&gt;
|0.01u/tick&lt;br /&gt;
|&lt;br /&gt;
* Blood thinning.&lt;br /&gt;
|20u, seizures&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Verunol Syrup}}Verunol Syrup&lt;br /&gt;
|1 Ethanol, 1 Hydrazine, 1 [[#Dylovene|Dylovene]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Causes vomiting if ingested.&lt;br /&gt;
*Minorly damages organs if injected.&lt;br /&gt;
|A complex emetic medication that causes the patient to vomit due to gastric irritation and the stimulating of the vomit centres of the brain.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|&lt;br /&gt;
N/A&lt;br /&gt;
|20u&lt;br /&gt;
|}&lt;br /&gt;
==Painkillers==&lt;br /&gt;
Specialized medicines used to block pain in an individual. The effectiveness can range from lightly killing pain to causing numbness, however the effectiveness is generally tied with the risk of addiction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Antidexafen}}Antidexafen&lt;br /&gt;
| 1 Tungsten, 1 Carbon, 1 Water = 3 units&lt;br /&gt;
| &lt;br /&gt;
* Lightly kills pain.&lt;br /&gt;
| A complex antitussive medication available OTC which is very effective at suppressing cough reflexes. The medication also acts as a very weak analgesic medication, leading to it being a very cheap recreational drug or precursor to other recreational drugs.&lt;br /&gt;
| 0.2u/tick, 0.4 inhaled&lt;br /&gt;
| N/A&lt;br /&gt;
| 20u, vomiting, twitching, drowsiness, brain damage&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Perconol}}Perconol&lt;br /&gt;
| 1 Sugar, 1 Water, 1 [[#Mortaphenyl|Mortaphenyl]] = 3 units&lt;br /&gt;
| &lt;br /&gt;
* Moderately kills pain.&lt;br /&gt;
**Painkiller effect is slightly stronger if injected, rather than ingested.&lt;br /&gt;
*Lowers fevers.&lt;br /&gt;
**Does nothing if inhaled.&lt;br /&gt;
| Perconol is an advanced, analgesic medication which is highly effective at treating minor-mild pain, inflammation and high fevers. The drug is available over-the-counter for treating minor illnesses and mild pain. Perconol is not effective when inhaled. Paracetamol&lt;br /&gt;
| 0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
| N/A&lt;br /&gt;
| 20u, hallucinations&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Mortaphenyl}}Mortaphenyl&lt;br /&gt;
| 1 Acetone, 1 Ethanol, 1 [[#Inaprovaline|Inaprovaline]] = 3 units&lt;br /&gt;
| &lt;br /&gt;
*Effectively kills pain.&lt;br /&gt;
*Causes blurry vision.&lt;br /&gt;
*Causes confusion.&lt;br /&gt;
**Does nothing if inhaled.&lt;br /&gt;
| Mortaphenyl is an advanced, powerful analgesic medication which is highly effective at treating mild-severe pain as a result of severe, physical injury. Mortaphenyl is not effective when inhaled. Tramadol&lt;br /&gt;
| 0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
| &lt;br /&gt;
*Causes hallucinations, the feeling of drugginess, and nausea if BAC is greater than 0.03%, oxygen deprivation at 0.08%&lt;br /&gt;
| 15u, nausea, restricted breathing, hallucinations&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Morphine}}Morphine&lt;br /&gt;
| Process and refine from opium poppies&lt;br /&gt;
| &lt;br /&gt;
*Effectively kills pain&lt;br /&gt;
*Causes blurry vision&lt;br /&gt;
*Causes confusion&lt;br /&gt;
*Causes slowdown&lt;br /&gt;
**Is effective if inhaled&lt;br /&gt;
| Morphine is a very strong medication derived from the opium plant. It is extremely effective at treating severe pain. The drug is highly addictive and sense-numbing. Unlike other painkillers, morphine can be inhaled.&lt;br /&gt;
| 0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
| &lt;br /&gt;
*Causes slowdown&lt;br /&gt;
*See [[#Neurapan|Neurapan]].&lt;br /&gt;
| 10u, hallucinations, seizures, drugginess, nausea, restricted breathing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Tramarine}}Tramarine&lt;br /&gt;
| 1 Potassium Chloride, 1 [[#Polysomnide|Polysomnide]], 5 Sodium (catalyst) = 1 unit&lt;br /&gt;
| &lt;br /&gt;
*Effectively kills pain&lt;br /&gt;
*Causes blurry vision&lt;br /&gt;
*Causes confusion&lt;br /&gt;
*Causes slowdown&lt;br /&gt;
**Is effective if inhaled&lt;br /&gt;
| Tramarine is a synthetic form of morphine developed by NanoTrasen early in its history, that can be used in its place for most medical purposes. It is known to be more dangerous however with alcohol, other opiods, or an overdose.&lt;br /&gt;
| 0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
| &lt;br /&gt;
*Causes slowdown&lt;br /&gt;
*See [[#Neurapan|Neurapan]].&lt;br /&gt;
| 15u, hallucinations, seizures, drugginess, nausea, restricted breathing, fever, increased pulse&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ff00ff;&amp;quot; | {{anchor|Oxycomorphine}}Oxycomorphine&lt;br /&gt;
| 1 [[#Morphine|Morphine]], 1 [[#Mortaphenyl|Mortaphenyl]], 5 Phoron (catalyst) = 2 units&amp;lt;br /&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&amp;lt;br /&amp;gt;1 [[#Mortaphenyl|Mortaphenyl]], 1 [[#Tramarine|Tramarine]], 5 Phoron (catalyst) = 1 unit&lt;br /&gt;
| &lt;br /&gt;
*Ludicrously kills pain.&lt;br /&gt;
*Causes blurry vision.&lt;br /&gt;
*Causes confusion.&lt;br /&gt;
*Causes slowdown&lt;br /&gt;
**Is effective if inhaled&lt;br /&gt;
| Oxycomorphine is a highly advanced, powerful analgesic medication which is extremely effective at treating severe-agonising pain as a result of injuries usually incompatible with life. The drug is highly addictive and sense-numbing. Unlike other painkillers, oxycomorphine can be inhaled. Oxycodone&lt;br /&gt;
| 0.02u/tick, 0.4u ingested, 0.8u inhaled&lt;br /&gt;
| &lt;br /&gt;
*Causes intense hallucinations, the feeling of drugginess, and restricted breathing if patient&#039;s BAC is greater than 0.04%&lt;br /&gt;
*Causes slowdown&lt;br /&gt;
*See [[#Neurapan|Neurapan]].&lt;br /&gt;
| 10u, hallucinations, drugginess, nausea, restricted breathing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Specialized Medicines==&lt;br /&gt;
Anything semi-common medicine that doesn&#039;t really fit into the other categories goes here. These are the niche-est of the niche, and they won&#039;t see very frequent use or synthesis.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Helmizole}}Helmizole&lt;br /&gt;
|1 [[#Dylovene|Dylovene]], [[#Fluvectionem|Fluvectionem]], 1 [[#Leporazine|Leporazine]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Removes parasites from the brain&lt;br /&gt;
**After about 5 minutes, the parasite&#039;s symptoms are alleviated&lt;br /&gt;
**After about 7.5 minutes, the parasite is killed&lt;br /&gt;
|Helmizole is an anti-helminthic medication which combats parasitic worm infections, compromising their nervous system and inducing respiratory paralysis.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|10u, causes parasite to develop drug resistance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Inacusiate}}Inacusiate&lt;br /&gt;
|1 [[#Dylovene|Dylovene]], 1 Carbon, 1 Sulfur = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Heals hearing damage.&lt;br /&gt;
|TODO&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|10u, terrible headaches&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Leporazine}}Leporazine&lt;br /&gt;
|1 Copper, 1 Silicon, 5 Phoron (catalyst) = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Regulates body temperature.&lt;br /&gt;
*Regulates fevers.&lt;br /&gt;
*Inhibits effects of [[#Pyrosilicate|Pyrosilicate]] and [[#Cryosilicate|Cryosilicate]] on body temperature.&lt;br /&gt;
|Leporazine is a complex medication which improves thermal homeostasis, stabilising and regulating the body’s core temperature. Leporazine often results in hyperventilation which should be monitored. When mixed with other temperature altering chemicals, it can induce rapid changes in the body&#039;s core temperature.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, lowers body temperature&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Lipozine}}Lipozine&lt;br /&gt;
|1 Ethanol, 1 Radium, 1 [[#NACL|Sodium Chloride]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Quickly burns nutrition.&lt;br /&gt;
|A chemical compound that causes a powerful fat-burning reaction.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Polysomnine}}Polysomnine&lt;br /&gt;
|3 Hydrochloric Acid, 1 Ethanol, 1 Water = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Sedates the patient.&lt;br /&gt;
*Minorly damages the liver.&lt;br /&gt;
|Polysomnine is a complex drug which rapidly induces sedation in preparation for surgery. Polysomnine’s sedative effect is fast acting, and sedated individuals wake up with zero amnesia regarding the events leading up to their sedation, however the only downside is how hard the drug is on the liver.&lt;br /&gt;
|0.1u/tick, 0.05u inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|RMT}}Regenerative-Muscular Tissue Supplements&lt;br /&gt;
|1 Potassium, 1 [[#Inaprovaline|Inaprovaline]] = 2 unit&lt;br /&gt;
|&lt;br /&gt;
*Removes slowdown on unassisted Off-Worlders, and their subsequent flavor texts.&lt;br /&gt;
|RMT Supplement is a bioengineered, fast-acting growth factor that specifically helps recover bone and muscle mass caused by prolonged zero-gravity adaptations. It can also be used to treat chronic muscle weakness.&lt;br /&gt;
|0.04u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|30u, aching&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#f5d7d7;&#039;|{{anchor|Rezadone}}Rezadone&lt;br /&gt;
|1 Copper, 1 [[#Cryptobiolin|Cryptobiolin]], 1 Carpotoxin = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Heals significant brute damage.&lt;br /&gt;
*Heals significant burn damage.&lt;br /&gt;
*Heals significant gene damage.&lt;br /&gt;
*Slightly improves oxygenation.&lt;br /&gt;
*Restores blood.&lt;br /&gt;
*Minorly heals the liver.&lt;br /&gt;
*If dose is above 3 units:&lt;br /&gt;
**Treats disfiguration.&lt;br /&gt;
*If dose is above 10 units:&lt;br /&gt;
**Causes dizziness.&lt;br /&gt;
**Causes jitteriness.&lt;br /&gt;
|Rezadone is an extremely expensive, ground-breaking miracle drug. The compound is capable of treating all kinds of physical damage, disfiguration, as well as genetic damage. Excessive consumption of rezadone can lead to severe disorientation.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Ryetalyn}}Ryetalyn&lt;br /&gt;
|1 Carbon, 1 [[#Arithrazine|Arithrazine]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Instantly removes all mutations. Only 1 unit is necessary.&lt;br /&gt;
**Does &#039;&#039;&#039;NOT&#039;&#039;&#039; heal gene damage.&lt;br /&gt;
*Forces tumours into recession.&lt;br /&gt;
|Ryetalyn is a novel, highly advanced, broad-spectrum medication, developed by an independent team of Solarian scientists, which has varying clinical uses in treating genetic abnormalities including certain cancers, autoimmune conditions, and Hulk Syndrome.&lt;br /&gt;
|1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Soporific}}Soporific&lt;br /&gt;
|4 Sugar, 1 [[#Polysomnine|Polysomnine]] = 5 units&lt;br /&gt;
|&lt;br /&gt;
*Sedates the patient.&lt;br /&gt;
|Soporific is highly diluted polysomnine which results in slower and more gradual sedation. This makes the drug ideal at treating insomnia and anxiety disorders, however is generally not reliable for sedation in preparation for surgery except in high doses.&lt;br /&gt;
|0.1u/tick, 0.033u inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Steramycin}}Steramycin&lt;br /&gt;
|2 [[#Thetamycin|Thetamycin]], 1 [[#Sterilizine|Sterilizine]], 1 Radium = 2 units&lt;br /&gt;
|&lt;br /&gt;
*If infection has yet to show:&lt;br /&gt;
**Reduces germ level, the variable that triggers infections once it reaches 100&lt;br /&gt;
*If infection has manifested:&lt;br /&gt;
**Does nothing&lt;br /&gt;
|A preventative antibiotic that will stop small infections from growing, but only if administered early. Has no effect on internal organs, wounds, or if the infection has grown beyond its early stages.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|15u, dizziness, minor toxins&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Thetamycin}}Thetamycin&lt;br /&gt;
|1 [[#Cryptobiolin|Cryptobiolin]], 1 [[#Dylovene|Dylovene]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Effects at &amp;lt;5u dosage&lt;br /&gt;
**Treats infections, the speed of recovery dependent on the severity of the infection.&lt;br /&gt;
*Effects at &amp;gt;=5u dosage&lt;br /&gt;
**Does the same as the above.&lt;br /&gt;
**Mild - and types of mild - infections are instantly cured.&lt;br /&gt;
**Prevents septic infections from spreading to other limbs.&lt;br /&gt;
|Thetamycin is a complex, broad-spectrum antibiotic developed to treat wound infections, organ infections, and septicaemia, even those caused by superbugs with high anti-bacterial resistances. &amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Spaceacillin&amp;lt;/span&amp;gt;&lt;br /&gt;
|0.01u/tick, 0.4u inhaled&lt;br /&gt;
|N/A&lt;br /&gt;
|20u, dizziness, vomiting&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resuscitators==&lt;br /&gt;
If a patient is in some pretty dire straits, and you&#039;ve already taken care of the other damage, then these medicines will make sure they don&#039;t die. Hopefully. Maybe. If you&#039;re quick enough?&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#c9e5f5;&#039;|{{anchor|Adrenaline}}Adrenaline&lt;br /&gt;
|1 [[#Inaprovaline|Inaprovaline]], 1 [[#Hyperzine|Hyperzine]], 1 [[#Dexalin Plus|Dexalin Plus]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Significantly increases the chance that chest compressions (CPR) will restart the heart while in the bloodstream.&lt;br /&gt;
*Doses &amp;gt;5u have a chance to automatically restart the heart, if able. Consumes 5u each time this happens. &lt;br /&gt;
**Moderately damages the heart if restarted this way.&lt;br /&gt;
*Increases heart rate.&lt;br /&gt;
**Further increases as more adrenaline is metabolized.&lt;br /&gt;
*Lightly kills pain.&lt;br /&gt;
**Painkiller effect diminishes as more adrenaline is metabolized.&lt;br /&gt;
*Does nothing if inhaled or ingested.&lt;br /&gt;
|Adrenaline is a hormone used as a drug to treat cardiac arrest and other cardiac dysrhythmias resulting in diminished or absent cardiac output.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|&lt;br /&gt;
*See [[#Hyperzine|Hyperzine]].&lt;br /&gt;
|20u, pain&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Saline}}Saline Plus&lt;br /&gt;
|2 Water, 1 [[#NACL|Sodium Chloride]], 0.5 Sugar, 5 Phoron (catalyst) = 2 unit&lt;br /&gt;
|&lt;br /&gt;
*If injected:&lt;br /&gt;
**Hydrates the patient.&lt;br /&gt;
**Restores blood if dose is less than 2u.&lt;br /&gt;
*If ingested or inhaled:&lt;br /&gt;
**Does nothing.&lt;br /&gt;
|Saline Plus is an expensive improvement upon the various saline solutions of old. Saline Plus has wide clinical applications in the treatment of dehydration and hypovolaemia, with no more debates as to whether it is effective or not.&lt;br /&gt;
|1.5u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|5u, confusion, jitteriness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Cryogenics==&lt;br /&gt;
Cryo tube-specific medications go here. Anything under here is only effective if the patient&#039;s body has been chilled significantly.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#efe3ff;&#039;|{{anchor|Cataleptinol}}Cataleptinol&lt;br /&gt;
|2 [[#Alkysine|Alkysine]], 0.5 Phoron, 1 [[#Clonexadone|Clonexadone]], 5 [[#Cryosilicate|Cryosilicate]] as catalyst = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*If the body is below 170K:&lt;br /&gt;
**Restores 7.5% Brain Activity per tick regardless of Blood Oxygenation level.&lt;br /&gt;
**Causes side-effects.&lt;br /&gt;
***Equates to 40% increase in Brain Activity before liver failure.&lt;br /&gt;
*If the body is above 170K:&lt;br /&gt;
**75% chance to raise Brain Activity by 2% per tick regardless of Blood Oxygenation level.&lt;br /&gt;
**Causes painshock alongside side-effects.&lt;br /&gt;
***This equates to 25% increase in Brain Activity before liver failure in ideal conditions.&lt;br /&gt;
|Cataleptinol is a highly advanced, expensive medication capable of regenerating the most damaged of brain tissues. Cataleptinol is used alongside cryogenic treatment to rapidly restore brain tissues, however it is hard on the liver. It can be used outside of cryogenic treatment, however this is risky and unreliable, as well as difficult without the use of an IV to avoid overdose. Because of this, using Cataleptinol outside of cryogenic treatment is relegated to severe emergencies only.&lt;br /&gt;
|0.6u/tick&lt;br /&gt;
|&lt;br /&gt;
*Hallucinations&lt;br /&gt;
*Blood thinning&lt;br /&gt;
*Liver damage&lt;br /&gt;
|3u, severe seizures, liver failure, brain damage&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#e8e8e8;&#039;|{{anchor|Cryoxadone}}Cryoxadone&lt;br /&gt;
|1 Water, 1 Acetone, 1 [[#Dexalin|Dexalin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Slows pulse.&lt;br /&gt;
*Prevents effects of cold on the body.&lt;br /&gt;
*If the body is below 170K:&lt;br /&gt;
**Heals significant gene damage.&lt;br /&gt;
**Heals significant brute damage.&lt;br /&gt;
**Heals significant burn damage.&lt;br /&gt;
**Heals significant hypoxia.&lt;br /&gt;
**Slightly heals organ damage; only heals the brain if brain activity is below 60%.&lt;br /&gt;
|Cryoxadone is a ground-breaking and complex medication that, when acting on bodies cooler than 170K, is capable of increasing the rate at which wounds regenerate, as well as treating genetic damage. Cryoxadone, alongside Clonexadone, are the backbones of the cryogenics industry.&lt;br /&gt;
|0.6u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|5u, genetic damage, severe eye damage&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#e8e8e8;&#039;|{{anchor|Clonexadone}}Clonexadone&lt;br /&gt;
|1 Sodium, 1 [[#Cryoxadone|Cryoxadone]], 0.1 Phoron, 5 Phoron (catalyst) = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Slows pulse.&lt;br /&gt;
*Prevents effects of cold on the body.&lt;br /&gt;
*If the body is below 170K:&lt;br /&gt;
**Heals extreme gene damage.&lt;br /&gt;
**Heals extreme brute damage.&lt;br /&gt;
**Heals extreme burn damage.&lt;br /&gt;
**Heals extreme hypoxia.&lt;br /&gt;
**Mildly heals organ damage; only heals the brain if brain activity is below 60%.&lt;br /&gt;
|Clonexadone is a ground-breaking, complex medication that improved upon Cryoxadone. When acting on bodies cooler than 170K, the drug is capable of increasing the rate at which wounds regenerate, as well as treating genetic damage. Clonexadone, alongside Cryoxadone, are the backbones of the cryogenics industry.&lt;br /&gt;
|0.4u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|5u, genetic damage, severe eye damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Psychiatric Medicines==&lt;br /&gt;
These particular drugs are much more niche in their use compared to the medicines above. They almost exclusively impact the mental state of the patient, either for good or ill, depending on how they&#039;re used. Do note that many of the effects being suppressed no longer exist, which means a lot of these medicines serve a roleplay purpose rather than a mechanical one, though any medicines that suppress stuttering and hallucinations do still work.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Corophenidate}}Corophenidate&lt;br /&gt;
|1 Hydrazine, 1 [[#Mindbreaker|Mindbreaker Toxin]] = units&lt;br /&gt;
|&lt;br /&gt;
*Removes hallucinations.&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Imaginary friends.&lt;br /&gt;
**Phobias.&lt;br /&gt;
|Corophenidate is a new generation, psychoactive stimulant used in the treatment of ADHD and ADD. It has far fewer side effects than previous generations of CNS stimulants. Withdrawal symptoms include hallucinations and disruption of focus.&lt;br /&gt;
|0.002u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Emoxanyl}}Emoxanyl&lt;br /&gt;
|1 Ethanol, 1 Silicon, 1 [[#Mindbreaker|Mindbreaker Toxin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Concussions.&lt;br /&gt;
**Phobias.&lt;br /&gt;
|Emoxanyl is a novel, antioxidant medication which increases cerebral circulation and is used to treat anxiety, depression, concussion, and epilepsy. It has fewer side effects than many other forms of psychoactive drugs. Withdrawal symptoms include hallucinations and heightened anxiety.&lt;br /&gt;
|0.002u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Minaphobin}}Minaphobin&lt;br /&gt;
|1 Carbon, 1 [[#Mindbreaker|Mindbreaker Toxin]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Phobias.&lt;br /&gt;
**Monophobias.&lt;br /&gt;
|Minaphobin is a new generation, psychoactive drug used in the treatment of anxiety disorders such as phobias and social anxiety. It has far fewer side effects than previous generations of psychoactive drugs. Withdrawal symptoms include hallucinations and heightened anxiety.&lt;br /&gt;
|0.002u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Nerospectan}}Nerospectan&lt;br /&gt;
|1 Silicon, 1 [[#Drugs|Space Drugs]], 1 [[#Mindbreaker|Mindbreaker Toxin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Monophobia.&lt;br /&gt;
**Imaginary friends.&lt;br /&gt;
**Speech impediments.&lt;br /&gt;
**Muscle spasms.&lt;br /&gt;
**Tourettes.&lt;br /&gt;
|Nerospectan is an expensive, new generation anti-psychotic medication capable of treating a whole spectrum of mental illnesses, including psychoses, anxiety disorders, Tourette Syndrome and depression, and can alleviate symptoms of stress. Nerospectan can be addictive due to its tranquilising effects, and withdrawal symptoms are dangerous.&lt;br /&gt;
|0.004u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Neurapan}}Neurapan&lt;br /&gt;
|1 Ethanol, 1 [[#Drugs|Space Drugs]], 1 [[#Mindbreaker|Mindbreaker Toxin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Split personalities.&lt;br /&gt;
**Imaginary friends.&lt;br /&gt;
**Stuttering.&lt;br /&gt;
**Speech impediments.&lt;br /&gt;
**Monophobia.&lt;br /&gt;
**Hallucinations.&lt;br /&gt;
**Muscle spasms.&lt;br /&gt;
**Tourettes.&lt;br /&gt;
|Neurapan is a groundbreaking, expensive antipsychotic medication capable of treating a whole spectrum of mental illnesses, including psychoses, anxiety disorders, Tourette Syndrome and depression, and can alleviate symptoms of stress. Neurapan can be addictive due to its tranquilising effects, and withdrawal symptoms are dangerous.&lt;br /&gt;
|0.002u/tick&lt;br /&gt;
|&lt;br /&gt;
*If mixed with [[#Oxycomorphine|Oxycomorphine]] and overdosing:&lt;br /&gt;
**Causes deafness.&lt;br /&gt;
**Causes drowsiness.&lt;br /&gt;
**Causes confusion.&lt;br /&gt;
**Causes derealization&lt;br /&gt;
|10u, pacifism, blurred vision, derealization&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Neurostabin}}Neurostabin&lt;br /&gt;
|1 Iron, 1 Potassium, 1 [[#Mindbreaker|Mindbreaker Toxin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Phobias.&lt;br /&gt;
**Split personalities.&lt;br /&gt;
**Imaginary friends.&lt;br /&gt;
**Muscle weakness.&lt;br /&gt;
|Neurostabin is a new generation, psychoactive drug used in the treatment of psychoses, and also has clinical significance in treating muscle weakness. It has far fewer side effects than previous generations of psychoactive drugs. Withdrawal symptoms include hallucinations and the development of phobias.&lt;br /&gt;
|0.002u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Orastabin}}Orastabin&lt;br /&gt;
|1 Sodium, 1 Tungsten, 1 [[#Mindbreaker|Mindbreaker Toxin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Phobias.&lt;br /&gt;
**Monophobia.&lt;br /&gt;
**Stuttering.&lt;br /&gt;
|Orastabin is a new generation, complex psychoactive medication used in the treatment of anxiety disorders and speech impediments. It has fewer side effects than many other forms of psychoactive drugs. Withdrawal symptoms include hallucinations and heightened anxiety.&lt;br /&gt;
|0.002u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Parvosil}}Parvosil&lt;br /&gt;
|1 Aluminum, 1 Potassium, 1 [[#Mindbreaker|Mindbreaker Toxin]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Phobias.&lt;br /&gt;
|Parvosil is a new generation, psychoactive drug used in the treatment of anxiety disorders such as phobias and social anxiety. It has far fewer side effects than previous generations of psychoactive drugs. Withdrawal symptoms include hallucinations and heightened anxiety.&lt;br /&gt;
|0.004u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Paxazide}}Paxazide&lt;br /&gt;
|1 [[#Parvosil|Parvosil]], 1 [[#Truth|Truth Serum]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Any intent except help.&lt;br /&gt;
**Attacking with objects.&lt;br /&gt;
|Paxazide is an expensive and unethical, psychoactive drug used to pacify people, suppressing regions of the brain responsible for anger and violence. Paxazide can be addictive due to its tranquilising effects, though withdrawal symptoms are scarce.&lt;br /&gt;
|0.004u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Truth}}Truth Serum&lt;br /&gt;
|1 [[#Synaptizine|Synaptizine]], 1 [[#Mindbreaker|Mindbreaker Toxin]], 0.1 Phoron = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Suppresses the following:&lt;br /&gt;
**Nothing.&lt;br /&gt;
*Gives many messages about how you should spill the beans.&lt;br /&gt;
|Truth Serum is an expensive and very unethical psychoactive drug capable of inhibiting defensive measures and reasoning in regards to communication, resulting in those under the effects of the drug to be very open to telling the truth.&lt;br /&gt;
|0.01u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Narcotics and Other Drugs==&lt;br /&gt;
Unlike everything above, everything in this heading is more or less harmful to the patient rather than beneficial. Nothing here is outright lethal, but frequent use and high dosages are not recommended! Some of the drugs listed here may even be illegal!&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffaa99;&#039;|{{anchor|Cocaine}}Cocaine&lt;br /&gt;
|1u Coca Grounds, 1u Hydrochloric Acid = 1u&lt;br /&gt;
|&lt;br /&gt;
*Effectively kills pain&lt;br /&gt;
*Causes numbing feeling&lt;br /&gt;
*Causes shivers and sniffling&lt;br /&gt;
|A recreational drug known for its sharp, but short, energy boost. Very commonly used by cytherians on Venus. It is illegal in Biesel.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|&lt;br /&gt;
*Causes headaches when sober&lt;br /&gt;
|10u, hallucinations, stuttering, jitteriness, brain damage, heart damage, chance of heart attack&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffaa99;&#039;|{{anchor|Colorspace}}Colorspace&lt;br /&gt;
|1u Hydrazine, 1u Ethanol, 1u Silicon = 1u&lt;br /&gt;
|&lt;br /&gt;
*Causes hallucinations&lt;br /&gt;
**Reduced hallucinations for Skrell&lt;br /&gt;
*Causes drugginess&lt;br /&gt;
|A psychedelic drug that alters thought and perception.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffaa99;&#039;|{{anchor|Contemplus}}Contemplus&lt;br /&gt;
|1u [[#Cocaine|Cocaine]], 1u [[#Synaptizine|Synaptizine]], 1u [[#Emoxanyl|Emoxanyl]] = 1u&lt;br /&gt;
|&lt;br /&gt;
*Enhances thinking ability&lt;br /&gt;
*Somewhat kills pain&lt;br /&gt;
|A designer varient of cocaine originating from Venus. This is designed to enhance the brain activity to provide enhanced thinking abilities. Much like Cocaine, it is illegal in Biesel.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|n/a&lt;br /&gt;
|10u, see [[#Cocaine|Cocaine]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffaa99;&#039;|{{anchor|Co&#039;qnixq Wuxi}}Co&#039;qnixq Wuxi&lt;br /&gt;
|1u [[#Wulumunusha|Wulumunusha]], 1u [[#Synaptizine|Synaptizine]], 1u [[#Emoxanyl|Emoxanyl]] = 3u&lt;br /&gt;
|&lt;br /&gt;
*Increases stamina.&lt;br /&gt;
*Increases concentration and motivation.&lt;br /&gt;
|Co&#039;qnixq Wuxi, or Co&#039;qnixq Nootropic, has existed since before Glorsh, and was developed as a cognitive enhancer for Skrell with on-set dementia. When taken, one&#039;s consciousness is heightened greatly alongside receiving mild energy boost. Frequently used as a &#039;smart drug&#039; by students and scientists.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|n/a&lt;br /&gt;
|10u, increases running speed, damages kidneys&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffaa99;&#039;|{{anchor|Krok}}Krok Juice&lt;br /&gt;
|1 Iron, 1 Welding Fuel, 2 [[Guide to Drinks#Non-Alcoholic_Drinks|Orange Juice]] = 4 units&lt;br /&gt;
|&lt;br /&gt;
*Causes malfunctions in prosthetic organs.&lt;br /&gt;
|An advanced Eridanian variant of ancient krokodil, known for causing prosthetic malfunctions. It is &#039;&#039;&#039;illegal&#039;&#039;&#039; in Biesel.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|n/a&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffaa99;&#039;|{{anchor|Heroin}}Heroin&lt;br /&gt;
|2u [[#Morphine|Morphine]], 2u Acetone = 1u&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
3u [[#Tramamine|Tramamine]], 2u Acetone = 1u&lt;br /&gt;
|&lt;br /&gt;
*Very effectively kills pain&lt;br /&gt;
*Causes soothing feeling&lt;br /&gt;
*Causes blurry vision&lt;br /&gt;
*Causes confusion&lt;br /&gt;
|An extremely potent but dangerous and addictive opiate refined from morphine, its use is nearly-universally banned across the Orion Spur. The possession and usage of heroin is &#039;&#039;&#039;illegal&#039;&#039;&#039; in the Republic of Biesel.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|n/a&lt;br /&gt;
|5u or if BAC is above 0.01, drugginess, loss of breath, see [[#Thetamycin|Thetamycin]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffaa99;&#039;|{{anchor|Hyperzine}}Hyperzine&lt;br /&gt;
|1 Sugar, 1 Phosphorous, 1 Sulfur = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Increases running speed.&lt;br /&gt;
*Increases pulse.&lt;br /&gt;
|Hyperzine is a complex cardio-synaptic stimulant drug designed to increase the performance of the body. Downsides include violent muscle spasms and tremors. It is &#039;&#039;&#039;illegal&#039;&#039;&#039; except in certain specific circumstances.&lt;br /&gt;
|0.03u/tick, 0.015u inhaled&lt;br /&gt;
|&lt;br /&gt;
*Starts Hyperzine&#039;s OD if [[#Adrenaline|Adrenaline]] is mixed.&lt;br /&gt;
|15u, hallucinations, moderate brute damage&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffaa99;&#039;|{{anchor|Joy}}Joy&lt;br /&gt;
|1u [[#Neurapan|Neurapan]], 2 [[#Heroin|Heroin]] = 1u&lt;br /&gt;
|&lt;br /&gt;
*Causes drowsiness.&lt;br /&gt;
*Reduces pain.&lt;br /&gt;
*Causes dizziness.&lt;br /&gt;
*Causes paralysis.&lt;br /&gt;
|An expensive and illegal drug often abused by those who find no other means to numb their physical and mental pains. A Joy addict is a truly sad sight. It is &#039;&#039;&#039;illegal&#039;&#039;&#039; in Biesel.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|n/a&lt;br /&gt;
|5u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffaa99;&#039;|{{anchor|Nightlife}}Nightlife&lt;br /&gt;
|1u [[#Corophenidate|Corophenidate]], 1u [[#Nitro|Nitroglycerin]], 1u [[#Synaptizine|Synaptizine]] at 200 Celsius = 3u&lt;br /&gt;
|&lt;br /&gt;
*Increases running speed.&lt;br /&gt;
*Causes jitteriness.&lt;br /&gt;
*Causes stuttering.&lt;br /&gt;
*Causes drugginess.&lt;br /&gt;
*Causes hallucinations.&lt;br /&gt;
*Removes drowsiness.&lt;br /&gt;
*Damages the heart, depending on dose.&lt;br /&gt;
|A liquid narcotic commonly used by the more wealthy drug-abusing citizens of the Eridani Federation. Works as a potent stimulant that causes extreme awakefulness. Lethal in high doses.&lt;br /&gt;
|0.04u/tick, 0.02u inhaled, 0.125u ingested&lt;br /&gt;
|n/a&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffaa99;&#039;|{{anchor|Raskara}}Raskara Dust&lt;br /&gt;
|1u [[#MAP|Monoammoniumphosphate]], 1u [[#Cleaner|Space Cleaner]], 2u [[#NACL|Sodium Chloride]] at 127 Celsius = 3u&lt;br /&gt;
|&lt;br /&gt;
*If ingested or inhaled:&lt;br /&gt;
**Causes drowsiness.&lt;br /&gt;
**Lightly kills pain.&lt;br /&gt;
*If injected:&lt;br /&gt;
**Causes drowsiness.&lt;br /&gt;
**Mildly kills pain.&lt;br /&gt;
|A powdery narcotic found in the gang-ridden slums of Biesel and Sol. Known for it&#039;s relaxing poperties that cause trance-like states when inhaled. Casual users tend to snort or inhale, while hardcore users inject. It is &#039;&#039;&#039;illegal&#039;&#039;&#039; in Biesel.&lt;br /&gt;
|0.02u/tick, 0.04u inhaled, 0.06u ingested&lt;br /&gt;
|n/a&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffaa99;&#039;|{{anchor|Nightshade}}Red Nightshade&lt;br /&gt;
|1u [[#Stimm|Stimm]], 1u [[#Synaptizine|Synaptizine]], 0.1u Phoron  = 1u&lt;br /&gt;
|&lt;br /&gt;
*Has a chance to moderately damage the brain.&lt;br /&gt;
*Causes jitteriness.&lt;br /&gt;
*Causes berserk, which includes the following:&lt;br /&gt;
**Red screen.&lt;br /&gt;
**Locking to harm intent.&lt;br /&gt;
**Inability to use complex items.&lt;br /&gt;
**Reseting pain.&lt;br /&gt;
***Reduces further pain.&lt;br /&gt;
**Ability to smash windows barehanded.&lt;br /&gt;
*If body is below 151K:&lt;br /&gt;
**Can repair fractured bones.&lt;br /&gt;
**Drains 15-30 blood per tick; on successful fracture repair, drains 30-60 blood.&lt;br /&gt;
|An &#039;&#039;&#039;illegal&#039;&#039;&#039; combat performance enhancer originating from the criminal syndicates of Mars. The drug stimulates regions of the brain responsible for violence and rage, inducing a feral, berserk state in users.&lt;br /&gt;
|0.4u/tick&lt;br /&gt;
|n/a&lt;br /&gt;
|20u, slow heart damage.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffaa99;&#039;|{{anchor|Drugs}}Space Drugs&lt;br /&gt;
|1u Lithium, 1u Mercury, 1u Sugar = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Causes drowsiness.&lt;br /&gt;
*Causes hunger.&lt;br /&gt;
*Forces the patient to step in a random direction.&lt;br /&gt;
*Lightly kills pain.&lt;br /&gt;
|Mercury Monolithium Sucrose, or space drugs, is a potent relaxant commonly found in Ambrosia plants. Lasts twice as long when inhaled.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|n/a&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffaa99;&#039;|{{anchor|Sparkle}}Sparkle&lt;br /&gt;
|1u [[#Cocaine|Cocaine]], 1u [[#Synaptizine|Synaptizine]], 1u [[#Minaphobin|Minaphobin]] = 1u&lt;br /&gt;
|&lt;br /&gt;
*Causes euphoria&lt;br /&gt;
*Causes drugginess&lt;br /&gt;
*Effectively kills pain&lt;br /&gt;
|A designer variant of cocaine originating from Venus. Primarily present in the nightlife scene, this is designed to decrease a user&#039;s inhibitions and increase pleasure. Much like Cocaine, it is &#039;&#039;&#039;illegal&#039;&#039;&#039; in Biesel.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|n/a&lt;br /&gt;
|10u, see [[#Cocaine|Cocaine]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffaa99;&#039;|{{anchor|Snowflake}}Snowflake&lt;br /&gt;
|1u Frost Oil, 1u Welder Fuel, 1u Sulfur= 1u&lt;br /&gt;
|&lt;br /&gt;
*Kills pain&lt;br /&gt;
*Severely reduces body temperature&lt;br /&gt;
*Causes shivering&lt;br /&gt;
*Causes euphoria&lt;br /&gt;
|A recreational stimulant refined from frost oil, found in certain plants.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|n/a&lt;br /&gt;
|15u, brain damage, see [[#Thetamycin|Thetamycin]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffaa99;&#039;|{{anchor|Spotlight}}Spotlight&lt;br /&gt;
|1u [[#Cocaine|Cocaine]], 1u [[#Synaptizine|Synaptizine]], 1u [[#Parvosil|Parvosil]] = 1u&lt;br /&gt;
|&lt;br /&gt;
*Causes artificial confidence&lt;br /&gt;
*Effectively kills pain&lt;br /&gt;
|A designer varient of cocaine originating from Venus. Commonly used by the acting scene, this is designed to increase the user&#039;s confidence. Much like Cocaine, it is &#039;&#039;&#039;illegal&#039;&#039;&#039; in Biesel.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|n/a&lt;br /&gt;
|10u, see [[#Cocaine|Cocaine]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffaa99;&#039;|{{anchor|Xu&#039;Xi Gas}}Xu&#039;Xi Gas&lt;br /&gt;
|2u [[#Dexalin|Dexalin]], 2u [[#Space Drugs|Space Drugs]], 1u [[#Truth Serum|Truth Serum]] at 137 degrees Celsius = 5u&lt;br /&gt;
|&lt;br /&gt;
*Calms emotions.&lt;br /&gt;
*Causes suggestibility.&lt;br /&gt;
|A recreational drug hailing from Qerr&#039;Malic that must be inhaled. It produces a mild high similar to Wulumunusha and is known to make users susceptible to persuasion. Most forms of Xu&#039;Xi Gas found outside of the Nralakk Federation are cheap, synthetic substitutes. Only works when inhaled.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|n/a&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Poisons==&lt;br /&gt;
Compared to all of the reagents above, these reagents are without a doubt harmful to the body, and their use is highly regulated. Don&#039;t get caught with these!&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Cryptobiolin}}Cryptobiolin&lt;br /&gt;
|1 Acetone, 1 Potassium, 1 Sugar = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Causes dizziness.&lt;br /&gt;
*Causes confusion.&lt;br /&gt;
*Causes hallucinations.&lt;br /&gt;
|Cryptobiolin causes confusion and dizzyness.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Cyanide}}Cyanide&lt;br /&gt;
|N/A, can be found in apples.&lt;br /&gt;
|&lt;br /&gt;
*Rapidly depletes oxygen levels.&lt;br /&gt;
|A highly toxic chemical.&lt;br /&gt;
|0.4u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Dextrotoxin}}Dextrotoxin&lt;br /&gt;
|10 [[#Soporific|Soporific]], 5 Phoron, 3 Carpotoxin = 5 units&lt;br /&gt;
|&lt;br /&gt;
*Paralyzes all limbs.&lt;br /&gt;
|A complicated to make and highly illegal drug that cause paralysis mostly focused on the limbs.&lt;br /&gt;
|0.04u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Impedrezene}}Impedrezene&lt;br /&gt;
|1 Acetone, 1 Mercury, 1 Sugar = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Moderately damages the brain.&lt;br /&gt;
|Impedrezene is a narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Lexorin}}Lexorin&lt;br /&gt;
|1 Ammonia, 1 Hydrazine, 1 Tungsten, 5 Phoron (catalyst) = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Deals minor hypoxia damage.&lt;br /&gt;
|Lexorin is a complex toxin that attempts to induce general hypoxia by weakening the diaphragm to prevent respiration and also by binding to haemoglobins to prevent oxygen molecules from doing the same.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Mindbreaker}}Mindbreaker Toxin&lt;br /&gt;
|1 Silicon, 1 Hydrazine, 1 [[#Dylovene|Dylovene]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Causes hallucinations.&lt;br /&gt;
|An incredibly potent hallucinogen designed to wreak havoc on the brain, resulting in disturbing hallucinations with long-term impacts on those given the drug - this drug is not pleasant, thus the name, and only hardcore addicts use the drug recreationally.&lt;br /&gt;
|0.05u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|KCl}}Potassium Chloride&lt;br /&gt;
|1 Potassium, 1 [[#NACL|Sodium Chloride]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*If &amp;gt;20u is injected:&lt;br /&gt;
**Stops the heart.&lt;br /&gt;
|A delicious salt that stops the heart when injected into cardiac muscle.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|5u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|KClPh}}Potassium Chlorophoride&lt;br /&gt;
|1 Phoron, 1 [[#KCl|Potassium Chloride]], 1 [[#Polysomnine|Polysomnine]] = 4 units&lt;br /&gt;
|&lt;br /&gt;
*If &amp;gt;5u is injected:&lt;br /&gt;
**Stops the heart.&lt;br /&gt;
|Potassium Chlorophoride is an expensive, vastly improved variant of Potassium Chloride. Potassium Chlorophoride, unlike the original drug, acts immediately to block neuromuscular junctions, causing general paralysis.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|5u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Zombie}}Zombie Powder&lt;br /&gt;
|5 Copper, 5 Carpotoxin, 5 [[#Soporific|Soporific]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Deals minor hypoxia damage.&lt;br /&gt;
*Minorly damages organs.&lt;br /&gt;
*Inflicts weakness.&lt;br /&gt;
*Inflicts silence.&lt;br /&gt;
*Gives the autopsy scanner a fake report.&lt;br /&gt;
|A strong neurotoxin that puts the subject into a death-like state.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Experimental Reagents==&lt;br /&gt;
These reagents are wholly experimental in nature, and probably should not see widespread use outside of research.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Stimm}}Stimm&lt;br /&gt;
|1 Fuel, 5 [[Guide_to_Drinks#Coffee_Drinks|Rewriter]] = 6 units&lt;br /&gt;
|&lt;br /&gt;
*Increases running speed.&lt;br /&gt;
|A homemade stimulant with some serious side-effects.&lt;br /&gt;
|0.6u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Mutagen}}Unstable Mutagen&lt;br /&gt;
|1 Hydrochloric Acid, 1 Phosphorous, 1 Radium = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Deals radiation damage.&lt;br /&gt;
*May cause mutations.&lt;br /&gt;
|Might cause unpredictable mutations. Keep away from children.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Venenum}}Venenum&lt;br /&gt;
|&amp;lt;!---1 [[#Phoron Salts|Phoron Salts]], 1 [[#Ryetalyn|Ryetalyn]] = 1 unit---&amp;gt;N/A, obtained through [[Uplink|less than legitimate means]]&lt;br /&gt;
|&lt;br /&gt;
*Randomizes appearance and name for every unit metabolized.&lt;br /&gt;
**Reverts patient back to original appearance once no more Venenum is metabolized.&lt;br /&gt;
|A thick tar like liquid that seems to move around on it&#039;s own every now and then. Limited data shows it only works when injected into the bloodstream.&lt;br /&gt;
|0.3u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--- the reagents below are supposedly no longer in the game. they are hidden from normal view, and exist here for posterity&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Mutone}}Mutone&lt;br /&gt;
|1 [[#Mutagen|Unstable Mutagen]], 1 [[#Phoron Salts|Phoron Salts]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Causes one mutation every five units metabolized.&lt;br /&gt;
**75% chance for a good mutation.&lt;br /&gt;
**25* chance for a bad mutation.&lt;br /&gt;
|A strange green powder with even stranger properties.&lt;br /&gt;
|0.8u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Phoron Salts}}Phoron Salts&lt;br /&gt;
|2 Phoron, 1 [[#NACL|Sodium Chloride]] (678 Kelvin) = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*TODO&lt;br /&gt;
|A mysterious molten mixture with strange chemical properties. Incredibly deadly to all lifeforms, especially Vaurca.&lt;br /&gt;
|0.02u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Plexium}}Plexium&lt;br /&gt;
|1 [[#Alkysine|Alkysine]], 1 [[#Phoron Salts|Phoron Salts]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Rolls one brain trauma for every five units metabolized.&lt;br /&gt;
**Only one brain trauma per category can exist.&lt;br /&gt;
|A yellow, fowl smelling liquid that seems to affect the brain in strange ways.&lt;br /&gt;
|1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
Almost everything under this heading will invariably see use in combat of some sort. Synthesizing these reagents without good reason is pretty good grounds to get booted from your job &amp;lt;s&amp;gt;or the server&amp;lt;/s&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|EMP}}Electromagnetic Pulse&lt;br /&gt;
|1 Iron, 1 Uranium = 1 pulse&lt;br /&gt;
|&lt;br /&gt;
*Generates an EMP, frying and scrambling electronic equipment.&lt;br /&gt;
**The size of the pulse depends on the amount of reagents used.&lt;br /&gt;
|This reacts immediately on mixing, it creates a large electromagnetic pulse which affects all electronic devices. Also known as an &#039;EMP&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Explosion}}Explosion&lt;br /&gt;
|1 Potassium, 1 Water = 1 explosion&lt;br /&gt;
|&lt;br /&gt;
*Generates an explosion.&lt;br /&gt;
**The size of the explosion depends on the amount of reagents used.&lt;br /&gt;
|This explodes immediately on mixing, which may knock you over or even kill you.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Flash}}Flash Powder&lt;br /&gt;
|1 Aluminum, 1 Potassium, 1 Sulfur = 1 flash&lt;br /&gt;
|&lt;br /&gt;
*Generates a flash.&lt;br /&gt;
|Creates a flash similar to that of a flashbang immediately on mixing.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Gunpowder}}Gunpowder&lt;br /&gt;
|1 Carbon, 1 Potassium, 1 Sulfur = 1u Gunpowder&lt;br /&gt;
|&lt;br /&gt;
*Used as propellant for musket bullets.&lt;br /&gt;
|Flammable, explosive powder. Used in a drink recipe.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Napalm}}Napalm&lt;br /&gt;
|1 Aluminum, 1 Phoron, 1 Sulfuric Acid = 1 large fire&lt;br /&gt;
|&lt;br /&gt;
*Generates a fire surrounding the reagent container.&lt;br /&gt;
|Creates a large fire immediately on mixing.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Nitro}}Nitroglycerin&lt;br /&gt;
|1 Sulfuric Acid, 1 [[#Glycerol|Glycerol]], 1 [[#Polyacid|Polytrinic Acid]] = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Regulates heart rate.&lt;br /&gt;
*Explodes spectacularly if thrown, dropped, heated, attacked, or splashed on anything.&lt;br /&gt;
|Nitroglycerin is a heavy, colorless, oily, explosive liquid obtained by nitrating glycerol.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Polyacid}}Polytrinic Acid&lt;br /&gt;
|1 Potassium, 1 Sulfuric Acid, 1 Hydrochloric Acid = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Deals severe brute damage.&lt;br /&gt;
*Moderately damages the lungs.&lt;br /&gt;
|Polytrinic acid is a an extremely corrosive chemical substance.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Smoke}}Smoke Reaction&lt;br /&gt;
|1 Phosphorous, 1 Potassium, 1 Sugar = 1 smokey boi&lt;br /&gt;
|&lt;br /&gt;
*Creates smoke around the reagent container.&lt;br /&gt;
*You can mix anything else inside before mixing the last reagent inside to make it smoke out as well.&lt;br /&gt;
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Thermite}}Thermite&lt;br /&gt;
|1 Acetone, 1 Aluminum, 1 Iron = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Melts walls if ignited.&lt;br /&gt;
|Thermite produces an aluminothermic reaction known as a thermite reaction. Can be used to melt walls.&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Zoranefire}}Zo&#039;rane Fire&lt;br /&gt;
|2 [[#Nitro|Nitroglycerin]], 2 [[#Pyrosilicate|Pyrosilicate]], 3 Phoron, 3 [[#Gel|Inert Gel]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Highly flammable.&lt;br /&gt;
|A highly flammable and cohesive gel once used commonly in the tunnels of Sedantis.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Reagents==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;width:150px; background-color:#eeffee;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#eeffee;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#d5eaff;&#039;|Metabolism&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#f7f4cb;&#039;|Side Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#dd9999;&#039;|Overdose&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Surfactant}}Azosurfactant&lt;br /&gt;
|1 Sulfuric Acid, 2 Carbon, 2 Hydrazine = 5 units&lt;br /&gt;
|&lt;br /&gt;
*Reacts instantly when mixed with water to spew foam out of the reagent container.&lt;br /&gt;
**You can mix anything else inside before mixing water inside to make it foam out as well.&lt;br /&gt;
|An isocyanate liquid that forms a foam when mixed with water.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Cardox}}Cardox&lt;br /&gt;
|1 Carbon, 1 Platinum, 1 [[#Sterilizine|Sterilizine]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Removes phoron from turfs and reagent containers.&lt;br /&gt;
**This includes a Vaurca&#039;s phoron reserve.&lt;br /&gt;
*If injected:&lt;br /&gt;
**Damages organs.&lt;br /&gt;
|Cardox is a mildly toxic, expensive, NanoTrasen designed cleaner intended to eliminate liquid phoron stains from suits.&lt;br /&gt;
|0.3u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Condensed Capsaicin}}Condensed Capsaicin&lt;br /&gt;
|2u capsaicin, 5u Phoron (catalyst) = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Causes severe pain, visual impairment, and coughing.&lt;br /&gt;
|A chemical agent used for self-defense and in police work.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Coolant}}Coolant&lt;br /&gt;
|1 Acetone, 1 Tungsten, 1 Water = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|Industrial cooling substance.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Cryosilicate}}Cryosilicate&lt;br /&gt;
|1 Ice, 1 Sodium, 1 [[#Silicate|Silicate]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Cools reagent container contents.&lt;br /&gt;
*Creates oxygen if mixed with [[#Pyrosilicate|Pyrosilicate]].&lt;br /&gt;
*Significantly lowers body temperature.&lt;br /&gt;
|A bright cyan liquid consisting of strange self-cooling properties that reacts when exposed to water.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Diethylamine}}Diethylamine&lt;br /&gt;
|1 Ammonia, 1 Ethanol = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Fertilizes plants.&lt;br /&gt;
|A secondary amine, mildly corrosive.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Foam}}Foaming Agent&lt;br /&gt;
|1 Lithium, 1 Hydrazine = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Does nothing unless mixed into [[#MetalF|Metal Foam]].&lt;br /&gt;
|An agent that yields metallic foam when mixed with light metal and a strong acid.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Frost}}Frost Oil&lt;br /&gt;
|1 Ice Pepper = ~7 units&lt;br /&gt;
|&lt;br /&gt;
*Lowers body temperature.&lt;br /&gt;
*Removes 5u capsaicin per unit.&lt;br /&gt;
|A special oil that chemically chills the body. Extracted from Ice Peppers.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Glucose}}Glucose&lt;br /&gt;
|5 Nutriment, 5 Sulfuric Acid (catalyst) = 5 units&lt;br /&gt;
|&lt;br /&gt;
*Serves as nutriment.&lt;br /&gt;
|&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Glycerol}}Glycerol&lt;br /&gt;
|1 Triglyceride, 2 Ethanol, 5 Sulfuric Acid (catalyst) = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
|Glycerol is a simple polyol compound. Glycerol is sweet-tasting and of low toxicity.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Gel}}Inert Gel&lt;br /&gt;
|1 Sulfuric Acid, 1 Aluminium, 1 Sugar, 3 [[#Surfactant|Azosurfactant]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Does nothing.&lt;br /&gt;
| A particularly adhesive but otherwise inert and harmless gel.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Luminol}}Luminol&lt;br /&gt;
|2 Ammonia, 2 Carbon, 2 Hydrazine = 6 units&lt;br /&gt;
|&lt;br /&gt;
*If injected/ingested:&lt;br /&gt;
**Does nothing.&lt;br /&gt;
*If sprayed on turfs:&lt;br /&gt;
**Makes blood glow a bright blue.&lt;br /&gt;
*If sprayed on objects:&lt;br /&gt;
**Makes blood glow a bright blue if also used with a UV light.&lt;br /&gt;
|A compound that interacts with blood on the molecular level.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|MetalF}}Metal Foam&lt;br /&gt;
|3 Aluminum/Iron, 1 [[#Foam|Foaming Agent]], 1 [[#Polyacid|Polytrinic Acid]] = 5 units&lt;br /&gt;
|&lt;br /&gt;
*Reacts instantly to create a barrier of metal foam, size depending on how many reagents were used.&lt;br /&gt;
**Iron can make stronger walls.&lt;br /&gt;
|Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|MAP}}Monoammoniumphosphate&lt;br /&gt;
|1 Ammonium, 1 Phosphorous, 1 Sodium, 1 Sulfuric Acid = 4 units&lt;br /&gt;
|&lt;br /&gt;
*Extinguishes fires.&lt;br /&gt;
*Lowers room temperature if it is too high.&lt;br /&gt;
|Commonly found in fire extinguishers, also works as a fertilizer.&lt;br /&gt;
|0.2u/tick, 2u touched&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|PBG}}Plant-B-Gone&lt;br /&gt;
|4 water, 1 toxin = 5 units&lt;br /&gt;
|&lt;br /&gt;
*Moderately damages organs.&lt;br /&gt;
**Damages Dionae greatly.&lt;br /&gt;
*Kills plants.&lt;br /&gt;
|A toxic mixture designed to kill plant-life.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Phoron Solidification}}Phoron Solidification&lt;br /&gt;
|5 iron, 5 frost oil, 20 phoron = 1 sheet of phoron.&lt;br /&gt;
|Turns liquid phoron to solid phoron.&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Plastic}}Plastic&lt;br /&gt;
|1 [[#Polyacid|Polytrinic Acid]], 1 [[Guide_to_Hydroponics|Plasticide]] = 1 sheet of plastic&lt;br /&gt;
|&lt;br /&gt;
*Makes plastic.&lt;br /&gt;
|A recipe that makes sheets of plastic. You can obtain Plasticide from Plastellium mushrooms.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Pyrosilicate}}Pyrosilicate&lt;br /&gt;
|1 Hydrazine, 1 Iron, 1 Sulfuric Acid, 1 [[#Silicate|Silicate]] = 4 units&lt;br /&gt;
|&lt;br /&gt;
*Warms reagent container contents.&lt;br /&gt;
*Creates oxygen if mixed with [[#Cryosilicate|Cryosilicate]].&lt;br /&gt;
*Significantly raises body temperature&lt;br /&gt;
|A bright orange powder consisting of strange self-heating properties that reacts when exposed to sodium chloride.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Silicate}}Silicate&lt;br /&gt;
|1 Acetone, 1 Aluminum, 1 Silicon = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Reinforces glass.&lt;br /&gt;
|A compound that can be used to reinforce glass.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|NACL}}Sodium Chloride&lt;br /&gt;
|1 Sodium, 1 Hydrochloric Acid = 2 units&lt;br /&gt;
|&lt;br /&gt;
*If ingested:&lt;br /&gt;
**Causes thirstiness.&lt;br /&gt;
**Absorbs alcohol.&lt;br /&gt;
*If injected:&lt;br /&gt;
**Does the above.&lt;br /&gt;
**Minorly damages organs.&lt;br /&gt;
|A salt made of sodium chloride. Commonly used to season food.&lt;br /&gt;
|0.2u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|20u&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Cleaner}}Space Cleaner&lt;br /&gt;
|1 Ammonia, 1 Water = 2 units&lt;br /&gt;
|&lt;br /&gt;
*Cleans stuff!&lt;br /&gt;
**Including blood!&lt;br /&gt;
**And resetting germ level!&lt;br /&gt;
*Wow!!!&lt;br /&gt;
|A compound used to clean things. Now with 50% more sodium hypochlorite!&lt;br /&gt;
|5u/tick touched&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Lube}}Space Lube&lt;br /&gt;
|1 Acetone, 1 Silicon, 1 Water = 4 units&lt;br /&gt;
|&lt;br /&gt;
*Makes the floor extremely slippery.&lt;br /&gt;
|Lubricant is a substance introduced between two moving surfaces to reduce the friction and wear between them.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Sterilizine}}Sterilizine&lt;br /&gt;
|1 Ethanol, 1 Hydrochloric Acid, 1 [[#Dylovene|Dylovene]] = 3 units&lt;br /&gt;
|&lt;br /&gt;
*Cleans blood!&lt;br /&gt;
**Doesn&#039;t clean anything else!&lt;br /&gt;
**Resets germ level!&lt;br /&gt;
*Wow!!! It&#039;s totally useless!&lt;br /&gt;
**Just use Space Cleaner!&lt;br /&gt;
|Sterilizine is a chemical product composed of bleach and anti-toxins which can thoroughly disinfect wound sites and any biohazardous waste.&lt;br /&gt;
|5u/tick touched&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Syntimeat}}Syntimeat&lt;br /&gt;
|5 Blood, 1 [[#Clonexadone|Clonexadone]] = 1 syntimeat&lt;br /&gt;
|&lt;br /&gt;
*Not actually a reagent; it is a recipe to create synthetic meat.&lt;br /&gt;
|Synthetic meat. Some call it a tasty alternative to actual meat, not realizing that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Uranium}}Uranium Solidification&lt;br /&gt;
|20 Uranium, 1 Potassium, 1 [[#Frost|Frost Oil]] = 1 sheet of uranium&lt;br /&gt;
|&lt;br /&gt;
*Makes solid uranium from liquid uranium.&lt;br /&gt;
|A recipe that makes sheets of uranium. You can obtain [[#Frost|Frost Oil]] from [[Guide to Hydroponics|ice peppers]].&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Virus}}Virus Food&lt;br /&gt;
|1 Milk, 1 Water, 1 sugar = 5 units&lt;br /&gt;
|&lt;br /&gt;
*If used in the incubator:&lt;br /&gt;
**Increases virus growth rate.&lt;br /&gt;
*If ingested:&lt;br /&gt;
**Functions as regular food.&lt;br /&gt;
**Doesn&#039;t make viruses already inside you any nastier, in case you were wondering.&lt;br /&gt;
|Used in Virology as a growth medium for viruses. Available from a wall dispenser in Virology.&lt;br /&gt;
|0.4u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Guides}}&lt;br /&gt;
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		<author><name>Shimmer</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Callisto&amp;diff=34085</id>
		<title>Callisto</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Callisto&amp;diff=34085"/>
		<updated>2024-08-19T19:13:37Z</updated>

		<summary type="html">&lt;p&gt;Shimmer: Added &amp;#039;New Edinburgh&amp;#039; as capital, added Skrell and IPCs to the species list given both do make up Callisto&amp;#039;s population to some capacity, especially IPCs.&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Callisto&lt;br /&gt;
|System = [[Sol]] and the [[Jupiter|Jovian]]&lt;br /&gt;
|Image = Callisto.png&lt;br /&gt;
|Sector = [[The Orion Spur#Jewel Worlds|Jewel Worlds]]&lt;br /&gt;
|Capital = New Edinburgh&lt;br /&gt;
|Species = Humans, IPCs, Skrell&lt;br /&gt;
|Languages = Sol Common, Tradeband&lt;br /&gt;
|Demonyms = Callistean&lt;br /&gt;
|Nation = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
Located in the Jovian System, the Sovereign Solarian &#039;&#039;&#039;Commonwealth of Callisto&#039;&#039;&#039; is one of the commercial centres of the [[Sol Alliance]] and the largest port in the Alliance itself. Callisto&#039;s ideal location and relatively hospitable environment made it an ideal point of colonisation when humanity first went beyond the Sol System&#039;s Asteroid Belt, and Callisto has been a critical port since its inception and is one of the most populous bodies in the Orion Spur, with almost all of its surface covered by highly-developed urban areas. Callisto and its highly-valuable port are the subject of intense protection by the Alliance&#039;s navy, and the moon itself is completely protected by the &#039;&#039;Callistean Supra-Atmospheric Ring Shield Generation Facility&#039;&#039;, a massive shield system locally referred to as either “the Ring” or “the Dome,” with residents often debating which local name more accurately describes the shield. The residents of Callisto are referred to as Callisteans, or Callistean.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Our goal when investing into a colonial venture should, at all times, be to ensure it is both safe and profitable. We’ve seen the disasters of ‘Himeo,’ and other expeditions far afield from Earth. As a result, gentlemen, I advise that we as a Commonwealth aim for a closer goal: the Jovian moon of Callisto,”&amp;lt;/i&amp;gt; – Commonwealth President Patrick Chambers (2248-2332) addressing the Commonwealth of Nations on 17 March, 2276.&amp;lt;/center&amp;gt;&lt;br /&gt;
The first of the Jovian Moons to be colonized by humanity, Callisto has had human settlements since 18 June, 2107 -- when settlers from United Orbital Enterprise made landfall on the moon. The [[Sol Alliance]] eventually acquired the moon in 2140 following UOE&#039;s liquidation and Callisto became a significant area of investment for [[Einstein Engines]] following the megacorporation&#039;s founding in 2155. Callisto&#039;s relatively hospitable surface conditions made it, in the eyes of both Einstein and the Alliance, the ideal point for the development of a major center of commerce and trade in the Sol System. In the late 2100s an effort to rapidly terraform Callisto to a level of habitability suitable for heavy urbanization began while the first practical warp gates were set up in the moon&#039;s orbit. The original colonists involved in this rapid urbanisation project were plucked from across the world and tended to be from the countries that remained from the mid-20th century Commonwealth of Nations -- such as India and the United Kingdom -- due to its relative neutrality in the historical rivalry between major powers on Earth itself. The terraforming project was more successful on Callisto than on [[Mars]] due to the moon&#039;s smaller size and succeeded in granting the moon a breathable atmosphere by 2240, with rapid colonisation following in the years after. This, combined with Callisto&#039;s network of (for the time) cutting-edge warp gates, led to a massive amount of investment and building on the moon, which rapidly became one of the most urbanized member states of the young Alliance.&lt;br /&gt;
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While Callisto&#039;s shine was slightly tarnished by the Second Great Depression, its status as the Alliance&#039;s single largest port remained intact and investment continued to pour into the moon. However, its system of aging warp gates began to struggle to keep pace with the demands of interstellar traffic by the early 2300s, and it became clear to the Alliance that the moon&#039;s gates would need to be retrofitted sooner rather than later. And who, of all the Alliance&#039;s many megacorporations, was better for the job than the original designers: Einstein Engines? Thus Callisto became the first test of the Warp Gate Project, a massive infrastructure project that would ultimately leave Einstein Engines more powerful than it had ever been and the Alliance in deep debt to the megacorporation. Despite the Alliance&#039;s woes Callisto profited, and found itself granted even more massive infrastructure projects with the completion of the Callistean Supra-Atmospheric Ring Shield Generation Facility in 2395.&lt;br /&gt;
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Despite the immense troubles faced by the Alliance in the 2400s Callisto has remained a heavily-populated and immensely trafficked planet, with the majority of the Sol System&#039;s trade flowing through it even before the destruction of the shipping ports of [[Mars]] during the Violet Dawn disaster. While many planets and colonies in the Orion Spur now find themselves on shaky ground following the Alliance&#039;s partial collapse, Callisto and its massive ports seem to be experiencing nothing but smooth sailing. At least, for now.&lt;br /&gt;
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==Environment==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“What do I think of Callisto? I mean, it’s just a giant city. I don’t really see what the deal is? Like, I guess there’s cool stuff and all, but it’s just a lot of streets! Couldn’t there be a big park or something?” –&amp;lt;/i&amp;gt; Unknown Cytherean tourist, June 2458.&amp;lt;/center&amp;gt;&lt;br /&gt;
Callisto before its terraforming was a cold, cratered, and utterly desolate moon only set apart from dozens of other objects in the orbit of Jupiter by its low radiation levels and thin atmosphere. It was this lack of radiation and thin atmosphere that made it, and not its sister moon [[Europa]] the ideal location for humanity to settle -- even if a massive terraforming project was required. The project took 43 years and lasted from 2197 to 2240, when the moon was finally declared fit for human life. The surface, over the course of these four decades, had been radically altered.&lt;br /&gt;
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Callisto&#039;s environment following the terraforming is relatively pleasant and warm, and gradually becomes cooler as one moves further from the equator. This climate has seen the planet develop a relatively successful tourism industry, though its tourism industry is nowhere near the scale of [[Silversun]]. The Callistean surface, despite massive terraforming efforts, remains relatively hilly due to the moon&#039;s surface&#039;s previous status as the most-cratered surface in the Sol System. While many of these craters were “smoothed out” and reduced during the terraforming process the hills that they left behind are almost universal across the Callistean surface, and the sprawling urban topography that Callisto has come to be most readily known for is built regardless of how hilly the surface can become. Callisto is home to three major seas that were previously massive multi-ringed impact craters on its surface. The seas, from largest to smallest, are the Valhallan Sea, Asgardian Sea, and Sea of Adlinda.&lt;br /&gt;
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As Callisto had no native life beyond a cellular level on it all animals and plants on the moon are “transplants” from Earth, though centuries of life on Callisto has caused a variety of adaptations unique to the moon itself. The terrestrial animal life of Callisto is typically small, agile, and adapted to urban environments, with some of the most common animals being the Callistean pigeon and the ever-present domesticated house cat. Callistean flora is similarly adapted for urban life and primarily consists of small flowering plants and some mosses, many of which tend to grow up the sides of buildings instead of expanding horizontally. Most notable amongst Callisto&#039;s flora is the Callistean fan palm: a relatively short and quite sturdy palm tree found along the coasts of the Callistean seas and throughout the moon&#039;s cityscape with an easily-recognisable fan-shaped leaf.&lt;br /&gt;
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Aside from its three seas the vast majority of Callisto&#039;s surface is dominated by densely-populated urban sprawl and large facilities utilising interstellar trade and commerce. Green space is very rare on the Callistean surface, and the massive urban sprawl of the moon has allowed it to support a massive population of approximately twelve billion permanent residents. The continuous nature of Callisto&#039;s urban sprawl, with rare exceptions in its green spaces, has led to the creation of a unique ecological environment where only small, agile animals such as cats, pigeons, and rodents are able to survive and thrive -- with the feral version of the common housecat serving as the apex nonhuman predator of the moon&#039;s urban ecosystem. Larger animals are typically only found in ecological green spaces such as open-air zoos found in the District of Fisher&#039;s Rest, Callisto&#039;s renowned academic centre that is also home to some of the largest green spaces on the moon.&lt;br /&gt;
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Excepting green spaces and Callisto&#039;s seas the two least-urbanised regions in terms of raw population density of the moon are the northern and southern spires of the Callistean Supra-Atmospheric Ring Shield Generation Facility, the massive shield that keeps Callisto protected from orbital attacks. The twin support spires of “the Ring” are both roughly two-hundred kilometers across at their base and stretch one-hundred-and-fifty kilometers into the air, at which point both are connected by a massive ring which is used to generate Callisto&#039;s protective shield. These facilities are large enough to have an impact upon Callisto&#039;s climate, and an area around the bases of both facilities suffers from what is locally referred to as the “ring shadow” -- a localised rain shadow created by the nearby spire. Once one reaches one-hundred-and-fifty kilometers into the air they will find the projected shield, which features free floating “ring gates” interspersed throughout the shield that serve as the primary point of entry to Callisto for ships possessing the proper Sol Alliance-flagged credentials. Due to the massive amounts of manpower required to keep the Ring operational authority over the structure is somewhat messily divided between the Solarian Navy and Callisto&#039;s local administration, particularly the Port Authority of the Callistean Commonwealth.&lt;br /&gt;
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==Government and Politics==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Callisto is consistently marked as one of the most well-performing Solarian member states in terms of government effectiveness. So why is it that the Navy continues to interfere with us?”&amp;lt;/i&amp;gt; – Excerpt from an anonymous anti-junta flier distributed throughout Callisto during the Spring and Summer of 2464.&amp;lt;/center&amp;gt;&lt;br /&gt;
Callisto&#039;s local government is regarded as reasonably competent by most Callisteans, particularly when it is compared to to the cronyism of [[Venus]], the apocalyptic conditions faced on [[Mars]] following the Violet Dawn Catastrophe, or the massive corruption of [[New Hai Phong]]. As with other Solarian member states the Commonwealth of Callisto has representation in the Alliance&#039;s senate. Thanks to Callisto&#039;s immense size and influence it, unlike many Solarian member states, has two senators: Barnaby Wade and Anastasie Renaud. At a local level Callisto is a representative democracy, with the varying districts of Callisto&#039;s “super city” electing representatives to the moon&#039;s local senate. The number of representatives a given district receives is based upon its total population and Callisto&#039;s political scene is reflective of the diversity of the moon itself, particularly following the dissolution of the traditional parties of the Alliance following the Solarian Collapse of late 2462.&lt;br /&gt;
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One of the largest ongoing issues in the Commonwealth&#039;s political scene is the ongoing presence of the Solarian Navy both on the surface and in the orbit of Callisto. The Navy has maintained a continuous presence on Callisto since the completion of the Callistean Supra-Atmospheric Ring Shield Generation Facility in 2395 and primarily operates out of Tsushima Naval Base, an artificial satellite located in the near orbit of Callisto. Conflict between Callisteans and the Navy has been for almost as long as there has been a naval force stationed on the moon. Navy vessels are known for clashing with Callisto&#039;s local port authority over enforcement issues and have been known to harass ships from non-Solarian nations such as the [[Coalition of Colonies]] and [[Republic of Biesel]] when arrive at the moon to trade, with naval officers rarely being charged for these harassments despite outcries from Callisto itself. Despite this the naval presence has been a benefit for Callisto at times, with it -- and the Callistean Supra-Atmospheric Ring Shield Generation Facility -- having kept the moon from ever being attacked throughout its history. Off-duty sailors and marines are a signficiant source of income for the Callistean tourism industry, with some bars near Togo Shuttleport, the major moonside port of Tsushima Naval Base, marketing to the Navy first and Callisteans second.&lt;br /&gt;
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Local law enforcement on Callisto is controlled by two main agencies: the Port Authority of the Callistean Commonwealth and the Callistean Metropolitan Police Department, both of which are regarded to be better than similar organisations in the Alliance such as the often-maligned police force of [[Venus]]. Callisto&#039;s Port Authority is a massive agency responsible for security in Callisto&#039;s many ports, anti-smuggling operations, and -- alongside the Solarian Navy -- the maintenance and operation of the massive Callistean Supra-Atmospheric Ring Shield Generation Facility. The Port Authority has an infamously sour relationship with the local Solarian Navy presence and conflicts between it and the Navy over who is responsible for what are all too common. The Callistean MPD is -- due to the sheer population of Callisto -- one of the largest police agencies in the Alliance and is an atypically structured authority. CMPD district branches operate with a large amount of independence due to the sheer size of Callisto&#039;s districts while the CMPD&#039;s central authority in New Edinburgh, the moon&#039;s capital district, controls specialised personnel and provides overall policy for the department. The CMPD has unexpectedly found itself policing more [[IPC]] frames than any other police department in the Alliance, as the secession of [[Konyang]] has shifted the Alliance&#039;s centre of synthetic production to Callisto.&lt;br /&gt;
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==Economics==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Without trade, we don’t have an economy. We’ve got nothing. Nothing! So why is it so hard for the Navy to understand that civilian ships need engines too, huh?! I thought the Navy protected Solarians!”&amp;lt;/i&amp;gt; — Senator Barnaby Wade (2431 - ) addressing Callisto’s need for more warp engines, 5 June 2463.&amp;lt;/center&amp;gt;&lt;br /&gt;
Callisto&#039;s economy is primarily based upon the interstellar trade that flows through its massive warp gate network and into the various port facilities that dot the moon&#039;s surface. Due to the need to service massive freight starships that travel to Callisto on a regular basis Callistean ports are massive and sprawling facilities capable of fitting even the biggest interstellar freighters, vessels which can sometimes be as long as a kilometer. The largest of these ports is the Galilean Port, a massive complex spanning forty kilometers that processes hundreds of millions of tons of cargo every year. While the Callistean shipping industry remains free of major corporate interference thanks to the heavy hand of the Solarian Alliance both [[Hephaestus Industries]] and [[Einstein Engines]] are heavily invested into the industry and many port facilities feature equipment produced by both corporations. Industrial [[IPC]] frames produced by Hephaestus Industries are a common sight in many Callistean dockyards, while more clerical frames -- such as Einstein Engines shells -- can be found in the offices of many ports.&lt;br /&gt;
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Tourism is a secondary source of Callisto&#039;s immense wealth and prosperity, and yet another region where [[Idris Incorporated]] has managed to work its way into the local market. Tourism on Callisto, unlike its fellow Galilean Moon [[Europa]], is generally focused on activities not on the moon itself. The majority of Callistean tourism is focused on Jupiter itself, with the main attraction being scenic flyovers of Jupiter&#039;s Great Red Spot. Most companies that offer these scenic flights, which can last anywhere from a few hours to weeks at a time depending on the client&#039;s needs and the quality of the vessel in use, are based out of Callisto with only a few flying out of other locations, such as Ganymede. A smaller minority of Callistean tourism is focused around the moon&#039;s three major seas. While not as awe-inspiring as a cruise with a clear view of the Great Red Spot vacations to the beaches of Callisto are a common getaway for working and middle-class Solarian families, particularly those from the Sol System itself, that cannot afford or are otherwise unable to vacation on the famous resort world of [[Silversun]].&lt;br /&gt;
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A third aspect of Callisto&#039;s economy is its newfound status as the centre of the Solarian Alliance&#039;s synthetic industry, particularly the production of [[IPC]] frames. Callisto has always been home to a large synthetic production industry centred around IPCs, with many of Idris Incorporated&#039;s synthetic units being produced here, but has long been the second most important centre for synthetic production in the Alliance after [[Konyang]], thanks to the planet&#039;s status as the birthplace of the modern positronic brain. However Konyang&#039;s secession from the Alliance during the Solarian Collapse in late 2462 led to Callisto&#039;s robotics industry unexpectedly becoming the centre of synthetic production in the Alliance. With much of the investment that previously entered the factories and markets of Konyang now entering Callisto&#039;s industries the moon&#039;s robotics industry has seen unprecedented amounts of growth, with megacorporations investing heavily into it.&lt;br /&gt;
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==Culture and Demographics==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Okay like you have simply got to try the Gomul Catena’s beaches okay? Like you know Silversun is just so expensive to go to because of the like whole phoron crisis stuff so like why not just stay in Sol itself? It’s cheap and it’s inexpensive and it helps the System out too! So what are you waiting for!”&amp;lt;/i&amp;gt; – Tour guide Page Ferguson (2445 - ) during the recording sessions of the Callistean government’s &amp;lt;i&amp;gt;Come to Callisto!&amp;lt;/i&amp;gt; holoTV advertising campaign. Filmed on 17 March 2464.&amp;lt;/center&amp;gt;&lt;br /&gt;
As one of the most populated member states of the [[Sol Alliance]] aside from [[Earth]], and the largest single port in the Sol System, Callisto&#039;s surface is overwhelmingly dominated by urbanized settlements in a manner similar to the megalopolises of [[New Hai Phong]]. The settlements are organized into districts rather than individual cities, as the urban sprawl of the moon covers it completely aside from its seas. Callistean culture varies on a district-by-district basis but possesses some universal traits -- and stereotypes -- that are associated with the moon as a whole rather than individual regions upon it. Life on Callisto is, compared to New Hai Phong, radically different thanks to the more hospitable conditions of the moon&#039;s surface and the great amount of wealth brought in by the massive amounts of interstellar trade that Callisto is most known for abroad.&lt;br /&gt;
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The surface of Callisto has led to a style of day-to-day life quite unlike anywhere else in the Sol Alliance or the greater Orion Spur itself. Life for the average Callistean is -- compared to other Solarian member states -- very good. In contrast to the massive hab-cube complexes used on New Hai Phong or the microdistricts of [[Pluto]], most Callisteans live in imposingly tall apartment complexes where the vast majority of families own their own apartments in which only their immediate, rather than extended, family resides. These individual apartments are private spaces and are typically located around a central area in the middle of the level that provides a common social area for the floor&#039;s residents. Some apartments go against this trend and many working-class Callisteans reside in apartments located above ground-level businesses rather than in the high-rise apartment complexes Callisto is best known for. The heavily-urbanised nature of Callisto has naturally lent itself to the development of public transportation, the most widespread of which is the Callistean Metropolitan Magnetic Rail Line. This network, which is typically referred to as simply “the Magtro,” spans the entire moon and consists of thousands of miles of track laid in both underground and elevated lines. &lt;br /&gt;
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What is commonly defined by contemporary sociologists as the unified “Callistean culture” or, somewhat inaccurately, “Jovian culture” of Callisto&#039;s is in reality much less monolithic than it may originally seem. The conurbations that eventually became Callisto&#039;s districts all have their unique spins and twists upon Callistean culture and have all likewise contributed to the popular perception of the planet throughout the Orion Spur. However, some districts -- such as New Valletta, the district home to Callisto&#039;s largest ports; and Gomul Catena, home to the vast majority of Callisto&#039;s beaches -- have had more influence than others. Perhaps the best example of this is how the Callistean accent is perceived abroad as a rapid, breathless, and often loud manner of speaking. This accent, while well-known abroad as the Callistean accent, is a regional accent originating in and around New Valletta, and other districts possess different manners of speech entirely.&lt;br /&gt;
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===Surfing===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Personnel stationed in the Commonwealth of Callisto should remember that they represent the Navy at all times. Do not engage in behavior that is hazardous or dangerous such as ‘rocket sledding,’ and avoid confrontations with local authorities,”&amp;lt;/i&amp;gt; - Excerpt from the Solarian’s Navy guidebook for personnel stationed in the Commonwealth of Callisto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Gomul Catena District has, as mentioned above, had a larger impact on Callistean culture than most other districts. This is thanks to the district&#039;s geography, as it completely surrounds the Valhallan Sea -- Callisto&#039;s largest body of water -- and all the beaches that can be found along the coastline. While this geography was initially used for the practical-yet-boring purpose of fishing and water purification the tourism industry rapidly emerged following urbanization efforts on Callisto, and the district has become the go-to location for many vacationers from Callisto and the greater Alliance. The main attraction of the Gomul Catena is its beaches, which locals claim are far better (and more affordable) than those on [[Silversun]], and life in the district often revolves around the waves. Surfing and swimming are particularly well-loved pastimes both in this district and -- thanks to its cultural impact -- Callisto more generally and many younger Callisteans seek to become involved with “surf culture” in the district, with the season lasting almost all year thanks to the orbital pull of Jupiter on the moon&#039;s oceans. Swimming and surfing culture is so ubiquitous on Callisto that indoor wave pools designed for surfing and swimming can be found throughout the planet, with many advertising that their machines are capable of producing waves “just like” famous Valhallan beaches.&lt;br /&gt;
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While surfing is more famous than it, swimming is no less of a big deal for many Callisteans due to the Gomul Catena District and Callisto has -- according to some surveys -- more people able to swim on it than any other planet, including Earth. In contrast to surfing, which primarily takes place on the Valhallan Sea, swimming is generally seen as an indoor activity in Callisto, with many apartment complexes featuring multiple indoor pools on various levels. The New Edinburgh District features a large swimming pool -- the single largest on the moon -- where the yearly Neptunian Sprint, a competition used to determine the best swimmer on Callisto, is held between the ten districts of the Commonwealth. Another common pastime on Callisto, particularly at the northern and southern poles of the moon, is ice skating. In contrast to the glamour of surfing and the often-competitive nature of swimming ice skating is typically seen as a leisurely and often romantic activity that is best quietly enjoyed. But there are some exceptions such as the controversial and often-hazardous variation on ice skating from the Northern Shield District known as “rocket skating.” Rarely involving actual rockets despite its name, rocket skating is a local term for an “extreme sport” variant of ice skating which involves using the typically iced-coated craters found in the district to catapult oneself into the air and perform tricks. Despite calls from the local Solarian Navy presence to ban the practice, rocket skating has rapidly become immensely popular locally.&lt;br /&gt;
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===Entertainment and Media===&lt;br /&gt;
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While [[Venus]] is often regarded as the undisputed emperor of Solarian cinema, Callisto&#039;s local film industry has managed to carve out its own market, though it is not nearly as large or as prominent as its counterpart in Cytherea. Callistean cinema -- sometimes referred to as “Callistema” by fans -- tends to be more grounded and often grittier than its Cytherean counterpart, favouring crime dramas and action-focused movies that revolve around average people forced into difficult situations that often end in dramatic shootouts -- often with spectacular violence committed in the name of heroism, despite the lower budgets of most Callistean films compared to their Cytherean counterparts. Callisto&#039;s film industry is primarily based in the port district of New Valletta and the heavily-urbanised Ha Wan District, and the vast majority of the industry&#039;s films are shot on-location in Callisto -- typically in Ha Wan itself due to the district&#039;s heavily-urbanised nature and unique neon-dominated entertainment districts near its border with New Valletta. Arguably the most famous of the Callistean film industry&#039;s productions is the 2435 &#039;&#039;A New Day&#039;&#039;, an action-crime film in which two brothers -- one involved in smuggling in New Valletta and the other working with the CMPD -- must reconcile their differences to get revenge for their father&#039;s murder by a crime kingpin in Ha Wan. The film is well-known for the iconic character of “Martin,” the sunglasses-wearing criminal associate of the brothers that is only known by his nickname and ultimately sacrifices himself in the film&#039;s climactic gunfight out of a sense of loyalty to the brothers.&lt;br /&gt;
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===Immigrant Communities===&lt;br /&gt;
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While the vast majority of Callisto&#039;s culture comes from its native population, the moon&#039;s massive districts are home to several significant expatriate communities from locations across the Solarian Alliance. The two largest expatriate communities on Callisto originate on [[Silversun]] and [[Mars]]. The Silversun expatriate community on Callisto is made up of Originals that have emigrated from the planet due to dissatisfaction with Idris Incorporated&#039;s dominance of Silversun, and is primarily found in the Gomul Catena District. The community is starkly divided between those that wish to maintain their unique identity from Silversun and those that wish to integrate into the urban society of Callisto, with many young Silversun Originals in the community that have grown up on Callisto identifying more with the urban jungle of Callisto than the tropical environment of Silversun they have never truly known. The Martian expatriate community is primarily found in the heavily-urbanised Han Wa district and is principally made up of refugees from the Violet Dawn disaster of 2462. In contrast to [[Venus]] the majority of the refugees that made their way to Callisto were members of the middle and upper class that were rich enough to afford transportation through the asteroid belt to Callisto, rather than just to Venus. Most have been successfully resettled on Callisto due to the more effective and efficient government of the Commonwealth, though there remains some minor tension between the residents of Han Wa and these recent arrivals due to cultural differences.&lt;br /&gt;
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===Holidays===&lt;br /&gt;
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The two major holidays of Callisto are &#039;&#039;&#039;Callistean Landfall Day&#039;&#039;&#039; and &#039;&#039;&#039;Pigeon Day&#039;&#039;&#039;. Callistean Landfall Day takes place on the 18th of June every year and is intended to celebrate the date that the first human settlers landed in what would eventually become New Edinburgh. While an elaborate ceremony still takes place in the Callistean capital district Callistean Landfall Day has become, to most Callisteans, a time to take a family vacation to the beaches of Gomul Catena thanks to the week-long period surrounding the holiday when most businesses are closed. Whether the holiday is best referred to as “Callisto Day” or “Landfall Day” is a matter of some debate among Callisteans.&lt;br /&gt;
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Pigeon Day, on the 26th of June, celebrates the unification of Callisto&#039;s districts into the modern Commonwealth of Callisto in 2341, when the ten individual metropolitan areas that made up pre-Commonwealth Callisto cast aside their common identities to form a greater whole. The holiday&#039;s name is derived from the Callistean pigeon, the moon&#039;s most common bird, and Callisteans are immensely proud of Pigeon Day despite its somewhat unusual name. Insulting or otherwise belittling Pigeon Day&#039;s name in front of a Callistean is considered to be a major faux pas, and travel guides to Callisto strongly recommend against doing so. Pigeon Day&#039;s celebrations similarly last a week and each district holds its own series of celebrations. This includes the Solarian Navy-dominated Ringpole District, where the holiday&#039;s celebrations have become a flash point for tensions between the Navy and Callisteans living in the district.&lt;br /&gt;
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==Districts==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Look look like I don’t think you get how big of a deal a district like New Valletta is Prime Minister. Like you’re probably used to like a city of a few million people right but like we have that in like just a few square kilometers or so okay? A district has the population of like a whole Coalition planet honestly. You can’t ignore us or like you’re going to end up in hella trouble,”&amp;lt;/i&amp;gt; - New Valletta Councilwoman Emilia Martorello (2426 - ) to then-Prime Minister Michael Frost in a meeting on 18 October 2459.&amp;lt;/center&amp;gt;&lt;br /&gt;
The ten districts of Callisto are the smaller sub-municipalities of the massive super-city that makes up the modern Commonwealth of Callisto. These districts are truly massive urban centres with slightly over a billion residents per district on average, and are made up of a multitude of smaller municipal entities that have, over time, come to form the greater district. The Commonwealth&#039;s government defers a great amount of autonomy to Callisto&#039;s individual districts due to their sheer sizes, and each district has gradually developed a unique regional identity with its own variation upon what the greater Orion Spur generally views as Callistean culture. A Callistean&#039;s district of origin will almost always have a large influence on them and there can be a surprising amount of variation between Callisteans from different districts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====New Edinburgh====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;New Edinburgh&#039;&#039;&#039; is the capital district of the Commonwealth of Callisto. This district is home to the majority of the Commonwealth of Callisto&#039;s government buildings, and has long been the center of governance for the moon. This district contains the landing zone where humans originally set foot on Callisto, which has been converted into a small memorial inside the capitol building. Callisteans from this district tend to be wealthier and more educated than others, and many of New Edinburgh&#039;s best and brightest end up working for either the Solarian government or as management for megacorporations such as [[Einstein Engines]]. As the administrative centre of the Commonwealth New Edinburgh is home to the main headquarters of the Callistean Metropolitan Police Department, one of the largest police agencies in the Alliance, and is regarded by some as the administrative hub for the entire Jovian System, although a resident of Ganymede would absolutely disagree on this point.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====New Valletta====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;New Valletta&#039;&#039;&#039; is the heart of Callisto&#039;s shipping industry, and is perhaps the most important port in the entire Solarian Alliance. The district is home to a number of ports including the massive Galilean Port, the largest single port in the entire Alliance. Ships landing in the ports of New Valletta can come from locations as close as Io or Ganymede or as far away as [[Persepolis]] or [[Assunzione]] and the district itself is sometimes known as the centre of the Spur by sailors, which has led to the official motto of New Valletta: “The Conflux of of the Cosmos.” This official motto is frequently mocked by the residents of New Valletta as overly grandiose, but is deeply endeared at the same time -- perhaps due to how easily it can be mocked. Due to the immense amount of interstellar trade that comes to the district, New Valletta is extremely diverse and Callisteans from it are often more familiar with non-Solarian humans and [[Skrell]] than their fellow Alliance citizens. Callisteans from New Valletta are perhaps most readily known abroad for their rapid, breathless manner of speech with very few pauses that has, thanks to the district&#039;s status as the port of Callisto and the small film industry that the district has become known for, become the most commonly known example of the Callistean accent.&lt;br /&gt;
&lt;br /&gt;
While New Valletta is the heart of Callisto&#039;s ports, &#039;&#039;&#039;Attlee Heights&#039;&#039;&#039; is where the deals that keep goods flowing into those ports are made. The financial heart of Callisto is one of the most important financial markets in the Spur due to Callisto&#039;s status as one of the Spur&#039;s largest centres of trade, and is where the flow of interstellar trade is often determined -- both in its stock markets and behind the closed doors of the Heights. The Callistean Interstellar Stock Exchange within the Heights is regarded by some as the beating heart of interstellar trade, and stands as the largest singular stock market in the Orion Spur by market capitalisation despite recent anti-corporate efforts undertaken by the Alliance. The district additionally houses many of the Alliance&#039;s economic think-tanks, and many of the Spur&#039;s best and brightest economists eventually end up working here. The Heights&#039; relationship with its counterpart in the Republic of Biesel&#039;s Mendell City, Bullard Avenue, is not an equal or pleasant one. Even following the Solarian Collapse of late 2462 and expansion of the Republic of Biesel the Heights remains, to most economists not backed by the NanoTrasen Corporation, the true financial centre of the Orion Spur.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Gomul Catena District====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Gomul Catena District&#039;&#039;&#039; is a geographically large district that stretches around and entirely encompasses the Valhallan Sea. The long coastlines of this district have made it into the premiere destination for Callisteans on vacation and Solarians unable or otherwise unwilling to vacation on the sunny Idris Incorporated-dominated [[Silversun]]. The Gomul Catena District is also home to the Callistean fishing industry, which has become the largest of its kind in the Sol System due to the ongoing effects of ecological damage on Earth. Callisteans from this district are typically involved in either the fishing or tourism industries, with many of the latter working for [[Idris Incorporated]] in various fashions. Despite its stellar beaches and status as a frequently visited tourist locale, the district&#039;s nightlife has long been viewed as inferior to that of the Ha Wan District. The Gomul Catena is the heart of Callisto&#039;s renowned surfing scene, which first emerged in the district during the planet&#039;s initial rapid urbanisation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Utgardian Plains Industrial District====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Located between New Valletta&#039;s massive ports and Gomul Catena&#039;s docks is the &#039;&#039;&#039;Utgardian Plains Industrial District&#039;&#039;&#039;. It houses the majority of Callisto&#039;s heavy industry and factories in addition to large amounts of working-class housing. Despite its heavily industrialised nature the standard of living in the Plains remains high, particularly when compared to the industrial zones of [[New Hai Phong]]. The industrial production of the Plains has historically been dominated by heavy industry but has seen a rapid growth in its synthetic production sector following Konyang&#039;s secession. Many of Idris Incorporated and Einstein Engines&#039; synthetics are produced in this district, and Callisteans from it tend to be very familiar with IPCs due to interacting with them on an almost daily basis. The rapid growth of the synthetic production sector in the Plains has caused unexpected problems for the local government and the district&#039;s CMPD branch, which is now responsible for policing more synthetics than perhaps any other agency in the entire Solarian Alliance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Ha Wan District====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Next to New Valletta is the &#039;&#039;&#039;Ha Wan District&#039;&#039;&#039;, otherwise known as the “Lower Circuit” District. Built into the remains of a large crater ring following Callisto&#039;s terraforming, the district gained its name due to its status as the lowest district in terms of elevation. As a result of this Han Wan does not have a large amount of commercial shipping within its limits, which has allowed it to become a flourishing (and high-density) housing and commercial district. Ha Wan&#039;s position next to Callisto&#039;s New Valletta, Callisto&#039;s major port district, has made it the centre of Callisto&#039;s nightlife, with areas adjacent to New Valletta constantly bathed in neon. This position has also made it one of the centres of Callisto&#039;s film industry, with filmmakers based in New Valletta often crossing into Ha Wan to shoot scenes for their latest blockbusters. Further away from New Valletta, the district rapidly calms down as it turns into residential housing and commercial zoning. Despite its locally renowned nightlife Han Wan does not receive anywhere near the amount of tourism that the Gomul Catena District does and the majority of its off-moon visitors are sailors from the ports of New Valletta looking to spend their hard-earned Solarian Credits in the nightclubs and gambling halls of the district&#039;s commercial areas.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====District of Fisher&#039;s Rest====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If New Valletta is the beating commercial heart of Callisto, then the &#039;&#039;&#039;District of Fisher&#039;s Rest&#039;&#039;&#039; is the brain of the moon. Fisher&#039;s Rest is home to a number of renowned Solarian universities and academic institutions ranging from the Einstein-sponsored Jovian Institute of Technology to the Solarian Navy&#039;s Naval War College, and Solarian students from across the Alliance compete for a position in the district&#039;s universities. The district is also known for Crater Park, the largest singular green space on Callisto. Graduates from the universities and colleges of Fisher&#039;s Rest can be found throughout the Orion Spur, including in the [[Republic of Biesel]], though many remain on Callisto itself thanks to the massive economic strength of the moon. Due to the secession of [[Konyang]] and the rapid growth of the synthetic production sector in the nearby Utgardian Plains Industrial District many academic institutions in Fisher&#039;s Rest have found their robotics programs quickly overwhelmed with applicants and have scrambled to keep up the pace.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Cassini District====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Cassini District&#039;&#039;&#039; is located between the Ha Wan and Gomul Catena Districts, which has led to it becoming the primary port location for non-commercial interstellar travel such as tourists and other spacecraft carrying passengers instead of cargo. Its convenient location has also led to it being the centre of Callisto&#039;s Magtro, with hundreds of lines converging at Cassini Central Station. [[Zeng-Hu Pharmaceuticals]] has a surprisingly large presence in the Cassini District due to the megacorporation&#039;s presence on [[Europa]], and Zeng-Hu employees stationed there are routinely rotated off to Zeng-Hu facilities in the district to relax and recuperate. Workers employed on the volcanic surface of Io are typically similarly rotated off of the moon and into the Cassini District to rest and recuperate.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Northern Shield District====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
At and around the northern pole of Callisto is the &#039;&#039;&#039;Northern Shield District&#039;&#039;&#039;, more typically known as “the &#039;&#039;&#039;Ringpole&#039;&#039;&#039;” by most Callisteans. Nowhere else on Callisto is the influence of the Tsushima Naval Base felt more clearly than inside the Ringpole, which holds many of the Solarian Navy&#039;s planetside installations, such as Togo Shuttleport, along with a significant civilian population. The district is well-known as the coldest in the Commonwealth thanks to its position at the extreme north. Ongoing issues between Callisteans and the Navy are worse here than in any other district on the moon&#039;s surface, despite the profits brought in by off-duty sailors. Ringpole is infamous in the CMPD for the amount of public disturbance calls related to the Navy. Callisteans from Ringpole tend to have a negative outlook of the Solarian Navy, and the district has become a major source of political agitation against the current emergency military junta. The district is home to a variety of unfilled craters left over from Callisto&#039;s terraforming that have recently become the arenas of “rocket skating,” a local sport which involves using the iced-over craters to launch oneself into the air. While typically performed using normal ice skates some skates with literal rockets fitted to them have been used to varying degrees of success.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Trafalgar District====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The polar opposite, in a quite literal sense, of the Northern Shield District is its counterpart at the southern pole of Callisto: the &#039;&#039;&#039;Trafalgar District&#039;&#039;&#039;. While the Ringpole is dominated by the Navy the Trafalgar District is home to the much more popular Port Authority of the Callistean Commonwealth, which is integrated effectively into the commercial ports of the moon. While the Navy dominates its district and allows not much beyond itself to flourish in the Northern Shield District, the Port Authority&#039;s home is known to be a major port unto itself -- though not nearly as large as New Valletta. Due to its location the Trafalgar District is the second coldest of Callisto&#039;s districts and is the heartland of Callisto&#039;s national sport: ice skating.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Shimmer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Jupiter&amp;diff=34081</id>
		<title>Jupiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Jupiter&amp;diff=34081"/>
		<updated>2024-08-15T16:14:34Z</updated>

		<summary type="html">&lt;p&gt;Shimmer: /* Callisto */ replaced callistian with callistean, which is the accurate way to spell it&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Template:Region-JewelWorlds}}&lt;br /&gt;
The fifth planet out from Sol, and the largest in the system, &#039;&#039;&#039;Jupiter&#039;&#039;&#039; has long fascinated humanity with its dramatic surface and miniature solar system of moons. The gas giant was an early target for human colonization during the “new space race” and remains a major settlement for humanity in the 25th century, with several billion people calling the various moons orbiting Jupiter home. The vast majority of the planet’s population lives on these moons, with only a brave (or foolish) few opting to make their lives in orbital habitats on the “surface” of the gas giant.&lt;br /&gt;
&lt;br /&gt;
==Life on Jupiter==&lt;br /&gt;
&lt;br /&gt;
Life in the Jovian System varies greatly depending upon which moon one originates from. For example somebody from Callisto is different than somebody from Europa, who is different from somebody from Ganymede and so on and so on. It is due to this reason that the moons of Jupiter are, in official Sol Alliance documents, recognized as four individual entities with their own representation rather than one administrative subject with four districts.&lt;br /&gt;
&lt;br /&gt;
The one entity that stands out in the Jovian System are the so-called Jupiter Surfacers that ply their trade on the &amp;quot;surface&amp;quot; of the gas cloud. A haphazard assortment of scientists, profiteers, explorers, and adventurers these &amp;quot;Surfacers&amp;quot; life in aerostats and vessels that float on the upper levels of the gas giant - outside the reach of its massive and incredibly destructive storms, but close enough to easily reach the massive storms to conduct research or whatever dealings they may desire. There is only one major corporate facility on Jupiter&#039;s &amp;quot;surface,&amp;quot; the Einstein Engines operated Facility 580 - a massive gas refinery that siphons up fumes from the clouds of Jupiter and processes it into fuel. Facility 580 is regarded throughout Einstein Engines as the absolute worst place in the corporation to be stationed. Due to their lack of a significant population, or any permanent population more generally, the Surfacers remain a mostly unrepresented group.&lt;br /&gt;
&lt;br /&gt;
===Culture===&lt;br /&gt;
&#039;&#039;&#039;Population Distribution of the Jovian System:&#039;&#039;&#039;&lt;br /&gt;
* 75% - Callisto &lt;br /&gt;
* 18% - Ganymede&lt;br /&gt;
* 5% - Europa&lt;br /&gt;
* 1.5% - Other&lt;br /&gt;
* 0.5% - Jupiter &amp;quot;Surfacers&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is no true unified &amp;quot;Jovian culture&amp;quot; due to the nature of the Jovian population: several billion humans scattered across a variety of moons. The moons of Jupiter tend to get along with one another, but remain culturally distinctive from one another.&lt;br /&gt;
&lt;br /&gt;
When most Solarians, or other denizens of the Orion Spur, imagine &amp;quot;Jovian culture&amp;quot; they generally picture the cosmopolitan citizens of Callisto - a moon that serves as a major transit and trading hub for the entire Sol system. However, the true culture of Jupiter and its moons is far more diverse than most outsiders realize.&lt;br /&gt;
&lt;br /&gt;
==The Moons of Jupiter==&lt;br /&gt;
&lt;br /&gt;
The vast majority of the Jovian System&#039;s population lives on the moons of Jupiter, the most populous of which are Europa, Ganymede, and Callisto. Settlements outside of these moons are generally quite rare, but not entirely unheard of.&lt;br /&gt;
&lt;br /&gt;
===[[Europa]]===&lt;br /&gt;
Early scouting probes launched by the Sol Alliance revealed a remarkable discovery: life and oceans were both trapped under the Europa ice sheets! The life in Europa’s underwater seas ranges from masses of bioluminescent algae-like plants to “shrimp” that thrive in the low-light conditions of the Europan Sea, can be as long as to a meter, and subsist off of this algae - though many organisms doubtlessly remain undiscovered in the black depths of the Europan Sea. Europa is the second-most populated of Jupiter’s moons due to the massive tourism industry that has developed on the planet, as well as the presence of many scientific facilities.&lt;br /&gt;
&lt;br /&gt;
Europa’s surface is dotted by massive “cryogeysers” that spit water from its sea into its atmosphere. These geysers can extend hundreds of meters into the air due to their size, and are sometimes visible from other moons of Jupiter. The cryogeysers are a major tourist attraction on Europa, and many of them feature vacation resorts built around them - one facility, the [[Idris Incorporated]] Galileo&#039;s Pearl, is regarded as one of the best vacation spots in the Sol system. There are also facilities built into the ice and, remarkably, even underwater. One of these facilities, the Idris Incorporated Jovian Jewel, a partially underwater casino/aquarium/fine undersea dining facility located closer to the south pole of Europa, is widely acclaimed for the aforementioned functions. The shrimp there are often served with the many other ingredients grown with hydroponic equipment present. Among the casino functions, it has well-watched biannual poker tournaments, and Jupiter&#039;s Red Storm themed roulette wheels.&lt;br /&gt;
&lt;br /&gt;
The research side of Europa is less famous than its touristic side, but no less valuable to the Sol Alliance and [[Zeng-Hu Pharmaceuticals]], the primary research corporation on the moon. Research into the flora and fauna of the Europan Sea has brought Zeng-Hu many valuable and well-regarded discoveries, which has in turn motivated Zeng-Hu’s researchers to travel further and further into the massive Europan Sea. There are some whispers from the submariners of Zeng-Hu that far below the tourist and research facilities on the Europan Sea, there dwell bizarre and horrific creatures unlike anything humanity has ever seen before. Zeng-Hu Pharmaceuticals has vehemently denied all rumors of &amp;quot;Europa sea monsters&amp;quot; that have emerged from the planet, and no solid evidence has emerged to support such animals existing. For now, these submariner&#039;s tales simply remain tales.&lt;br /&gt;
&lt;br /&gt;
===Io===&lt;br /&gt;
The fourth-largest moon in the Sol system is a hotbed of volcanic activity, so much so that it is the most volcanically active object in the system. This has made Io a lucrative planet for geothermal energy despite its incredibly dangerous environment, and the difficulties encountered with early surveys of the moon due to its extreme volcanic activity and thin atmosphere. Due to this the first colonization efforts on Io were made later than Jupiter’s other moons, and only began in the mid 2200s. This late start has, however, not stopped Io from becoming one of the main producers of energy in the Sol system: it is estimated that upwards of 15% of energy consumed in the system originates on Io, a remarkably high amount for such a small galactic body.&lt;br /&gt;
&lt;br /&gt;
There are no official permanent settlements on Io due to the extreme nature of its volcanology, and teams are cycled in and out of geothermal facilities on a monthly basis due to the extreme danger working on the moon poses. The hardship of life on Io has, despite its lack of permanent settlements, led to a kind of culture emerging in the crews that work on the geothermal facilities on its surface. This culture tends to revolve around the camaraderie shared between the men, women, and rare IPC placed in such danger and the belief that the engineers of Io are the best anywhere in the Orion Spur. In the eyes of a worker from Io, nobody else could work in such a dangerous environment and hope to last a day.&lt;br /&gt;
&lt;br /&gt;
Workers from Io are prized throughout the Orion Spur for their engineering abilities, and are highly sought-after by corporations such as Einstein Engines, Hephaestus Industries, and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
===Ganymede===&lt;br /&gt;
Due to its lack of a significant atmosphere, Ganymede was long laid mostly unused by humanity. However, in the mid-2200s the Sol Alliance opted to utilize the moon for a purpose well-suited for a moon without much of an atmosphere. Ganymede is now the site of the largest telescope in the Sol system, and perhaps the largest telescope in the Sol Alliance or even the entire Orion Spur. The truly massive Hubble II telescope facility covers as much as a third of the moon’s surface and is renowned throughout the Orion Spur’s scientific community for its ability to produce high-quality images of extremely distant objects. Hubble II has even managed some commercial success, with Idris Incorporated producing a licensed year calendar using its images of major planets.&lt;br /&gt;
&lt;br /&gt;
The massive underwater oceans of the moon - by some estimates, larger even than Europa’s seas - are home to some of the most significant population centers on Jupiter’s moons. While not as prominent as Callisto, the Ganymedian underwater cities below its crust house upwards of a billion residents - most of which are involved with Ganymede’s massive scientific community in one way or another. While Hubble II remains the planet’s primary employer due to its sheer size and scale, there are a multitude of other scientific ventures on the planet - a scientist on Ganymede can, if they do not want to work in Hubble II, find themselves instead conducting oceanic or geological surveys of the planet. Ganymede is additionally home to a multitude of hydroponics facilities, and has a reputation as one of the Sol System&#039;s major food sources alongside the donut aerostats of [[Venus]].&lt;br /&gt;
&lt;br /&gt;
Ganymedian culture is, as a result, focused around scientific pursuits and excellence in all things they do. Ganymedians are often viewed as very efficient, goal-oriented people due to this focus on excellence and are viewed as very desirable scientists and research directors by megacorporations.&lt;br /&gt;
&lt;br /&gt;
===[[Callisto]]===&lt;br /&gt;
Callisto was originally founded by colonists of the United Orbital Enterprise in the early 2100s. The moon was acquired by the Sol Alliance following the collapse of the UOE and was eventually auctioned wholesale to Einstein Engines during the Second Great Depression. Einstein Engines has since turned the moon into the main point of entry and exit from the Sol system due to its excellent location and multiple warp gates in orbit. The low radiation levels of Callisto mean that the moon features several permanent settlements and orbital facilities, and the moon has gained significant wealth from this trade. Despite the recent proliferation of bluespace drives and engines, Callisto remains the main point of entry for most vessels leaving or entering the Sol system due to the comparatively cheaper cost of a warp gate. Callisto is also one of the main producers of water in the Sol system, due to its significant underground saltwater oceans.&lt;br /&gt;
&lt;br /&gt;
Culture on Callisto is a dynamic thing due to the amount of people coming and going from the planet due to its status as a major trading and transit point in one of the Orion Spur’s wealthiest systems. Callisteans, as they like to be called, are regarded as one of the most cosmopolitan people in the Sol system (perhaps in the whole Alliance) and pride themselves on their renowned reputation for friendliness. Nonhumans are not an uncommon sight on Callisto, and most Solarians from the moon find themselves more comfortable around nonhumans than other Solarians. Two common holidays on Callisto are Founding Day (22 July), which celebrates its recognition as a member state of the Sol Alliance and Warp Day (5 November), which celebrates the first successful warp transit.&lt;br /&gt;
&lt;br /&gt;
Workers from Callisto often find employment with Einstein Engines in a variety of positions due to the dominance of the megacorporation over the planet. However, the cosmopolitan nature of Callisto means that a Callistean can end up almost anywhere in the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Shimmer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=30580</id>
		<title>Languages</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=30580"/>
		<updated>2023-11-05T13:47:57Z</updated>

		<summary type="html">&lt;p&gt;Shimmer: /* Accents */ Castillo does not orbit jupiter and is still firmly planted somewhere down in spain, replaces spelling errors with Callisto&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
The languages of the known Galaxy are diverse. While many regional languages exist, there are few major languages which are of particular note for their large number of native speakers and status as official administrative and official species languages by governments and transtellars.&lt;br /&gt;
&lt;br /&gt;
==Human languages==&lt;br /&gt;
===Sol Common===&lt;br /&gt;
With its roots in Mandarin Chinese, Common evolved as the official language of the Sol Alliance, with officials working to tie it together with a common tongue. It&#039;s spoken by state officials, taught in schools, and spoken by those who either feel a sense of national pride in the Alliance or otherwise fell sway to the culture. It became the Alliance&#039; official language in 2105.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
* [[File:Accent_sol.png|64px]] &#039;&#039;&#039;Solarian&#039;&#039;&#039;: The typical Solarian accent has a hundred tiny variants and can be found on a multitude of planets in countless systems, and is often simply regarded as “the accent of humanity” due to its prevalence. It can be found on planets as prominent as Earth or as obscure as settlements of only a few million in the Sol Alliance’s Outer Ring.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_venus_surfacer.png|64px]] &#039;&#039;&#039;Cytherean&#039;&#039;&#039;: Venusian Common (referred to as Cytherean Common on Venus itself) is often regarded as one of the most prevalent forms of Sol Common due to Venus&#039; massive entertainment industry. On Venus itself this accent is associated with the entertainment industry and Cytherea, and many prospective actors will attempt to adopt it in order to better fit into the industry. Many high-end entertainment IPCs used throughout human space come pre-programmed with this accent, due to its association with the Venusian entertainment industry.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_venus_under.png|64px]] &#039;&#039;&#039;Jintarian&#039;&#039;&#039;: While Cytherean Common has a reputation abroad as \&amp;quot;Venusian Common\&amp;quot; it is the accent of working-class Jintarians that is, to many on the planet, the true form of Venusian Common. On Venus itself this accent is associated with the working and middle-class population of the planet rather than the entertainment industry, and many Cythereans look down upon those with this accent as unrefined. Hendrik Strom, one of the Sol Alliance&#039;s most notable politicians, is well-known for having a strong Jintarian accent he makes no attempt to hide.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_earth.png|64px]] &#039;&#039;&#039;Earth&#039;&#039;&#039;: The typical Earth, or Terran, accent of the modern era has its roots in Mandarin Chinese, the dominant language of Earth for much of its modern history. All accents found in human space - from Luna to Xanu - are, one way or another, descended from this ancient accent.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_luna.png|64px]] &#039;&#039;&#039;Lunarian&#039;&#039;&#039;: The Lunarian accent is regarded throughout the Sol Alliance, and beyond, as a distinctive mark of being Lunarian. The accent is extremely hard for immigrants to Luna to pick up and replicate, and is carefully maintained by Lunarians abroad to keep their accent distinct. It is essentially impossible for a human not living on Luna to replicate a Lunarian accent, and it is considered a major faux paus to pretend to have one. Many Idris Incorporated IPCs are programmed with Lunarian accents to make them seem high-class in both appearance and in accent.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_mars.png|64px]] &#039;&#039;&#039;Martian Common&#039;&#039;&#039;: Martian Common is a more guttural form of Sol Common that borrows some elements of Freespeak. The distinctive accent is, as a result, looked down upon as a “hick” dialect on Luna and Venus and regarded as the dialect of quarrelsome and annoying Martians elsewhere. Some Martians go to great lengths to hide their accents due to this reputation, which is still alive in the Republic of Biesel despite its separation from the greater Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_Pluto.png|64px]] &#039;&#039;&#039;Pluto&#039;&#039;&#039;: The Plutonian accent is one of many Sol Common accents found throughout the Sol System itself, though it is almost undoubtedly the furthest one out from the Sun itself. Rooted in a combination of Central Asian and Eastern European dialects, the Plutonian accent is notable for its slow, methodical method of speech. Very few positronics can be found with this accent, due to Pluto&#039;s unusual relationship with corporations&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_silversun.png|64px]] &#039;&#039;&#039;Native Silversun&#039;&#039;&#039;: The native accent of Silversun is a sing-song take on standard Sol Common that has, since massive investment into the planet by Idris Incorporated, come to be associated with the planet’s renowned tourism industry. Many native residents of Silversun are bitter that their accent - and planet - are seen as nothing more than an enormous vacation retreat by the greater Orion Spur. This accent is commonly used by Idris Incorporated shell positronicframes, much to the consternation of Silversun&#039;s Originals.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_Konyang.png|64px]] &#039;&#039;&#039;Konyanger&#039;&#039;&#039;: The Konyanger Common accent is quite similar to standard Sol Common, but has drawn some influence from Freespeak due to Konyang’s position near the border between the Sol Alliance and the Coalition of Colonies. A significant number of IPCs possess a Konyanger accent, due to the planet being the origin of IPCs and a major producer of them.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_nhp.png|64px]] &#039;&#039;&#039;New Hai Phongese&#039;&#039;&#039;: New Hai Phongese Common is, compared to the typical Sol Common accent, much more tonal. This has lent it a distinctive pattern of speech that is easy to tell apart from the standard Sol Common accent associated with the Solarian core worlds. The accent is often imitated by performers, particularly musicians, due to its unique tonal style. Due to the hazardous environmental conditions present on New Hai Phong, many residents of New Hai Phong carry another distinctive auditory cue: coughing and wheezing due to asthma.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_himeo.png|64px]] &#039;&#039;&#039;Himean&#039;&#039;&#039;: Himean Common is more guttural and harsh-sounding than the typical Sol Common accent, due to Himeo’s position in the Coalition of Colonies. The Himean accent and its distinctive guttural method of speaking are easily distinguishable from other Sol Common speakers, even when speaking Tau Ceti Basic or Freespeak. Himean Common has the unusual reputation of making its speaker always sound angry, no matter their mood, due to its more guttural nature.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_gadpathur.png|64px]] &#039;&#039;&#039;Gadpathurian&#039;&#039;&#039;: The Gadpathurian accent, otherwise known as Gadpathurian Common, is an older dialect of Sol Common that is often regarded as dated-sounding by other speakers due to the isolation of the planet during its period of reunification. Due to the government&#039;s tight control over Gadpathur, and push for unity in the face of the Sol Alliance, Gadpathurians have been described as sounding relatively similar no matter which area of the planet they hail from.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_eridani_reinstated.png|64px]] &#039;&#039;&#039;Reinstated Eridani Dreg&#039;&#039;&#039;: The clipped and clinical tones of proper &amp;quot;corporate&amp;quot; speech in Eridani are difficult to perfect even for those born into positions of privilege. For those unfortunate individuals born outside Eridani&#039;s shining skyscrapers and silver spires, the distinctly uncorporate flow of &amp;quot;dreg&amp;quot; speech can make attaining the standard Eridanian accent almost impossible to fully achieve. The curious middle-ground accent of the so-called &amp;quot;reinstated&amp;quot; in Eridani society allows an individual to go much further than its more criminally-aligned counterpart, but still falls short of most suits&#039; expectations.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_dominia.png|64px]] &#039;&#039;&#039;Vulgar Morozi&#039;&#039;&#039;: The most common Dominian accent is Vulgar Morozi, a variation of Sol Common found upon Moroz itself. Dominian-spoken Sol Common and Tau Ceti Basic are both heavily influenced by Tradeband, the common language of both human and unathi nobility in the Empire. Vulgar Morozi has regional variations on the colonies of the Dominian Empire, and in the rebellious Morozian region of Fisanduh. The Fisanduhian accent is considered to be a distinctive higher-pitched variation of Vulgar Morozi that is often suppressed by insurgents to better blend in with the greater Imperial population.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_fisanduh.png|64px]] &#039;&#039;&#039;Fisanduhian&#039;&#039;&#039;: While it is similar to the typical Morozian accent, to those not familiar with it; or not from the Empire of Dominia, the standard Fisanduhian accent has some variations that mark it as distinctive.	The accent is higher pitched than its Dominian counterpart, and has been described as more tonal. Members of the Fisanduh Freedom Front will often go to great lengths to disguise this accent, though most will slip back into it when off-world.&lt;br /&gt;
&lt;br /&gt;
* [[File:Novi Jadran Accent.png|64px]] &#039;&#039;&#039;Novi Jadranic&#039;&#039;&#039;: Much like the planet itself, the Jadranic dialect of Solarian Common sits between standard Solarian Common-influenced Vulgar Morozi and the more Freespeak-derived accents of the Imperial Frontier. The dialect possesses grammar and pronunciation similar to Vulgar Morozi but possesses multiple loan words from Freespeak which make it distinct from its Morozian counterpart. Jadraners are valued highly for their loyalty and this dialect is often regarded as the most common accent of the Imperial Army. More educated Jadraners, such as those from the planet&#039;s few urban centers, will often leave the dialect&#039;s Freespeak loan words our while talking with Morozians or other Dominians.&lt;br /&gt;
&lt;br /&gt;
===Tau Ceti Basic/Common===&lt;br /&gt;
A spiritual successor of Esperanto, established in 2404 in Tau Ceti by Ceti intellectuals. Its unique, fully customized alphabet and structure allow it to be spoken even by most alien species. It&#039;s the official language of Tau Ceti and has growing traction in diplomatic circles and Universalists across human space. It is the most common trade language in human space and the official language of commerce in the Sol Alliance and numerous systems as well as being heavily promoted in non-human business schools.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
* [[File:Accent_biesel.png|64px]] &#039;&#039;&#039;Biesellite&#039;&#039;&#039;: Often described as the “true” way of speaking Tau Ceti Basic, the Biesellite accent is easy to reproduce due to the phonetics of TCB.&lt;br /&gt;
&lt;br /&gt;
* [[File:Gibson Ovan.png|64px]] &#039;&#039;&#039;Ovanstad&#039;&#039;&#039;: The New Gibson Ovanstad accent is very close to the accent of Tau Ceti proper, due to the nature of the planet&#039;s colonization. However, New Gibsoners are known for talking with a faster and more clipped accent than those from Biesel and, at times, sound as if they are tripping over their words due to the rapid pace at which they speak.&lt;br /&gt;
&lt;br /&gt;
* [[File:Gibson Under.png|64px]] &#039;&#039;&#039;Undirstad&#039;&#039;&#039;: The New Gibson Undirstad accent is not wildly known or heard outside of New Gibson itself, as those hailing from the Undirstads are quite insular and isolated from the more attractive surface archologies. The Undirstad accent is much slower than the Ovanstad accent, and keeps more to its cultural roots.&lt;br /&gt;
&lt;br /&gt;
*[[File:Valk accent.png|64px]] &#039;&#039;&#039;Valkyrian&#039;&#039;&#039;: The Valkyrian accent is a difficult accent to replicate, mostly due to the cultural melting pot in which it exists. Influences from across the Orion Spur have impacted the development of the accent, with traces of Sol Common, Tau Ceti Basic, Elyran Common and even Vulgar Morozi.&lt;br /&gt;
===Tradeband===&lt;br /&gt;
Descended from Latin and romance languages of old Earth, Tradeband remains the main tongue of the upper class of humanity. The language sounds elegant and well structured to most ears. It remains in popular use with traders, diplomats, and those seeking to hold onto a piece of a romantic past. It gained Sol Alliance recognized legal status in 2317 and is prominent in systems that have historically been major centers of trade.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
* [[File:Accent_eridani_suit.png|64px]] &#039;&#039;&#039;Eridanian&#039;&#039;&#039;: The accent of Eridanian “suits” is almost universally looked upon as the accent of corporate excellence throughout the Sol Alliance and Republic of Biesel. Speaking with this accent is a surefire way to get one’s foot into the door in the corporate world, and wealthier Suits often devote time and resources to refining their accent to be more properly Eridanian.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_highdominia.png|64px]] &#039;&#039;&#039;High Morozi&#039;&#039;&#039;: The less common Dominian accent is High Morozi, a variation of Tradeband found upon Moroz itself. While Vulgar Morozi is typically associated with the common citizenry of the Empire, High Morozi is associated with the Imperial nobility. While most typically associated with nobles it is often taught to wealthy commoners in order to more easily brush shoulders with nobility. This accent is one of the most readily-recognised markers of Dominian nobility abroad.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_jupiter.png|64px]] &#039;&#039;&#039;Jovian&#039;&#039;&#039;: The Jovian accent is an odd mish-mash of accents from Jupiter’s various moons, and has heavy variation on each of the moons. On Idris Incorporated-dominated Europa, the Jovian accent often takes on traces of Tradeband due to the amount of high-income tourism, while the Callistean Jovian accent is known for the rapid, breathless pace at which it is typically spoken. Ganymede is often seen as the “standard” Jovian accent, though some on Callisto vehemently believe that the Callistean accent should be the standard.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_europa.png|64px]] &#039;&#039;&#039;Europan&#039;&#039;&#039;: Europans are known to be much quieter and speak at a slower pace than their counterparts on Callisto, despite the close proximity of the two moons. Solarian linguists have traced the whisper-like nature of the accent origins to the planet’s submarines: crews believed that quieter voices interfered less with sonar, and were less likely to be heard by whatever was outside the hull. Europans that have succumbed to &amp;quot;Deep Crazy&amp;quot;, a psychological phenomenon found on the moon, are known to abandon the typically hushed nature of Europan speech for screaming hysterically.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_silversunexpat.png|64px]] &#039;&#039;&#039;Silversun Expatriate&#039;&#039;&#039;: The accent of Silversun&#039;s wealthy Idris Incorporated-aligned minority population is rooted in Tradeband dialects from Eridani and Luna rather than the Sol Common dialect of the Originals, making it audibly distinctive compared to the &#039;native&#039; accent of the planet. This accent is most commonly associated with Idris Incorporated employees from Silversun, which tend to be overwhelmingly from the Expatriate population. Many Idris Incorporated positronics are programmed with this accent, and it is often regarded as the unofficial accent of the megacorporation.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_assunzione.png|64px]] &#039;&#039;&#039;Assunzionii&#039;&#039;&#039;: The Assunzionii accent is one of the most unusual found in the Coalition of Colonies, due to the planet&#039;s colonial roots in the Mediterranean. Heavily influenced by Romance languages the Assunzionii dialect is most notable for its elegant-sounding and evenly-paced method of speaking compared to rougher-sounding Coalition and frontier dialects. Liturgical Assunzionii is a small subset of this dialect, and is generally only spoken during Luceian services and can be distinguished by its use of archaic language.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_visigrad.png|64px]] &#039;&#039;&#039;Visegradi&#039;&#039;&#039;: The Visegradi accent is unique for that of a Solarian world, being a Tradeband accent with strong influences from the various languages of the Warsaw Pact on Earth. Decidedly harsh and characterized by unusual and eclectic pronunciation, it can be fairly difficult to parse for those unfamiliar with it. This is only somewhat stymied by the fact that Visegradi people tend to speak very loudly, an adaptation necessitated by the need to make oneself heard during the planet&#039;s torrential downpours.&lt;br /&gt;
&lt;br /&gt;
* [[File:Callisto Accent.png|64px]] &#039;&#039;&#039;Callistean&#039;&#039;&#039;: Considered to be one of the most recognizable accents in the Sol System due to its uniquely breathless pace, the stereotypical Callistean accent has its roots in the moon&#039;s port district of New Valletta. While not all Callisteans speak with the breathless pace of those from New Valletta, the district&#039;s status as a port has led to its accent becoming the moon&#039;s most recognized one. As a whole the Callistean accent can be easily recognized by its fast pace of speaking and seeking disregard for pauses.&lt;br /&gt;
&lt;br /&gt;
*[[File:San Collette Accent.png|64px]] &#039;&#039;&#039;San Colettish&#039;&#039;&#039;: The Colettish dialect belongs to the larger linguistic family of Tradeband but unlike many of its counterparts, it is descended from Earth-based Tradeband dialects rather than Luna-based dialects. It is easily distinguished from its Lunan contemporaries by its differences in pronunciation and tone, and still retains many of its linguistic roots from Earth.&lt;br /&gt;
&lt;br /&gt;
*[[File:Port Ant.png|64px]] &#039;&#039;&#039;Port Antillean&#039;&#039;&#039;: There are two distinct dialects present on the planet: one that sees heavy lifting from Tradeband and the other more influenced by Solarian Common. It is relatively easy to identify the differences between the two: Antilleans influenced by Tradeband sound more nasal and rhythmic, whereas those that grew up in regions where Solarian Common is the dominant language are more soft-spoken and enunciated.&lt;br /&gt;
&lt;br /&gt;
* [[File:Mictlan Accent.png|64px]] &#039;&#039;&#039;Mictalani&#039;&#039;&#039;: The Mictlanian accent is a variation on Tradeband that is usually recognized as being folksy and warm. This welcoming, soft voice is one of the reasons the planet of Mictlan has seen a boom in tourism. While some youth may try to sound rebellious and conceal the softness of their voice, this musicality is still prevalent and universally recognizable.&lt;br /&gt;
&lt;br /&gt;
===Freespeak===&lt;br /&gt;
A language of renegades and frontiersmen descending from various languages from Earth like Hindi combined into a multi-rooted jumble that sounds incoherent or even barbarian to non-native speakers. This language is the only common cultural identity for humans in the frontier. Speaking this language in itself boldly declares the speaker a free spirit. Often called &#039;Gutter&#039; by Alliance citizens. It was Recognized by Sol Alliance as a spoken language in 2321. Considered a &#039;rough, informal&#039; language, Freespeak is believed to have evolved in Martian slums, quickly spreading throughout the Galaxy. It is prominent in working class settlements across human space leading it to be the most common language in the frontier and second most common in the outer rim of known space. It is one of the few frontier cultural identity pieces.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
* [[File:Accent_coalition.png|64px]] &#039;&#039;&#039;Frontiers Folk&#039;&#039;&#039;: The frontier is home to an unknowably vast amount of humans and settlements, covering everything from small outposts of only a few hundred to major planets such as Xanu Prime. It is difficult to define a standard &amp;quot;Coalition accent,&amp;quot; or dialect due to the diversity and regionalism of the Coalition, along with its lack of a strong central government. Solarian linguists generally define the Coalition dialect as an umbrella encompassing all Freespeak native speakers not from a major settlement of the Coalition.&lt;br /&gt;
&lt;br /&gt;
* [[File:Xanu Accent.png|64px]] &#039;&#039;&#039;Xanu Standard&#039;&#039;&#039;: The Xanu Standard dialect is arguably the most notable Freespeak dialect. Xanu Standard first emerged as an informal creole designed to make communication between the various nationalities who settled the planet more easily and possessed loan words from upwards of a half-dozen languages during this early period. Over time this creole would morph into the Xanu Standard dialect of Freespeak and is arguably the oldest and most widespread of the 25th century&#039;s common Freespeak dialects. Freespeak taught abroad, such as in the Serene Republic of Elyra and Republic of Biesel, is most often based upon the Xanu Standard dialect.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_scarabs.png|64px]] &#039;&#039;&#039;Scarabs&#039;&#039;&#039;: The common accent of the Scarab Fleet has dozens, perhaps hundreds, of small variations due to the Fleet itself being spread throughout a massive number of individual ships, most of which have their own unique variations upon the standard Scarab accent.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_eridani_dreg.png|64px]] &#039;&#039;&#039;Eridanian, Dreg&#039;&#039;&#039;: The Eridanian “dreg” accent is almost universally looked upon as the accent of petty criminals and ne’er-do-wells throughout the Orion Spur. Speaking with this accent in the proximity of most humans is a surefire way to gain their suspicion, and those speaking with this accent often find themselves under enhanced security surveillance in corporate facilities. Eagle Corp, one of the major employers of dregs in Eridani, devotes a significant amount of its training to making its dreg recruits drop this distinctive accent.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_vysoka.png|64px]] &#039;&#039;&#039;Vysokan&#039;&#039;&#039;: The typical Vyoskan accent is regarded as a throatier and harsher variation of Freespeak, with the planetary accent possessing many harsh tones. Some non-Vysokans have noted that the accent sounds similar to Himean Common at times, due to both accents being more guttural than average. However, the Vysokan accent remains distinctive from Himean Common due to its roots in Freespeak rather than Sol Common.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_deepfrontier.png|64px]] &#039;&#039;&#039;Non-Coalition Frontier&#039;&#039;&#039;: The non-Coalition frontier &#039;accent&#039; is not a true accent in of itself, but is instead used as a catch-all term for human accents originating outside of the frontier controlled by the Coalition of Colonies. These planets and systems vary wildly, and all sorts of people and places can be found within them.&lt;br /&gt;
&lt;br /&gt;
* [[File:Imperial Frontier Accent.png|64px]] &#039;&#039;&#039;Imperial Frontier&#039;&#039;&#039;: Resembling more Freespeak than the Vulgar Morozi dialect found in more civilised regions of the Empire, most accents of the Imperial Frontier are looked down upon by those from the Core Worlds. Many Primaries and Secondaries look down upon the dialects of the Imperial Frontier as rogue, coarse, and often grating to hear compared to their Common-descended dialects. Many from this region who wish to rise through the ranks of the Empire&#039;s Ma&#039;zals spend great amounts of time learning an ersatz Solarian Common dialect based upon this one which is known as the Refined Imperial Frontier Dialect. While not nearly as prestigious see its counterparts the Refined Frontier dialect is often viewed as a mark of loyalty and dedication to the Empire.&lt;br /&gt;
&lt;br /&gt;
===Elyran Standard===&lt;br /&gt;
Elyran Standard, so-called because it was the language created to be the standardised method of communication across the Elyran Republic after its revolution, is the official language of the Republic of Elyra. It was created by the Ministry of Education shortly after the Elyran Revolution at the behest of Prime Minister Abd Al-Hamid for the purposes of giving his new republic a single language that could be used for government, law, military organization, and trade. Many in the Republic praised this initiative as they saw it as either the practical thing to do or saw it as just another step in the Elyran Revolution, creating a new language that was untainted by Solarian influence. A large mass-education and literacy program began in 2317 to educate the Elyran people on this new language, to a point where the government banned the teaching of old Earth languages, such as in public schools, though still allowed them to be taught and used in higher education and religious institutions. The program was completed in 2336, with almost all of the Elyran population being fluent in the new language created by taking influences and grammar from Arabic, Turkish, and Farsi.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
*[[File:Accent_Persepolis.png|64px]] &#039;&#039;&#039;Persepolitian:&#039;&#039;&#039; Well-known across Elyra for its rapid-fire, energetic cadence, the Persepolitian accent is characterised by a vibrant and fast-paced nature that represents the New Ankaran Jewel&#039;s cosmopolitan nature. Speakers of this variant of Elyran Standard tend to be affluent and well-cultured, in keeping with the Elyran capital&#039;s general prosperity.&lt;br /&gt;
&lt;br /&gt;
*[[File:Accent_Damacus.png|64px]] &#039;&#039;&#039;Damascene:&#039;&#039;&#039; One of the most venerable of all Elyra&#039;s linguistic variations, the Damascene accent is famous across the Serene Republic for its scholarly, almost archaic air. Drawing more heavily from Arabic influence than the standard dictionary might, Damascene Elyran retains a refined, cultured, and historically resonant weight to its words, much like the storied planet itself.&lt;br /&gt;
&lt;br /&gt;
*[[File:Accent_Medina.png|64px]] &#039;&#039;&#039;Medinan:&#039;&#039;&#039; Medinan Elyran is characterised by its breathy and almost stutter-step characteristics, both of which are thought to result from the elevated altitudes citizens experience living day-to-day in their sand-skimming cities. The variation has seen little spread outside Medina itself, owing to the planet&#039;s relatively minimal footprint on Elyran cinema and television.&lt;br /&gt;
&lt;br /&gt;
*[[File:Accent_Aemaq.png|64px]] &#039;&#039;&#039;Aemaqi:&#039;&#039;&#039; Aemaqi Elyran is often described as a more considered and methodical variation on the standard dictionary dialect, and its speakers are frequently stereotyped as speaking slowly and languidly. Elements of Tradeband from the planet&#039;s Dominian refugee population have helped to reinforce this effect, and the variation is rarely found in those born off Aemaq itself or its innumerable orbital stations.&lt;br /&gt;
&lt;br /&gt;
*[[File:Accent_New_Suez.png|64px]] &#039;&#039;&#039;New Suezi:&#039;&#039;&#039; Often labelled the most divergent large-scale variation of Elyran Standard, the New Suezi accent has evolved rapidly since the moon&#039;s megacorporate opening to mix elements of Freespeak, Basic, and even Solarian Common into its vocabulary and grammar. While purists might frown upon these deviations from the accepted linguistic standard, the melodic and almost singsong tones of the New Suezi variation feature increasingly often across many forms of Elyran media.&lt;br /&gt;
&lt;br /&gt;
==Tajaran languages==&lt;br /&gt;
===Siik&#039;maas===&lt;br /&gt;
Siik&#039;maas 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 [[Tajaran History#Migration Period|Migration Age]] and continues to be the most prevalent tongue on Adhomai since.&lt;br /&gt;
&lt;br /&gt;
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 it focusing more on spoken word than others, some of the vocabulary requires 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;
&lt;br /&gt;
====Accents====&lt;br /&gt;
* [[File:Siktag.png|64px]] &#039;&#039;&#039;Republican Siik&#039;maas&#039;&#039;&#039;: the dialect of north and central Ras&#039;nrr. It was spoken by the Hadii dynasty and its subjects before being adopted as the official version of the [[People&#039;s Republic of Adhomai|People&#039;s Republic]] Siik&#039;maas. This variation is taught in all Republican schools since the end of the first revolution and is considered as the most pure and correct form. PRA citizens are encouraged to learn and adopt it, as speaking another accent is frowned upon. It is notable for its unusually rigid grammatical construction as opposed to most other Adhomian dialects. Republican Siik’maas is the language of Hadiist loyalists, both in and outside of S&#039;rand&#039;marr.&lt;br /&gt;
&lt;br /&gt;
* [[File:Siiknazira.png|64px]] &#039;&#039;&#039;Nazira Siik&#039;maas&#039;&#039;&#039;: native to the southern regions of Ras&#039;nrr. This accent is the oldest and most solemn form of Siik&#039;maas, avoiding contractions of words and speaking its sentences slowly. It is commonly associated with the [[S&#039;rendarr and Messa|church of S&#039;rand&#039;marr]], due to its proximity to Sana Sahira. Priests are taught to replicate this dialect when conducting religious service.&lt;br /&gt;
&lt;br /&gt;
* [[File:Tajcrevan.png|64px]] &#039;&#039;&#039;Crevan Creole&#039;&#039;&#039;: once the dialect of merchants and sailors across all Adhomai. Born from the melting pot that is [[Crevus]], where Tajara from all the planet would bring and mix their cultures. Thanks to the importance of the city during its trading age, it can be found in most Tajara ports as well. Crevan Creole is known for its heavy focus on nasal sounds, with many Adhomian comedians parodying it.&lt;br /&gt;
&lt;br /&gt;
* [[File:Dprasiik.png|64px]] &#039;&#039;&#039;Das&#039;nrra Siik&#039;maas&#039;&#039;&#039;: found on the island of Das’nrra, this accent is famous for its emphasis at the end of vowels and uncommon pronunciation of glottal stops. While tracing its origins back to the rural population, it was shaped by the urban workers that emerged after the first revolution. It is associated with Democratic People’s Republic citizens and its offworld community.&lt;br /&gt;
&lt;br /&gt;
* [[File:Nkasiik.png|64px]] &#039;&#039;&#039;High-Harr&#039;masir Siik&#039;maas&#039;&#039;&#039;: used by the natives of northern Harr&#039;masir. It is deemed to be a rustic and harsh-sounding form of siik&#039;maas; the accent is associated with peasants and uneducated Tajara. It is the most common dialect among [[New Kingdom of Adhomai]] commoners. The nobility usually attempts to mask this accent due to its relationship with the common people. It is also spoken by the New Kingdom population living in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
* [[File:Lowerrasiik.png|64px]] &#039;&#039;&#039;Lower-Harr&#039;masir Siik&#039;maas&#039;&#039;&#039;: native to the southern area of Harr&#039;masir. In comparison to other Siik&#039;maas dialects - it is the one that deviates the most from the standard version. Thanks to Republican propaganda, it has gained the fame of being the tongue of criminals and guerrilla fighters. Most speakers are [[Democratic People&#039;s Republic of Adhomai]] citizens. Its words are spoken in a hushed manner.&lt;br /&gt;
&lt;br /&gt;
* [[File:Amohdasiik.png|64px]] &#039;&#039;&#039;Amohdan Siik’maas&#039;&#039;&#039;: spoken by the Tajara from the [[Democratic People&#039;s Republic of Adhomai#Island of Amohda|island of Amohda]]. Despite past Republican attempts to destroy this dialect; it survived and is now undergoing a period of revival by Amohdan nationalists. It can also be found in the New Kingdom because of the Amohda Exiles. Due to royalist influence, it has many Ya’ssa loan words. Amohdan Siik’maas has a characteristic drawl tone to it.&lt;br /&gt;
&lt;br /&gt;
* [[File:Tajara northrasnrr.png|64px]] &#039;&#039;&#039;Northern Ras&#039;nrr Siik&#039;maas&#039;&#039;&#039;: While similar to the Republican Siik&#039;maas, Northern Ras&#039;nrr Siik’maas is relatively free from the Hadiist additions. It is known for its short, sharp vowel sounds and clear pronunciation. Most speakers are found in the DPRA controlled area of the region, but some do exist within the PRA borders.&lt;br /&gt;
&lt;br /&gt;
* [[File:Dinnakaccent.png|64px]] &#039;&#039;&#039;Din&#039;akk Mountains Siik&#039;maas&#039;&#039;&#039;: Found in the isolated valleys of the Din&#039;akk Mountains, little has changed in this accent since the first contact. It still clings to words and grammatical structures that have long since fallen out of use by other Siik&#039;maas speakers. It is described as strong and abrupt by other Tajara.&lt;br /&gt;
&lt;br /&gt;
* [[File:Zarrjiriaccent.png|64px]] &#039;&#039;&#039;Zarr&#039;jiri Siik&#039;mas&#039;&#039;&#039;: Located only in the Zarr&#039;jirah mountain range, this accent is rarity outside of the New Kingdom. Speakers of it are often noted for a soft, almost sing-song voice and hand gestures which carry over from Nal&#039;rasan.&lt;br /&gt;
&lt;br /&gt;
* [[File:Harrnrriaccent.png|64px]] &#039;&#039;&#039;Harr&#039;nrri Siik&#039;mas&#039;&#039;&#039;: The dialect of the people of the Harr&#039;nrr peninsula. This accent shares some similarity with Republican Siik&#039;mas thanks to a shared origin and the later PRA rule of Harr&#039;nrr, but differs with a deeper tone when spoken.&lt;br /&gt;
&lt;br /&gt;
===Siik&#039;tajr===&lt;br /&gt;
&#039;&#039;&#039;Siik&#039;tajr&#039;&#039;&#039; is the opposite of Siik&#039;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;
&lt;br /&gt;
===Delvahhi===&lt;br /&gt;
Delvahhi is a language closely related to the Zhan-Khazan Tajara. It is still widely used in religious ceremonies dedicated to Ma&#039;take and amongst settlements comprised mostly of Zhan-Khazan. It is also the favored language of farmers, who have adopted it in the wake of government intrusions into the agricultural industry of Adhomai. It is considered a subversive tongue by People&#039;s Republic authorities.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
* [[File:Delvahi.png|64px]] &#039;&#039;&#039;Rural Delvahhi&#039;&#039;&#039;: the form of Delvahhi spoken by settled Zhan-Khazan communities. It has been heavily influenced by Siik’maas. It is also used as the liturgical language by some Ma’ta’ke priests. Rural Delvahhi speakers usually speak siik’maas with a slower and throaty tone.&lt;br /&gt;
&lt;br /&gt;
* [[File:Nomadspeak.png|64px]] &#039;&#039;&#039;Nomadic Delvahhi&#039;&#039;&#039;: the version of Delvahhi used by the [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|Rhazar&#039;Hrujmagh]]. It emerged after the breakup in the primordial Zhan-Khazan population. Unlike the rural dialect, it remained relatively unchanged over time. It is far more guttural and brief than its sister tongue. &lt;br /&gt;
&lt;br /&gt;
===Nal&#039;rasan===&lt;br /&gt;
Siik&#039;maas and Siik&#039;tajr were always widely used by M&#039;sai, but the body-focused language of Nal&#039;rasan was their creation. Because the mrowling and vocal expressions of Siik&#039;maas could sometimes alert prey to their presence and drive them away, hunting parties adopted this language to prevent such a thing from occurring. Rebel sects saw the use of this language and made use of it for covert discussions and the transmission of highly classified information before and during the Great War.&lt;br /&gt;
&lt;br /&gt;
===Ya&#039;ssa===&lt;br /&gt;
Siik&#039;maas was the widely spoken language of Njarir, though amongst themselves they preferred to use the Ya&#039;ssa dialect. Presumed to be the traditional tongue of the nobility, it uses a more refined alphabet and speech pattern believed to have evolved from a less-used ancient dialect. Hadii members have been recorded to still use Ya&#039;ssa, though ultimately with the widespread annihilation of noble families, this language has fallen into disuse until its revival by the New Kingdom of Adhomai.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
* [[File:Oldyassa.png|64px]] &#039;&#039;&#039;Old Ya&#039;ssa&#039;&#039;&#039;: the tongue of the old Tajaran nobility, spoken by those who were born before the first revolution. It differs from the modern Ya&#039;ssa by having a far more complex set of rules, long-drawn-out sentences, and compound words. Old Ya’ssa is a dying tongue; as the version taught by the New Kingdom of Adhomai has mostly replaced it in the post-revolution noble generation.&lt;br /&gt;
&lt;br /&gt;
* [[File:Newyassaaccent.png|64px]] &#039;&#039;&#039;New Ya&#039;ssa&#039;&#039;&#039;: A consciously learned accent created by New Kingdom&#039;s intellectuals in an attempt to replicate Old Ya&#039;ssa. It is adopted by the nobility who want to reinforce their noble heritage. Commoners consider New Ya&#039;ssa to be pretentious. Pre-contact Ya&#039;ssa speakers consider it a poorly made copy. This accent is also commonly used in the New Kingdom&#039;s	entertainment sector.&lt;br /&gt;
&lt;br /&gt;
==Unathi languages==&lt;br /&gt;
===Sinta&#039;Unathi===&lt;br /&gt;
The common language of Izweski-controlled Moghes, composed of sibilant hisses and rattles. Historically, it is a symbol of the Izweski Hegemony&#039;s domination across half the planet of Moghes. It is believed to be the language of &#039;&#039;&#039;&amp;quot;the civilized Unathi&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
* [[File:accent_heg_noble.png|64px]] &#039;&#039;&#039;Heartlands Noble&#039;&#039;&#039;: The The Noble Heartlands accent is eloquent and flowing, staying near the front of the mouth. Airy and filled with hissing, this accent requires birth-right or years of practice to properly convey. The families of Lords, Sk&#039;akh Priests, noble warriors, and some merchants will often share this accent, and will mostly find the Sinta&#039;Azaziba language and associated accents more savage. The Noble Heartlands accent originates from the Sinta&#039;Unathi language.&lt;br /&gt;
&lt;br /&gt;
* [[File:accent_heg_pes.png|64px]] &#039;&#039;&#039;Heartland Peasant&#039;&#039;&#039;: Lowborn guilds-workers, first-generation merchants, simple warrior levymen, and hundreds of other tasks for the common Clans - this is the most common accent for Unathi of the Izweski Heartland. It still holds a slight air of royalty to it compared to accents from the rest of Moghes. It can be heard across Moghes and in colonies, but is most common by far in its birthplace, the crowded Izweski Heartland. It originates from the Sinta&#039;Unathi language.&lt;br /&gt;
&lt;br /&gt;
* [[File:Southlands noble accent.png|64px]] &#039;&#039;&#039;Southlands Noble&#039;&#039;&#039;: The accent of the Southlands nobility is somewhat slower than that of the peasants, as it has remained less changed by migration to the region. While it has diverged from the original accent of the Southlands, it is closer to that than the fast-paced speech of the peasants. The Southlands noble accent is widely considered pleasing to the ear, with some merchants and bards attempting to mimic it to aid in their own business.&lt;br /&gt;
&lt;br /&gt;
* [[File:Southlands peasant.png|64px]] &#039;&#039;&#039;Southlands Peasant&#039;&#039;&#039;: Centuries of trade and immigration have shaped the Southlands accent into an odd blend of sounds from many regions and languages. The result is a sharp, nasal and rapid-paced accent, where the original influences can be vaguely heard to a keen listener. The fast manner of speech and the general energy with which it is spoken is one of the first things that comes to mind from an outsider when considering the region.&lt;br /&gt;
&lt;br /&gt;
* [[File:Zaza noble.png|64px]] &#039;&#039;&#039;Zazalai Mountains Noble&#039;&#039;&#039;: The accent of the Zazalai Mountains nobility is generally clearer than that of the peasantry, though it carries the same slow and monotone sound to it. This accent is something of an artificial construction, having been widely influenced by the accent of the Izweski Heartlands nobility due to the historic ties between the two regions. To many, this accent is carefully crafted to give an air of civilised refinement in the harsh mountains of Zazalai.&lt;br /&gt;
&lt;br /&gt;
* [[File:Zaza peasant.png|64px]] &#039;&#039;&#039;Zazalai Mountains Peasant&#039;&#039;&#039;: The accent of the Zazalai Mountains is a rather monotone one. The Sinta of the region tend to speak slowly and with little expressed emotion, leading to a common joke that they speak like they have a mouthful of rocks. The particular dialect of Sinta&#039;Unathi spoken in the region can often be hard to understand to outsiders, with some of the more isolated communities having developed dialects that are nearly distinct languages of their own, to the fascination of many Unathi linguists.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent ouerea.png|64px]] &#039;&#039;&#039;Ouerea&#039;&#039;&#039;: The Ouerean accent is a curious thing - influenced in equal parts by human, Skrell and Unathi tongues. This leads many to find it confusing to the ear, and a common stereotype of Ouereans among other Unathi is their propensity for talking quickly and their frequent use of loan words from alien languages. Among Ouereans, whether Skrell, human or Unathi, however, their accent is a mark of pride, representing the fierce and independent spirit that the colony values highly.&lt;br /&gt;
&lt;br /&gt;
* [[File:Unathi spacer.png|64px]] &#039;&#039;&#039;Spacer&#039;&#039;&#039;: The Hegemony has been, for long, the only power on Moghes with access to interstellar travel technology. Naturally, then, most Spacers and Unathi colonists on distant worlds speak Sinta&#039;Unathi. details of this accent vary between communities, but these Unathi pioneers generally speak with a surprisingly softer tones than most accents. Rumors say that it is to save every bit of energy while working on developing new colonies, or living in ships for extended periods of time.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent hazana.png|64px]] &#039;&#039;&#039;Ha&#039;zana&#039;&#039;&#039;: It often rains on Ha&#039;zana, and and it rains hard, so hard in fact that it&#039;s often complicated for people to hear each other, with some sounds like more subtle, faint hissings literally drowned in the pirate world&#039;s downpours. Thus, the Ha&#039;zanan accent was born, one in which Sinta speaking it speak loudly, and clearly. Accentuations sometimes demand that a Sinta nearly roars, and insistence on originally quieter sounds leads to more guttural tones here and there. In a discussion between Unathi of all places, the Ha&#039;zanan are the most likely ones to get heard over anyone else, for better or for worse.&lt;br /&gt;
&lt;br /&gt;
* [[File:Autakh accent.png|64px]] &#039;&#039;&#039;Aut&#039;akh&#039;&#039;&#039;: Incorporating both Hegemonic and Traditionalist elements, the Aut&#039;akh accent is recognisable for its lack of accentuation and intonations, both owing to the occasional implants of questionable quality having some influence on speech, and the general isolation of most Aut&#039;akh communes. Though there is some variation across the various communes of the Orion Spur, the Aut&#039;akh accent has become a recognisable dialect of its own.&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
===Sinta&#039;Azaziba===&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance. It was notable for being the primary language of the now eradicated Coalition of Kingdoms against the Izweski Hegemony.&lt;br /&gt;
&lt;br /&gt;
Because of its history against the Izweski Hegemony, Sinta&#039;Azaziba is looked down upon as the language of &#039;savages&#039; and &#039;wastelanders&#039;. In reality, it is a language filled with culture and traditional beauty that helps many Unathi cling to their ancestral language.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
* [[File:accent_trad_noble.png|64px]] &#039;&#039;&#039;Traditional Noble&#039;&#039;&#039;: A more guttural, droning accent - although one that would demand respect on Moghes before the Contact War, and still demands it in the Wasteland. Primarily born from the guttural intonations and physical movement required to communicate in Sinta&#039;Azaziba, this Noble Traditional accent requires clan-training from a family member or shaman - and has become either a sign of survival or defeat to most who see this ancient accent fading from existence.&lt;br /&gt;
&lt;br /&gt;
* [[File:accent_trad_pes.png|64px]] &#039;&#039;&#039;Traditional Peasant&#039;&#039;&#039;: Primarily derived from the guttural intonations and physical movement of Sinta&#039;Azaziba, common Unathi from the Wasteland would have this grittier speech pattern. Although filled with variety due to the multitude of kingdoms composed in the Wasteland, the borders of where these accents used to be set no longer exist and have simply become what it is now, struggling to find identity.&lt;br /&gt;
&lt;br /&gt;
* [[File:Tza noble.png|64px]] &#039;&#039;&#039;Tza Prairie Noble&#039;&#039;&#039;: A slow, droning and guttural accent, with heavy physical movement involved, the noble accent of the Tza Prairie has remained unchanged for centuries, passed down the ancient lines of the mountains. While it sounds similar to the accent of Traditionalist nobles, most with a noble&#039;s education would be able to clearly tell the difference.&lt;br /&gt;
&lt;br /&gt;
* [[File:Tza peasant.png|64px]] &#039;&#039;&#039;Tza Prairie Peasant&#039;&#039;&#039;: A guttural, deep accent, the accent of the Tza Prairie has heavy Azaziba inflections, as the language that has most often been spoken in the region. While the region did support the Izweski during the Contact War, it was originally a kingdom of the Traditionalist Coalition, and can sound similar to that accent to the untrained ear.&lt;br /&gt;
&lt;br /&gt;
* [[File:Broken noble.png|64px]] &#039;&#039;&#039;Broken Coalition Noble&#039;&#039;&#039;: The accent of the Broken Coalition is what would come first to the mind when asked to describe a Traditionalist accent. It is primarily derived from the guttural intonations and physical gestures of Sinta&#039;Azaziba. This guttural, droning dialect was once associated with the nobility of the Azarak Kingdom, which lay at the center of the Traditionalist Coalition and is now a shattered ruin of its former glory.&lt;br /&gt;
&lt;br /&gt;
* [[File:Broken peasant.png|64px]] &#039;&#039;&#039;Broken Coalition Peasant&#039;&#039;&#039;: The accent of the Broken Coalition is what would come first to the mind when asked to describe a Traditionalist accent. It is primarily derived from the guttural intonations and physical gestures of Sinta&#039;Azaziba. This gravelly dialect was once associated with the peasantry of the Azarak Kingdom, which lay at the center of the Traditionalist Coalition and is now a shattered ruin of its former glory.&lt;br /&gt;
&lt;br /&gt;
* [[File:Torn.png|64px]] &#039;&#039;&#039;Torn Cities&#039;&#039;&#039;: The accent of the Kopesk States, now the Torn Cities, is one that has traditionally grown from the guttural intonations and physical gestures of Sinta&#039;Azaziba. Where the Kopesk accent differentiates itself, however, is in its clarity and volume, as the fierce sermons of the Storm Heralds were often given during thunderstorms and required truly impressive volme prior to the invention of speakers. The accent has also become known as an intellectual one, due to the historically high standards of education in the Kopesk States. When the idea of a scholar comes to mind, the accent of the Torn Cities is one of the first that any Sinta would think of.&lt;br /&gt;
&lt;br /&gt;
* [[File:Queendom.png|64px]] &#039;&#039;&#039;Queendom of Szek&#039;Hakh&#039;&#039;&#039;: From deep in the Wasteland there are some who hail from a society unlike most others that inhabit the radioactive sands, those from the Queendom. Those from the Queendom are recognizable by their Traditionalist inflections in speech, but with slight differences that have evolved in the decades since first contact.&lt;br /&gt;
&lt;br /&gt;
* [[File:accent_deep_wastelander.png|64px]] &#039;&#039;&#039;Deep Wastelander&#039;&#039;&#039;: Deep within the Wasteland, the most savage lands dominated by bandits, death cults, and nomadic peoples that have lost any connection to their ancestors culturally.  The Deep Wasteland accent comes from a disconnection to original talking styles, and adds in more aggressive speech patterns. To both Hegemonic and Traditionalist, the Deep Wastelander accent is the sign of an individual who has grown up without a home or clan that could have taught them an ancestral dialect. The accent is apparent in both Sinta&#039;Unathi and Sinta&#039;Azaziba.&lt;br /&gt;
&lt;br /&gt;
==Skrell Languages==&lt;br /&gt;
===Nral&#039;Malic===&lt;br /&gt;
Nral&#039;Malic sounds like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
* [[File:Standard Skrell Accent.png|64px]] &#039;&#039;&#039;Nral&#039;Malic Standard:&#039;&#039;&#039; In the Nralakk Federation, the typical skrellian accent has dozens of minute and tiny variations and can be found across a multitude of planets (and their colonies) and in a wide range of sectors. Its generality has resulted in the belief that it is the &#039;standard&#039; accent for all Skrell.&lt;br /&gt;
&lt;br /&gt;
* [[File:Qerrbalak Accent.png|64px]] &#039;&#039;&#039;Qerrbalak:&#039;&#039;&#039; The typical accent of the Homeworld (or Qerrbalak), is very much more distinct and enunciated than other variations of Nral&#039;Malic. It puts specific emphasis on a melodious manner of speaking, their tones often jumping out of the standard human hearing range.&lt;br /&gt;
&lt;br /&gt;
* [[File:Qerr&#039;Malic_Accent.png|64px]] &#039;&#039;&#039;Qerr&#039;Malic:&#039;&#039;&#039; The Qerr&#039;Malic accent is known for being rather soft, even hushed at some points. Because of the moon&#039;s tourist industry, it borrows elements from other accents to form a rather unique mixture that makes specific reference to keeping low tones accessible to non-Skrell, further cementing the overall &#039;quietness&#039; to other Skrell as their sentences sound half-finished.&lt;br /&gt;
&lt;br /&gt;
* [[File:Aliose Accent.png|64px]] &#039;&#039;&#039;Aliose:&#039;&#039;&#039; It is often noted that those from Aliose have a distinctive shrill to their voices, emphasizing high notes frequently throughout their speech. The Skrell view this as guttural, mostly due to the resonations felt deep within their throats when attempting to replicate the accent.&lt;br /&gt;
&lt;br /&gt;
* [[File:Aweiji Accent.png|64px]] &#039;&#039;&#039;Aweiji:&#039;&#039;&#039; This type of accent emphasizes on a balance of highs and lows. It uses the nasal canal to further produce a harmonic pattern of speech. Idols are often found replicating this accent due to how gentle it is on both Skrell and non-Skrell.&lt;br /&gt;
&lt;br /&gt;
* [[File:Tattuqig Accent.png|64px]] &#039;&#039;&#039;Tattuqig:&#039;&#039;&#039; The Tattuqig accent is seen as &amp;quot;unrefined&amp;quot; by other Skrell, being known for its drawl and the dropping or merging of vowels when speaking. Just like any other Traverse accent, there&#039;s a certain stigma attached to it by Skrell from the inner systems.&lt;br /&gt;
&lt;br /&gt;
* [[File:Traverse Accent.png|64px]] &#039;&#039;&#039;Traverse:&#039;&#039;&#039; Traverse accents are similar to those of Standard Nral&#039;Malic accents; there are some differences on colonies in the sector, but the general trend of the accent seems to remain within the low ranges, often described as high-pitched and nasal in tone.&lt;br /&gt;
&lt;br /&gt;
* [[File:Skrell Genner.png|64px]] &#039;&#039;&#039;Generational Fleets:&#039;&#039;&#039; The Generation Fleet accent is actually a catch-all term for the various accents that have developed aboard the Generation Fleets of the Nralakk Federation. As a result of being separated from their planet of origin for generations, these accents don&#039;t have much in common with any modern Skrell accent, and are usually described as sounding &#039;older&#039; by other Skrell.&lt;br /&gt;
&lt;br /&gt;
* [[File:Skrell Coalition.png|64px]] &#039;&#039;&#039;Coalition Skrell Standard:&#039;&#039;&#039; Coalition Skrell Standard refers to the various accents of Skrell living within the Coalition of Colonies. Heavily influenced by Freespeak, this accent is more guttural, with lower-pitched tones being more prevalent. The Coalition of Colonies has a reputation for being generally anti-Federation in policy, which has resulted in this accent being seen by Skrell as anti-Federation by association.&lt;br /&gt;
&lt;br /&gt;
* [[File:Skrell Sol.png|64px]] &#039;&#039;&#039;Solarian Skrell Standard:&#039;&#039;&#039; Solarian Skrell Standard can be seen as the Skrellian equivalent of the Solarian accent, having hundreds of variants that can be found on planets across the Sol Alliance. The accent has kept the notable tones from accents found in the Federation, while still heavily influenced by the pacing and pronunciation common in the average Solarian accent.&lt;br /&gt;
&lt;br /&gt;
* [[File:Skrell Biesel.png|64px]] &#039;&#039;&#039;Biesellite Skrell Standard:&#039;&#039;&#039; While the Biesel accent is easy to pick up by most Tau Ceti Basic speakers, the Biesellite Skrell Standard accent is common in the more insular Skrell communities, especially those who are strongly pro-Federation. Biesellite Skrell Standard has many holdovers from Nralakk accents while also having some of the more obvious characteristics of the Biesellite accent.&lt;br /&gt;
&lt;br /&gt;
==Diona Languages==&lt;br /&gt;
===Rootsong===&lt;br /&gt;
Rootsong is spoken through a combination of sounds created by limbs, membranes, and movement that all come together to create a “song” that can be understood as words and sentences. To the uninitiated these sounds tend to sound more &amp;quot;natural&amp;quot;, with many comparing their songs to an orchestra of leaves rustling in the wind, branches rubbing together, and sometimes softer instrumental sounds such as a noise akin to a flute.&lt;br /&gt;
&lt;br /&gt;
===Accents===&lt;br /&gt;
&lt;br /&gt;
* [[File:Rootsong Accent.png|64px]] &#039;&#039;&#039;Rootsong&#039;&#039;&#039;: An accent native to the Dionae born within atmospheric conditions, more specifically that of planets. More commonly found in Dionae that were exposed to non-ionising or trace amounts of radiation during their formative years. To non-Dionae, this accent is akin to that of singing - a high pitched voice that has various rises and falls between Soprano and Mezzo-soprano.&lt;br /&gt;
&lt;br /&gt;
* [[File:Voidsong Accent.png|64px]] &#039;&#039;&#039;Voidsong&#039;&#039;&#039;: An innate accent spoken by Dionae that were born within the vacuum of space, or near extreme amounts of ionising radiation. The accent is said to be incredibly deep, and some have said that the Dionae that have the accent sound extremely similar to Baritones - a type of voice whose vocals differ between basslike and tenorlike.&lt;br /&gt;
&lt;br /&gt;
==Vaurca Languages==&lt;br /&gt;
===Hivenet===&lt;br /&gt;
Hivenet is the name of the protocol used by most major Hives to communicate with each other. It is considered the evolution of the traditional Vaurca method of communication, allowing Vaurcae to communicate from across great distances.&lt;br /&gt;
&lt;br /&gt;
===Accents===&lt;br /&gt;
* [[File:Zora Accent.png|64px]] &#039;&#039;&#039;Zo&#039;rane&#039;&#039;&#039;: Zo&#039;rane is the modern day dialect of the Zo&#039;ra hive, composed of buzzing, cheap Biesellite voice modulators that manage to sway most voices into a more gender neutral tone, while retaining a distinct alien dialect. To other Vaurcae, this accent is reminiscent of the authority the Zo&#039;ra held regal and noble. Their vocal augments stereotypically have difficulty, typically when producing sounds related to the letter &#039;s&#039;, instead substituting with a harsh buzzing in the throat.&lt;br /&gt;
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* [[File:Klax Accent.png|64px]] &#039;&#039;&#039;K&#039;laxane&#039;&#039;&#039;: K&#039;laxane is the modern day dialect of the K&#039;lax hive. Primitive modulators, even among K&#039;lax standards, manage to capture a similarity to the peasantry of the Izweski Hegemony on Moghes  however, they do not fully replicate it, retaining a more drawn out and dreamy tone. To other Vaurcae, this is a more subservient manner of speaking, akin to how Bound tend to draw out their thoughts - a common trait instilled in most vassal Hives as a brand. Vaurca vocal augments stereotypically have difficulty, typically when producing sounds related to the letter &#039;s&#039;, instead substituting with a harsh buzzing in the throat - the K&#039;lax experience less of this - no Unathi would be content listening to a Vaura buzz incessantly when trying to hiss a sentence in the Hegemonic tongue.&lt;br /&gt;
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* [[File:Cthur Accent.png|64px]] &#039;&#039;&#039;C&#039;thuric&#039;&#039;&#039;: C&#039;thuric is the modern day dialect of the C&#039;thur hive, a sly and sneering take on the unyielding Nral&#039;Malic. Modulators are unfortunately still cheap, capturing a very monotone and unchanging method of speaking. Voices are warped into being clear and concise, many C&#039;thur adopting a blunt and to-the-point method of speaking - yet, when needed to be verbose, delivery is often swift and intelligible. Other Vaurcae would recognize this tone as being infamous of the C&#039;thur&#039;s past deeds. Their vocal augments stereotypically have difficulty, typically when producing sounds related to the letter &#039;s&#039;, instead substituting with a harsh buzzing in the throat.&lt;br /&gt;
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* [[File:Accent liidra.png|64px]] &#039;&#039;&#039;Lii&#039;draic&#039;&#039;&#039;: The Lii&#039;dra speech, as understood by those that have heard the Hivemind and live to tell, is characterized by a monotonous voice that sounds even more robotical than the rest of the modulators used by the other Hives. It is believed to be a modified technology reverse engineered from stolen Zo&#039;rane modulators. While, with its flaws, the Zo&#039;ra accent might sound quirky to some, it is often said that this is to add more personality to each individual. Since the Lii&#039;dra do not think of themselves as such, these variations were deemed useless. The Connected individuals will often speak in plural, while the Disconnected are prone to use the first person when referring to others&lt;br /&gt;
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[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Shimmer</name></author>
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